![broken age story broken age story](https://i.ytimg.com/vi/6iCW_YKkyBQ/maxresdefault.jpg)
Some examples of how other games communicate scope: See, this is a problem adventure games have struggled with for a long time, is defining the scope of the puzzle, and communicating it to the player. Solving them opened up answers to other puzzles Is this just something intrinsic to Adventure Games? Is it an example of bad gameplay? If any particular puzzle will probably only be enjoyed by a portion of the audience, is that a bad mechanic? How can I figure out which Adventure Games will be good, if judging what is arguably the most important part is impossible? But it seems like my playthrough could have been randomly better on a different day when I clicked somewhere different or had a different idea. I do often quit playing them because I didn't like the puzzles. I grew up playing Adventure Games, but I'm cautious to buy them. So, anyway, for me this just highlights that judging "puzzle quality" is almost impossible. The dialogue throughout this part was filled with funny stuff. While running back and forth I was trying to deal with other puzzles. The puzzle had a bunch of steps with several "ah-ha" moments for me.
![broken age story broken age story](https://pulitzercenter.org/sites/default/files/03-11-16/kids.jpg)
To finish the puzzle, you basically just have to accurately describe the steps through picking the correct funny descriptions from multiple choices. She then gives you a set of crazy pictures to solve the knot. My knot's description was "a bucket of fingers". You have to describe to her the current state of the knot. She needs a pencil, so you have to get that from someone else. After attempting this you can ask another character for help. You can try giving random instructions, but I quickly figured out that went nowhere.
#BROKEN AGE STORY HOW TO#
You can to give directions to another character on how to untie a knot that he "describes" (a picture is shown). Walker states, "Oh, and one particular bloody puzzle involving abstract descriptions of knots deserves its own book to properly break down just how utterly dreadful it really is." If I simply didn't "figure them out" quickly enough, or only solved them through brute force, I would declare them bad. My experience with this game exemplified good puzzles: I never figured them out right away, I often had many puzzles to solve, solving them opened up answers to other puzzles, I was stumped sometimes, but eventually figured them out without a hint guide or too much time. It seems that this particular question is often extremely personal because of how traditional Adventure Games are structured. I really did enjoy them though, but have disliked the puzzles in other games that he liked. I believe Walker was sincere: he didn't enjoy the puzzles. Walker consistently complains about the puzzles in the game, calling them "convoluted" and "deeply flawed". So, I found some reviews of the game interesting, especially John Walker's at RPS: I thought they were some of the best I've played in an Adventure Game for awhile. Although I did find the story a bit silly, I really enjoyed the puzzles. I just finished Broken Age, and I really enjoyed it.
![broken age story broken age story](https://cogconnected.com/wp-content/uploads/2017/07/BrokenAgeFeatured-min.jpg)
(This post discusses specific puzzles from Broken Age, so there are spoilers)