No, as they listed their heroes and shining examples which include Gary, David, Steve Purcell, Brian Moriarty - with pictures… I felt a kind of reassurance, like “ok these guys know their stuff” (or they know how to link wikipedia knowledge to a demonic marketing strategy to reach their target audience)
“There were a couple of design mistakes that got me stuck. It took a while to figure out, but those mistakes helped me a lot when designing my game, like, trying to avoid that kind of frustration”
and the host jokes: “well, Ron Gilbert himself in the late eighties wrote about the pitfalls of adventure games… So now you can write part 2”
and he says: “Yes, I mean, I’ve never done a video game before, I used to work on engineering, but I learned so much in these 3 years of making a point and click adventure game that I’m convinced the next one we do will come out smoother and better”
Actually I started, I played 20 minutes, then I don’t recall what happened. Probably “the castle” came out. Then I forgot and played Blackwell Epiphany (very good).
I don’t know… a good puzzle is such a delicate thing, it must balance so many things and they all need to fit together to give you that “a-ha moment”. This kind of puzzle can never have two solutions. Unless the two solutions are basically the same solution (like: put a rat in the stew, or put an old shoe in it)
I see your point. That still leaves some possibilities open, though. For example, two different puzzles you have to solve to either obtain the rat or the shoe in the first place. Or imagine being trapped in a room, or otherwise hindered from entering a location: there could be multiple ways out or in, each with its own dedicated puzzle (chain). Think of something like Indy4, except the alternative routes would be much shorter, but appear more often throughout the game.
Anyway, we’ll have to wait and see whether it turns out as well as the devs would like us to believe .
That’s actually quite funny. ‘I got stuck, so there must be something wrong with TWP’! Sounds like the kind of people that never had to wrest their food from the mouth of a saber-toothed tiger .
Not sure if you’re being facetious, but I thought it looked kind of cool, so yes I do? If we’re talking about the associated “puzzle” I was momentarily confused by the phonebook’s order. As I recall the challenge was how to actually make a call.
It suffered a bit from I picked up that tape hours ago and pretty much forgot all about it syndrome iirc. But which puzzle suffers from sprawl design will be playthrough specific. It’s the sprawl itself that’s both flaw and feature. It’s a flaw because there’s a lot of stuff you’ll near-forget, but it’s a feature because there’s always something else to do while you (subconsciously) ponder the thing that’s got you stumped. I’m inclined to think of it more like a feature but it does make it very hard to pick a game like this back up after a more prolonged break.
The part of the game that stumped me the most was right after you first exit your trailer with Ransome because I misinterpreted the visual clues. I thought the paper flew over further to the left.