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27 篇评论 · 7 篇随笔
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Love Letter (2012) — One of Sixteen Cards, Removed Before Anyone Looks
Seiji Kanai's Love Letter (2012) begins by removing one of its sixteen cards without anyone seeing it. Only fifteen ever reach the table. Discards sit face up where anyone can count them, and yet one card is structurally unknowable. This piece takes apart that subtraction — incomplete information without a random number generator — plus why the deck size was decided by demo tables abroad, and why the Countess's compulsory rule is, at a physical table, only a conscience.
Ricochet Robots (1999) — Instead of Turn Order, a Number Said Out Loud
Alex Randolph's Ricochet Robots (1999) has no turn order. There is one board, and everyone solves it at the same time. Whoever finds a route says a number out loud, and the right to demonstrate goes to the lowest bid. The sliding movement ports to code almost too well; the one minute of sand does not. Reading the rulebook closely, here is what disappears and what survives — including the tie-breaking rule the publishers still have not agreed on.
Mastermind (1970) — A Telecoms Engineer's Four Colors, Later Reborn as Fallout's Hacking Screen
In 1970, Israeli telecommunications engineer Mordecai Meirowitz devised Mastermind, a game that reveals only a count of hits and near-misses from four hidden color pegs. Rejected by major toy companies, it was released by Invicta Plastics in 1971 and sold over 30 million sets within the decade. In 1976 Donald Knuth showed it could be solved in five moves or fewer, and in 2007 a Bethesda programmer built it directly into Fallout 3's hacking minigame. This piece traces how a half-century-old constraint — telling the player only a number, never the answer — still shapes puzzle design in the age of Wordle.
Hanabi (2010) — The Rule That Matters Most Is the One the Rulebook Never Made
In Hanabi you hold your hand facing away from yourself, and a hint may name only one colour or one number. Yet the official rulebook hands the rule that matters most — what you are allowed to say — straight to the table. That is the first thing to vanish in code, and it is why an AI that scores 24 with a copy of itself scores almost zero beside a differently-trained partner.
In-Game Notebook Design — Where Should a Deduction Puzzle Keep Its Memory? (from Obra Dinn to Chants of Sennaar)
The difficulty of a deduction puzzle changes with where the player's memory lives. From La-Mulana and Her Story, which pushed notes onto real paper, to Obra Dinn's self-filling logbook and the hypothesis slots of Golden Idol and Chants of Sennaar, this essay rereads the in-game notebook as a design device.
行走与推理——从《Gone Home》到《Return of the Obra Dinn》的分界线
《Gone Home》与《Firewatch》所打磨的"行走中阅读"体验,与《Return of the Obra Dinn》《The Case of the Golden Idol》的"主动推理"体验——二者的分界线究竟在哪里?本文从设计者视角,穿插《Her Story》与《Outer Wilds》,解读 walking simulator 与推理解谜之间的设计断层。
Soundtrack: The Case of the Golden Idol — grey music for frozen time
The OST Kyle Misko wrote in wartime Lviv for The Case of the Golden Idol: cold 18th-century England fused with new-age ambient, looping beside a frozen crime scene and never rushing your deduction. On the design of music that refuses to react — and what a composer can steal from it.
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Wilmot Works It Out
从每周寄来的包裹中取出方形拼片拼成图画,再把完成的画挂上家中墙壁的拼图游戏。包裹里混杂着多幅图画的拼片,动手拼之前必须先分辨出哪片属于哪幅画。由《Wilmot's Warehouse》的Hollow Ponds与Richard Hogg打造的续作。
puzzleobservationlogicHypnospace Outlaw
1999 年,以志愿取缔官的身份巡视人们在睡眠中连接的虚拟互联网「Hypnospace」的观察冒险游戏。穿梭于各个人主页之间,只凭一个孱弱的搜索框和微薄的线索,挖出违规内容与隐藏页面。由 Jay Tholen 设计、Tendershoot 制作的一部作品。
observationnarrative-puzzlesimulationCypher
一款以密码学为主题的第一人称解谜游戏。你在洁白的展览室中,逐一破解墙上悬挂的密文——从简单替换密码到多表替换密码,再到机械式密码。出自 Hexcells 三部曲作者 Matthew Brown 之手的独立作品,前提是你手边备有纸笔。
puzzlelogic-deductionminimalist极限脱出:Nonary Games
九人被困于设施之中,必须穿过标有数字的门才能逃生的悬疑冒险双作合集。收录了源自任天堂DS的《极限脱出 9小时9人9扇门》与续作《善人死亡》,密室解谜段落与分支小说段落交替推进。
mysteryadventurenarrative-puzzlePhoenix Wright: Ace Attorney Trilogy
扮演辩护律师成步堂龙一站上法庭,把证词中的某一行与手上的某件证据对上,从而戳破谎言的法庭冒险游戏。Capcom 将 2001 至 2004 年间推出的三部原作、共十四个章节收录于一体,美术逐帧重绘。
mysteryvisual-noveldeductionContradiction: Spot the Liar!
刑事督察 Frederick Jenks 在英国小村 Edenton,用从傍晚5点到深夜的一整晚时间,重新调查一起溺水事件——一部全程真人实景拍摄(FMV)的悬疑作品。玩家向村民打探消息、收集他们的发言,从中选出两条互相矛盾的证词配成一对,用矛盾点戳穿说谎者,从而引出下一段话。由作曲家 Tim Follin 负责设计与配乐,Baggy Cat 出品。
mysteryfmvdeductionSherlock Holmes: Crimes and Punishments
在维多利亚时代的伦敦操纵福尔摩斯四处走动,从案发现场拾取线索,再在名为「推理空间」的盘面上把线索用线连接起来,组装出结论——这是一部第三人称推理冒险游戏。六个独立案件各自准备了多种结论,玩家甚至要自己决定,是把指认出的对象交给法律,还是放他一马。由Frogwares制作。
deductioninvestigationnarrative-puzzleScene Investigators
以第一人称在复原的案发现场中行走,只凭证据推理案情,再用自己的语言把答案打进终端设问的观察推理游戏。没有提示,也没有对答案。出自《The Painscreek Killings》的开发商 EQ Studios,标榜「70/30 原则」的一部作品。
deductionobservationinvestigationUnheard - Voices of Crime
俯瞰案发现场的平面图,在房间之间移动,倒放、快进收听当天记录下的声音的推理冒险游戏。画面没有字幕,只能靠耳朵听到的对话为人物指认姓名、回答设问。出自 NExT Studios 之手。
mysteryobservationpuzzleStrange Antiquities
A 2D identification-and-deduction puzzler in which you mind an occult antiques shop in the lakeside town of Undermere, probing unlabelled objects by colour, touch, scent and inner perception, cross-referencing illustrated tomes, and handing each customer the item their trouble calls for — where what you hand over decides the town's fate.
puzzlemysteryTangle Tower
在一座怪宅调查画家一族的凶案:审讯全程配音的手绘嫌疑人,比对收集到的线索,破解塔中暗藏的谜题,逼近真凶。SFB Games 于 2019 年推出的《Detective Grimoire》续作。
puzzlemysteryadventureThe Shapeshifting Detective
追查凶杀案的侦探可以变身为交谈过的对象,套出对方不会告诉警探的秘密——一部真人实拍(FMV)推理游戏。凶手每次开局都随机决定,1600多段实拍影像会依选择分支展开。出自《The Infectious Madness of Doctor Dekker》的开发商D'Avekki Studios之手。
mysteryfmvadventureSquareCells
用格子周围的提示数字判断该涂满还是敲碎每个方块,从而还原隐藏图案的极简逻辑谜题:格内数字表示与它纵横相连的方块数量,全程无需猜测、纯靠推理求解。出自《Hexcells》作者 Matthew Brown 之手。
puzzlelogicnonogram-like14 Minesweeper Variants
把仅靠格子与数字寻找地雷的经典《扫雷》规则改写成14种(实际上更多)版本的纯逻辑演绎解谜合集。排除运气与猜测,仅替换一行规则就能生成无穷思考——来自Artless Games / Alith Games的一部作品。
puzzlelogicminesweeper-likeChinatown Detective Agency
在近未来的新加坡经营一家侦探事务所,跳出游戏、用真实的网络搜索来破解国际案件的赛博黑色点击冒险。General Interactive Co. 把每条线索的最后一步交给了真正的网络。
deductionobservationmysteryDuck Detective: The Secret Salami
扮演一只落魄的鸭子侦探,用放大镜观察证据,把收集到的词语填进空格句子,侦破一桩关于失窃午餐的荒诞案件。2.5D 观察推理冒险,Happy Broccoli Games 把《金色偶像疑案》的填空玩法做得轻松、全程配音又满是双关。
deductionobservationnarrative-puzzleDo Not Feed the Monkeys
一款窥视模拟游戏:透过监控摄像头窥视素不相识的陌生人——通称"猴子"(monkey)——从对话与房间细节中拾取线索,借助笔记和搜索引擎查明其真实身份。恐吓勒索、伸出援手,还是视而不见的抉择,与房租、饮食、睡眠的日常周旋并存。Fictiorama Studios 出品。
observationdeductionsimulationMurder by Numbers
故事发生在1996年的洛杉矶,失业女演员Honor与被丢弃的机器人SCOUT一起解开数织(Picross)谜题以收集线索、追查一桩谋杀案的2D视觉小说×解谜游戏。由The Irregular Corporation发行,音乐出自《逆转裁判》作曲家Masakazu Sugimori,角色设计来自《扑家男友》的Hato Moa。
puzzlelogicmysteryLucifer Within Us
前后擦动证词的时间轴,找出彼此矛盾之处以侦破杀人案件的等距视角侦探游戏。以被恶魔(daemon)附体的神权都市为舞台,通过演绎法拼凑动机、手段与机会。Kitfox Games的作品。
mysteryobservationnarrative-puzzleShadows of Doubt
在程序生成的1980年代科幻黑色都市中扮演私家侦探的第一人称推理模拟。收集指纹、监控、收据与通话记录,在证据板上连线,从满城模拟市民中指认凶手。每位居民都有姓名、职业与自己的生活。ColePowered Games 出品。
mysteryimmersive-simfirst-personThe Rise of the Golden Idol
一款2D推理冒险游戏:点击查看定格的犯罪现场,把收集到的词语填入空格,重建“谁、为何、以何顺序”做了什么。《The Case of the Golden Idol》的独立续作,背景设于1970年代,由二十个相互关联的案件串成。
deductionobservationnarrative-puzzleBotany Manor
以19世纪末英格兰庄园为舞台,玩家扮演即将退休的植物学家阿拉贝拉·格林,从信件、海报和报纸剪报中推断每株被遗忘植物的理想生长条件,令其逐一绽放的第一人称解谜游戏。阅读线索并将其与标本册页面相对应,是核心动词。
puzzlefirst-personTametsi
一款2D推理解谜:仅凭每块瓷砖给出的相邻提示,用纯逻辑找出并标记隐藏的地雷。它抽走了扫雷中的运气成分,叠加了配色、行列总和与非方形拼贴,百余个关卡由 Grip Top Games 手工逐关设计。
puzzlelogic奇异园艺
一款2D神秘解谜游戏:将送到柜台的植物与图鉴描述和线索逐一比对以确定其身份,再用其效果回应来客、推动剧情。由英国Bad Viking制作,与一只猫和一本图鉴一起,解开雾气弥漫的安德米尔镇的怪异。
puzzlemysteryThe Roottrees are Dead
1998年,坠落的富豪一族。通过拨号线路彼端的早期互联网与书籍、杂志,追查这一家族的血脉关系,填满家谱的空白——第一人称推理解谜游戏。源自 Global Game Jam 的免费浏览器游戏,经 Evil Trout Inc. 重新构建。
deductionobservationnarrative-puzzleHexcells Infinite
在六角形格子中,仅凭相邻数字、列提示及连续/非连续特殊符号,以纯粹逻辑(无需猜测)逐一确定隐藏蓝色单元格的扫雷系逻辑谜题。Matthew Brown 系列第三作,含36个手工制作关卡与无限自动生成模式。
puzzlelogic-deductionminimalistThe Case of the Golden Idol
一款推理游戏:观察凝固的犯罪现场,从线索中收集词语,填入空格还原每一桩命案,揭开18世纪连环谜案的真相。
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