> It was created by the game's producer, Steven Hill, after a puzzle designed by the game's lead designer, Jane Jensen, was cut due to budgetary reasons.
> It came as a result of a puzzle created by the game's designer, Jane Jensen, needing to be removed due to budget concerns.
What an incredibly classic, braindead tragedy.
Puzzle Dependency charts in game design help this (from Ron Gilbert/ Monkey Island etc...).
Very few modern adventure games bring any of that back.
A lot of early adventure games were Cruel - requiring the user to replay the game over and over because they got something wrong was a cheap way to extend play time without having to add more content. Thankfully, most modern developers have realized that players hate having to do that.
https://www.youtube.com/watch?v=xOPiSYUSrQ0
and the second, which is one of my favorite videos of all time (if you only watch one, I'd pick this one)
https://www.youtube.com/watch?v=tMVl5U3SlS0
I think he mentions Old Man Murray's piece in the second!
Just watch this: https://www.youtube.com/watch?v=si_iveNrUPo
And tell me if you can hear "Siera ga ookuri suru Thexder" (Thexder presented by Sierra) there. Even now, at most I can make out Sierra and a distorted bit of Thexder, even knowing how Thexder is rendered into katakana.
I laughed a bit too hard at this. Pure "follow my train of thought" puzzles aren't the most fun, and I think they fit best in the larger context of something like Uncharted. Just give me a skip button.