Here is my question. When we speak about dungeon one of the words coming along is usually "puzzle". It fills some with excitement and others with fear of that damn puzzle blocking you for hours.
Though, when you look at games like Chrono Trigger, puzzles are at their minimum difficulty (if we can still call that puzzles) which didn't prevent the game being absolutely the epitome of absolute awesomeness.
Which makes me wonder : are puzzles absolutely a must in a rpg? Isn't there other ways of making a dungeon exciting apart interesting monster fights (which is quite a feat to put together too)?
Did you already design a game this way? Was is successful or not? Why?
Though, when you look at games like Chrono Trigger, puzzles are at their minimum difficulty (if we can still call that puzzles) which didn't prevent the game being absolutely the epitome of absolute awesomeness.
Which makes me wonder : are puzzles absolutely a must in a rpg? Isn't there other ways of making a dungeon exciting apart interesting monster fights (which is quite a feat to put together too)?
Did you already design a game this way? Was is successful or not? Why?
