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See I don't think of it as 'clever' as contextually clever. I see those as 'Look at how clever I am as a designer'.
Sort of the designers way of showing you the player how smart they are.
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I disagree. Bizarre though as the MI2 puzzles were, there was definitely a method to them, and there were many clues hidden in dialogue that told you how to do it. You just had to recognize them as clues and then apply them to what you were stumped on, which is part of any good adventure game.
On the topic of the S&M episodes... I suggest that Telltale look at, for instance, Paradise, or Keepsake, for suggestions on what
not to do.