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The Set Piece Puzzle usually features PuzzleReset. See also TogglingSetpiecePuzzle, a special case which revolves around toggling or swapping the corresponding states of setpieces and mechanisms.

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The Set Piece Puzzle usually features PuzzleReset. See also TogglingSetpiecePuzzle, a special case which revolves around toggling or swapping the corresponding states of setpieces and mechanisms.
mechanisms. Not to be confused with {{Grid Puzzle}}s, which are solved by re-arranging the elements of a grid.
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!! Non-Video Game Examples:

[[foldercontrol]]

[[folder:Fan Works]]
* ''Fanfic/VowOfNudity'': As a D&D LitRPG fanfic, the series occasionally includes dungeon puzzles the protagonist must solve. For example, one story includes a room full of columns that turn into [[SmashingHallwayTrapsOfDoom squish traps]] along a certain pattern, requiring memorizing the order to progress. Another story includes an alchemy puzzle where she must brew potions in a certain order to successfully synthesize a bomb to blow open a sealed door.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'': In the "Curse of Tiamat" campaign, the players navigate a hedge maze that includes a light-and-prism puzzle they must solve to unlock one of the sectors.
[[/folder]]
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* Any ''Frachise/TheLegendOfZelda'' game ever contains ''loads'' of these, mostly involving pushing blocks around. ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' takes it further by having several "alternate interface" puzzles. Most of them involve the 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.

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* Any ''Frachise/TheLegendOfZelda'' ''Franchise/TheLegendOfZelda'' game ever contains ''loads'' of these, mostly involving pushing blocks around. ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' takes it further by having several "alternate interface" puzzles. Most of them involve the 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.
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To the player, a mix of both puzzle types adds variety, though overuse of the Set Piece Puzzle makes the puzzles feel disconnected from the narrative, and can lead him to feel that he's dealing with a SolveTheSoupCans puzzle.

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To the player, a mix of both puzzle types adds variety, though overuse of the Set Piece Puzzle makes the puzzles feel disconnected from the narrative, narrative - there's no reason why someone in-universe would have made the puzzle, and can lead him sometimes [[SolveTheSoupCans no reason why the player has to feel that he's dealing with solve it in order to proceed]], exposing it as a SolveTheSoupCans puzzle.
gameplay impediment and potentially harming WillingSuspensionOfDisbelief.
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* ''Franchise/ResidentEvil'' is fond of these in addition to LockAndKeyPuzzles. One notable example occurs in ''Outbreak'', where you have to turn on power to an elevator by solving one of these puzzles while zombies smacked in the door in real-time. ''VideoGame/ResidentEvil4'' has a few of these as well, including a sliding tile puzzle used to unlock a mechanism

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* ''Franchise/ResidentEvil'' is fond of these in addition to LockAndKeyPuzzles.{{Lock And Key Puzzle}}s. One notable example occurs in ''Outbreak'', where you have to turn on power to an elevator by solving one of these puzzles while zombies smacked in the door in real-time. ''VideoGame/ResidentEvil4'' has a few of these as well, including a sliding tile puzzle used to unlock a mechanism

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The Set Piece Puzzle usually features PuzzleReset.

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The Set Piece Puzzle usually features PuzzleReset.
PuzzleReset. See also TogglingSetpiecePuzzle, a special case which revolves around toggling or swapping the corresponding states of setpieces and mechanisms.



* ''Franchise/ResidentEvil'' was fond of these in addition to LockAndKeyPuzzles. One notable example occurred in "Outbreak," when you would have to turn on power to an elevator by solving one of these puzzles while zombies smacked in the door in real-time.
** Resident Evil 4 has a few of these, including a sliding tile puzzle used to unlock a mechanism
* Any ''Zelda'' game ever contains ''loads'' of these, mostly involving pushing blocks around.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' takes it further by having several "alternate interface" puzzles. Most of them involve the 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.

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* ''Franchise/ResidentEvil'' was is fond of these in addition to LockAndKeyPuzzles. One notable example occurred occurs in "Outbreak," when ''Outbreak'', where you would have to turn on power to an elevator by solving one of these puzzles while zombies smacked in the door in real-time.
** Resident Evil 4
real-time. ''VideoGame/ResidentEvil4'' has a few of these, these as well, including a sliding tile puzzle used to unlock a mechanism
* Any ''Zelda'' ''Frachise/TheLegendOfZelda'' game ever contains ''loads'' of these, mostly involving pushing blocks around.
**
around. ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' takes it further by having several "alternate interface" puzzles. Most of them involve the 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.
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* ''VideoGame/{{Superliminal}}'': Most of the game's puzzles are in distinct groups of rooms, with barriers preventing the player from carrying items from one to another.
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** They also did that three-unit container + five-unit container with a need to get four units. You know, the one from ''Film/DieHardWithAVengeance''. EasyWhenYouKnowHow.

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** They also did that three-unit container + five-unit container with a need to get four units. You know, the one from ''Film/DieHardWithAVengeance''. EasyWhenYouKnowHow.

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* Like previous games in the series, ''Return to Ravenhearst'' is mostly a Set Piec Puzzle, but oftentimes an item must be discovered and introduced into the puzzle to allow it to be used and/or completed.

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* Like previous games in the series, ''Return to Ravenhearst'' is mostly a Set Piec Piece Puzzle, but oftentimes an item must be discovered and introduced into the puzzle to allow it to be used and/or completed.


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* ''VideoGame/{{Undertale}}'': Unusually, [=NPCs=] show awareness of the set-piece puzzles as obstacles to themselves, and two major characters are heavily invested in creating them. A lot of these puzzles are introduced with humorous explanations (there are even a few fake puzzles), and it's a sign of the seriousness of the endgame areas that they use {{Lock And Key Puzzle}}s instead.
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->''"The RUINS are full of puzzles.\\
Ancient fusions between diversions and doorkeys.\\
One must solve them to move from room to room.\\
Please adjust yourself to the sight of them."''
-->-- '''Toriel''', ''VideoGame/{{Undertale}}''
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%% SpyroTheDragon enjoyed this.

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%% SpyroTheDragon Franchise/SpyroTheDragon enjoyed this.
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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.
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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.
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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.
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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.
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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.
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added links to myst entry


* ''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.
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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.]]
Willbyr MOD

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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.
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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.
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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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Puzzles in [[AdventureGame Adventure Games]] and Adventure-hybrids tend to fall into one of two categories: the LockAndKeyPuzzle, wherein the player must collect and use objects from around the model world to effect changes to the state of the game, and the SetPiecePuzzle, which consists of a single object to be manipulated.

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Puzzles in [[AdventureGame Adventure Games]] and Adventure-hybrids tend to fall into one of two categories: the LockAndKeyPuzzle, wherein the player must collect and use objects from around the model world to effect changes to the state of the game, and the SetPiecePuzzle, Set Piece Puzzle, which consists of a single object to be manipulated.



The SetPiecePuzzle usually features PuzzleReset.

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The SetPiecePuzzle Set Piece Puzzle usually features PuzzleReset.



* Like previous games in the series, ''Return to Ravenhearst'' is mostly a SetPiecePuzzle, but oftentimes an item must be discovered and introduced into the puzzle to allow it to be used and/or completed.

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* Like previous games in the series, ''Return to Ravenhearst'' is mostly a SetPiecePuzzle, Set Piec Puzzle, but oftentimes an item must be discovered and introduced into the puzzle to allow it to be used and/or completed.
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* ''FinalFantasyMysticQuest'' often makes you move pillars, blow holes or jump gaps in sequence to progress. This makes it unique as far as ''FinalFantasy'' goes.

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* ''FinalFantasyMysticQuest'' ''VideoGame/FinalFantasyMysticQuest'' often makes you move pillars, blow holes or jump gaps in sequence to progress. This makes it unique as far as ''FinalFantasy'' ''Franchise/FinalFantasy'' goes.
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* ''VideoGame/DukeNukem'' has a point where you have to demolish a building to be able to continue the level, by setting the correct on/off sequence of four buttons that are initially all off.
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* SpyroTheDragon enjoyed this.

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* %% SpyroTheDragon enjoyed this.
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* LucasArts' ''Indiana Jones and the Fate of Atlantis'' contains several of them, often involving inventory, so it's a mix of the two puzzle types.
* {{Castlevania}}: Dawn of Sorrow contains the 15-tile puzzle in the middle of the Demon Guest House.
* VideoGame/ChronoCross contains a bunch of these, mainly in Fort Dragonia.
* HotelDusk is full of these; they tend to be pretty simple though.

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* LucasArts' ''Indiana Jones and the Fate of Atlantis'' ''VideoGame/IndianaJonesAndTheFateOfAtlantis'' contains several of them, often involving inventory, so it's a mix of the two puzzle types.
* {{Castlevania}}: Dawn of Sorrow ''VideoGame/CastlevaniaDawnOfSorrow'' contains the 15-tile puzzle in the middle of the Demon Guest House.
* VideoGame/ChronoCross ''VideoGame/ChronoCross'' contains a bunch of these, mainly in Fort Dragonia.
* HotelDusk ''HotelDusk'' is full of these; they tend to be pretty simple though.
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* The illustrated InteractiveFiction adventures of Legend Entertainment typically threw in a handful of these each.

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* The illustrated InteractiveFiction adventures of Legend Entertainment Creator/LegendEntertainment typically threw in a handful of these each.



* ''VideoGame/PrinceOfPersia: Sands of Time'' included a puzzle sequence to activate the castle's security systems, consisting of a platform that could rotate and move up and down, which you had to use to pick up rods in the correct order and then slot them into the right holes. It's much harder to describe than it is to solve.
** And ''Warrior Within'' has two: One where you have to open a sluice gate to fill a couple of garden fountains with water, and one where you had to trick a boss into helping you get an old clockwork started.

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* ''VideoGame/PrinceOfPersia: Sands of Time'' ''VideoGame/PrinceOfPersiaTheSandsOfTime'' included a puzzle sequence to activate the castle's security systems, consisting of a platform that could rotate and move up and down, which you had to use to pick up rods in the correct order and then slot them into the right holes. It's much harder to describe than it is to solve.
** And ''Warrior Within'' ''VideoGame/PrinceOfPersiaWarriorWithin'' has two: One where you have to open a sluice gate to fill a couple of garden fountains with water, and one where you had to trick a boss into helping you get an old clockwork started.

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