Author Topic: Lock-picking as a mini game (traps too?)  (Read 1540 times)

lurkmost

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Lock-picking as a mini game (traps too?)
« on: March 13, 2007, 11:32:07 pm »
You know, like in splinter cell or elder scrolls (just to give a general idea for a starting point, not a copy of either system) Here it could be more interesting.
Your skill level in picking could be represented in a huge number of ways.
At it's simplest level you use certain picks to manipulate tumblers.
But as the difficulty of locks increase you start to enter a more strategic game.
At the highest level locks I imagine that you would essentially be manipulating a big Rube Goldberg Device, disabling certain traps and clamps that trigger others. Some could set off nearby traps, or small traps that send out poisonous fumes or darts, or clamp onto your pick, or that simply jamm, disabling the lock entirely, until a locksmith can change it out.

This same principle can be applied to traps as well, only it could be used on a slightly larger scale.
This way there would some deal of individual skill and drive necessary to create as well as "destroy" or collect these devices.

I imagine that this would make the making of these devices just as fun, or moreso that the disabling of them.

As far as traps go, I imagine that there would be size issues involved that would allow there to be small self contained traps for hunters who don't want to bother with guarding a guildhall or treasure trove.
« Last Edit: March 13, 2007, 11:55:39 pm by lurkmost »
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Under the moon

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Re: Lock-picking as a mini game (traps too?)
« Reply #1 on: March 14, 2007, 12:59:04 am »
This is exactly how it is done in single player RP puzzle games. I remember some particularly crafty locks in Zork: Nemisis that had me puzzled for days. And yes, I found that quite fun.

I suppose I should mention this has been talked about before, though. :)

lurkmost

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Re: Lock-picking as a mini game (traps too?)
« Reply #2 on: March 14, 2007, 01:04:50 am »
I'm sorry. I used the search for a few terms before posting, and must of just not tried the right phrase.
If it was talked about before, was the idea recieved well?
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Vrin

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Re: Lock-picking as a mini game (traps too?)
« Reply #3 on: March 15, 2007, 02:31:53 pm »
You know, like in splinter cell or elder scrolls (just to give a general idea for a starting point, not a copy of either system) Here it could be more interesting.
Your skill level in picking could be represented in a huge number of ways.
At it's simplest level you use certain picks to manipulate tumblers.
But as the difficulty of locks increase you start to enter a more strategic game.
At the highest level locks I imagine that you would essentially be manipulating a big Rube Goldberg Device, disabling certain traps and clamps that trigger others. Some could set off nearby traps, or small traps that send out poisonous fumes or darts, or clamp onto your pick, or that simply jamm, disabling the lock entirely, until a locksmith can change it out.

This same principle can be applied to traps as well, only it could be used on a slightly larger scale.
This way there would some deal of individual skill and drive necessary to create as well as "destroy" or collect these devices.

I imagine that this would make the making of these devices just as fun, or moreso that the disabling of them.

As far as traps go, I imagine that there would be size issues involved that would allow there to be small self contained traps for hunters who don't want to bother with guarding a guildhall or treasure trove.

I think it was hillsfar that had that mini game with the different lockpicks.

NumbSkull

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Re: Lock-picking as a mini game (traps too?)
« Reply #4 on: March 21, 2007, 03:02:34 am »
 :o i love it  :thumbup: i love games like that with puzzles that make you use your head & the creation of these things will also be fun it will add a whole lot more depth to the game  :woot:

Kaerli

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Re: Lock-picking as a mini game (traps too?)
« Reply #5 on: March 21, 2007, 09:34:11 pm »
This sounds like an excellent idea for both lockpicking and traps. 

lordraleigh

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Re: Lock-picking as a mini game (traps too?)
« Reply #6 on: March 22, 2007, 04:10:24 am »
I dunno, but for me mini-games for skills would give a somewhat "arcade" feeling to PS.

And also these mini-games sooner or later become repetitive and boring, looking no better than relying purely on character's skill for lockpicking. Just as an example to illustrate this, even a FPS+RPG hybrid game called Deus Ex had lockpicking as a character-based skill.