Good puzzle, bad puzzle

Professor Layton and the Curious Village boxart

Professor Layton and the Curious Village is a delightfully charming adventure game for the DS (emphasis seemingly required whenever describing this game). Set in some wacky mashup of modern and 1800′s Dickinsonian England (minus the suffering of the lower classes) Professor Layton puts you in charge of the titular professor and his young assistant Luke as they solve completely unrelated logic puzzles to advance the narrative within the game.

Now typically when you combine “adventure game” and “unrelated logic puzzle” you expect terrible results. Gamers by now have been conditioned from years of lazy adventures games that threw in absurd puzzle after absurd puzzle that required some innate knowledge of the designer’s twisted logic in order to be solved. Particularly many of the 3D FMV adventure games in the 90′s starting with Myst and including notable games like The 7th Guest and The Journeyman Project were notorious for these puzzles that had little to no bearing with the player’s current environment and situation (the classic arrange X items in Y order with Z moves puzzle).

In many ways, Professor Layton follows a similar formula. Hardly any of the puzzles in the game directly relate to anything the player is currently doing (the game even admits to the absurdity of this). Yet while other adventure games succumbed to the pitfalls inherent in this approach, the developers at Level 5 responsible for Professor Layton managed to deftly avoid them for the most part. There’s no serious punishment for failure in Professor Layton: no death when the puzzle is incorrectly solved or some warp back to a previous position. The only thing you lose is the amount of piccarats (the currency of the Layton universe) earned from solving the puzzle and even then the punishment is slight. Nor are most puzzles required by the game. Since just about any puzzle is optional players can choose which puzzle to solve at their own leisure. Finally, the game is generous with hints for puzzles. Each puzzle has three hints that can be easily unlocked by spending one’s hint coins that can easily be found throughout the entire game.

That being said, Professor Layton is not perfect. While some puzzles are genuinely clever, there are a fair share of puzzles that are boring and tedious. This is made more frustrating because many of the puzzles in the game are fun to solve. For example, an early puzzle in the game is “The Biggest Star”:

The Biggest Star
An early, clever puzzle in Professor Layton.

This is an example of a puzzle that’s uses clever wordplay, some simple misdirection, and requires a little lateral thinking to solve. And you feel like exclaiming “a-ha!” upon solving it. Contrast that with something like the “Princess in a Box” sliding box puzzles:

Princess in a Box
Sliding box puzzles, not so clever.

This and a number of other puzzles in Layton (like moving a ball through a box maze) are on the opposite side of the spectrum. There’s no real cleverness involved here as much as tedious trial and error. All of these puzzles can be solved through sheer determination and brute force. The only challenge is solving the puzzle in the least amount of moves, but there’s little motivation to do so.

Professor Layton despite some flaws is still a great title though. I would encourage anyone with a DS to pick it up. It’s certainly unique, playable for just about anyone, and has a lot of neat features that make it more than a simple adventure title. It’s also a slightly episodic adventure series (another thing I love) with one sequel already out in Japan and another soon to be released.

Before we finish, there’s one more puzzle to vent about…

The Chocolate Code
There’s no explanation for this one.

This puzzle defies any logic.

Penny-Arcade, indie games, and distribution

Greenhouse
Yesterday brought the announcement of Greenhouse, the new distribution service/game portal from the guys of Penny-Arcade. You can see further coverage at the Game|Life blog at Wired and an interview with by Chris Kohler the Penny-Arcade chaps about their new venture.

Of course, if the news of the arrival of Greenhouse doesn’t set your world on fire you are not alone. On the surface Greenhouse seems like YADDS (Yet Another Digital Distribution Service) and joins a crowded field of services like Steam, GamersGate, Direct2Drive, Gleemax, and countless portals all offering their own mix of popular titles and exclusives. So what moves are Mike and Jerry (Tycho and Gabe) taking to differentiate themselves in this crowded sea? First a quick explanation about Greenhouse itself from their own website:

The Greenhouse is a new distribution platform operated by Greenhouse Interactive, dedicated to supporting independent game development worldwide. We help indie developers get their games into the hands of gamers, and that gives gamers easy access to new and innovative games that they might otherwise have missed.

And from the Chris Kohler interview at Wired Gabe himself further explains:

“…but if you’re asking me what sort of things are out there right now that I would love to see on Greenhouse? The crayon game. Crayon Physics. That’s the sort of thing that I would love to put in front of our audience, and say, you guys should play this, definitely. And obviously, we can link it, but to be able to actually distribute it through Greenhouse would be fantastic.”

Beyond focusing on indie games and attempting to harness the support of the indie crowd to drive their success, there’s another key point in Greenhouse’s favor. And that’s the power of being backed by the Penny-Arcade brand. One of the biggest obstacles for any distribution service is gaining traction with people. And while differentiating itself through its indie offering is one way of creating a loyal audience, there’s another easier, more sure–fire method. And that’s exclusives.

On the Rain-Slick Precipice of Darkness.
Much like Valve helps drive Steam with its selection of titles, Penny-Arcade is in the enviable position of doing the same for Greenhouse. PA’s first game, Penny Arcade Adventures: On The Rain-Slick Precipice of Darkness is a great exclusive to help drive Greenhouse. You take the loyal audience of Penny-Arcade readers and give them only one avenue to acquire their game (at least on a PC/Mac/Linux platform). And in theory once that drives people to Greenhouse to quench their thirst for the latest episodic escapades of the PA duo, you also will drive them to see a selection of indie titles. And even more hopefully you’ll see a few of these titles perk their interest and thus lead to the glorious “transaction where money is exchanged for goods and services”, all benefiting the indies.

So here’s to Greenhouse and it’s promise towards indie developers. While there are a lot of details yet to be discussed and lots of vagaries that need to be addressed, Greenhouse by virtue of its creators’ pedigree is a challenger in the digital distribution arena worthy of notice.