The missing piece of the ghost scenario
![](http://h1.ripway.com/ecwai/Sprites/F06.png)
is that it is unclear how
1) the relation between the ghost and the treasure; and
2) the means to defeat the ghost
are encoded through action. My question is whether adding
the ghost requires the addition of more stuffs to make it
functional. How would the player realize that there are
three ways to deal with the ghost?
How would you add the ghost without adding any dialogue to
explain the situation?
If the ghost cannot be defeated by a normal mean, how do
you let the player know that it can be defeated by what is
available in the environment without adding an additional
interactive object to defeat it?
What object would you add so that it itself is the puzzle?
In the example of the frog
![](http://h1.ripway.com/ecwai/Sprites/F07.png)
The frog behavior of the frog itself is the puzzle, it
removes the need to add additional dialogue or tools to
solve the puzzle.
The problem with the frog (and the ghost), is that there is
no thematic relevance between them and the goal state.
Unlike example 12:
![](http://h1.ripway.com/ecwai/Sprites/12.png)
In this scene, the little girl wants the ball back.
The objective is to retrieve the ball for the little girl.
The narrative voice is stronger because the intention of
bigger girl is set.
Adopting this idea to the ghost girl scenario (06), the
narrative voice may be enhanced not by letting the player
choose an option to deal with the ghost, but by depicting
the unsatisfied objective of the ghost.
The ghost needs to be crying or something. But if I do
crying again it would be the third time.