Talk:Design Patterns

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The definition section of this page is odd - especially since the definitions are not really the same as in the Category:glossary. The design patterns should rely on the glossary definitions of turn, action etc.

Also, it would seem to be critical to distinguish between cases when the player "does not know how to progress" and when the player "is unable to progress" - the difference being that in the first case, well, the player does not know what to do to progress, and in the latter case the player really cannot progress, e.g. because there is no way of proceeding except unlocking a door, and the key has been destroyed.

What the heck, I'm fixing these definitions. --Pesononline 18:13, 2 Mar 2005 (Central Standard Time)

There is still work to be done here. Maybe the cases when a puzzle becomes unsolvable falls outside of the design patterns anyway - it's considered a bug, rather than a design flaw. I still think the terminology should be kept precise though.

--Pesononline 19:03, 2 Mar 2005 (Central Standard Time)