History Main / SetPiecePuzzle

5th May '17 2:49:03 AM Cryoclaste
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* Every ''{{Pokemon}}'' game had several of these, involving the Strength HM and Boulders in a cavern, all of which could be reset by leaving the cavern or room and reentering.

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* Every ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' game had several of these, involving the Strength HM and Boulders in a cavern, all of which could be reset by leaving the cavern or room and reentering.
4th Apr '17 10:48:19 AM WaxingName
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** If block puzzles count, VagrantStory is the king.

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** If block puzzles count, VagrantStory is ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' takes it further by having several "alternate interface" puzzles. Most of them involve the king.Boss Keys, which need to be rotated a certain way before they can open the door to the boss. One of them combines this with the usual DungeonCrawling by having you rearrange the whole dungeon like a sliding puzzle.
14th Jan '17 12:51:22 PM nombretomado
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* LucasArts' ''VideoGame/IndianaJonesAndTheFateOfAtlantis'' contains several of them, often involving inventory, so it's a mix of the two puzzle types.

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* LucasArts' Creator/LucasArts' ''VideoGame/IndianaJonesAndTheFateOfAtlantis'' contains several of them, often involving inventory, so it's a mix of the two puzzle types.
10th Jul '16 11:41:35 AM nombretomado
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* BioWare's very fond of the Tower of Hanoi. They also frequently use the "press the lit button and the buttons surrounding it light up" puzzle.

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* BioWare's Creator/BioWare's very fond of the Tower of Hanoi. They also frequently use the "press the lit button and the buttons surrounding it light up" puzzle.
26th Mar '16 7:30:41 PM jormis29
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* ''VideoGame/{{Myst}}'', as noted, popularized the format, and many other games of the era followed suit: ''Shivers'', ''[[VideoGame/AmberJourneysBeyond Amber]]'', ''[[LighthouseTheDarkBeing The Lighthouse]]'', etc.

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* ''VideoGame/{{Myst}}'', as noted, popularized the format, and many other games of the era followed suit: ''Shivers'', ''[[VideoGame/AmberJourneysBeyond Amber]]'', ''[[LighthouseTheDarkBeing ''[[VideoGame/LighthouseTheDarkBeing The Lighthouse]]'', etc.
26th Mar '16 1:50:40 PM Sark0TAG
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* ''VideoGame/{{Myst}}'', as noted, popularized the format, and many other games of the era followed suit: ''Shivers'', ''Amber'', ''The Lighthouse'', etc.

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* ''VideoGame/{{Myst}}'', as noted, popularized the format, and many other games of the era followed suit: ''Shivers'', ''Amber'', ''The Lighthouse'', ''[[VideoGame/AmberJourneysBeyond Amber]]'', ''[[LighthouseTheDarkBeing The Lighthouse]]'', etc.
19th Feb '16 5:42:14 PM morenohijazo
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* ''VideoGame/TheWitness'': The landscape is incorporated into many of the island's puzzles. [[spoiler: And in plenty of instances, the landscape ''is'' the puzzle.]]
25th Jan '16 11:42:03 AM Willbyr
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* ''HotelDusk'' is full of these; they tend to be pretty simple though.

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* ''HotelDusk'' ''VisualNovel/HotelDuskRoom215'' is full of these; they tend to be pretty simple though.
4th Jul '15 10:48:57 AM nombretomado
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* ''LegacyOfKain: Soul Reaver'' features some puzzles involving putting a stone block on the right slot on the wall to complete the illustration. The fact that the blocks can be turned over adds some smooth difficulty to its solving.

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* ''LegacyOfKain: ''VideoGame/LegacyOfKain: Soul Reaver'' features some puzzles involving putting a stone block on the right slot on the wall to complete the illustration. The fact that the blocks can be turned over adds some smooth difficulty to its solving.
23rd Jan '15 11:51:17 AM Mullon
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Adventure games have long used a combination of the two types of puzzle, though the Set Piece Puzzle became overwhelmingly popular to the point of excluding all others during the dominance of ''Myst''-clones. These puzzles were popular with designers because, isolated as they were from the rest of the model world, they were technically easier to design and avoided the problem of CombinatorialExplosion. A game consisting of only this sort of puzzle need not, for example, provide a player inventory at all.

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Adventure games have long used a combination of the two types of puzzle, though the Set Piece Puzzle became overwhelmingly popular to the point of excluding all others during the dominance of ''Myst''-clones.''VideoGame/{{Myst}}''-clones. These puzzles were popular with designers because, isolated as they were from the rest of the model world, they were technically easier to design and avoided the problem of CombinatorialExplosion. A game consisting of only this sort of puzzle need not, for example, provide a player inventory at all.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SetPiecePuzzle