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Masterclass in new-school puzzle design, July 12, 2019by Victor Gijsbers (The Netherlands) This is a masterclass in new-school puzzle design. Old-school games had many puzzles, but they were all unrelated: solving one of them did not help you with the next one (except perhaps by providing you with new tools). Playing the game, you are not building up expertise. Did you get the items from the demijohn in Curses!? Nice! But it doesn’t teach you how to retrieve the attic key from the cellar. Was this review helpful to you? Yes No Remove vote | Add a comment
Comments on this reviewPrevious | << 1 >> | Next Andrew Schultz, July 13, 2019 - Reply For some people it's not necessarily a price to pay for the sharp design. Sometimes I don't need a huge story to distract me from getting through. And I know that sometimes filling up on a story from one game makes it harder for me to get into the next--I can only focus on so much story per day! So what you mention is personal taste, but it seems very fair. I speak as someone who prefers books without a whole pile of characters and family trees, someone who can't focus on, say, Game of Thrones. For people like me, Shorgil style puzzling works well. But I can pretty easily see how others need or want a bit more. Victor Gijsbers, July 14, 2019 - Reply To be fair, DiBianca was attempting something quite difficult: taking abstract puzzles and creating a fiction out of them. It's difficult to do that and end up with a narrative that is gripping. |