[HN Gopher] Grim Fandango Puzzle Document (1996) [pdf]
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       Grim Fandango Puzzle Document (1996) [pdf]
        
       Author : krykp
       Score  : 179 points
       Date   : 2025-02-16 19:13 UTC (3 days ago)
        
 (HTM) web link (gameshelf.jmac.org)
 (TXT) w3m dump (gameshelf.jmac.org)
        
       | killion wrote:
       | I loved the first and last page...
       | 
       | [first] "This report, by its very length, defends itself against
       | the risk of being read." -Winston Churchill
       | 
       | [last] "To protect this document, please restrict your fallen
       | tears of joy to this box. Thank you!"
        
         | krykp wrote:
         | It is honestly one of my favorite documents. With the thought
         | put behind it, it is of no surprise the game was such a well
         | crafted masterpiece.
         | 
         | Most software work tends to move away from this kind of ... I
         | don't want to say documentation, we have better documentation
         | tools than ever, more-so a level of writing in general that is
         | more 'human', be it written documents at length or well
         | commented code.
         | 
         | Another one is `The Sims`
         | https://news.ycombinator.com/item?id=43064273
         | 
         | I recall a Warcraft III one I once saw, that went into
         | technical details on the tooling/scripting packaged with the
         | game. That was another great document too, but I don't have it
         | :)
        
           | protocolture wrote:
           | I got to ogle a game design doc for a Sonic the Hedgehog game
           | that was never produced. And yeah its very similar, except it
           | had way more visual layout. Absolutely everything sonic could
           | do was amazingly visualised and described.
        
           | ninetyninenine wrote:
           | I feel a game like FF7 which came out in this era didn't have
           | a document like this. OR if it did, it was put together AFTER
           | the game was finished.
        
       | jmacdotorg wrote:
       | For a bit more historical context, see the 2008 blog post that
       | originally accompanied this PDF:
       | http://gameshelf.jmac.org/2008/11/grim-fandango-puzzle-desig...
        
         | soneca wrote:
         | > _"We didn't have the last puzzle designed when I wrote that
         | document, so I wrote two nonsense paragraphs and then
         | overlapped them in the file so it would look like the final
         | puzzle description was in there, but obscured by a print
         | formatting error. That way I could turn the document in by the
         | deadline."_
        
       | roenxi wrote:
       | It is interesting to look back on the genre given that, as far as
       | I know, it either died sometime in the 90s or grew into something
       | unrecognisable.
       | 
       | I suspect there is a hint in the name of the document. I can't
       | tell how these "puzzles" are meant to be puzzles and to this day
       | I never figured out how people were meant to solve them in the
       | context of the game. The Discworld series as I recall were
       | terrible for this, but these puzzle structure diagrams just don't
       | make sense to me. What is the player being challenged to do? Grim
       | Fandango is trying to tell a story but it won't reveal what the
       | story is until after the player has already figured it out
       | through telepathy and brute force clicking.
       | 
       | For all these games were landmarks it was an era where it wasn't
       | obvious what a computer game could or should do to be interesting
       | and entertaining. Something like _Return of the Obra Dinn_
       | captures the intent of these games (storytelling through close
       | inspection) much more cleanly.
        
         | wishinghand wrote:
         | Perhaps I'm biased because I played the game when I was 14 and
         | had much more free time to dedicate to it, but it's my
         | impression that Grim Fandango was known for having few of the
         | rubber-chicken-with-a-pulley-in-it type of puzzles.
         | 
         | As for your question about "what is the player being challenged
         | to do?" I had to sit and think for a bit. I think the most
         | straightforward answer is to just think abstractly and make
         | connections in the context of a humorous noir story. You
         | certainly aren't being challenged to solve a mystery, but I'm
         | not sure it really matters. I'm not sure if you mean it like
         | Chess challenges you to vanquish your opponent and The Witness
         | demands color/pattern/maze analysis.
        
           | roenxi wrote:
           | > I think the most straightforward answer is to just think
           | abstractly and make connections in the context of a humorous
           | noir story.
           | 
           | I can't easily reconcile that with the linked puzzle
           | document. If I pick on something at random (page 16, Puzzle
           | #12: Get Starter [0]). I don't see any particular advantage
           | to abstract thinking or even superficially understanding the
           | scene. It looks like the player is expected to brute-force
           | solutions. The situation overall is pretty entertaining and
           | we learn a little bit about the world; but the actual puzzle
           | - even with the design docs - doesn't give any hints about
           | how players are meant to come up with that solution
           | thoughtfully. The design doc doesn't seem to think that
           | clues, hints or the like are important. If the symbology of
           | using spiderwebs as sling-shots with bones is a standard
           | trope then I suppose maybe I'm just out of it - but I don't
           | think it is. That isn't how spiderwebs work. It seems
           | logically suspect even in the game's own context - if the
           | scythe can't cut the web, why can't we use it to slingshot?
           | Or if not getting the scythe stuck is critical, why do we
           | need the scythe at all? Manny can just grip the bone.
           | 
           | It isn't bad as such; these puzzles can be solved and I
           | enjoyed a bunch of these games with walkthroughs in hand. But
           | it is easy to see why the market for point & clicks
           | evaporated - the gameplay loop is weak and the puzzle aspect
           | is also weak.
           | 
           | [0] And we can see what that became in the game here -
           | https://youtu.be/jIoSL-uSwfs?t=4223
        
         | coldpie wrote:
         | > It is interesting to look back on the genre given that, as
         | far as I know, it either died sometime in the 90s or grew into
         | something unrecognisable.
         | 
         | They're still out there! Scroll down this recent thread for
         | many, many, many examples:
         | https://bsky.app/profile/grundislavgames.bsky.social/post/3l...
        
       | dunham wrote:
       | This game was one of my favorites. And many years ago I was
       | pleased to learn that the lobby in the game was inspired by my
       | Dentist's office (450 Sutter St in San Francisco).
       | 
       | https://www.doublefine.com/news/450-sutter
        
         | makmanalp wrote:
         | God I loved that lobby and the art deco + mexican combination
         | art style. I found a high res version of that mural as a
         | wallpaper at some point but am coming up short for the link
         | right now.
        
         | diegs wrote:
         | That's wild. My dentist was in that building for quite a while
         | as well.
        
           | kridsdale1 wrote:
           | Probably the same one?
        
       | vibhurishi wrote:
       | What a blast from the past ! Thanks for sharing this.
        
       | mwidell wrote:
       | Perhaps my favorite game of all time. I liked all of the
       | Lucasarts adventure games, but this one was special to me.
       | Completed it 3 times since it came out. I think it is something
       | about the characters, the story, the world and the ambience in
       | it.
       | 
       | I wonder how this document was used? Did they write all of it
       | before implementing the game? Or was it written in parallel to
       | making the game, as a reference?
        
         | bmogilefsky wrote:
         | It was all written at once, during the pre-production phase. We
         | had daily meetings to brainstorm settings, characters, goals,
         | puzzles, etc. The next day Peter Chan would come in with
         | sketches or storyboards. Meanwhile I tinkered on making the
         | engine work. Once the doc was done (and some
         | locations/puzzles/characters were cut out to reduce the
         | production cost estimate) and the engine was able to display
         | one character walking around one temporary room, we went into
         | production, where the team size ramped up and we churned
         | through the document building locations, modeling, texturing,
         | and animating characters, etc. This doc became foundational for
         | anyone joining the team to learn what the game was supposed to
         | be like.
        
           | mikhailbolton wrote:
           | There was a GDC presentation by the iMUSE team (Michael Land,
           | Peter McConnel and Clint Bajakian) in like 2000 or 2001 that
           | I wish I could relive and share. They showed some of the
           | iMUSE interface and how they would mock up the interactive
           | soundtrack.
           | 
           | They started with cornering Tim and getting him to describe
           | each area/room, including the soundscape, and then they would
           | temp in music and sound effects and then went and got a lot
           | of SF street musicians to record a lot of the music.
           | 
           | I remember them showing a build of the game that had Tim
           | describing each scene instead of the final audio.
           | 
           | It was amazing to see behind the curtain.
        
           | mwidell wrote:
           | Wow, didn't expect an answer straight from the horses mouth
           | :) Thanks for making one of the best games of all time!
        
           | simonswords82 wrote:
           | I'd just like to say thank you from the bottom of my heart
           | for making my childhood and engagement with computers all
           | that more magical. I went on the make a career and a
           | livelihood from them and games like yours shaped me.
           | 
           | You guys must have impacted thousands upon thousands of lives
           | with your hard work and creativity.
        
           | wanderingmoose wrote:
           | As a funny aside, I had applied to lucas arts around 1996 and
           | never heard back from them. I ended up getting a job at
           | industrial light and magic (as they were both companies under
           | lucas digital) thinking I could then transfer over to lucas
           | arts.
           | 
           | I have a near identical form letter job offer from lucas
           | digital as Tim Shafer posted re his application:
           | https://www.doublefine.com/news/twenty-years-only-a-few-
           | tear...
           | 
           | But we would visit for the company store, and I would be nosy
           | and go talk to people. This was during production of grim
           | fandango and there was a tangible ramp up of stress in that
           | building as the release approached. I remember one of the
           | testers sitting there staring at the manny character on his
           | screen and bemoaning, "I used to love playing games".
           | 
           | The end result was truly a standout though.
        
           | mzs wrote:
           | Thanks for all the fun and I only pirated one game you were
           | involved with!
        
         | iisan7 wrote:
         | and the music! I remember saving snippets of the music that
         | were posted online well before the soundtrack was available
         | (and taping some of the background music). Great stuff,
         | capitalizing on the San Francisco music scene. Great wikipedia
         | page on it now
         | (https://en.wikipedia.org/wiki/Music_of_Grim_Fandango)
        
       | mikhailbolton wrote:
       | First time a video game moved me emotionally. Lola getting
       | sprouted. It blew my mind.
        
         | test1235 wrote:
         | makes me think of Final Fantasy 7, which came out around the
         | same time
        
       | derriz wrote:
       | A fantastic game in terms of atmosphere, artwork, characters and
       | story but I found the puzzles to be too difficult and/or
       | illogical and gave up pretty early into the plot.
       | 
       | Overall I remember being somewhat disappointed because of my
       | struggle to make progress. Maybe my expectations had been too
       | high - I was a recent convert to point n' click at the time and
       | of course LucasArts being masters of the genre, meant my
       | anticipation had reached fever pitch.
        
         | jstimpfle wrote:
         | Can relate, I was too blockheaded to get most of the clues.
         | Played it on a Pentium 150, 32 MB RAM and there was a lot of
         | idle time waiting for the rooms and places to load, which added
         | some more frustration.
         | 
         | But at some point I followed instructions to complete the game
         | along to the end. It's probably fair to say that following the
         | journey of the game is one of the fondest memories of my life.
         | 
         | I highly recommend the remastered version from 2015 on Steam. I
         | bought it and did another playthrough. It brought back so many
         | emotions, and getting insight from the developers let me really
         | connect with them.
        
         | ksynwa wrote:
         | Same. I played until the part where we get to a forest and
         | watched playthrough after that. Watching the playthrough
         | confirmed that I made the right decision.
        
         | ARandumGuy wrote:
         | The puzzle design in Grim Fandango really isn't anything to
         | write home about, and if that's the only reason you play
         | adventure games, you're going to be disappointed. But the
         | characters, writing, art, and sheer style are all so good that
         | it makes up for it in my opinion.
         | 
         | Grim Fandango is probably even better now, since you can easily
         | look up solutions to some of the more frustrating puzzles. The
         | remastered version is also very good, changing just enough to
         | make it play well on modern systems, without fundamentally
         | altering the experience.
        
         | pingohits wrote:
         | Totally agree. I must've restarted at least three times because
         | the design/atmosphere was enticing, but I couldn't engage with
         | the puzzles
        
         | wanderingmoose wrote:
         | And the voice acting was amazing. Especially for a game.
         | 
         | I think I have rose colored glasses as I remember the game
         | being difficult in the sense of lots of walking around trying
         | to find the solution to the last couple of puzzles. Having
         | played the remaster, it was clear how clunky the controls were.
         | But wow, I still love that game.
        
         | coldpie wrote:
         | Yeah. It's best played these days with a walkthrough on hand to
         | look up any puzzle that isn't immediately obvious. The vast
         | majority of the puzzles aren't worth the effort. Great art,
         | story, voice acting, and music, though.
        
         | blamazon wrote:
         | I love the game and I'm nostalgic for when games were extremely
         | difficult but for many the best way to experience Grim Fandango
         | without such frustration might be by watching a commentary-free
         | playthrough on youtube. I don't feel viewing the work is
         | meaningfully diminished by not being the button clicker. Once
         | one is familiar with the work there is a great developer
         | commentary that is available on youtube also.
        
       | AndrewOMartin wrote:
       | This                   It shone, pale as bone         As I stood
       | there alone         And I thought to myself how the moon,
       | That night, cast its light         On my heart's true delight,
       | And the reef where her body was strewn.
        
       | mattlondon wrote:
       | Off sick from work - quite by coincidence I decided to start
       | playing the remastered version after hearing many good things and
       | people saying it was the best thing they've ever played etc etc.
       | 
       | I must say, it has not really grabbed me.
       | 
       | It sadly suffers from the common problem of these sort of games
       | where you have to combine seemingly random items to make any
       | progress. There are so far very few actual "puzzles" that you can
       | solve, but instead mainly you just need to brute force the
       | combinations of items to find that One Weird Combination that
       | does something - most recent example: use a piece of coral on a
       | rope so you can then climb the rope... wtf?! This is made even
       | worse by the _sheer tedium_ of having to walk backwards and
       | forwards across the screens and trying everything on everything.
       | Please game designers if you are forcing me to walk around
       | aimlessly please at least make it quick to move around!
        
       | michelb wrote:
       | The music in this game..wow..I still listen to the soundtrack
       | many times a year.
        
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       (page generated 2025-02-19 23:01 UTC)