Posted By: esube
Conversation with characters as puzzles? - 06/23/03 09:10 PM
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?
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?