Posted June 11, 2017
I think in most modern P & C adventures you can't even die in the first place. Many went with this LucasArts formula of letting the player try everything without risk of dying or screwing up and consciously rejected the Sierra way of killing your character at every possible opportunity. It still can't hurt to save often in them, too, just in case you move on too quickly and wanted to explore or experiment some more.
Rope & hook is a classic, almost every P&C adventure has you combine these two things. Also, if you find a locked door, chances are there's a key stuck in the keyhole on the other side and you need to slide a piece of paper under the door, then push the key out so that it falls down on it and retrieve the paper with the key. Works every time. XD
So, if you get "better" at p&C adventures it's probably also because you've become familiar with the tropes and you've seen it all before. Not every puzzle design is creative, many just imitate other adventure games that came before them.
Rope & hook is a classic, almost every P&C adventure has you combine these two things. Also, if you find a locked door, chances are there's a key stuck in the keyhole on the other side and you need to slide a piece of paper under the door, then push the key out so that it falls down on it and retrieve the paper with the key. Works every time. XD
So, if you get "better" at p&C adventures it's probably also because you've become familiar with the tropes and you've seen it all before. Not every puzzle design is creative, many just imitate other adventure games that came before them.
Post edited June 11, 2017 by Leroux