One thing to complain about in Chapter 2

Okay, so I'm near the end of it, but something in it really gets me. Don't get me wrong, everything else is great. :D I find it really annoying that some of the puzzles aren't straight forward enough. For instance,
when you have to check out a book from the library, and there's no evidence a library exists, you can't see it from the harbor, and you usually don't think about taking the bridge that leads to it.
There's also the part
where you have to find a freaking bucket that is almost unnoticeable.
Plus, the hint system can be really misleading at times and doesn't make it clear just what you need to do. About the puzzles, though, let me quote Ron Gilbert himself in his article, "Why Adventure Games Suck And What We Can Do About It"

End objective needs to be clear

It's OK if the objective changes in mid-game, but at the beginning the player should have a clear vision as to what he or she is trying to accomplish. Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere. Situations where not knowing what's going on can be fun and an integral part of the game, but this is rare and difficult to pull off.

Sub-goals need to be obvious

Most good adventure games are broken up into many sub-goals. Letting the player know at least the first sub-goal is essential in hooking them. If the main goal is to rescue the prince, and the player is trapped on an island at the beginning of the game, have another character in the story tell them the first step: get off the island. This is just good storytelling. Ben Kenobi pretty much laid out Luke's whole journey in the first twenty minutes of Star Wars. This provided a way for the audience to follow the progress of the main character. For someone not used to the repetitive head-banging of adventure games, this simple clue can mean the difference between finishing the game and giving up after the first hour. It's very easy when designing to become blind to what the player doesn't know about your story.

Puzzles should advance the story

There is nothing more frustrating than solving pointless puzzle after pointless puzzle. Each puzzle solved should bring the player closer to understanding the story and game. It should be somewhat clear how solving this puzzle brings the player closer to the immediate goal. What a waste of time and energy for the designer and player if all the puzzle does is slow the progress of the game.

Arbitrary puzzles

Puzzles and their solutions need to make sense. They don?t have to be obvious, just make sense. The best reaction after solving a tough puzzle should be, "Of course, why didn't I think of that sooner!?" The worst, and most often heard after being told the solution is, "I never would have gotten that!" If the solution can only be reached by trial and error or plain luck, it's a bad puzzle.
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Comments

  • edited August 2009
    Ironically I found both of those things near instantly but managed to
    spend a hour looking for a way to pry the turtle when it was RIGHT THERE.
    <massive facepalm>
  • edited August 2009
    The library was not only the second thing I approached, but the bucket was also in an area you need to revisit multiple times. Admittedly I didn't see the bucket the first time I was there but I noticed it the second time which was still a necessary trip. I was actually genuinely impressed with
    the part with the barbecue, because even though I had figured out the entire puzzle before the needed situation had come up, they added the cooling twist that had me stumped for a while.
  • edited August 2009
    I didn't have any problem finding the Library. It's pretty obvious there's a bridge there. Why wouldn't you check it out?

    The bucket however was a pain in the ass. It blends in really well with the background and there's no other indication that it's there. I had to look it up here.
  • edited August 2009
    I never had a problem with the bucket =\
  • DjNDBDjNDB Moderator
    edited August 2009
    thatdude98 wrote: »
    I find it really annoying that some of the puzzles aren't straight forward enough. For instance,
    when you have to check out a book from the library, and there's no evidence a library exists, you can't see it from the harbor, and you usually don't think about taking the bridge that leads to it.

    That's a strange example. Why would you not walk around and explore the environment? That's a basic principle in all Adventure games.

    In my perception you get told pretty much everything you need to do (almost too much). Working out the details is the puzzle.
  • edited August 2009
    thatdude98 wrote: »
    Okay, so I'm near the end of it, but something in it really gets me. Don't get me wrong, everything else is great. :D I find it really annoying that some of the puzzles aren't straight forward enough. For instance,
    when you have to check out a book from the library, and there's no evidence a library exists, you can't see it from the harbor, and you usually don't think about taking the bridge that leads to it.
    There's also the part
    where you have to find a freaking bucket that is almost unnoticeable.
    Plus, the hint system can be really misleading at times and doesn't make it clear just what you need to do. About the puzzles, though, let me quote Ron Gilbert himself in his article, "Why Adventure Games Suck And What We Can Do About It"

    End objective needs to be clear

    It's OK if the objective changes in mid-game, but at the beginning the player should have a clear vision as to what he or she is trying to accomplish. Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere. Situations where not knowing what's going on can be fun and an integral part of the game, but this is rare and difficult to pull off.

    Sub-goals need to be obvious

    Most good adventure games are broken up into many sub-goals. Letting the player know at least the first sub-goal is essential in hooking them. If the main goal is to rescue the prince, and the player is trapped on an island at the beginning of the game, have another character in the story tell them the first step: get off the island. This is just good storytelling. Ben Kenobi pretty much laid out Luke's whole journey in the first twenty minutes of Star Wars. This provided a way for the audience to follow the progress of the main character. For someone not used to the repetitive head-banging of adventure games, this simple clue can mean the difference between finishing the game and giving up after the first hour. It's very easy when designing to become blind to what the player doesn't know about your story.

    Puzzles should advance the story

    There is nothing more frustrating than solving pointless puzzle after pointless puzzle. Each puzzle solved should bring the player closer to understanding the story and game. It should be somewhat clear how solving this puzzle brings the player closer to the immediate goal. What a waste of time and energy for the designer and player if all the puzzle does is slow the progress of the game.

    Arbitrary puzzles

    Puzzles and their solutions need to make sense. They don?t have to be obvious, just make sense. The best reaction after solving a tough puzzle should be, "Of course, why didn't I think of that sooner!?" The worst, and most often heard after being told the solution is, "I never would have gotten that!" If the solution can only be reached by trial and error or plain luck, it's a bad puzzle.

    I didnt have a problem with any of those.
  • edited August 2009
    Wow, didn't realise the bucket was such a big issue. It was pretty much the first thing I saw in that scene - I was just like "oh, bucket... well, that's mine *yoink*" because it seems like such an obvious adventure gamey thing to pick up (like if you see a key or some rope). I think this was even acknowledged as motivation for picking up the bucket by Guybrush in the fourth-wall-breakingish dialogue that roughly went: "why did you pick that up?" "because.. it's there" "you're strange".

    So yeah, didn't realise that'd be an issue - but if it's just because it blends in well with the background so people miss it then fair enough.

    Also, I think most of the things you listed were accomplished pretty well in this game. There were one or two arbitrary puzzles though.
  • edited August 2009
    I did miss the bucket, but I went to the library even before I went to the bait shop. Plus you can see the Library sign from the docks (and the Bait sign, too. I assumed they wanted to be sure people wouldn't miss them).

    I don't think it's fair to complain about that. It's your fault for not going everywhere (just like it's my fault for missing the bucket every time... Although it seems I really wasn't alone lol)
  • edited August 2009
    PariahKing wrote: »
    Ironically I found both of those things near instantly but managed to
    spend a hour looking for a way to pry the turtle when it was RIGHT THERE.
    <massive facepalm>


    Haha, exact same here. It's always the simplest puzzles that stump me the longest. I guess I tend to overthink things. But I noticed the bucket and library instantly.
  • edited August 2009
    Yeah, I got stuck on the puzzle too, if you can even call it a puzzle. I tried everything in my inventory to try to pry it out, but nothing was working... When I realised I was like "why didn't I just try that first -_-"
  • edited August 2009
    I got the bucket instantly. Missed the library at first, but its presence is obvious by the existence of a path leading exclusively to it that you can't miss.

    Expecting players to have some curiosity for the environment and patiently explore areas more than once is not bad game design, it's really just part of what they're all about. The important thing is that the areas are inviting and interesting and that you want to explore them, and I think ToMI accomplishes this (Strong Bad, on the other hand, really did not. The license was too focused on characters and lacked any sense of a developed world).
  • edited August 2009
    I really dont know how so many people miss the bucket.

    For me it was right there in open space, not even behind something, but in front of the Merfolk you should speak with.
  • edited August 2009
    Ignatius wrote: »
    I really dont know how so many people miss the bucket.

    For me it was right there in open space, not even behind something, but in front of the Merfolk you should speak with.

    I think it just looks like it's part of the background or something. I don't know how I missed it, either, but I did.
  • edited August 2009
    I didn't get stuck for more than like 3-5 minutes on anything in the entire chapter, especially not the bucket or library because those were both really obvious to me.
  • edited August 2009
    the only problem i had in this episode was at the very end. i went looking everywhere for lechuck and elayne when you didnt need to.
  • DjNDBDjNDB Moderator
    edited August 2009
    Ignatius wrote: »
    I really dont know how so many people miss the bucket.

    For me it was right there in open space, not even behind something, but in front of the Merfolk you should speak with.

    Maybe they have "bad" displays or dark display settings. I've seen displays which make dark shades hard to tell apart.

    EDIT: I just played to that part again and i see no way how it could be missed :)
    I thought it was in a dark spot somewhere, but it's perfectly illuminated
  • edited August 2009
    rudeboyoi wrote: »
    the only problem i had in this episode was at the very end. i went looking everywhere for lechuck and elayne when you didnt need to.
    Haha, me too. It was a little unclear what you had to do at that point.
  • edited August 2009
    The bucket is glitched actually (game breaking glitch #15 if my count is right)... on my first play though I saw it but it was not clickable till after I left the bait shop and came back... misleading me into thinking it was NOT important.

    Also, to the original poster... its obvious you are an adventure veteran, but it honestly sounds like you have never played ANY adventure game before! (epically a money island title). Not having any clue what to do is part of the genre's mystique... Finding creative solutions to problems with no clear solution (and at times... not even seeing that a particular problem can be solved).

    Also, all the puzzles do make sense... not till after you solve some of them, but they still make sense.

    Using that criteria, this was one of their best titles to date.

    Anyways, My real reason for Posting... my 2 cents here is to raise a gripe that no one else ever seems to mention...

    What I HATE... is when a puzzle is solved by normal behavior, by talking, or examining things before you even knew that it was something to be solved (OR when that behavior makes a puzzle solution more painfully obvious than it should have been)

    A perfect example is in Ch.1 when
    the "look behind you!" line was part of the default conversation with D'oro, cause it focuses the camera on the dolls, making it painfully obvious that you need to pick one up... and at the same time slaps you in the face with the fact that you need to make a fake dark ninja dave... that line should not have popped up till AFTER you found the empty treasure hole... forcing you to think on a solution!
  • edited August 2009
    how do you guys make a spoiler post without giving anything away? what do you have to do to white it out?
  • edited August 2009
    Uhm, you must be the worst adventure game player ever!
  • edited August 2009
    i had a glitch near the end. there was a cannonball sitting in midair next to my mast while i was talking to mcguilicutty.
  • edited August 2009
    For spoilers just copy this code and add your own text

    [noparse]
    Spoiler Text Here
    [/noparse]
  • edited August 2009
    i had another glitch after
    making the fake artifact with the pyrite parrot. i could go back and pry out another fake artifact after giving it to lechuck
    .
  • edited August 2009
    i think spinner cay was well planned and meets most requirements made in the first post here. for me the only slighty misleading part was when you needed
    lechuck to get the turtle. talking to him made you believe that asking him would not be an option. so giving him the crowbar was out of question at first
    . the library is actually quite visible from the start. you can see the path leading there when you pass by. i am pretty sure, missing something that should be noticeable happened to the best adventure gamer before. in this case you can't really blame the game for it though.
    Dangerzone wrote: »
    The bucket is glitched actually (game breaking glitch #15 if my count is right)... on my first play though I saw it but it was not clickable till after I left the bait shop and came back...
    i noticed that too, but thought it was supposed to be that way. when i first entered the scene, the bucket wasn't usable, but later when i needed it, it was.
    Dangerzone wrote: »
    Ch.1 when
    the "look behind you!" line was part of the default conversation with D'oro, cause it focuses the camera on the dolls, making it painfully obvious that you need to pick one up... and at the same time slaps you in the face with the fact that you need to make a fake dark ninja dave... that line should not have popped up till AFTER you found the empty treasure hole... forcing you to think on a solution!
    usually you can get items before you need them. the puzzle here was more that you need to talk to him about the
    dark ninja dave figure
    first. if you didn't know wha to say, then you couldn't distract him. so, it's not completely random stealing..
    rudeboyoi wrote: »
    i had a glitch near the end. there was a cannonball sitting in midair next to my mast while i was talking to mcguilicutty.
    saw that as well, but it didn't do anything, expect looking strange.
  • edited August 2009
    I had the floating cannonball too. :confused:
  • edited August 2009
    I have to agree the hint system was especially ineffective in this one. In fact it sort of completely backfires and create red herrings since Guybrush kept telling me to 'find more things to plunder' throughout pretty much the whole game.
    I already had everything I needed to advance, but I kept wondering around looking for items I'd forgot to pick up instead of focusing on solving the puzzles.
  • edited August 2009
    For me the puzzle were perfect and well balanced.
    The only thing that I can complain, is the cinematic with the doctor with the really-low resolution background (playing in 1900x1200 it was a punch in an eye).:eek:
  • edited August 2009
    Eggie wrote: »
    In fact it sort of completely backfires and create red herrings
    On the topic of red herrings, there is a literal red herring in ep2 ^-^
    When you finally get to distract the seagull in the beginning
  • edited August 2009
    I think that the "hint level" should not affect the frequency... but rather the bluntness of the hints...

    Esch Level should hint at an aspect that the previous level does not (and have them get stronger, obviously)

    - level one should only hint at what you should be solving... but give no real hints as to what to do... (maybe have guybrush go "hmm..." when near something he can solve or pick up...)

    - Level two should state what you should be working on... but word it in a way that might get you on the right track (for example, the
    molten pyrite puzzle, have him say... "its cooling too fast, i should quit lollygagging around in the jungle"
    )

    - Level three should indicate what particular items may be usefull, and get more blunt with what you should be doing... (for the above puzzle, something like
    "if that thing dont shut up im going to drop it off a cliff"

    - Level 4 should should have a pop up tag that appears when you have been messing with a puzzle for too long... clicking it, will give a series of progressive hints leading (like the ones I made famous back in the day) to the solution (the last of them being the actual step by step solution with its own "are you sure?" question when you click it)

    That is what the game SHOULD have... and to be quite honest, the game needs an expert hint writer on it (even when the system works, ugh, the hints are horrible... either too much, or not enough, they never hit the nail on the head at all! (Sorry darrin :( ))
  • edited August 2009
    really? i never had a problem with either of those... i went to the library right after i finished talking to the leader, elaine and the captain... and i noticed the bucket almost right away... of course this is coming from the person who cant figure out how to get the seahorse summoning article...

    edit: thats a really great idea, dangerzone
  • edited August 2009
    StarEye wrote: »
    Uhm, you must be the worst adventure game player ever!

    I wouldn't say EVER. But I have played all the Sam and Max games, all the MI games, Full Throttle, both Longest Journeys, DoTT, Out of Order, etc, etc, etc. I like adventure I just need more help sometimes than most other people.
  • edited August 2009
    Dangerzone wrote: »
    What I HATE... is when a puzzle is solved by normal behavior, by talking, or examining things before you even knew that it was something to be solved (OR when that behavior makes a puzzle solution more painfully obvious than it should have been)

    A perfect example is in Ch.1 when
    the "look behind you!" line was part of the default conversation with D'oro, cause it focuses the camera on the dolls, making it painfully obvious that you need to pick one up... and at the same time slaps you in the face with the fact that you need to make a fake dark ninja dave... that line should not have popped up till AFTER you found the empty treasure hole... forcing you to think on a solution!

    Tricky, because I really hate situations that are almost impossible to solve without a guide.
    You've already spoken to him and there's absolutely no way to get one of his models from him. Clearly you need something to distract him, except you don't because the option has appeared for no reason.
  • edited August 2009
    thatdude98 wrote: »
    Okay, so I'm near the end of it, but something in it really gets me. Don't get me wrong, everything else is great. :D I find it really annoying that some of the puzzles aren't straight forward enough. For instance,
    when you have to check out a book from the library, and there's no evidence a library exists, you can't see it from the harbor, and you usually don't think about taking the bridge that leads to it.
    There's also the part
    where you have to find a freaking bucket that is almost unnoticeable.
    Plus, the hint system can be really misleading at times and doesn't make it clear just what you need to do. About the puzzles, though, let me quote Ron Gilbert himself in his article, "Why Adventure Games Suck And What We Can Do About It"

    End objective needs to be clear

    It's OK if the objective changes in mid-game, but at the beginning the player should have a clear vision as to what he or she is trying to accomplish. Nothing is more frustrating than wandering around wondering what you should be doing and if what you have been doing is going to get you anywhere. Situations where not knowing what's going on can be fun and an integral part of the game, but this is rare and difficult to pull off.

    Sub-goals need to be obvious

    Most good adventure games are broken up into many sub-goals. Letting the player know at least the first sub-goal is essential in hooking them. If the main goal is to rescue the prince, and the player is trapped on an island at the beginning of the game, have another character in the story tell them the first step: get off the island. This is just good storytelling. Ben Kenobi pretty much laid out Luke's whole journey in the first twenty minutes of Star Wars. This provided a way for the audience to follow the progress of the main character. For someone not used to the repetitive head-banging of adventure games, this simple clue can mean the difference between finishing the game and giving up after the first hour. It's very easy when designing to become blind to what the player doesn't know about your story.

    Puzzles should advance the story

    There is nothing more frustrating than solving pointless puzzle after pointless puzzle. Each puzzle solved should bring the player closer to understanding the story and game. It should be somewhat clear how solving this puzzle brings the player closer to the immediate goal. What a waste of time and energy for the designer and player if all the puzzle does is slow the progress of the game.

    Arbitrary puzzles

    Puzzles and their solutions need to make sense. They don?t have to be obvious, just make sense. The best reaction after solving a tough puzzle should be, "Of course, why didn't I think of that sooner!?" The worst, and most often heard after being told the solution is, "I never would have gotten that!" If the solution can only be reached by trial and error or plain luck, it's a bad puzzle.

    Ok mr criticism, that's all well and good.

    But does TOMI break any of those guidelines?

    No.

    Your rant isn't very relevant.

    And those going on about hints, it's normal to get stuck for five seconds. I finished TOMI without hints, and I really had no trouble with it. It was a great difficulty, and it really didn't need hints. So asking for more hints seems a bit stupid.
  • edited August 2009
    The part that got me stuck was
    putting the pyrite parrot in the poxed pirate's package of plunder (ok, treasure chest), but
    the alliteration was working so well.
    I realized I had to
    distract the two pirates,
    but not that I had to
    do it on two levels. So they kept catching me when I tried to put the pyrite parrot in their treasure chest.
    :(
  • edited August 2009
    Guinea wrote: »
    On the topic of red herrings, there is a literal red herring in ep2 ^-^
    When you finally get to distract the seagull in the beginning

    There is another one
    if you use the regular bait when fishing in the well.
    Great, huh?
  • edited August 2009
    To the OP:

    Everything you've posted here from Ron Gilbert's article concerning adventure games is perfectly true, but I honestly didn't feel ToMI violated any of them...

    1) The bucket was an issue? Some people mentioned there was a glitch, so if that's the case I get your frustration. My game didn't glitch at that point, and I picked up the bucket the moment I first visited the shop screen.

    I don't want to make any assumptions about your adventure gaming experience, but it's pretty much a rule that you check *everything* you can see on a screen the moment you first visit it, taking your sweet time in doing so. That way, aside from picking up everything you can/need, the moment the screen changes when you revisit it you'll be able to notice immediately.

    2) The library. Yet another rule, not just in adventure games but all games period. When you get to a new area, you explore every inch of it to gather as many clues as possible before moving on. The road to the library was pretty obvious.

    3) The objectives. Again, I don't see how those were unclear. If anything, they were perfectly clear (these advance as the story goes along, so they may contain additional spoilers if you haven't finished the chapter yet):

    - At the end of the first chapter, you're out looking for Coronado who was obsessed with the legend of La Esponja Grande. Makes sense you'd need someone like him since the sponge is your only cure.

    You're also looking for Elaine since you were separated at the start of the game.

    - You see Elaine and LeChuck together through your spyglass, and hey, that's a whole new problem on its own, but I don't think it'll be resolved soon :p

    - Before you can react, Morgan boards your ship and threatens to kill you. You're not given any objectives here, but what would YOU do if an assassin tried to kill you? You obviously need to find a way to defeat her and save your life. You're on a moving ship, so you have to work with what's in your immediate environment.

    - With Morgan gone, you get to Spinner Cay. You're still looking for Coronado and Elaine, but the location was your last clue, so look around, see if anyone heard/saw anything concerning either missing person.

    - After exploring, you find out that no-one knows where Coronado is now, but you know where he lived. Also, after witnessing the meeting between Elaine, the Merleader and McGillycutty, you know about the artifacts. Elaine makes your goals pretty clear: find the artifacts. She also gives you hints about all of them (the pirates have one, LeChuck is looking for the other and there's a hint for the third on Roe Island).

    - After you complete this part, you have to escape the blockade. Again, Elaine explains everything to you. Find LeChuck and distract the pirates with a cannon located on the beach of Spoon Isle.

    - Once that is done, you meet up with Elaine and LeChuck and decide to go your separate ways. They go help the monkeys, and you're supposed to find the sponge with the aid of the sea creatures.

    - You're on your way to do so, when Morgan attacks again, but before anything happens, the manatee swallows you whole.

    End chapter.

    As for the puzzles that actually emerge when you try to accomplish your objectives, I had no problems figuring out what to do. That's not to say the solution to the puzzle always came immediately, but I knew what needed to be done, just took time to figure out how to do it.

    The golden turtle is stuck? You need to pry it out. The pirates are burying one of the artifacts? Well, you have to somehow mark the chest so you'll be able to find it afterwards. McGillycutty keeps aiming for your mast? Try to make your mast stronger, simple wood is clearly not working.

    Straightforward stuff.

    [/ massiveblockoftext]
  • edited August 2009
    Since I didn't know about the F4 I for a while got stuck on the boat for a while.I eventually did notice the hook, but if I hadn't I'd have gone round forever. or at for least 2 weeks
  • edited August 2009
    You just need to be more observant.

    Puzzles like that are good, I enjoy a good pixelhunt, as long as it's not too bad.
  • edited August 2009
    Dangerzone wrote: »
    I think that the "hint level" should not affect the frequency... but rather the bluntness of the hints...

    Esch Level should hint at an aspect that the previous level does not (and have them get stronger, obviously)

    - level one should only hint at what you should be solving... but give no real hints as to what to do... (maybe have guybrush go "hmm..." when near something he can solve or pick up...)

    - Level two should state what you should be working on... but word it in a way that might get you on the right track (for example, the
    molten pyrite puzzle, have him say... "its cooling too fast, i should quit lollygagging around in the jungle"
    )

    - Level three should indicate what particular items may be usefull, and get more blunt with what you should be doing... (for the above puzzle, something like
    "if that thing dont shut up im going to drop it off a cliff"

    - Level 4 should should have a pop up tag that appears when you have been messing with a puzzle for too long... clicking it, will give a series of progressive hints leading (like the ones I made famous back in the day) to the solution (the last of them being the actual step by step solution with its own "are you sure?" question when you click it)

    That is what the game SHOULD have... and to be quite honest, the game needs an expert hint writer on it (even when the system works, ugh, the hints are horrible... either too much, or not enough, they never hit the nail on the head at all! (Sorry darrin :( ))
    this.
  • edited August 2009
    Fury wrote: »
    You just need to be more observant.

    Puzzles like that are good, I enjoy a good pixelhunt, as long as it's not too bad.

    Agree to disagree?
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