I'd choose to walk to the next room.
Hmmmm... I don't understand.
Is it something to with Te being dynamic so you have to think dynamically to avoid the sprite that moves about to try and catch you while you try to get to the other room?
I don't think what I wrote makes sense really, can you explain it?
We're having a confusion problem between functions and elements.
First thought...run, jump over the bad guy, and through the other door...simple, haha
Or just run back out the door you came through...
My life's work (haha):
http://www.the16types.info/vbulletin/blog.php?b=709
Input, PLEASEAnd thank you
You guys still don't get the puzzle.
OMG WTF LOOOOL!!! I GET THE PUZZLE!!!
Wait, I don't.
Hehe. It's a Te-ego straight male ogre!!! You totally took my idea and ran with it. That's so cute. Like the straight ogre is hella thinking 'what kinda fairy comes walking in a dungeon wearing a blue suit. What a fag.' And that Link looks so cute and IEI like.
I was just playing this game last week.
wtf is this
~~tcaud~~
oh wait is this about the rpg?
I can't believe you've never finished The Legend of Zelda. 0_0
3:00
Finished? I never even played that gay shit.
I guess you guys will never figure it out, okay so I'll explain.
They forgot to install a floor so they hired the carpenter to come do a rough estimate and fix the problem.
Zelda to me one of the very internally influenced things. I was never around many people who liked it, but the world, the music and the adventure is very heart-warming. I don't really play video games, most of the great RPG and adventure influences are from the esoteric images of these and other themes running through my imagination. I used to watch my friends play video games, while I would get ideas for new games.
It's not gay shit. It's very rad, awesome, intense and has nice graficks.
Te puzzles are very simple. Someone wants something that you don't have. If you don't give it to them, they won't help you. Go get what they want and give it to them.
In the case of Zelda, you first have to buy the enemy bait item from the merchant, meaning even more Te fun as you hunt for rupees.
Te puzzles involve a lot of breadth. The term "fetch quest" comes to mind: there are various actors whose help you need to advance, but to get their help you must obtain various items that they desire. Although there may be many such actors, the premise of the puzzle is essentially mindless because such puzzles involve only breadth, never depth.
interesting that you'd call it a puzzle. I'd call it busy work since there's usually little puzzling involved. just traveling back and forth to get stuff and give it to people to find out where the next thing you need to get is.
That one's especially interesting because there are no clues as to what the monster actually wants. You have to figure that out for yourself either by inference or experimentation. Most of what Te is about is learning the organization, learning the hierarchy, and learning the operating environment. An LIE will often talk about the importance of "learning" the business in which they work, meaning learning who the customers are, learning what they want and how much they are willing to pay for it, and learning what channels you have to go through to get product to market.
The above puzzle involves all of these elements. First of all, you have to figure out what the monster wants. From reading the manual, you get a hint that monsters like enemy bait. So that's a clue that the monster may want bait. Bait is not cheap -- it costs 80 rupiess if I remember correctly, and can only be bought at a few shops. Usually what happens is you go into the dungeon not knowing what to expect, and there is this impassible monster grumbling at you. So the puzzle begins. You have a hint IF YOU'VE READ THE MANUAL that they like enemy bait. But 80 rupees is difficult to come by in this game. It usually takes anywhere from 10-15 minutes to get. Enemy bait itself only works on a few monsters and so isn't likely to be a priority to have otherwise.
Several elements to consider:
1) What the customer (the monster) demands
2) where to get it
3) where to get the money for it
If you know what you're doing, you can get the money quickly. A number of monsters offer free money, but you must find their hiding places first. So you must decide on a plan of action, whether to get money by fighting or from sympathetic monsters, and then you must execute it. You raise the money; locate the bait seller; pay them for the bait; and finally give the item to the customer to see IF they like it. As luck would have it, they do, but you don't know that the first time you play.
Thanks to the mystery element, it's actually more Te-like than business sims which tell you exactly who is selling what and for how much.
Last edited by tcaudilllg; 10-08-2010 at 12:43 PM.
Yeah, it would be cool for the RPG you make to have a series of various tasks, trades and expectations via actors, quests and recipes, which are linked to each other both indirectly and directly in a large chain action puzzle, that could possibly span throughout the entire game and be one of the tying together requirements, just like Ti or Fi is required. I have a feeling that might be what you're getting at. A few information elements might even need to be combined at a certain point for a stronger "intersection" test.