Also I would like to point out that most of my video links to videos have the correct time in the URL in the video, however sometimes Youtube doesn't work properly so refresh your video if it starts at the beginning. Look at the URL also, it should show the correct time at the end like this "#t=5m45s". Thanks!
With the new information from the Italian magazine kindly translated for us http://www.gamesas.com/index.php?/topic/1163214-skyrim-italian-coverage-thread-2/, we have been informed that dungeons in Skyrim will have many new puzzles for us to complete when in them.
As far as lore goes many of the puzzle mechanics could work on account of Dwemer technology. Seeing as there are many Dwemer ruins in Skyrim this bodes well for the puzzle lover (like myself). Perhaps somebody who knows better could help cite some lore for us? Seeing which mechanics are possible?
I do know that the Dwemer built robots so that should cover just about every mechanic below if not all of them.
http://www.youtube.com/watch?v=hZTJpVCtZWc:
one of the most innovative ways to use pressure plates in game puzzles is to make the plate itself reactive. What do I mean? If there is no weight on the plate, it won't stay pressed. Imagine a single room with a pressure plate on one end of the room and a barred door on the other. You go to stand on the pressure plate and the bars in front of the door raise up! Now you can exit! Moving towards the door off of the plate you see the bars return and the pressure plate unpressed. What do you do? You must find a heavy object to put on the pressure plate to keep it pressed.
In puzzle games like Zelda it usually meant using a nearby item to push onto the pressure plate or picking up and carrying that item to the plate. This item is almost never represented in your inventory, and is instead carried with both hands or pushed from somewhere. http://www.youtube.com/watch?v=G1ipF5sIIBE#t=3m32s of a puzzle in Zelda using this pressure plate method (and it also has a nice moderately challenging block puzzle).
Keys (Traditional):
Games that employ keys can invoke the player to memorize passages and areas that they haven't gained access to, requiring them to back trace certain steps and think about what parts of an area they have yet to explore. Useful for longevity of a dungeon and for stimulating the overall memory of a location.
I made a distinguishing difference between arbitrary keys (like singing a special song or having a magical amulet King's Quest style) because in the Elder Scrolls universe there is lock picking for traditional style keys and I didn't want people to feel keys were all lumped together. The way traditional keys have worked in games like Zelda or Goof Troop is that each major area (Temples or Levels in most games) have a set amount of "keys" and sometimes one unique boss key. The boss key you usually got last and it only worked on the boss door. However, the secondary keys were interchangeable and worked on all locked doors in the dungeon. You usually needed to find all of them, with the rare occasion a level or temple would have one extra for a secret room. Also it is important to note that these keys were one time use keys! Even though they had interchangeability once they were used on a door they were removed from your inventory permanently, but the door also remained unlocked permanently.
One way that Elder Scrolls games could make this work in their own style is to use a small amount of abstraction with the key. Instead of a standard door and lock it could be a door with a special shaped hole that needed a "key" you find in a dungeon to fit it. When putting this "key" in the hole, the door opens. http://www.youtube.com/watch?v=jers_HoggbE#t=15s demonstrating exactly that method.
Keys (Abstract):
One of the best uses of abstract keys is the song. Zelda: OoT revolved around musical game play. Sometimes when you were faced with a strange door or a spot that had familiar Glyphs on the wall it (the earmarks of some songs could be found in the forum of runic glyphs on walls like the one eye and the sun rays for the Song of Time), you could play a learned song and the door would open, or on occasion it would reveal something invisible. Also these songs could be used to persuade powerful NPCs to give you information or to affirm your origination (in the case of the Goron King, he heard you play the melody of the royal family and he knew that you were authentic).
I would say the most innovative way this was used is to reveal something invisible or activating an important element in the puzzle dynamic (like filling a room with water). This includes singing the song near a waterfall to reveal a hidden passageway (it would divert the waters to the right and left of the entrance behind the falls. Assuming it would be impossible to get behind the waterfall otherwise). Here is a video showing some of these methods: http://www.youtube.com/watch?v=Izgin4QpUgU#t=5m36s, http://www.youtube.com/watch?v=dPo4I3kW7VA#t=3m24s and http://www.youtube.com/watch?v=dPo4I3kW7VA#t=4m14s (take note of the triforce glyph on the wall, it is an indicator that the royal song might be needed).
Doors or Passageways with Combinations:
Some of the most interesting dungeons that have employed a combination system have a similar theme, they show you the door, they allow you to try and open it but most attempts will be fruitless (due to the many possible combinations) and they don't give you the full combination until much later in the game! So the intrigue of mystery lasts a long time. I couldn't find any good videos for this option, maybe you can help me out. http://www.youtube.com/watch?v=1MoFzUGpz-A#t=6m7s only one I could think of off the top of my head that wasn't your typical number combo.
Riddles:
Few games I personally have played have given out legitimate riddles so I will give you one of my own, "At birth I was by your side. Whispering in vain I called out to you for definition. At death I remained at your side, forever telling others who you were... tormented now that I cannot change as whence you were alive."
Other games have used a hint system along with their riddles in case the user is totally at a loss for the answer.
Logic riddles can be some of the easier ones to think of and they don't need to be hard. Here is an example, "In my family the females have twice as many sisters as brothers & the males have 5 times as many sisters as brothers. How many siblings total are there?"
A riddle in itself can also have its answer in a physical way as well as verbal. For instance: In Lord of the Rings when The Fellowship are at the entrance to the Mines of Moria the doors will not open without the "magic word". The door is inscribed, "The Doors of Durin — Lord of Moria. Speak, friend, and enter." After some deliberation they learn that the magic word is the the Elvish word for friend "mellon". Another example of this sort of riddle in a game is in Zelda:OoT when inside the Dodongo's Cavern you find a riddle, "Giant dead Dodongo... when it sees red, a new way will be open". The answer to this riddle is a physical action (putting bombs on the giant dead Dodongo's eyes, a skull it seems, and they turn red and his mouth opens a new way).
Here are some riddles from the book "The Hobbit" by J.R.R. Tolkien.
Is taller than trees,
Up, up it goes,
And yet never grows?
Thirty white horses on a red hill,
First they champ,
Then they stamp,
Then they stand still.
Voiceless it cries,
Wingless flutters,
Toothless bites,
Mouthless mutters.
An eye in a blue face
Saw an eye in a green face.
"That eye is like to this eye"
Said the first eye,
"But in low place,
Not in high place."
"Sun on the daisies."
It cannot be seen, cannot be felt,
Cannot be heard, cannot be smelt.
It lies behind stars and under hills,
And empty holes it fills.
It comes first and follows after,
Ends life, kills laughter.
A box without hinges, key, or lid,
Yet golden treasure inside is hid,
Alive without breath,
As cold as death;
Never thirsty, ever drinking,
All in mail never clinking.
No-legs lay on one-leg, two-legs sat near on three-legs, four-legs got some.
"Fish on a little table, man at table sitting on a stool, the cat has the bones"
This thing all things devours:
Birds, beasts, trees, flowers;
Gnaws iron, bites steel;
Grinds hard stones to meal;
Slays king, ruins town,
And beats high mountain down.
And them the last question, which is not a valid riddle, and is contrary to the riddle game, but however is a riddle, due to the fact it was counted as a riddle by both Gollum and Bilbo.
What have I got in my pockets?
Many authorities discuss whether this is cheating, but agree that since Gollum agreed to guess, and that Bilbo gave him three guesses, that the results have to be accepted.
Time Based Actions:
For example you might have a door that is locked and you pull a lever that unlocks it, you have 15 seconds to run to the door and open it. Many of the puzzles involving this have some sort of obstacle to maneuver in lieu of just trying to close distance between yourself and the actuator (an example might be jumping on moving blocks, or fighting something between you and the unlocked door or retractable bridge).
These can be useful in simple puzzles where another dynamic could be used to make otherwise ordinary actions more complex. The best games that use time based actions treat it like salt on the puzzle, too much time based elements and the player gets annoyed that he is being forced to complete something. However if there isn't any, simple puzzles can betray a waste of time and render the puzzle not worthy of its application. http://www.youtube.com/watch?v=5n8CwbBLkO0#t=8m55s of something time based.
Movable Blocks:
Most games that have puzzles will use this puzzle method in some way. Moving block puzzles can be a lot of fun, and they are usually two dimensional. There are some that work on a grid system, where you move a block one space at a time anywhere on the grid and try to rearrange them into the correct order http://www.johnrausch.com/SlidingBlockPuzzles/suprcmpo.htm. Other games use the idea that ice is under the block, so moving it in one direction causes it to continue in that direction until it hits something physical. This type of puzzle (the one with ice) is probably the most implemented in video games and can be fun if done properly. Here are a few examples http://www.youtube.com/watch?v=5xSmfJ22ccM&feature=related, http://www.youtube.com/watch?v=e0UIwW-qqlE, and http://www.youtube.com/watch?v=A35ENm8N0qo#t=7m20s.
Reactive Targets:
This method can be useful for getting the player to be aware of their surroundings. You can place activation elements on walls, ceilings, holes and areas the player might need to become aware of.
Imagine walking through a narrow hallway and then entering a large room with high ceilings. There is a barred door in front of you. Looking at your immediate surrounds you don't notice anything, turning around thinking you must need to unlock it from somewhere else you spot an unlit brazier hanging from the ceiling. Taking out an arrow you set the tip on fire and shoot the brazier. As it lights up the barred door unlocks and allows you passage. http://www.youtube.com/watch?v=crM3wuiIV1Y=#t=3m30s of something similar. http://www.youtube.com/watch?v=5n8CwbBLkO0#t=2m25s
A common Zelda mechanic had the http://www.youtube.com/watch?v=nld8vGJObfo#t=5m with his sword to activate a time based event. When the event stopped he would need to physically go back and hit the activator if he did not complete all of the objectives in time.
Destructible Environments:
An example might be a rope that you cut with your sword. Or perhaps there is a barrel of gun powder, you must move it to a wall and shoot it with an arrow or mage missile. http://www.youtube.com/watch?v=W07-wA-abCg#t=4m46s of a generic destructible environment, watch about 15 seconds or so.
Material That Can Only Be Destroyed By Certain Elements:
This can be a very useful mechanic because you can often center your dungeon or puzzle around some common obstacle to the player, building a sense of limited power when completing parts of your dungeon until they finally acquire the right element. This can manifest itself in different ways too, like say you need black powder to blow a wall made out of a distinct material. During your travels you have seen walls like this you cannot get through, but upon finding black powder you are now finally empowered to break them.
Puzzle Breaking Mechanics:
However, I have not seen these mechanics in any game personally. And if I were to suspect they'd be in a game it would probably be Myst, but I don't know at all. I thought I would at least put this as an option for people who would like to vote for it.
Static Mechanics Based on Fixed Attributes:
The way this could work is you could have a combination lock that will not even allow you to try and open it if you INT is below a fixed value (say 50). It could also be used on doors to bar entry to something if your strength isn't high enough, or your willpower. It is basically a sort of check-point where it determines whether or not you can be allowed to do something.
An interesting spin on this might be to make certain puzzles only available to you at low level. The purpose of this could vary, but one that comes to my mind is the possibility to allow the player to gain access to a powerful item of their choice, but at a certain level you can no longer access it. There are probably other ways of implementing this mechanic too.
Dynamic Mechanics Based on Fixed Attributes:
Lets say your INT is low and you are trying to figure out a lock combination, it might just look ordinary. But what if your INT is high? Perhaps you can make out some of the numbers or runes and that will give you a visual aid to solving it.
Or perhaps since you are high level the enemies actually run in fear from you, so you will have an easier time completing puzzles. Things of that nature, feel free to brainstorm and add some ideas!
Environments That Potentially Kill or Harm You:
To me personally this sounds like it has some very big potential. Some of the best games ever created have most of their game play steeped in puzzles.
Some of the ones I would like to mention are the highly acclaimed Zelda series. Zelda: Ocarina of Time; a quick search on the internet will show you that Zelda OoT has one of the highest meta critic scores of any game in history. One of the reasons why this game was so good is because of the puzzles that were in its dungeons and the creativity behind them. It used simple mechanics that could be compounded upon to create complex puzzles and game play. For those of us who have played and beaten the Master Quest version of OoT can attest that it is one of the most difficult puzzle games (with Zelda mechanics) that you can play. And I personally feel that it is the most difficult game I have ever beaten (the Master Quest version).
I have played an assortment of different RPGs that have puzzle elements in them that I enjoyed. A few that come to mind are Mario RPG, Legend of Legaia 2 (1 probably had them also, but I forget), Final Fantasy 7 and 10 (the others I cannot speak for since I don't remember). I have to mention this specifically because it is a memory from my childhood, but I used to play the SNES game "Goof Troop" which involved a simple puzzle mechanic throughout the entire game. I was probably 9 or 10 and my brother and I played it on co-op and it really challenged us as young kids to solve the puzzles as we progressed through the game and I had a lot of fun with it. It is small, simple mechanics like the one in that game where you kicked an object in a single direction until it hit something (often needing to manuever several items in order to unlock something) that can be engrossing and thought provoking.
Other games employ riddles, and I have thoroughly enjoyed those as well. Who doesn't remember the riddle in Mario RPG where you had to guess a 5 letter word, the most prominent hint being "it is found on the bed of the ocean?". The answer being "PEARL" took me as a young kid (before the days of Google and common internet usage) many many hours to figure out. But when I did I thought I really accomplished something, and it also was a hand to the forehead experience ('Why didn't I think of this sooner?' I thought to myself).
Enough of how I feel about puzzles in dungeons for now. What are your thoughts?