

Gabriel Knight 3 was accused by Old Man Murray of being an excellent example of what killed adventure games: themselves.
#OROKIN MOON PUZZLES WHOLE IN THE GROUND PATCH#
There is a patch of dirt that you can't interact with until you do several other things, and a rock that you can't interact with until you enter a particular code into a map room.
#OROKIN MOON PUZZLES WHOLE IN THE GROUND FULL#
This can go full circle into its polar opposite, Unexpectedly Realistic Gameplay, where players get so used to game logic that Real Life logic is now what's alien. Thus, with a simple slip of translation or colorization, a Russian player may be utterly baffled by having two slightly different siniy buttons, no goluboy or fioletoviy buttons, and no hint as to what the problem is. Purple, on the other hand, is fioletoviy, which more closely matches "violet". The range covered by siniy includes a chunk of what an English speaker would call purple, and is "obviously" distinct from goluboy. note for example: "Click the blue button, followed by the purple button." The Russian language recognizes dark blue ( siniy) as a separate basic color from light blue ( goluboy).

Other times, the clues that would have led to the solution seem so out of left field that it leaves the player wondering "how was I supposed to know that?" Such "out of left field" examples might entail figuring out the third meaning of a Double Entendre someone you talked to 20 hours ago made, listening to the unlisted audio track included on the bonus disc that didn't come with the rental, knowing some obscure pun in a language other than English that got Lost in Translation, or not being familiar with a common custom of the writer's culture. note obviously by size order to form the first three digits of Pi because there are more circles than squares in the pattern on the wall. The worst offenders cross the threshold from "convoluted but comprehensible logic" into Non Sequitur or even pure Insane Troll Logic - for example, you should just know which three rocks should be arranged on the three pedestals and in what order. When this is bad enough that hundreds of players will get stuck on this puzzle, it's That One Puzzle.įailed attempts at creating a moon logic puzzle, on the other hand, will have the player screaming at the ceiling in rage upon reading the solution, and are generally unsolvable except by accident.

Even a highly skilled puzzle-solver will occasionally get stuck on one of these. The pieces of the solution were in fact provided, and the solutions make logical sense in hindsight, just in strange or hard to notice ways. You may also find yourself cursing the developer for expecting you to make overly arcane connections, notice absurdly minute details, or for throwing in intentional or unintentional Red Herrings but even a badly executed but successful moon logic puzzle makes sense after you read the answer.

If it is poorly written or implemented, you still may not think anyone could possibly solve it on their own. If a frustrated player eventually does reach for the strategy guide, there will be two common reactions on discovering the answer: If the puzzle is well written, the answer will make complete, brilliant sense in hindsight, and the player will respect the puzzle designer, perhaps curse themselves for giving in to the strategy guide, or for needing it in the first place.
