{"id":1924,"date":"2011-09-16T08:08:03","date_gmt":"2011-09-16T15:08:03","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=1924"},"modified":"2017-01-03T15:01:51","modified_gmt":"2017-01-03T23:01:51","slug":"machinarium-gameplay-and-hints","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/1924","title":{"rendered":"Machinarium: Gameplay and Hints"},"content":{"rendered":"<p>I&#8217;m pretty sure I&#8217;m nearing the end of this game. Like many adventures, it&#8217;s fairly short. And unlike <em>Samorost<\/em>, in which each room is a self-contained mini-adventure, <em>Machinarium<\/em> has a layout that returns on itself a lot and makes you revisit locations for different purposes and from different directions. One of the first locations has a bridge that you try to cross, only to slip on an oil slick and fall into the lower city; the same location appears again, from the other side of the bridge, much later on.<\/p>\n<p>The puzzle content turns out to be mainly a mix of self-contained mini-games and environmental inventory-item use. There&#8217;s a little bit of combining of inventory items thrown in, but only in fairly obvious ways, and a little bit of <em>Myst<\/em>-style contraptioneering, but not nearly as much as you might expect given that the setting is all about fanciful machines. Some of the self-contained puzzles are old chestnuts, <del datetime=\"2011-09-16T18:39:55+00:00\">including one or two that even appeared in <em>The Seventh Guest<\/em><\/del> [EDIT: Looks like I&#8217;m wrong about that. See comments.], but others seem to be genuinely original, like when you have to find a minimal way to block the flow of water through a complicated tangle of branching pipes. I had fun with these puzzles, and didn&#8217;t get truly stuck on them once.<\/p>\n<p><a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-hints.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-hints-300x225.jpg\" alt=\"And this is one of the clearer examples.\" title=\"And this is one of the clearer examples.\" width=\"300\" height=\"225\" class=\"alignright size-medium wp-image-1925\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-hints-300x225.jpg 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-hints.jpg 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>The environmental puzzles, on the other hand, I&#8217;ve got stuck on several times, either as a result of not noticing a clickable item or simply because the required action was one of those unpredictable ones that you need to just try rather than figure out. Fortunately, there&#8217;s an excellent in-game hint system, one I like so much that I&#8217;m actually kind of glad that I got stuck so that I could experience it properly. First, every scene has one free hint that displays, in a thought balloon from Josef, a picture of your ultimate goal for that scene. It&#8217;s a bit like the high-level course correction that some text adventures provide in response to the command &#8220;help&#8221; or &#8220;think&#8221;. This has never really been enough for me when I&#8217;ve resorted to hints, but I appreciate that it&#8217;s there, because if I actually had been so off-base in my thinking that all I needed was a statement of intent to put me right (as has happened in other games), I wouldn&#8217;t want or need anything more detailed. Second, you can access a more detailed depiction of every action you have to take in your current room. This is the part that I described as being &#8220;in comics form&#8221; in my last post, but let me describe it more fully now: it&#8217;s in the form of an opened book, with line drawings on the right-hand page while the left-hand page is filled with text in a made-up alphabet and perhaps an explanatory illustration that you can puzzle out the significance of, kind of like the <em>Codex Seraphinianus<\/em>. The panels depicting the actions, too, require a certain amount of interpretation &#8212; even though they&#8217;re illustrations, you have to <em>read<\/em> them &#8212; and they leave out any steps that have to be performed in a different room, such as picking up inventory items. While the absence of a particular action you were expecting in the hints for your current room can itself be a significant clue, the fact that it&#8217;s left out helps it to feel like you&#8217;re figuring out the last steps yourself instead of just following directions. <a href=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-spidershoot.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-spidershoot-300x225.jpg\" alt=\"Secret: the Spiders of Josef Hintbook\" title=\"Secret: the Spiders of Josef Hintbook\" width=\"300\" height=\"225\" class=\"alignleft size-medium wp-image-1926\" srcset=\"https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-spidershoot-300x225.jpg 300w, https:\/\/www.wurb.com\/stack\/wp-content\/uploads\/2011\/09\/machinarium-spidershoot.jpg 1024w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a>This sense is further helped by the way you access the full hints: by playing a mini-game, a crude scrolling shooter with Gameboy-style graphics in which you guide a key through spider-infested tunnels to a waiting keyhole. It&#8217;s not an engaging enough activity that I&#8217;d ever choose it when I&#8217;m not stuck, but it puts a speed bump on the process of getting hints, makes them non-free in a way that I think works better than rationing out hint tokens or whatever. It&#8217;s not too difficult once you&#8217;ve worked out how to work it, but can still take me three or four tries to get through, and that&#8217;s enough to make me feel like I&#8217;m not cheating. I earned those hints.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m pretty sure I&#8217;m nearing the end of this game. Like many adventures, it&#8217;s fairly short. And unlike Samorost, in which each room is a self-contained mini-adventure, Machinarium has a layout that returns on itself a lot and makes you revisit locations for different purposes and from different directions. One of the first locations has [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[497],"class_list":["post-1924","post","type-post","status-publish","format-standard","hentry","category-adventure","tag-machinarium"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1924","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=1924"}],"version-history":[{"count":5,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1924\/revisions"}],"predecessor-version":[{"id":4927,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/1924\/revisions\/4927"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=1924"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=1924"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=1924"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}