spemanig said:
DanneSandin said:
But it doesnt have to be like that though. Puzzles can be intimidating if you know that IF you screw up, you might be attacked or set off some traps. Both of which would test your skills. Its really no difference from entering a room to fight a mini boss so that you can get a key. Whats the mini boss for? Testing your skills and halting your progress. Puzzles would test your WITS, and if youre not careful enough those puzzles would set of traps to test your skills.
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There's a huge difference. Fighting a miniboss is an active experience. Solving a puzzle is not. You're confronted by a miniboss. You're presented with a puzzle. It's not like if you lose a miniboss fight, you have to solve a puzzle before you can challenge it again. That would be frustrating and ruin the pacing of the dungeon. The opposite that you suggest would be just as, if not more, frustrating. It isn't the puzzle that's intimidating. It's the punishment for failure. In a miniboss fight, the miniboss himself is intimidating. The idea that enemies are needed to make the naturally not intimidating process of solving a puzzle more intimidating is proof enough that they don't work in that way. The miniboss halts your progress by adding to the intimidating atmosphere of the dungeon. A puzzle halts your progress by evaporating that atmosphere.
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Seems like we've reached a dead end :) I dont mind puzzles quite as much as you do, but I dont want them take out of the experience. I wouldnt mind if they changed somewhat, or if theres less of them, but I do enjoy them. I think ALBW had quite a few that were pretty good and most of them revolved around the painting gimmick