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Originally Posted by avistew
Although I see how you could think the Nipperkin thing is totally random and not story-related, I see it as a way to get familiar with the places and people on the Island.
And well the story hasn't really /started/ by that time.
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The way I see it, you need to introduce your world with your puzzles. SurplusGamer once brought up the opening of
Monkey 2 as a great example of this idea: the more you do, the more reason there is to kick Largo LaGrande off Scabb. Largo steals all of Guybrush's money. Guybrush can't get off Scabb because of the Largo embargo. Everyone suggests a voodoo doll, which Guybrush begins making. The further into it you get, the more reason there is for Largo to get kicked out.
Also, notice that every puzzle in act one is either directly related to Largo, or a sub-division of one of Largo's puzzles (you need a fluid; you need to wipe the spit; you need to find something to wipe the spit up with; use blank paper on spit).
My problem with Narwhal's beginning is that there's no apparent *motive* for the player at some point. There had to be some way where you did piratey things without the unnecessary bit with Nipperkin. It has to tie directly into the
story, which, in this bit, is escaping Flotsam. The most obvious thing is giving DeSinge a bigger role, but I'm sure that TTG thought of that. I haven't pondered it myself, so I don't have any decent suggestions.
Though sticking in a maze when to solve things - and I think there were three mazes in
Narwhal - is a bit of a patch job.
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However I think the fact that the puzzles you names were from the first and second chapter might mean that they got better at it. I definitely think that the chapters got better and better (although my fav is 4 and not 5), so I'm not sure they really need to be told the first chapters weren't as good. They improved on them so they must have noticed, right?
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I hope so. I think everyone's issues with the weaker bits was that they were given to us with different pacing. I mean, I
loved the jungle puzzle in
Trial, but I know some guys - including the Mixnmojo review - who didn't think much of it. From what I can tell, the better parts gave us all a somewhat similar experience: the pacing wasn't all over the place.
Secret avoided the issue by giving you three trials of similar length, and those trials were always related to the
story (you meet Elaine and avoid death when attempting to procure the Idol of Many Hands, for example). They even set-up the second act by giving you reason to leave Melee after you completed one of the trials (as an added easter egg, there were different versions of that scene, depending on which trials you completed first).
Tales, on the other hand, had a couple of puzzles that halted the game completely until you solved them. These work for "locked room" puzzles - the Morgan/Elaine fight comes to mind - but for non-lnear, let's-walk-all-over-the-place affairs it's too risky that you'll kill the pacing.