{"id":2718,"date":"2010-11-11T15:37:21","date_gmt":"2010-11-11T15:37:21","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2718"},"modified":"2010-11-03T15:52:50","modified_gmt":"2010-11-03T15:52:50","slug":"puzzle-quest-bejewelled-limitations-and-repair","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/11\/puzzle-quest-bejewelled-limitations-and-repair\/","title":{"rendered":"Puzzle Quest, Bejewelled, Limitations and Repair"},"content":{"rendered":"
After I had more or less written my article on <\/a>Puzzle Quest<\/a><\/em> and variation<\/a>, I shared my ideas with Richard Terrell<\/a> who tipped me off to another element of the game which left a strong impression on me. To quote what he said: \u201cBejeweled is a weak puzzle game because the highest level you can play is very close to the first tactics\/strategies you come up with\u201d<\/em> and later \u201cYou make matches on the screen. The bigger the match, the more random gems fall. Because no one can guess the random gems, you’re left to only work with what you see.\u201d<\/em>.<\/p>\n \n (As a further impediment to Puzzle Quest<\/em>, when taking on higher level opponents, it appears that the AI is aware of the random gems and strategises around it, so as to line up large cascades (in-game term referring to matches that drop into place) and award themselves extra turns.<\/p>\n \n Richard challenged me to think of a solution to this tricky design limitation and this is the best I’ve got:<\/p>\n \n To remove the randomness of the drops and allow for higher level play, the player ought to see the \u201coff-screen\u201d<\/em> gems-so why not just reveal it, but not let the player interact with these gems? It makes sense that the revealed, non-interactive part of the board should be 5 gems tall as this is as much as can be cleared vertically in a single go.<\/p>\n