Friday, November 20, 2015

Puzzle Game Break Down

ThWalking Dead: SEASON ONE Episode one.
Escaping the grocery store. 


Primary mechanics of gameplay change depending on the given situation, but in this particular challenge they include:

  • walking
  • talking
  • picking items up
  • examining items
  • utilizing items in ones inventory



After deciding who will and who wont eat, you explore the inside of the store finding a radio needs batteries, an old man needs pills and the front gate is locked and you need to get beyond
it to get keys.

Let's focus on the radio and the locked gate. The radio simply requires you to collect batteries found in the store, and then they are brought back to the radio. You interact with the various elements of the radio, pulling out the antennae, and then putting the batteries in. Pressing the radios on switch starts the radios cut scene.




To get the pills for the old man, earlier mentioned, you need to find the keys for the doors inside of the store. Looking around inside of the store, you find no keys but you do find a family photo. this is enough to change the interaction at the gate. Your protagonist character now mentions to a NPC that one of the nearby corpses looks a lot like one of the people in the photo so they are likely the one holding onto the keys. 



To distract roaming enemies, you must search the store, and finding a remote you can bring it to the NPC by the gate so that he can create a diversion for the enemies outside of the gate. It isn't enough to make it safe for you to go beyond the gate, so you need to increase the diversion. As well it is mentioned that the gate's lock combo is unknown.



After a side mission you have another item in your possession, an axe , needed to break the lock on the door. this forces you to complete the side mission before you can check the cadaver for the keys. This axe allows you to break the lock on the gate, so that you can reach a brick that has been right outside of your reach. now you can use the brick to break glass surrounding your earlier attempt at a diversion making it loud enough for you to check the body where you believe the keys are located. turns out that is where they are. Now you can enter the pharmacy and get the pills needed for the old man.



Most of the players actions seem to be lead by NPC conversations, and very visible hud elements showing the player what they can interact with. Cut scenes are interrupted with actions input screens. The player is encouraged to let the story unfold around them, and as it does the player is likely to pick up the elements needed to fulfill the story. 



Types of puzzles used in this challenge would seem to include:
  • Ordinary object usage
  • unusual object usage
  • Excluded middleAnd most importantly
  • People Puzzles


The puzzles make you feel smart, because they are somewhat common sense. they allow you to ask yourself- what would i do to get out of a door? How does a radio work? and these simple problems can be solved in common ways. This gives the average player a feeling of accompli
shment. Nothing to too far fetched to be too confused by.