I'm going to go off on a minirant here.
Script suggestions, to me, are rarely useful. While they often work, and work well given the circumstances, just because something can be scripted doesn't mean that it shouldn't be implemented for ease of use. (I'm not endorsing multi-trapdoors, [That just gave me an idea...to be posted soon] just speaking in general). Take sister gates, for example. We understand how they work. Stuwy was able to script them for Channel One Suite. However, they are still being implemented, even though they are scriptable.
Also, oftentimes scripted solutions to things that could be implemented (like this) are invisible solutions. How on earth is the player to know how many times traversing is possible? Add speech? Okay...how do you make it drop trapdoors? Well, some more scripting and... Issue yet? What about when mimics cross the space? You can't even detect them unless they're characters.
The issues continue to add up, making a viable scripting solution for one aspect of the idea totally fail at others.
Not liking a suggestion because it can be scripted is even worse. I may be called old-school for this, but I often find that the scripts included in the game (those of monsters, only) often creates greater puzzles than the scripting system has. The logic of the creatures is visible, and scripting is often unpredictable or unexplained.
I take again Channel One Suite. While there were some fantastically designed puzzles, there were also some puzzles that were confusing because there was no introduction to them. How was the player to know that a guard means 1 space from a bomb will cause an explosion, while a mimic means 2? This took a lot of frustrating trial and error, whereas, say, wubba movement only took a few minutes, if that.
Puzzles simply involving non-scripting elements are vast in number. We know there are at least trillions of possible rooms. Scripting makes an infinite amount, but most of them feel gimmicky to me.
Give me an architect who can craft something complex from something simple. Give me an architect, and not a coder, for my holds.
/minirant.
Edit: I want to add that not all coding puzzles are bad. Designed well, scripted puzzles are great. Often, though, they are not well thought out, and become a frustrating exercise in seeming randomness. (Sword direction on a particular square, for instance, in COS.) I don't like doing puzzles blindfolded.
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[Last edited by zex20913 at 12-04-2006 05:32 AM]