Conversation with characters as puzzles?
#123290
06/23/03 04:10 PM
06/23/03 04:10 PM
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esube
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The discussion initiated by johnboy about Broken Sword provokes the following question: when is a conversation a puzzle? Let me put this another way. We all know what to do in an adventure game when faced with a conversation with a game character. Talk to them about everything we can. There often isn't very much to do but sit back and listen. I am trying to think of situations in which the conversation itself takes on puzzle-like qualities The best example of what I am thinking about perhaps is in Egypt II, where the conversation choices involve a complicated series of trades with various merchants in order to come up with just the right item(s) at the end. I think another is in Broken Sword with Kahn on the cliff, though game-stopping dialogue choices are not so much puzzles as just bad choices Any other examples?
"I could help you if I had my salmon"
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Re: Conversation with characters as puzzles?
#123293
06/23/03 07:56 PM
06/23/03 07:56 PM
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JonathanBoakes
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I'm with Mr.Lipid, Titanic had loads of converse triggers. Good fun though, especially with the more camp passengers. But, TLJ wins hands down when it comes to listening to monologues before you can "progress".
The ghosts are waiting, in the dark places, the forgotten places. Waiting for you: Darkling Room Games
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Re: Conversation with characters as puzzles?
#123295
06/23/03 11:59 PM
06/23/03 11:59 PM
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gatorlaw
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Esube, I was just thinking about this from another thread. To me a puzzle in a game is any obstacle or challenge that you have to figure out how to get past to advance the story. So many times it is a person to get past or securing their cooperation/help. This can be done by doing something for them, giving them an item, using an item on them. But many times you have to ask the right questions, give the right response or ask a question of a particular person to trigger game advancement. If so to me that is a puzzle. There is a lot of that in the Tex Murphy games. The whole plot changes in Pandora depending on the responses you make or what you pursue in dialogue. Many of the old Lucas Arts are the same way as is Syberia and Post Mortem. I actually like more intuitive based puzzles. More challenging in many ways. I enjoy a good mix and also classic inventory based games. But I think in many ways the emphasis on plot based challenges is one of the nice developments for me in newer games. Laura
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Re: Conversation with characters as puzzles?
#123296
06/24/03 04:12 AM
06/24/03 04:12 AM
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Kickaha
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In "Planescape Torment" (I know this is a RPG but RPG's have Adventure game elements) there are a number of conversation puzzles where you need to make the right dialogue choices to navigate through to solve the puzzle. If you don't make the right choices you start the conversation again.
This feels unnatural to me - you wouldn't in real life replay conversations like this. In a pure Adventure it also feels unnatural to me to have a dialogue choice which alters the plot - less so in a RPG (but games are most interesting when they break the rules.)
Regards, Peter.
Used to answer to "Peter Smith", now answers to "Peter Rootham-Smith"
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Re: Conversation with characters as puzzles?
#123297
06/24/03 06:32 AM
06/24/03 06:32 AM
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acornia
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Mystery of the Druids. If didn't make the right conversation choices, the cat wouldn't show up.
Never resist a generous impulse.
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Re: Conversation with characters as puzzles?
#123298
06/24/03 08:53 AM
06/24/03 08:53 AM
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Singer
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As Becky said, MI's insult fights are the only true example of dialogue "puzzles" I can think of.
Blade Runner and Shadow of Destiny both included dialogue options that altered the course of events, but those are really plot devices, not puzzles.
It's hard to win with this one. Often the most direct route through a conversation is the dullest one, which is why the developers add options. But then going through the options causes unnatural results.
Personally, I feel this is a definite weakness in games that better scripting could so easily enhance. The "exhaust the options" method is a snooze, and the "right and wrong" method is restrictive. As with ALL puzzles, developers should be exploring ways of creating branching dialogue puzzles that all work back to the desired result - whether or not that would qualify them as "puzzles" still remains to be seen, but the degree of interactivity would certainly be improved.
Jack
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Re: Conversation with characters as puzzles?
#123301
06/24/03 10:14 PM
06/24/03 10:14 PM
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esube
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I agree that the MI insult duels are the best examples of this. I guess that they are so good that I had put them into a separate category altogether. I agree with what Laura and Jack said.
"I could help you if I had my salmon"
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Re: Conversation with characters as puzzles?
#123306
06/26/03 09:44 PM
06/26/03 09:44 PM
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Raj
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Count me in with the Monkey Island insult fights, ya bunch of Grog Grubbers!!
But wasn't the language learning part of TLJ a puzzle?
Although I have heard people hated that part (or at least the long monologue which followed), I loved it. It's unusual that any fantasy undertakes the effort to explain how it is that the protagonist travels to another world and everyone speaks English. SO... I liked it just because it made sense (kinda like the miniturization backpack in Outcast... finally solving the riddle of how a character carries around all that inventory!).
But I also liked it as a puzzle. Certainly not something graphical like a slider, but not an inventory based puzzle either. I thought it was interesting.
Now... here's a question... Does "talking" to the monkey in Road to India count?
"Learning to fly... and I'm trying to try..." Ritchie Havens (Tex Murphy: Overseer)
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Re: Conversation with characters as puzzles?
#123307
06/27/03 12:43 AM
06/27/03 12:43 AM
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gatorlaw
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Hey....I forgot about the monkey puzzle in Road to India, sure seems to fit to me. As for monkey combat/ insult sword fighting... one of my most favorite puzzles of all times. Bwah-ha-ha-ha and a dead gamer's chest. Laura
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Re: Conversation with characters as puzzles?
#123308
06/28/03 02:18 AM
06/28/03 02:18 AM
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Advpuzlov
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Originally posted by CNW400: Most times I dislike conversations in games because the choices given are either not the questions I really have and would want to ask... Some of the questions given as choices are sometimes rather stupid and not at all pertinent. Of course, the same thing can be true of actions. The obvious thing to do is such and such and you can't do that since some triggering action has not been taken. This happens so much in inventory games. I think it is because of the programming complexities that some rational actions cannot be taken. Maybe with more advanced game-creation programs it will be possible to "act" more naturally in a game. I won't hold my breath. 
It is the mark of an educated mind to be able to entertain a thought without accepting it. -- Aristotle
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