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#11 | |||||||||
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Junior Member
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Another good point. However, given the idea behind this design challenge, we are not immediately forced to come up with a solution on the spot. I was merely stating that coming up with my own unique scenario shows creativity. I see your point as well though. In an interview, using your own scenario may look appear scripted rather than a legitimate attempt to answer the question. Regardless, the alternative idea I came up with was actually developed stream of thought ![]() Last edited by iL DuCe : 06-19-2008 at 05:59 AM. |
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#12 | ||||||||
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Moderator
Location: Netherlands |
I've always been fond of the helper companions that provide cues throughout games (Navi - OoT, Issun - Okami). But it would be rather cheap to introduce an entire character (that would need to be present through some part of the game, at least) to solve this one problem.
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#13 | ||||||||
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Senior Member
Location: Saint Paul, Minnesota |
Well, in Oblivion, you occasionally get locked in jail.
Their cue is a text box that explains to you what you can do... |
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#14 | |||||||||
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Administrator
Location: New York |
This is a really good post. If any of you are interviewing any time soon, this pertains to you.
Yes, interviewers LIKE for you to ask follow-up questions. People who ask before they react are usually adept problem-solvers. For this scenario, you can answer those questions on your own. In your submission, you might pretend that you asked those questions, and then invent the answers you're given, too. Go wild, my friend! Quote:
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-jillduffy |
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#15 | ||||||||
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Junior Member
Location: South-West USA |
A nice challenge. I am going to start with what a prison can be and take it from there.
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#16 | |||||||||
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Senior Member
Location: Saint Paul, Minnesota |
Quote:
Might as well mix it up, eh? |
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#17 | ||||||||
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Administrator
Location: New York |
Even if you have a minimum security prison, how does the player know where to go to escape? How does the player know that her next step in the game is to escape? What are the cues and clues?
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-jillduffy |
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#18 | ||||||||
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Moderator
Location: Netherlands |
I guess the best way to tackle the problem is to implement progressive hinting. At first no clues at all, after a set time without progress a guard could mumble something remotely linked to the answer. Later still, he could simply describe part of the answer.
Of course, this progressive hinting could come in all sorts of forms, even to the point of gradually changing the appearance of the answer object/area. |
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#19 | ||||||||
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Senior Member
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That depends, in my opinion, on what the larger scenario is - working with the prison motif you still have motivations, overall story, demeanors to write about - writing (literature) might be the best influence here, because you can generally get good ideas about the how and why (intent) of where and who you are playing, and from there 'appropriate' cues will become apparent.
For instance (because I haven't been able to share anything on the forums before ) I am very fond of a story I'm writing that involves an oppressive, homegrown religious regime. So in the scenario I am using to showcase level design skills, my character is imprisoned across from a guy modeled on bradd pitt from 12 monkeys, and the guards are volunteers - effectively sunday school leaders. There's a morality play that becomes central to escaping, along with me wanting to let the player feel what it is to be imprisoned against their will. So there won't be an immediate way out, despite the necessity of working on a way out the whole time.If you get creative enough with your writing, you can put very obvious or necessary pieces of the puzzle on the walls in the cryptic scratchings of a previous prisoner, for example. OR, as is my favorite piece of my puzzle, you can give false clues and dead ends - the psychological aspect of putting someone in a prison cell is your most fertile ground. |
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#20 | ||||||||
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Senior Member
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what does the player want to escape to might be a good end to tie up as well.
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