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However, in figure 2 you get a choice in the process of getting to your goal. After performing one interaction, you can either do one of two tasks, one would lead to the failure of getting to your goal (usually death) and another that allows you to proceed and solve the puzzle. This appears more sophisticated in a flow chart while in reality it is still considered straight forward. Because being stuck figuring out a single task to perform in order to proceed the game is equivalent to dying, at least for me.
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The middle branch starts with a choice, the easy way triggers a 'punishment' event and the hard way doesn't. Then you get to a fork where you are asked if a previous puzzle was completed, if not you'd have to get back solving the previous puzzle or take another branch all at free will. If the previous puzzle was already solved then you would continue to your goal free of punishment.
The branch on the right is a very tricky one, in the figure it seems as if it's the easiest way. In reality it depends on high skills of the player. For instance, if the task is picking a lock and the player knows how to pick locks in real life then this is the branch for you. Or if the player is good at aiming, has quick response time and so on, then these physical skills get to the goal with less trouble what's so ever.
Figure 3 is an actual illustration to obtain an inventory item to perform a specific task in Epoch. To add more depth and free will, the whole task has an alternative solution as well.
Figure 4 shows that a single goal may be obtained by different approaches. Each approach is unique in its own way. The cool thing is you can hop from one approach to another anytime (unless an approach is written in a specific way to lock the player for example in a room where another approach should be done somewhere else...)
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