RolStoppable said:
Puzzles were certainly not more difficult to program than combat. For example, the NES housed the Adventures of Lolo series which is nothing but puzzles. Likewise, the grandfather of block-pushing puzzles (Sokoban) already existed before the original The Legend of Zelda went into development. When you take the execution of combat and puzzles during the 1980s on a broad level into account, there's simply no way that one can conclude that combat was easier to program. Something that requires precise controls is always more difficult to do than something that can get away with a relaxed pace. This hasn't changed and it's also the main reason why nowadays indie games are often infused with lots of puzzles. When Ocarina of Time released, the 3D era was still in an early stage. The dynamic of the combat in Zelda also shifted to one-on-one battles instead of constant groups of enemies, because the camera in a 3D space is a challenge. Puzzles don't generate the same problem because the player gets ample time to readjust the camera position. |
Alright, sounds like a fair and plausible argument. It's indeed true more complicated things had already been done on NES regardless.







