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Quest for Infamy / Re: Designing Quest For Infamy
« on: August 02, 2012, 09:26:00 AM »I love those puzzles that are inventory based. Combining items, being able to look or turn them in your inventory and maybe catch a clue. A good example is in Skyrim, you find a claw and your not really sure what it's for until you find a door with a bunch of glyphs on it and the claw shape for the key hole. The answer for the glyphs is on the claw itself which you can view in your inventory once you turn it around. Simple but fun to figure out.
I know what you mean, I remember a fairly simple puzzle in Curse of Monkey Island where one of the pirate barbers you had to recruit wouldn't except a challenge from you unless you insulted him. I remember choosing the various insults in the dialogue options, going through my inventory for ages before noticing the glove. And then the light bulb went on in my head and I thought "You have to insult him". I can see how that particular one skipped by a few people, but it was still a joy to discover.
So yes, inventory type puzzles are among my favourites in adventure games. The only issues I have is when the inventory items take a huge step away from logical use. Whilst I understand that using items in unusual ways is a huge part of adventure games, we have all had those moments where we have solved a puzzle by just clicking on items at random, only to solve it and we think "HOW THE HECK WERE WE SUPPOSE TO WORK THAT OUT".