Logic or Execution?

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AntiVector
102 Posts
Posted Sep 13, 2013
I've seen the best mappers make and praise the practice of making maps that are expected to be solved using difficult flings and box-handling techniques.

This could range from just using momentum in a previously untaught way (e.g. bouncing a laser cube with portals to hit two laser catchers) to being borderline glitch exploitations (e.g. standing half in a portal on a low ceiling and shooting) Maps that rely on parkour like this and ones that require quick reflexes especially garner unconditional love from some people and burning fiery hate from others.

On the flipside of this coin we have logic challenges, where more emphasis is put on thought than action, and it's the dynamics of test elements that solve a puzzle. These range from the ultra-straightforward (VALVe's entire SP campaign) to the incredibly complex (see my Laser Circuits for a good example). These ones too can frustrate some and astound others, but here because all the tools for the solution are made clear, it's fitting those tools together that makes a puzzle.

I've noticed that there is a distinct divide between people who like either of these solution methods. I am in the latter category, but that's just my opinion, apparently. I created this thread and poll to truly gauge which is the more popular problem-solution to this problem-solution problem.

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Gemarakup
1,183 Posts
Posted Sep 13, 2013
Replied 12 minutes later
I prefer logic, but I like Josepezdj's maps which are both logic and execution, because his maps and greykarel's maps are at least not about trying again and again on the same thing like a room full of timed buttons that need all to be pressed within doing weird tricks...
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josepezdj
2,386 Posts
Posted Sep 13, 2013
Replied 48 minutes later
@Antivector: be fair and add a 3rd option: BOTH :wink:
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srs bsnss
552 Posts
Posted Sep 13, 2013
Replied 2 hours later
I far prefer logic to execution. Sometimes I put a bit of execution difficulty, but in my opinion a good map is at least 90% thinking and no more than 10% doing.
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Gemarakup
1,183 Posts
Posted Sep 13, 2013
Replied 36 minutes later
If execution maps have a special trick, (not straight foward and too hard) together with logic, it's a good map too. Also, what srs bsnss said is true.
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Tmast98
210 Posts
Posted Sep 13, 2013
Replied 2 hours later
I personally prefer logic solutions.

My reasoning is much like VALVe's. It is incredibly painful to KNOW what to do and just not be able to pull it off. That is the type of thing in a map that instantly turns me off. I'm not saying some things shouldn't have some hard execution, maybe changing a portal around a few times for the perfect fling, or something similar, but my rule of thumb is if you can't do it yourself 4/5 times, as the actual maker, then there is a problem :lol:.

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Ultiman9711
118 Posts
Posted Sep 13, 2013
Replied 35 minutes later

Tmast98 wrote:
My reasoning is much like VALVe's. It is incredibly painful to KNOW what to do and just not be able to pull it off.

This. I tend to like to make puzzles easy, but fun to solve. If it isn't fun, then it isn't a good puzzle. That said, I'm not a good designer of "hard" tests, but I try. I like to show the player a basic type of puzzle earlier on, and then later in the map expand on that same mechanic.

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AntiVector
102 Posts
Posted Sep 13, 2013
Replied 2 hours later

josepezdj wrote:
@Antivector: be fair and add a 3rd option: BOTH :wink:

That would've defeated the purpose of the poll, though. I wanted to know which method the Portal 2 community wanted to emphasize on. I know the methods aren't mutually exclusive, but people do prefer one style over the other, and I suppose the consensus is a preference to logic. That's what I wanted to find out.

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HMW
806 Posts
Posted Sep 14, 2013
Replied 22 hours later
I definitely prefer logic, but sometimes it's OK to add a little bit of time-based difficulty to a puzzle to make it more interesting, or to do something that would not be otherwise possible.

The things I try to aim for regarding timed operations in my own maps are:
- the player can work out exactly what they need to do before starting the timed part of the test,
- the time limit is not unreasonably short and
- the cost of repeated failure is low. (IE no death and no laborious reset procedure.)

For example:
example / spoiler
The last room of Sendificate has a timed element at the end. You need to beam the box to the ceiling, then quickly switch portals. It's pretty easy to do, especially if you line up your view with the platform before pressing the button. And if you mess up, all you have to do is walk a short distance to get a new box.

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lightOfDay
26 Posts
Posted Sep 18, 2013
Replied 4 days later
I think I'm with HMW here, I definitely prefer maps that I can think out, but it's fun finally getting the solution, and then doing a cool maneuver to execute it. I think a balance of both (or should I say a combination? :wink:) makes the best map.
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DaMaGepy
361 Posts
Posted Sep 19, 2013
Replied 6 hours later
I always prefer logic. I hate ninja skills.
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josepezdj
2,386 Posts
Posted Sep 19, 2013
Replied 1 hour later
OK, I think all of this will depend on the concept of *'logic' * that we consider. Because to be honest, if the meaning of 'logic' needs to be based in the map by Antivector "L-Circuits" I'm afraid I can't share it. My concept of logic is not a map with a lot of lasers, emitters and catchers everywhere, that you even have to draw it in paper previously to be able to map it later >.<

The concept I have for 'logic' is more based in the processes involved in problem-solving, in logical reasoning, to be able to DEDUCT a series of maneuvers or a sequence of steps behind a puzzle... And to be honest, I don't really care if some of those steps are execution ones, ONLY IF there's a logic or deduction process behind :wink: Of course I DON'T talk about "ninja maps", I'm not a fan of those either. But there are many funny execution moves in Portal: flinging and momentum is in the game since the very beginning, and to be honest I just LOVED to discover it!

I love puzzles, and I love logic games, therefore if I would need to choose forcedly between voting for logic or execution, I'd vote logic. If not, if I can combine both, I'd vote: both.

My concept of logic is perfectly spreaded into Mevious maps, or HMW, or Gig's, or Azorae's... but hey, also into Greykarel's maps, Chander's or Markiu's >.< ...Can't anyone else see this too?

Please revise:

  1. Cage'd

  2. Chander's Test 4

  3. Ruined Hopes

NONE of those require ninja moves, I'm not a ninja and I can solve them with LOGIC :wink:

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lightOfDay
26 Posts
Posted Sep 19, 2013
Replied 1 hour later
Nailed the point! :thumbup: I certainly agree that it doesn't have to be a straight out pen and paper logic puzzle, and I must say, although it was a well worked map, by the end of "L-Circuits" I wasn't really impressed with the concept.
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RogerL
490 Posts
Posted Sep 19, 2013
Replied 4 hours later

AntiVector wrote:
I created this thread and poll to truly gauge which is the more popular problem-solution to this problem-solution problem.

The only thing you can "truly gauge" with a poll based on a false dichotomy is how much divisiveness there is in the community. It looks like the answer is: not much.

Maps that require some difficult execution are made, by and large, by mappers who are themselves highly skilled and agile players. They can't unlearn these capabilities, and so their maps are naturally going to reflect this high level of skill. Asking them to dumb down their maps so that you can complete them without anxiety is tantamount to asking them to cripple themselves. And if they should accede to your wishes, I don't think you would get a very good map.

I would have thought that the best response to a map you find too difficult to execute would be to move on to another map. Not to make a poll about it.

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El Farmerino
393 Posts
Posted Sep 19, 2013
Replied 6 minutes later
Yeah, HMW and josepezdj pretty much hit the nail on the head with this one - too much of either can be a bad thing, but there's room for both.> HMW wrote:

The things I try to aim for regarding timed operations in my own maps are:
- the player can work out exactly what they need to do before starting the timed part of the test,
- the time limit is not unreasonably short and
- the cost of repeated failure is low. (I.E. no death and no laborious reset procedure.)

Spot on, especially with the last point. I do believe logic should always be the primary focus, but a clearly deducible and not overly difficult bit of quickfire portalage is always satisfying, provided the penalty for failure is kept to a minimum.

If I had to put it numerically, I'd say an 80:20 Logic:Execution ratio is the sweet spot - most of my favourite maps (and, indeed, most of my own) are balanced something like this.