Chatting with a game designer friend the other day and we were bemoaning the state of adventure game puzzles and it got us talking. So I was wondering what is your favorite puzzle in Thimbleweed Park, Maniac Mansion, Monkey Island or any other classic point-and-click game?
Do you like head scratchers? What makes a puzzle good? What makes a puzzle hard? What makes a puzzle just busy work? Is that bad?
It is with great sadness that I found out that Judith Lucero passed away.
Judith was the lead tester on Monkey Island, Monkey Island 2 as well as a vast number of other Lucasfilm games.
She was the one who taught me the importance of testers and how they are a critical gear in the machinery that makes up making a game. Testers aren't just unit tests in human form. They have a unique perspective on the game and poke not only at the bugs but also the design and the thought process of playing a game.
It's a lesson I have never forgot and never will and I owe most of that to Judith.
Here is a email Judith and MI2 testers sent me. It goes on for 5 pages. Some of the suggestions were implemented.
"D" bugs were design bugs.