Thursday, December 13, 2012

Introduction to Maze Techniques in the OHRRPGCE


Here in the Hamster Burrow, we'll be feature game design tips from experts in the OHR field. In this design-focused article, Willy breaks down what it means to have a maze in your game, the pitfalls and dead-ends you're sure to encounter while designing them, and how to successfully navigate your way to a well designed maze.

Author: Willy Elektrix

Introduction

Mazes have been relevant in computer role-playing since the medium's infancy. Colossal Cave Adventure (1976) takes place within a maze of caverns and contains the famous "maze of twisty little passages". Mazes are prominent in Zork 1: The Great Underground Empire (1980), Ultima 1: The First Age of Darkness (1981), Wizardry: Proving Grounds of the Mad Overlord (1981), and the numerous sequels to those games. The occurrence of mazes in modern games solidifies the depth of this classic form of puzzle. This article discusses techniques for utilizing mazes in computer role-playing games designed with the OHRRPGCE.


A maze is a puzzle of intersecting paths that challenges memory, direction sense, and logic. The most difficult mazes are recursive in design, meaning that the paths loop back onto themselves. In a non-recursive maze, every branch eventually dead-ends. To solve a non-recursive maze, the player imagines placing their hand on a wall of the maze. If they proceed without removing it, eventually they wind their way to the conclusion. Recursion can make this method unreliable since the player can go in circles infinitely. This is even more confounding if that maze’s start and end are located within the maze, instead of on its boundaries.

Obstacles

The toughest mazes test the player’s memory as well as direction sense. Long recursive paths, repetitive patterns, and massive scale can be daunting and bewildering. Mazes in computer role-playing games often use clever obstacles as well. Below are common obstacles and some variations on them.

Logic Lance: Logic lance is a term coined by maze-maker Adrian Fisher. A logic lance is a system of rules whose correct interpretation solves the maze. For example, the player must go south at every intersection, or always proceed to the nearest door, or avoid branches with hairpin corners. These rules can incorporate tiles, text boxes, sound effects, and shaped paths. Clues can suggest these rules, or player can discover them through observation.

Invisible Walls: Players revile invisible walls, so it’s always tempting to include some, or even make the whole maze invisible. Unfortunately, this is too frustrating. A clever solution is to use animated wall tiles that are mostly invisible but flicker briefly into existence. Better yet, devise a system of coded sound effects. For instance, ticking is heard as the player reaches an invisible intersection. The quantity and pitch of the ticks indicates the number and direction of any paths.

Teleporters: Teleporters transport the player to another maze section. Since he is rarely sure of the spatial relationship between the teleporter’s origin and destination, this is very disorienting. A common RPG maze involves rooms connected by a branching teleporter network. It’s easy to go wild with this type of puzzle. Identical rooms and looping sequences of teleporters are infuriating. Even crueler, create a teleporter that appears to transport the player, but doesn’t move him anywhere. He assumes he has teleported to an identical room, while actually he never left the origin point. It’s effortless to be sneaky with teleporters. Vast teleporter webs are impossibly difficult to navigate yet can be created with no sweat. In fact, implementing teleporters while not frustrating the player is a difficult balance.

Locked Doors: Locked doors are simple to implement in the OHRRPGCE. Doors can have specific keys (i.e. "red key" and "red door") or keys can be a generic resource, with each door taking an identical disposable key. Variations on these familiar ideas are infinite. A key shortage forces players to make irreversible decisions. Mislabeled doors create ambiguity concerning which key to use, penalizing the player for choosing the wrong key. Keys might be fakes and break when used, so the player must circumvent the door entirely. Or you can always overwhelm the player with sheer volume. Dozens or hundreds of different keys can turn navigation into a resource management nightmare.

False Walls: False walls concealing hidden paths can be made with ease (even accidentally) while wallmap editing in the OHRRPGCE. Provide clues to challenge the player’s observation skills. Try making the false wall tile look slightly different, or animating it to momentarily vanish. Switch it up with an audio clue, such as adjacent tile that triggers a sound effect. Most players assume a false wall conceals something important, so it’s sometimes satisfying to subvert expectations with a hidden path that’s a featureless dead-end.

Three-Dimensionality: Incorporating multiple floors creates an incredible sense of scale. Stairs, pits, and teleporters between levels make a tricky maze of monstrous proportions. The sprawling mazes of Phantasy Star 2 (1989) demonstrate this wonderfully.

Et Cetera: This list is not fully inclusive. Make the maze more elaborate with one-way doors, switches, pushable walls, fake treasure, riddles, or anything else from the toolbox of RPG challenges.

Presentation

The OHRRPGCE’s overhead view limits options for presentation. With a bird’s-eye view, the player maintains a consistent relationship to the compass directions. Wrapping the map edges creates the illusion of massive size and sows confusion. Another technique is to divide the maze into numerous maps connected by doors. This inhibits the player’s line of sight, and allows for mazes of impossible physical construction.

Conclusion

The maze is a superb puzzle with a history that encompasses classic computer role-playing and beyond. A staggering variety of mazes is achievable even within the limits of the OHRRPGCE. If you have any feedback or maze ideas of your own, please post a comment on this article.


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