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.