Puzzle design case study: LSL1 (SPOILERS)
Posted: Sun Jan 22, 2017 11:55 am
This recent thread reminded me of this less recent thread, where I complained about LSL1's puzzles. So I thought I'd do a more in-depth analysis of those.
One thing that really influenced my view of puzzle design is Ron Gilbert's Why Adventure Games Suck, especially the section about backwards puzzles. I'm going to use the terminology "problem-first puzzle" and "solution-first puzzle". The problem with solution-first puzzles is that it leads to the behavior of first just picking up everything everywhere, with the logic that if the game allows you to get something, you'll probably need it. The puzzle itself is then reduced to just looking through your keyring for the right key.
Problem-first puzzles have much more potential for that satisfying "a-ha" moment. You'd first encounter a problem, then try to work your way past it. There are then two possibilities. You could passively encounter the solution, at which point the puzzle is to make the mental connection between the two (Gilbert gives the example of finding a rope and then concluding that you could use it to climb down a crevice). Or you could hypothesize a potential solution and actively work towards solving it (e.g. breaking into a toolshed in order to look for a rope). I think active problem-first puzzles are the most satisfying. For both solution-first puzzles and passive problem-first puzzles, it all depends on how much thought the connection requires. Figuring out that a disco passcard lets you into the disco doesn't make the player feel very clever.
I'm going to base this analysis on the AGI version of LSL1. And I'm just going to discuss what I see as puzzles, so simple things like "open the door in order to go through it" are omitted, as are any entirely optional actions (even if they give points). Also, while I noted it in the post title, I'll warn again that this has all the spoilers.
End objective
As the manual puts it, "to find and seduce the girl of your dreams".
This is already a problem. You meet several women in the game, but the actual endgame comes from going up to the penthouse. You're never told who is up there or given an indication that she'd appreciate you intruding like that. You're apparently only going up there because you can. Finding Eve is accidental.
Puzzles
Problem: You need a password for the door in Lefty's.
Solution: Read the bathroom graffiti.
This one could go either way. It's very possible that you'll find the password before learning you need it (solution-first). Or you'll figure out that you need the password and then stumble upon it (passive problem-first). It's also possible find out you need a password and then specifically look for it in the graffiti (active problem-first), since that's not an absurd place for it.
Problem: You need to distract the pimp.
Solution: Give the drunk in the hallway a drink to get a remote control.
This is likely solution-first (you'll pass the drunk on the way to get the password), and it's entirely passive. If you were just trying to find a remote control, there's no logical reason to expect it from that drunk. If, on the other hand, you already have the remote control, the puzzle solves itself.
Problem: You can't get into the disco.
Solution: Get the passcard from the ashtray in the casino.
This is either solution-first or passive problem-first. You wouldn't specifically look for the passcard there, but once you have it, its use is obvious.
Problem: Fawn wants things.
Solution: Give her the rose from Lefty's hallway, the ring from the sink, and the candy from upstairs.
This is also solution-first. She doesn't ever say that she wants these items, so you never really have that as an objective. You're just expected to already have them (which is likely, since you start the game at Lefty's) and to try giving them to her. Even if you do speak with her first and decide to try to get gifts for her, it's still passive; it doesn't make sense to specifically search a bar looking for gifts.
Problem: Fawn wants wine.
Solution: Use the radio, wait for a commercial, then go to the payphone and call that number.
This is problem-first, and it's probably also active. Having something relevant show up immediately on turning on a radio or tv doesn't really work in real life, but it is a common trope in fiction. This one gets a bonus point for having another source of wine that doesn't work but it then loses that point because you only find out that other wine doesn't work from unexpectedly dying.
Problem: Fawn ties you up.
Solution: Give the wandering drunk wine in order to get a knife.
Here, you either already have the solution, or you're stuck. So it's either solution-first or an unexpected game over.
Problem: Faith wants Spanish fly.
Solution: Get it from the window behind Lefty's.
This is, since the narrator tells you to get some medical stimulants. And it's active, in that you see them in the window and try to work towards getting them.
Problem: You need a rope to tie to the fire escape.
Solution: Use the one Fawn tied you to the bed with.
This is probably solution-first, and a dead end if you failed to pick it up. If, on the other hand, you start out trying to get the pills, you'd have to do the whole Fawn subplot first in order to get that rope, making for an absurd passive problem-first puzzle. I do have to give props to the game for hinting at the need for rope via the magazine.
Problem: You need a hammer to smash the window.
Solution: Search the dumpster.
This could be solution-first or problem-first. However, it's very likely passive; you might search the dumpster because you're expecting to find something useful there, but you wouldn't go there for a hammer specifically.
Problem: Eve wants an apple.
Solution: Buy one from the wandering barrel man.
This is almost certainly solution-first. It would be really weird to get to the penthouse and then go back outside to look for an apple, especially since you're never given that as objective (you're just supposed to guess it from her name).
Conclusion
When I said LSL1 didn't have good puzzles, this is what I meant. There aren't a lot of puzzles in the first place. In most cases, the puzzle is solved through adventure game kleptomania rather than through specifically working out a solution. This means you spend your time either at the point where the solution is obvious (you already have the item needed) or where you're completely in the dark about it, without the middle ground of having some inkling and working towards solving it. And it means that you spend a lot of time looking at things at the meta level (things like "what items look like they can be picked up?" or "if it's possible to do this, there must be a reason to do it") rather than the in-universe level ("if I were in this situation, what would I do?").
I'm not sure if this analysis is helpful to anyone else, but I found it useful to crystalize my thoughts (I hadn't really thought about the passive/active distinction before). If people are interested, I could try to do this sort of analysis on other games in the future. If not, that's also okay.
One thing that really influenced my view of puzzle design is Ron Gilbert's Why Adventure Games Suck, especially the section about backwards puzzles. I'm going to use the terminology "problem-first puzzle" and "solution-first puzzle". The problem with solution-first puzzles is that it leads to the behavior of first just picking up everything everywhere, with the logic that if the game allows you to get something, you'll probably need it. The puzzle itself is then reduced to just looking through your keyring for the right key.
Problem-first puzzles have much more potential for that satisfying "a-ha" moment. You'd first encounter a problem, then try to work your way past it. There are then two possibilities. You could passively encounter the solution, at which point the puzzle is to make the mental connection between the two (Gilbert gives the example of finding a rope and then concluding that you could use it to climb down a crevice). Or you could hypothesize a potential solution and actively work towards solving it (e.g. breaking into a toolshed in order to look for a rope). I think active problem-first puzzles are the most satisfying. For both solution-first puzzles and passive problem-first puzzles, it all depends on how much thought the connection requires. Figuring out that a disco passcard lets you into the disco doesn't make the player feel very clever.
I'm going to base this analysis on the AGI version of LSL1. And I'm just going to discuss what I see as puzzles, so simple things like "open the door in order to go through it" are omitted, as are any entirely optional actions (even if they give points). Also, while I noted it in the post title, I'll warn again that this has all the spoilers.
End objective
As the manual puts it, "to find and seduce the girl of your dreams".
This is already a problem. You meet several women in the game, but the actual endgame comes from going up to the penthouse. You're never told who is up there or given an indication that she'd appreciate you intruding like that. You're apparently only going up there because you can. Finding Eve is accidental.
Puzzles
Problem: You need a password for the door in Lefty's.
Solution: Read the bathroom graffiti.
This one could go either way. It's very possible that you'll find the password before learning you need it (solution-first). Or you'll figure out that you need the password and then stumble upon it (passive problem-first). It's also possible find out you need a password and then specifically look for it in the graffiti (active problem-first), since that's not an absurd place for it.
Problem: You need to distract the pimp.
Solution: Give the drunk in the hallway a drink to get a remote control.
This is likely solution-first (you'll pass the drunk on the way to get the password), and it's entirely passive. If you were just trying to find a remote control, there's no logical reason to expect it from that drunk. If, on the other hand, you already have the remote control, the puzzle solves itself.
Problem: You can't get into the disco.
Solution: Get the passcard from the ashtray in the casino.
This is either solution-first or passive problem-first. You wouldn't specifically look for the passcard there, but once you have it, its use is obvious.
Problem: Fawn wants things.
Solution: Give her the rose from Lefty's hallway, the ring from the sink, and the candy from upstairs.
This is also solution-first. She doesn't ever say that she wants these items, so you never really have that as an objective. You're just expected to already have them (which is likely, since you start the game at Lefty's) and to try giving them to her. Even if you do speak with her first and decide to try to get gifts for her, it's still passive; it doesn't make sense to specifically search a bar looking for gifts.
Problem: Fawn wants wine.
Solution: Use the radio, wait for a commercial, then go to the payphone and call that number.
This is problem-first, and it's probably also active. Having something relevant show up immediately on turning on a radio or tv doesn't really work in real life, but it is a common trope in fiction. This one gets a bonus point for having another source of wine that doesn't work but it then loses that point because you only find out that other wine doesn't work from unexpectedly dying.
Problem: Fawn ties you up.
Solution: Give the wandering drunk wine in order to get a knife.
Here, you either already have the solution, or you're stuck. So it's either solution-first or an unexpected game over.
Problem: Faith wants Spanish fly.
Solution: Get it from the window behind Lefty's.
This is, since the narrator tells you to get some medical stimulants. And it's active, in that you see them in the window and try to work towards getting them.
Problem: You need a rope to tie to the fire escape.
Solution: Use the one Fawn tied you to the bed with.
This is probably solution-first, and a dead end if you failed to pick it up. If, on the other hand, you start out trying to get the pills, you'd have to do the whole Fawn subplot first in order to get that rope, making for an absurd passive problem-first puzzle. I do have to give props to the game for hinting at the need for rope via the magazine.
Problem: You need a hammer to smash the window.
Solution: Search the dumpster.
This could be solution-first or problem-first. However, it's very likely passive; you might search the dumpster because you're expecting to find something useful there, but you wouldn't go there for a hammer specifically.
Problem: Eve wants an apple.
Solution: Buy one from the wandering barrel man.
This is almost certainly solution-first. It would be really weird to get to the penthouse and then go back outside to look for an apple, especially since you're never given that as objective (you're just supposed to guess it from her name).
Conclusion
When I said LSL1 didn't have good puzzles, this is what I meant. There aren't a lot of puzzles in the first place. In most cases, the puzzle is solved through adventure game kleptomania rather than through specifically working out a solution. This means you spend your time either at the point where the solution is obvious (you already have the item needed) or where you're completely in the dark about it, without the middle ground of having some inkling and working towards solving it. And it means that you spend a lot of time looking at things at the meta level (things like "what items look like they can be picked up?" or "if it's possible to do this, there must be a reason to do it") rather than the in-universe level ("if I were in this situation, what would I do?").
I'm not sure if this analysis is helpful to anyone else, but I found it useful to crystalize my thoughts (I hadn't really thought about the passive/active distinction before). If people are interested, I could try to do this sort of analysis on other games in the future. If not, that's also okay.