Thursday, November 10, 2016

Puzzle Analysis - Prince of Persia: Sands of Time - Palace Defense System


For the puzzle analysis I went with Prince of Persia: Sands of Time (2003). A darn good game featuring an amazing mechanic that allowed you to reverse time for up to 30 seconds. The game was primarily an action platformer. It made parkour gaming cool before Nathan Drake or Ezio came along.
Throughout the game's many platform gauntlets and sword fights, there were many great puzzles littered throughout the game. I'm covering the puzzle you must solve to activate the palace (of Persia) defense system to help the fight against undead sand zombies. You are coached by a soldier in charge of overseeing the system, who is stuck on a destroyed platform. Unfortunately, you find the defense system has absolutely no effect on the sand zombies, and only makes your adventure more difficult. The soldier also dies and becomes a sand zombie as a reward for solving the puzzle. Yay!

Being a PS2 game, I was not able to record footage. Luckily, someone on youtube did:


Using two rotational levers, you change the rotation and elevation of a massive platform that can hold giant cylindrical "keys". Following a specific order of moving the platform and using a pully lever to activate picking up or inserting keys, you solve the puzzle.

You are guided visually and audibly. Immediately evident is a table, or visual instructions of symbols on the "keys" and then where their locks are within the mazelike grid the platform must move along.
As you solve the puzzle, you are reminded by the shouting soldier of the mechanics, and your progress. 

The puzzle may be simple, but the time it takes to make the components move makes each step a considerable process. Because of this subtle way of drawing out the time of the puzzle, the player feels like they have made more progress than they actually have. The puzzle would be too simple if everything was an instant reaction. Also, the awkward rotational lever system was a puzzle in and of itself, causing the player to plan every action. Because of this, the player does feel smart, despite it being trickery.

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