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Have Modern Gamers Lost the Patience For Puzzles?

Brainy Gamer has an interesting reflection on old puzzle games and why their style of gameplay seems to be a dying art. According to the author modern gamers seem more interested in combat and seem to have lost the patience for difficult puzzles. "Despite my fondness for the adventure games of yore, it appears the days of puzzles in narrative games have come and gone. Puzzles - especially the serial unlocking variety found in the old LucasArts games - seem to have become a relic of a bygone era. Where they once provided a necessary ludic element to a—clever and often complex narrative - designed to add challenge and force the player to earn his progress through the story - few modern players have the patience for such challenges anymore."

622 comments

  1. Plug for the powder game by t0qer · · Score: 5, Interesting

    http://dan-ball.jp/en/javagame/dust/

    I don't know why
    I have an odd fascination
    with this little java game
    There are no puzzles
    there are no goals
    it's not quite a painting program
    but it's not quite a game either

    1. Re:Plug for the powder game by s.bots · · Score: 5, Funny

      Thanks t0qer
      for the very interesting
      poem about a java game
      It was touching
      and yet
      left me confused
      wanting more

    2. Re:Plug for the powder game by eratosthene · · Score: 1

      Is your post
      Some sort
      Of weird poem?

      --
      -- There, everybody likes a gorilla.
    3. Re:Plug for the powder game by cowscows · · Score: 3, Insightful

      That little toy is java, but it points us in the right direction. A lot of this stuff has moved to the web. There are approximately 8 trillion little flash puzzle games. Some of them are very clever and fun. There's a lot of variety, and various levels of quality and polish. But either way, there's plenty to choose from.

      --

      One time I threw a brick at a duck.

    4. Re:Plug for the powder game by Achra · · Score: 5, Funny

      Burma Shave.

      --
      Each processor would proceed sequentially as if it had been better for them not to rise against Saul.
    5. Re:Plug for the powder game by Anonymous Coward · · Score: 5, Funny

      I have to say, I've never read such a honest and touching poem about the complex relationship between a man and his java game.

    6. Re:Plug for the powder game by FeepingCreature · · Score: 5, Funny

      gentoo-pc ~ $ LC_ALL="C" appletviewer http://dan-ball.jp/en/javagame/dust/
      Warning: tag requires name attribute.
      Warning: tag requires name attribute.
      java.lang.ArrayIndexOutOfBoundsException: 288
      at d.a(Unknown Source)
      at d.a(Unknown Source)
      at dust.a(Unknown Source)
      at dust.init(Unknown Source)
      at sun.applet.AppletPanel.run(AppletPanel.java:419)
      at java.lang.Thread.run(Thread.java:619)

      Java.
      Write once,
      run anywhere.
      Yeah. Right.

    7. Re:Plug for the powder game by VAXGeek · · Score: 5, Funny

      Gentoo eh? You must have compiled your JDK wrong! Try setting ARRAY_OUT_OF_BOUNDS_EXCEPTION=false before you do the build.

      --
      this sig limit is too small to put anything good h
    8. Re:Plug for the powder game by Blakey+Rat · · Score: 1

      people have
      Java installed
      in their browser?
      what is this,
      2001 or something?

    9. Re:Plug for the powder game by Anonymous Coward · · Score: 0, Interesting

      Do you realize that an ArrayIndexOutOfBoundsException indicates a programmer error? It is the exception that you get if you try to extract the 10th element of a 5-element array, and it has nothing whatsoever to do with Java, unless you thought that Java was supposed to make it impossible for programmers to ever write buggy code.

      Don't let that get in the way of your canned rant though.

    10. Re:Plug for the powder game by grub · · Score: 1


      Man if only they had that for my LSD heydays (early-mid 80s)... I just had Drol on an Apple ][+

      --
      Trolling is a art,
    11. Re:Plug for the powder game by CronoCloud · · Score: 1

      Java
      From IBM
      On PS3
      Wind Powder fun

    12. Re:Plug for the powder game by thePowerOfGrayskull · · Score: 1

      I so hate you right now.

    13. Re:Plug for the powder game by try_anything · · Score: 2, Insightful

      Java.
      Write once,
      run anywhere.
      Yeah. Right.

      The promise of Java was never, "Write once, run correctly on any broken, incomplete Java clone that you inflict on yourself out of principle."

      Enjoy your martyrdom while it lasts: fully free Java is right around the corner.

    14. Re:Plug for the powder game by Anonymous Coward · · Score: 0

      It could also indicate an error or inconsistency in the libraries used by the Java implementation, which is by far the most likely explanation if the game works on a Sun JRE and doesn't work with gcj/Classpath.

    15. Re:Plug for the powder game by Anonymous Coward · · Score: 0

      I had exactly the same reaction when I read the headline. Any gamer who wants a puzzle game would most like likely just start to learn programming.

    16. Re:Plug for the powder game by FeepingCreature · · Score: 1

      gentoo-pc ~ $ java -version
      java version "1.6.0_03"
      Java(TM) SE Runtime Environment (build 1.6.0_03-b05)
      Java HotSpot(TM) Server VM (build 1.6.0_03-b05, mixed mode)
      ..
      Fail, you do.

    17. Re:Plug for the powder game by FeepingCreature · · Score: 1

      Actually, Java from Sun on x86. Sorry, hate to break your illusion of "The official Java keeps their promise of platform independence".

    18. Re:Plug for the powder game by Anonymous Coward · · Score: 0

      Whoever said that it works on Sun JREs and not on GCJ/Classpath?

      The original poster said nothing about about which JRE was used, and the stack trace even shows sun.applet.AppletPanel.run, indicating a Sun runtime.

    19. Re:Plug for the powder game by I+cant+believe+its+n · · Score: 1

      gentoo-pc ~ $ LC_ALL="C" appletviewer http://dan-ball.jp/en/javagame/dust/
      Warning: user unable to learn java.
      Warning: DANGER.
      Warning: DANGER.

      FAKING: java.lang.ArrayIndexOutOfBoundsException: 288
      at d.a(Unknown Source)
      at d.a(Unknown Source)
      at dust.a(Unknown Source)
      at dust.init(Unknown Source)
      at sun.applet.AppletPanel.run(AppletPanel.java:419)
      at java.lang.FakeThread.run(Thread.java:619)
      java.lang.IdontCare.run(Thread.java:619)
      java.lang.User.run(Thread.java:619)

      --
      She made the willows dance
    20. Re:Plug for the powder game by ofcourseyouare · · Score: 1

      what an exquisite piece of work, many thanks for pointing it out...

    21. Re:Plug for the powder game by Mister+Whirly · · Score: 1

      Do you realize that sometimes programmers resort to humor when they are frustrated? Or even sometimes when they are not frustrated?

      Don't let that get in the way of your misguided rant though.

      --
      "But this one goes to 11!"
    22. Re:Plug for the powder game by Impy+the+Impiuos+Imp · · Score: 1

      I don't know why
      I have an odd fascination
      with this little naughty picture
      There are no puzzles
      there are no goals
      it's not quite a painting program
      but it's not quite a game either

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    23. Re:Plug for the powder game by electrictroy · · Score: 1

      I have been gaming since circa 1977, and I have ALWAYS hated puzzle games. There is nothing more frustrating for me than to sit & stare at the same screen for hour-after-hour-after-hour. That's not video. That's a picture. (Example: Myst. Beautiful graphics of a non-moving nature impress me little.)

      Although I have enjoyed SOME puzzle games like Adventure, Raiders of the Lost Ark, Pitfall 2, and Super Metroid, I have always preferred the simple eye-hand coordination tests of Missile Command, Pac-man, Super Monkey Ball, and so on. I also enjoy strategy games like Chess or Populous.

      The point: I like movement, not stagnation.

      I've been that way the last twenty years. Not a new phenomenon in my case.

      --
      The government is not your daddy. Its purpose is not to raid middle-class neighbors' wallets and give it to you.
    24. Re:Plug for the powder game by Anonymous Coward · · Score: 0

      It's hard to tell humor with respect to Java, since there are so many fools whose 'knowledge' of Java is stuck in the 1.1 era, and the original poster was hard to distinguish from a standard Java hater who doesn't know the first thing about Java.

      Humor is also supposed to be funny. Do you think the following is funny:

      $ gcc -o helloworld helloworld.c
      helloworld.c: In function 'main':
      helloworld.c:5: error: expected ';' before 'return'

      C is portable. *Yeah right!* It doesn't even compile "Hello World" on my platform.

      It's pretty much the same joke but with C instead of Java, and just as devoid of humor.

    25. Re:Plug for the powder game by Mister+Whirly · · Score: 1

      Lighten up Francis.

      --
      "But this one goes to 11!"
    26. Re:Plug for the powder game by KDR_11k · · Score: 1

      I think that shows the loose definition of a "puzzle game". Super Metroid and Myst falling under the same umbrella? Something is wrong there.

      A recent "puzzle game" I enjoyed was Toki Tori due to its predictable nature, no stupid surprises like "what does THIS lever do?". Maybe it's just me but it seems to me that many puzzles in videogames are badly designed, either too easy (especially games like 3d Zeldas often have "puzzles" that just consist of seeing an interactable spot in the level and using the matching item on it) or just illogical (sometimes just because of lacking hints, mechanisms that only start to make sense after they have been used or even ambiguous puzzles that look like they have multiple solutions but only one is right).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    27. Re:Plug for the powder game by Geno+Z+Heinlein · · Score: 1

      Burma Shave.

      By the gods, I wish you could get +10.

    28. Re:Plug for the powder game by FeepingCreature · · Score: 1

      Well, that actually makes no sense at all, seeing as in the above case

      a) I can read the source and figure out what's going on
      b) the code would obviously fail to compile on _any_ GCC
      c) if it's broken that badly, there's no real expectation for it to work, whereas I'm using a bog-standard x86/sun box with the official launcher app.

      Hope that clears things up.

    29. Re:Plug for the powder game by LihTox · · Score: 1

      It wasn't a poem, he's just using a Vic-20 to surf the web.

  2. This thread has been eaten by a grue by monkeyboythom · · Score: 5, Funny

    ...

    1. Re:This thread has been eaten by a grue by Deadstick · · Score: 4, Funny

      What is a grue?

      rj

    2. Re:This thread has been eaten by a grue by Bryansix · · Score: 4, Funny

      I'm guessing you don't know what Atari is or what they made. I'm also guessing you born after 1986.

    3. Re:This thread has been eaten by a grue by lahvak · · Score: 5, Funny

      Just turn off the light and wait.

      --
      AccountKiller
    4. Re:This thread has been eaten by a grue by Nullav · · Score: 4, Funny

      Wouldn't know. I haven't seen one.

      --
      I just read Slashdot for the articles.
    5. Re:This thread has been eaten by a grue by Tweenk · · Score: 3, Informative

      Answer from an unlikely source: Grue

      --
      Those who would give up liberty to obtain working drivers, deserve neither liberty nor working drivers.
    6. Re:This thread has been eaten by a grue by hemorex · · Score: 5, Informative

      The grue is a sinister, lurking presence in the dark places of the earth. Its favorite diet is adventurers, but its insatiable appetite is tempered by its fear of light. No grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. Also: WHOOSH!

    7. Re:This thread has been eaten by a grue by Deadstick · · Score: 5, Funny

      I'm guessing you never typed "What is a grue?" in a Zork game.

      rj

    8. Re:This thread has been eaten by a grue by Deadstick · · Score: 4, Funny

      That faint flapping sound you hear is a badly overworked whoosh-bird trying to remain airborne.

      rj

    9. Re:This thread has been eaten by a grue by Anonymous Coward · · Score: 0

      Either that, or someone swinging a Funny bat, and missing horribly. :)

    10. Re:This thread has been eaten by a grue by f_raze13 · · Score: 2, Informative
      The clue as to what a grue actually is is embedded in that article.

      according to scholars of the GReat Underground Empire

      The Great Underground Empire: The GR.U.E. The Great Underground Empire itself is what's consuming your adventurer, not this mythical grue creature.

    11. Re:This thread has been eaten by a grue by kv9 · · Score: 5, Funny

      I do believe you have just pulled the double-amazing-reverse-whoosh.

    12. Re:This thread has been eaten by a grue by uniquegeek · · Score: 1

      Insert tasteless Chinese joke here...

    13. Re:This thread has been eaten by a grue by Eli+Gottlieb · · Score: 1

      A swarm of Vashta Nerada.

    14. Re:This thread has been eaten by a grue by coaxial · · Score: 1
    15. Re:This thread has been eaten by a grue by mgiuca · · Score: 3, Informative

      I'm guessing you don't know what Atari made. It wasn't Zork ...

    16. Re:This thread has been eaten by a grue by Ribbo.com · · Score: 1

      The grue has also been the subject of many a ballad such as this one... http://www.youtube.com/watch?v=4nigRT2KmCE

    17. Re:This thread has been eaten by a grue by electrictroy · · Score: 1

      ZORK - text based puzzle game. Also called "interactive fiction".

      GRUE - a creature that steals from you. Sometimes they steal an important object making the game unsolvable; end of game. Sometimes they kill.

      --
      The government is not your daddy. Its purpose is not to raid middle-class neighbors' wallets and give it to you.
    18. Re:This thread has been eaten by a grue by kv9 · · Score: 1

      thanks, captain obvious.

  3. "Modern gamers"... by afabbro · · Score: 5, Funny

    ...as opposed to ancient gamers? Preindustrial gamers? Renaissance gamers? Pre-war gamers?

    --
    Advice: on VPS providers
    1. Re:"Modern gamers"... by trongey · · Score: 5, Funny

      Ahh. The Renaissance gamers. Now those guys knew how to have fun. Games just haven't been the same since they replaced quill pens with graphite pencils.

      --
      You never really know how close to the edge you can go until you fall off.
    2. Re:"Modern gamers"... by teh+moges · · Score: 2, Interesting

      Given the huge number of WW2 games that appeared a couple of years ago, "pre-war gamer" sounds right.

    3. Re:"Modern gamers"... by coren2000 · · Score: 1

      Post-Modern gamers.

    4. Re:"Modern gamers"... by truthsearch · · Score: 1

      Quill pens? How about Drench-a-Wench? Or Joust?

    5. Re:"Modern gamers"... by Z00L00K · · Score: 2, Funny

      Like those of us that played Space Quest, Kings Quest or Leisure Suit Larry (who were looking for love in the wrong places)

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    6. Re:"Modern gamers"... by Spy+der+Mann · · Score: 3, Funny

      ...as opposed to ancient gamers? Preindustrial gamers? Renaissance gamers? Pre-war gamers?

      Giant enemy crabs?

    7. Re:"Modern gamers"... by elrous0 · · Score: 2, Funny

      Oh, we play games...but only for the ironic value

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    8. Re:"Modern gamers"... by nospam007 · · Score: 1

      Modern gamers, mostly on Ritalin have the attention span of a gnat.

    9. Re:"Modern gamers"... by pythian · · Score: 1

      Clicky mechanical graphite pencils, that is.

    10. Re:"Modern gamers"... by Anonymous Coward · · Score: 1, Funny

      I know what you mean. Writing up character sheets in the scriptorium, pumicing details out every time you gained a level, the hideous palimpsests the rulebooks became once you were done putting in the errata, the DM having to run one of the PC's because the player was burnt for heresy...

    11. Re:"Modern gamers"... by Hairy+Heron · · Score: 1

      The hilarious part is people were saying the same thing about gamers during the 80s and 90s.

    12. Re:"Modern gamers"... by zoefff · · Score: 1

      It's been going downhill since the start. :-)

    13. Re:"Modern gamers"... by OneMadMuppet · · Score: 0

      Actually, they're talking about core gamers, as opposed to, for example, casual gamers. The casual segment is currently worth more than the core, and puzzle games are very popular there.

    14. Re:"Modern gamers"... by Killjoy_NL · · Score: 1

      Don't forget Police Quest or Hero's Quest/Quest for Glory :)
      I loved Sierra with their lovely little mountain logo.

      --
      This is the sig that says NI (again)
    15. Re:"Modern gamers"... by coren2000 · · Score: 1

      Do we really? I think we all have different reasons for playing... all of which are right or wrong depending on your point of view.

    16. Re:"Modern gamers"... by Aereus · · Score: 1

      The Zelda series is highly popular after all these years, and it has a lot of puzzle elements built into the games. Tomb Raider is also known for puzzles, and has been a fairly successful franchise. It's true though, that in order to broaden market appeal these days, companies seem to design to the lowest denominator. I swear some of the people I see asking for help in World of Warcraft couldn't even pick their own nose. They are unable to even read the quest or use their eyes to get the answers that are right in front of their face.

    17. Re:"Modern gamers"... by Chris+Mattern · · Score: 1

      ...as opposed to ancient gamers? Preindustrial gamers? Renaissance gamers? Pre-war gamers?

      Because, of course, there were no games before there were computers. Sheesh. There was a thriving gamers community before there was even Pong.

    18. Re:"Modern gamers"... by KDR_11k · · Score: 1

      You've never tried to keep a gnat from stinging you (short of killing it) I take it?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    19. Re:"Modern gamers"... by jackchance · · Score: 1

      Oh, we play games...but only for the ironic value

      i think that would make you POST-modern gamers

      -jc

      --
      1 1 2 3 5 8 13 21 34 55 89 144 233 377 610 987 1597 2584 4181 6765
    20. Re:"Modern gamers"... by jitterman · · Score: 1

      Like those of us... (who were looking for love in the wrong places)

      You mean, everyone on /. has played those games?!?!

      --
      For conscience is the wound, and there's naught to staunch it
  4. I don't buy that by The+End+Of+Days · · Score: 5, Insightful

    Plenty of modern games are based around puzzles, they're simply more organic to the game environment and therefore not as noticeable. I don't think it's a matter of modern games not having enough patience, I think it's a matter of gaming evolving into a more immersive and holistic experience.

    1. Re:I don't buy that by Anonymous Coward · · Score: 0

      I think you hit the nail on the head. The old style puzzles would just seem bizarre.

      Also, in RPGs (like NWN etc) there is often the choice of taking quests that involve puzzles.
      You need to sparkly gem but there are 4 different ways to get it. If you don't like the puzzles you can just kill everyone involved.

    2. Re:I don't buy that by Walking+The+Walk · · Score: 5, Insightful

      I agree with you - the puzzles are simply better integrated with the game, and are offered as a challenge to get more of the story/points/powers, rather than being roadblocks that must be passed. Think KOTOR, where the puzzles enhance the gameplay, vs something like Myst, where solving the puzzles enable futher gameplay.

      I think it's also a reflection of the fact that most puzzles don't benefit from improved graphics or processor power, while fighting/shooting/action games see measurable benefits. So the puzzles still look and play very much the same way ("very well", in my opinion), but each year the action elements improve visually and kinetically.

      --
      A recursive sig
      Can impart wisdom and truth
      Call proc signature()
    3. Re:I don't buy that by Mooga · · Score: 1
      Ya, that's bull shit. I'm a fan of puzzle games and the Nintendo DS has plenty of puzzle games. If they weren't selling, why would they still be making them?
      Tetris DS is a top seller that is hard to find in the US now. Meteos was a very original puzzle game for the DS and spawned a sequal. Picross was also a well selling game. There are also tons of others.

      As a fan of simple puzzle games, they are FAR from dead.

      --
      ~ Mooga
    4. Re:I don't buy that by hellwig · · Score: 3, Insightful

      You mean like all the wonderful Jumping Puzzles in the original Half-Life?

      I remember games like "Indiana Jones and the Last Crusade" and "Full Throttle" where if you didn't catch something 2 levels back you couldn't proceed. Some modern games have a nice mix (the Chrono-XX and Final Fantasy series for example) where you have to decipher clues and do things in the right order, but other games (pick any modern FPS like Prey, Half-Life 2, Metroid Prime, etc..) and the puzzles are just there to increase game-play time.

      The point of the article isn't that puzzle games don't exist, they just aren't mainstream anymore. So many "gamers" of today need $4000 computers and 10 graphics cards to play their modern games. They don't care how fun or interesting or challenging the game is, as long as they get over 100f.p.s. and that it has online play.

      Look at all these "professional" gamers coming out now. Are they challenging themselves with puzzle games? Do they try to finish Myst in the fastest time? No. They see who gets the most Frags in UT3.

      Video games are just becoming another sport, in that sports aren't too mentally stimulating but are fun to watch/play. Nerds are now being split into two categories, high hand-eye coordination nerds cabaple of playing these FPS games online, and thinking nerds who are capable of playing and actually solving these Puzzle games. The jocks already have football, baseball, basketball, etc., etc.), now some of the jockier nerds are staking out their own claim.

      --
      Eggs
      Milk
      Bread
      Cat Litter
      Soda
      ...
    5. Re:I don't buy that by 7Prime · · Score: 2, Insightful

      Ummm, I don't think that's the stort of puzzle game that the parent was talking about. We're talking adventure puzzle games, not tap-happy puzzle arcade games. But I still think it's bullshit.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    6. Re:I don't buy that by Mooga · · Score: 1, Interesting

      the problem with adventure puzzle games is that no one wants to work in 2D anymore. However there have been a few great recent adventure puzzle games. Hotel Dusk: Room 215 for the DS was AMAZING. It's a shame they haven't made another...

      --
      ~ Mooga
    7. Re:I don't buy that by bamasurface · · Score: 4, Interesting

      A current game franchise that uses puzzles as part of the narrative is "The Nancy Drew Mysteries". http://www.herinteractive.com/prod/index.shtml You play as Nancy (and occasionally as some of her friends) in first person and solve mysteries by piecing together clues. The puzzles often unlock the next clue. The game is addictive (because of the puzzles, mostly) and a lot of fun.
      -todd

    8. Re:I don't buy that by AKAImBatman · · Score: 1

      I'll take Point and Click for $500, Alex.

      We're talking adventure puzzle games, not tap-happy puzzle arcade games.

      What is Zack and Wiki?

    9. Re:I don't buy that by nbert · · Score: 2, Insightful

      I agree with you - the puzzles are simply better integrated with the game, and are offered as a challenge to get more of the story/points/powers, rather than being roadblocks that must be passed. Think KOTOR, where the puzzles enhance the gameplay, vs something like Myst, where solving the puzzles enable futher gameplay.

      Kotor really seems to be one of the finest examples in the last years. You had the Diablo "level-up-addiction" combined with lots of story and many puzzles to solve. And since you were the one deciding how it all ends it was even fun to play twice. Whenever one element got boring the others made up for it. IMO that's the way to go with all the enhanced graphics and UI. The only problem is that the market for such games is quite small. But on the other hand it was just as small back in the old days, so you can't really talk about a decline. It's just that so many new genres have appeared and the industry itself is much bigger.

      On a side note: Would anyone buy a game today which had almost 1/3 covered with this menu:

      GIVE PICKUP USE
      OPEN LOOKAT PUSH
      CLOSE TALK TO PULL

      I thought so :)

    10. Re:I don't buy that by oever · · Score: 1

      So where is the modern Lemmings or Pushover?

      The 2D portal is pretty cool though.

      --
      DNA is the ultimate spaghetti code.
    11. Re:I don't buy that by Gulthek · · Score: 1

      When even fans of interactive fiction cry and moan if they don't get an 'undo' key and if the game includes a maze then I am forced agree with the article.

    12. Re:I don't buy that by fprintf · · Score: 1

      Case in point, Portal. The cake is a lie.

      --
      This post brought to you by your friendly neighborhood MBA.
    13. Re:I don't buy that by badboy_tw2002 · · Score: 4, Insightful

      A well designed game will offer BOTH. In GTA IV there were a lot of missions that you could do complete a lot easier if you went through a certain way, and you were often clued into it by the mission description (i.e. you sneak in the back door, trigger the cops, and slip out while the baddies are fighting the cops vs. fighting through and killing everyone, then evading the cops). Of course, not every mission was like that so it often lead to disapointment if you wanted to play them all like that.

    14. Re:I don't buy that by B3ryllium · · Score: 1

      I've been noticing this with Super Mario Galaxy. It seems slightly more puzzle-oriented than I expected it to be.

    15. Re:I don't buy that by Anonymous Coward · · Score: 0

      Plenty of modern games are based around puzzles, they're simply more organic to the game environment and therefore not as noticeable. I don't think it's a matter of modern games not having enough patience, I think it's a matter of gaming evolving into a more immersive and holistic experience.

      I think you've just about hit the nail on the head.

      Something like Portal or Half-Life 2 or BioShock is absolutely chock-full of puzzles. But generally speaking they're built right into the storyline and you don't really notice that they're there.

      Compare that to something like 7th Guest or 11th Hour where the whole game was basically a contrived excuse to cram some puzzles/mazes into a storyline.

    16. Re:I don't buy that by Dekortage · · Score: 2, Insightful

      I don't think it's a matter of modern games not having enough patience, I think it's a matter of gaming evolving into a more immersive and holistic experience.

      I also wonder if the demographic of "gamers" has evolved. You used to be a pure computer geek to play games. Nowadays everybody plays them: rappers, punks, jocks, business types, etc. So puzzle games may still appeal to the kind of people who enjoyed them 20 years ago, but their percentage of the "gamers" industry has been reduced by an influx of new gamers.

      --
      $nice = $webHosting + $domainNames + $sslCerts
    17. Re:I don't buy that by cmburns69 · · Score: 4, Insightful

      Puzzle games are less replayable. While not impossible, it's extremely difficult to come up with a system for dynamically generating puzzles so they're fresh each time.

      And multi-player also suffers in puzzle games.

      So in all, it takes a LOT more effort for a game company to make a puzzle game that has both multiplayer modes and is replayable, and those are large segments of the market. In short, it is easier to make an action game that will appeal to more people. Puzzle games are still great for once-through single-player, though (take Zelda games, for example).

      --
      Online Starcraft RPG? At
      Dietary fiber is like asynchronous IO-- Non-blocking!
    18. Re:I don't buy that by EdIII · · Score: 3, Insightful

      Lemmings was the single most sadistic twisted game to EVER be developed. I am certain that a pit into the fiery depths of hell was opened the day that code was written.

      The dark world's magnum opus? Lemmings 2: Tribes

    19. Re:I don't buy that by mattack2 · · Score: 1

      Maybe not many will buy them, but there is a yearly competition for them http://www.ifcomp.org/

      I think a few new text adventures are released as shareware every year too (as well as freeware). Of course, they have better parsers than you describe, but so did Infocom games 18 years ago.

    20. Re:I don't buy that by smidget2k4 · · Score: 5, Insightful

      You're right. I absolutely would. :-)

    21. Re:I don't buy that by Goaway · · Score: 1

      I remember games like "Indiana Jones and the Last Crusade" and "Full Throttle" where if you didn't catch something 2 levels back you couldn't proceed.

      You obviously don't remember them very well, as neither had anything like "levels", and while Indy 3 may have had a few parts like that, pretty much all later Lucasfilm games never had any parts where you couldn't backtrack far enough to solve the puzzles.

    22. Re:I don't buy that by AK+Marc · · Score: 1

      I thought it was the fact that the games sucked. Ever play the first Hitchhikers Guide to the Galaxy game? You could get pretty far past screwing up something that would prevent you from finishing before you ran into a dead end that you would never find unless you saught outside help or restarted it and noticed it the next time around. I remember that one. I was stuck on the ship and could never get off. I couldn't go back. I couldn't get to the next part. I searched and found the answer, and I wasn't going to restart the game to fix one little thing and play for hours to get back to where I was. And that got me annoyed not with that one, but with the genre, since they were all so similar. I'm sure some others were like that. I don't need the games that tell you on every screen if you messed up something and should do it again, but something that won't have you wasting all time put in at that point. I don't remember how saves were handled. I think you could only save one game and I saved past my screw up.

      Also, there are the large complex ones where you can get stuck because there is one place you need to do one thing before anything can go ahead. Almost all the Sierra games were like that (Leisure Suit Larry, I'm looking at you). Again, you were held back because it wasn't a "puzzle" you were trying to solve, it was a sequence of things you had to complete in a specific sequence, usually pretty well linked but not always. And those few times it wasn't well linked, it sucked bad. It's sad when the adult protection is what I remember being the most fun thing about Leisure Suit Larry. "What's Walter Mondale's nickname?" And yes, that's a real question from the game and at 14 I knew the answer to that. (or is it even more sad that I can remember the adult check questions?

    23. Re:I don't buy that by hellwig · · Score: 1

      I certainly didn't mean levels in the sense that you reach a defined point and couldn't go back (or worse, couldn't even scroll left on the screen). I just meant the story progressed naturally from once scene to the next, and it was often important to resolve what you needed to before going forwards.

      --
      Eggs
      Milk
      Bread
      Cat Litter
      Soda
      ...
    24. Re:I don't buy that by AuMatar · · Score: 1

      You know of any? I'd love to pick some up.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    25. Re:I don't buy that by Anonymous Coward · · Score: 0

      IIRC Day of the Tentacle is not for sale anymore. But there is ScummVM and plenty of roms online...

    26. Re:I don't buy that by Threni · · Score: 1

      > Ya, that's bull shit. I'm a fan of puzzle games and the Nintendo DS has plenty of puzzle games.

      Thank god we don't have shitty games like Gods or Godz or whatever it was called on the Amiga where the `fun` in solving the `puzzle` was walking around a reasonably large level mindlessly opening/closing switches to see what door/elevator or whatever they affected. That's not fun at all. It's hard to imagine a games-tester going `why am I doing this?`.

    27. Re:I don't buy that by Darinbob · · Score: 1

      Modern players don't even seem to like any thinking at all, especially in MMOs. Where it's perfectly normal in a single player RPG to have to explore or figure out a puzzle or at least search the web when all else fails, there are tons of MMO players who can't make a move without first asking "i need cords for quest kthx". They don't ask for hints, they ask for spoilers and walkthroughs.

      MMOs get in the act too, by assuming everyone will read the web for hints. Ie, a room I was win with several levers to pull, and the wrong combination causes a lot of enemies to attack. Unlike a decent single player game, there were no clues, no hints, no obscure lore to uncover first. The designers seemingly intended for the first group doing it to discover it by trial and error, and then all later groups would either look it up or have someone along who'd done it before.

      I'd tell all those kids to get off my gaming lawn, but they'd probably get lost along the way.

    28. Re:I don't buy that by grumbel · · Score: 1

      You can buy a modern remake of Lemmings in the Playstation3 Shop or for PSP. It however isn't as good as the old one.

    29. Re:I don't buy that by grumbel · · Score: 1

      Mario64 had a lot more puzzles then Galaxy, Galaxy was for most part a rather straight forward linear jump'n run, often closer to classic 2D jump'n runs then 3d ones, since your path was pretty much predefined.

    30. Re:I don't buy that by Bashae · · Score: 1

      Ohmygod, MI5 was released? Where? Where? MINE!!! ... ...um, yeah, I would.

    31. Re:I don't buy that by altek · · Score: 1

      God of War series comes to mind!

      --
      THE MAGIC WORDS ARE SQUEAMISH OSSIFRAGE
    32. Re:I don't buy that by Anonymous Coward · · Score: 0

      I think it's a matter of gaming evolving into a more immersive and holistic experience.

      Immersive is fine but there are a lack of games like Myst. It's a niche market but if a game producer can come up with something that has a solid story line, immersion could easily take second place.

      I hate repetitive tasks, I hate repetitive concepts, I hate repetition. I want to feel as though the task has a path with a realistic outcome. I would like to have an experience that coincides with current events much like Deus Ex kind of did.

      While it's nice to be wrapped up in the experience, it's nice to be challenged as well.

    33. Re:I don't buy that by spyrochaete · · Score: 2, Insightful

      There are lots of proper adventure games on the DS, like the Phoenix Wright series, Dusk Hotel, and Myst to name a few. SCUMMVM on DS is awesome as well. There are perhaps only about 3 things I'd rather do in bed than play the talkie version of Sam and Max Hit the Road.

    34. Re:I don't buy that by spyrochaete · · Score: 1

      I fully agree with you that Lemmings was probably the most disturbing game ever made. However, I have to argue that the best Lemmings game was the SNES version because it had simultaneous 2 player mode.

    35. Re:I don't buy that by lgw · · Score: 2, Informative

      Keep in mind that the HHGG game was a send-up of the genre. The puzzles were deliberately twisted, and the game narrative would actually lie to you. Pointing out the sillyness of the genre was sort of the point.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    36. Re:I don't buy that by William+Baric · · Score: 1

      If puzzles are not "as noticeable", it simply means they are a lot easier. Seriously, how can you not notice that you are stuck in a game and that you have to THINK to know what to do next?

    37. Re:I don't buy that by CastrTroy · · Score: 1

      I've been noticing this a lot with the newer Zelda. In the original, they plopped you down on the edge of Hyrule, and you had to figure out the entire game on your own. Nobody to help you. If you were lucky you were smart enough to go in that first cave so you could get the sword. Otherwise you were screwed. Now, everything is so planned out for you. Characters will walk right up to you, start talking, and tell you exactly where to go. There's still some difficult to get through dungeons, but nothing like the original Zelda in the second quest. There's certain walls you're just supposed to walk right through.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    38. Re:I don't buy that by mconeone · · Score: 1

      I remember games like "Indiana Jones and the Last Crusade" and "Full Throttle" where if you didn't catch something 2 levels back you couldn't proceed.

      This is just a bad design decision just like the FPS puzzles you mention, only there to increase game-play time.

    39. Re:I don't buy that by grumbel · · Score: 1

      But generally speaking they're built right into the storyline and you don't really notice that they're there.

      Which kind of proves the articles point, doesn't it? Puzzles these days are so easy and obvious that you don't have to think much about them, you don't have much of an inventory to begin with, so they resolve around whatever is right next to you and how to use that one key with that one door isn't all that hard. Games like Half Life 2 are also incredible linear and one-way, so there is no backtracking to an earlier point to get an item that you need or anything like that. Puzzles these days are simply there to slow you down a little bit, not to get you something to actually think about.

    40. Re:I don't buy that by Inominate · · Score: 1

      I remember games like "Indiana Jones and the Last Crusade" and "Full Throttle" where if you didn't catch something 2 levels back you couldn't proceed.

      This kind of thing is a big part of what killed adventure/puzzle games.

    41. Re:I don't buy that by R4nneko · · Score: 1

      The problem with competetive puzzle gaming is that you would need an unbiased authority to generate a new game each time, or good randomization of the puzzle variables, rendering it down to the same kind of academic competitions you get that are done with pen and paper, like those Mathlympics things. A recently completed non-randomized puzzle is trivial compared an unencountered puzzle. However the replayability and demonstration of a different skillset is also immediately apparent in multiplayer first person shooters. Basically if you want a puzzle competition, in many ways these things already exist in a pen and paper format, they could be converted over, but then you have more factors to add in to the balance for what gain?

    42. Re:I don't buy that by Kuxman · · Score: 0

      Sega Genesis has the same thing

      --
      http://www.asti-usa.com
    43. Re:I don't buy that by digitalgiblet · · Score: 2, Insightful

      Total agreement. One word: Portal.

      I love that game, and it is nothing but one big set of 3D puzzles woven masterfully into the story.

      I've been playing video games pretty much since they became commercially available (the '70s), and I've always HATED the puzzles the article rhapsodizes. I think I feel about them the way I feel about musicals. You have a perfectly good story under way when everyone stops to sing a song. Or in this case solve an arbitrary puzzle.

      A puzzle that wouldn't make sense in the real world doesn't make sense in a game world. When I want to get a Coke from the Coke machine I don't expect to have to solve a puzzle that has nothing to do with getting a Coke. I don't want to solve a puzzle in the shape of a Coke either. I just want a danged Coke.

    44. Re:I don't buy that by mrbooze · · Score: 1

      Hitchhiker's Guide to the Galaxy had arguably the worst example of that, which you never got the opportunity to scream at.

      Very near the end of the game, the entire ship would be eaten by a dog, if you did not happen to think of feeding the dog a sandwich in the very beginning of the game.

      At least, this is my vague memory of the game's biggest annoyance. It has of course been many many years since I played it. I even had a "I got the babel fish!" t-shirt.

    45. Re:I don't buy that by xenocide2 · · Score: 1

      The point of the article isn't that puzzle games don't exist, they just aren't mainstream anymore

      What the hell does mainstream mean, if Professor Layton, advertised on the divider panels when you walk into Walmart doesn't qualify? This whole article is bullshit and equates "adventure game" with puzzle. It is well known that adventure gaming killed itself.

      So in order to even begin formulating your strategy, you have to follow daredevil of logic Jane Jensen as she pilots Gabriel Knight 3 right over common sense, like Evel Knievel jumping Snake River Canyon. Maybe Jane Jensen was too busy reading difficult books by Pär Lagerkvist to catch what stupid Quake players learned from watching the A-Team: The first step in making a costume to fool people into thinking you're a man without a moustache, is not to construct a fake moustache.

      --
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      Open Source Sysadmin

    46. Re:I don't buy that by Goaway · · Score: 1

      Except, like I said, Lucasfilm games were specifically known for not doing things that way.

    47. Re:I don't buy that by try_anything · · Score: 1

      The old-style puzzles might or might not integrate well into current styles of games, but they deserve to be treated as their own genre. The old games are terribly stale -- the humor and visuals just don't stack up for kids who have grown up on Photoshop contests and TV shows with sophisticated writing (Seinfeld, the Sopranos, etc.) Standards have been raised.

      I think computer games would still be a great medium for funny writing and amusing visuals. The real problem is, who's going to do the creative work? Given how poorly the classics have aged, I doubt any aspiring game creators are excited about reviving the genre.

    48. Re:I don't buy that by WinterSolstice · · Score: 2, Insightful

      Part of it is also a lot of people (myself included) got extremely sick of the "guess what I'm thinking" style of puzzle.

      Many King's Quest games had puzzles that were simple a stupid waste of time.

      And honestly, the whole "move the box to hold down the button so the door stays open" Lego Star Wars/God of War style stuff goes back a long way, and still sucks.

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    49. Re:I don't buy that by renegadesx · · Score: 1

      The reason why it isn't as good is because lemmings needed a mouse. The best version of lemmings IMO was on the Amiga

      --
      Make SELinux enforcing again!
    50. Re:I don't buy that by BPPG · · Score: 1

      The puzzles in Metroid prime 3 where so weak. Puzzles in Metroid Prime were okay; on the same level as puzzles in most of the gradn theft auto series. Game developers seem content to pick a set of gameplay rules, and then not apply them creatively. Puzzles don't even have to directly be related to gameplay, they could be word puzzles or riddles, like in the old Carmen Sandiego games or the point and click "Curse of Monkey Island" style games.

      --
      What's the value of information that you don't know?
    51. Re:I don't buy that by jfmiller · · Score: 1

      Puzzle games are less replayable. While not impossible, it's extremely difficult to come up with a system for dynamically generating puzzles so they're fresh each time.

      And multi-player also suffers in puzzle games.

      This is true for static puzzles, once they are solved your pretty much done. but optimization and economic puzzles have enormous replay value. Think anything with "Sim" in the title.

      --
      Strive to make your client happy, not necessarly give them what they ask for
    52. Re:I don't buy that by Sigma+7 · · Score: 3, Interesting

      This kind of thing is a big part of what killed adventure/puzzle games.

      Not exactly - backtracking is acceptable and is known to be present in other games as well. For example, Quake 4 usually had ammo laying about the map - since you usually had maxed out ammo, you could leave it behind and come back later to collect it when you were running low.

      The real killers are:

      • Nonsensical puzzles, such as having to put a tape on a hole to get hair from a cat, and use syrup to attach it as a moustache in order to advance through a gate.
      • Obscure puzzles, which can range from a hard-to-find solution, but can also utilize guessing the verb or some variant thereof. (Pixel hunting qualifies if it's a graphical adventure.) Sometimes the solution makes sense, but most often it feels as if you have to scrutinize details beyond what is obvious or given to the viewer.
      • Tedious puzzles, such as the tram-ride in Myst. Once might be okay, but twice is a bit excessive.
    53. Re:I don't buy that by try_anything · · Score: 1

      Part of it is also a lot of people (myself included) got extremely sick of the "guess what I'm thinking" style of puzzle.

      I think some game makers got confused between puzzles, where you get satisfaction from figuring out the solution, and jokes, where the player's confusion is a setup for the punch line.

      It's usually impossible to predict the punch line to a good joke, but a joke is only funny if the game tells you the punch line instead of stonewalling you until you randomly guess it. The Leisure Suit Larry games had a way of confusing you for a little while and then "delivering" the punch line without making you work unreasonably hard for it. The Larry games also took care to get the delivery right in terms of gameplay, dialog, and animation. They milked a hell of a lot out of a handful of dirty jokes -- it seemed like everyone enjoyed the first two or three Larry games they played.

    54. Re:I don't buy that by Haeleth · · Score: 1

      Ever play the first Hitchhikers Guide to the Galaxy game? You could get pretty far past screwing up something that would prevent you from finishing before you ran into a dead end that you would never find unless you saught outside help or restarted it and noticed it the next time around. I remember that one. I was stuck on the ship and could never get off.

      You made it onto the ship? Impressive. I always died within about 20 moves of the start, usually by being hit in the head by a flying brick. It didn't take very long for me to decide that homework was more fun.

    55. Re:I don't buy that by Kaukomieli · · Score: 1

      And multi-player also suffers in puzzle games.

      And puzzles also suffer in multiplayer-games.

      (especially in MMORPG-type of games where everyone has to solve the same puzzle with the same steps and without the result actually changing anything...)

    56. Re:I don't buy that by Mattsson · · Score: 1

      The worst kind of puzzle games are the one that has action elements.
      If I want that kind of game, I'll play that kind of game and not a puzzle/adventure game.
      It's like Lucas Arts Indiana Jones III, where you have do fight all the time. Sucks.
      Or Delphine Software (I think it was theirs) Operation Stealth. An arcade water scooter chase has no place in an adventure game! Sucks.

      It's like all those platform games that have racing sequences. Every single PS2 platform game has them.
      Seems like game designers are incapable of leaving those crappy parts out of their otherwise excellent games.

      Anyhow.
      I think puzzle/adventure games do benefit from improved graphics and processor power, it's just that very few makes puzzle/adventure games that take benefit of them.
      For instance, a game like Grim Fandango could be made to look absolutely fabulous with modern graphics.
      One could easily make a game in the same style as Ico for instance, removing all that boring "shadow bashing" and adding more mystery and puzzles...

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    57. Re:I don't buy that by I+cant+believe+its+n · · Score: 1

      and while Indy 3 may have had a few parts like that, pretty much all later Lucasfilm games never had any parts where you couldn't backtrack far enough to solve the puzzles.

      Except, like you said, Lucasfilm did do this.

      --
      She made the willows dance
    58. Re:I don't buy that by Mattsson · · Score: 1

      That is what I find so boring about most modern games.
      All of them are targeted at the largest markets, which seem to be games that I find extremely boring.
      I don't find multiplayer modes important at all and I don't like first person shooters, racing games, fighting games or sports games.
      And I don't like RPG's with "quest - reward" gameplay...

      I'm the market segment that the market forgot. =(
      As it is now, I mainly replay adventure and platform games from the 80's and 90's, but I'm beginning to run out of games since you can't replay an adventure game within a few years of completing it without remembering all the puzzles...
      Adventure games are like books in that regard. =)
      When they've spent a few years in the shelf, you can re-read them at full enjoyment.

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    59. Re:I don't buy that by BryanL · · Score: 1

      "Puzzle games are less replayable."

      Lego Star Wars (and Indiana Jones) is a puzzle game of sorts, and is very replayable. I agree they are somewhat hard to make, but it can be done and very successfully.

    60. Re:I don't buy that by grumbel · · Score: 1

      Lemmings plays perfectly fine with a controller, even back then on the SNES. What makes the modern variant worse are the graphics, which lack all the pixel-charm of the old day and also make things a lot harder to distinguish, since stuff that looks like background happens to be foreground, the undiggable steal plates no longer stand out as much and all kinds of other details. Exploding lemmings also look incredible boring.

    61. Re:I don't buy that by TheRaven64 · · Score: 1
      I totally agree. I remember playing a couple of the *quest series when they were relatively new, and each morning coming in and asking the person I'd borrowed them from about a puzzle I was stuck on. More recently I've played some old games in SummVM, and encountered the same thing (although, now, there are walkthroughs online). You can do 90% of the puzzles, until you get to the one where you think 'how on Earth would I think of that?'

      The worst offender, however, are games like 'Beneath a Steel Sky', where you can think you're doing well but get stuck, then check the walkthrough, and discover that the reason you're stuck now is that you were meant to do something half an hour ago that you didn't do and now the only thing to do is hope you've got a save game from half an hour ago.

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      I am TheRaven on Soylent News
    62. Re:I don't buy that by TheRaven64 · · Score: 1

      Take a look at some flash game sites. People are still writing good point-and-click adventure games, but now they're doing it in flash and they run in your browser. The graphics are vector art, and slightly better than they were in the early '90s, but not as good as something like Grim Fandango (which, I think, was probably the pinnacle of the adventure game genre).

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    63. Re:I don't buy that by abstract+daddy · · Score: 0

      In GTA4 there's a mission where you have to assassinate a person in his apartment by sniping him from a rooftop. However, you can't see him through the window. The solution is to zoom in on his answering machine, look up his number and dial it with your cell phone. When he answers the phone you shoot him.

      This would be a pretty clever problem if you weren't told exactly how to solve it.

    64. Re:I don't buy that by abstract+daddy · · Score: 0

      MMOs are completely different. There are hundreds and hundreds of boring, identical quests which only exist to give you experience, reputation, money and items. Eventually you just want to complete them as fast as possible.

    65. Re:I don't buy that by TheRaven64 · · Score: 1

      The H2G2 game was quite fun if you played it with the hint book in your hand and treated it as a DNA novel with some moderately interactive parts. As a game, however, it left a lot to be desired (especially the dark).

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      I am TheRaven on Soylent News
    66. Re:I don't buy that by ToriaUru · · Score: 1

      Just think of Myst and Riven for example. It was word of mouth I think that got them so popular. But, yes, Uru, sadly suffers from this lack of want to solve puzzles together. It hasn't worked well since initial release in Nov. 2003. Will this latest incantation of Uru Live: Myst Online work with fan-based material added? A fan of Cyan can only hope, but the realist in me says, nah, their goose be cooked man.

      --
      Toria
    67. Re:I don't buy that by abstract+daddy · · Score: 0

      A modern adventure game need not be 2D. You could easily do an adventure game in 3D with mostly static camera angles that would essentially be like an interactive film. Of course, nobody's ever going to do anything like that.

    68. Re:I don't buy that by abstract+daddy · · Score: 0

      Huh? The grandparent did not say anything about Zack and Wiki.

    69. Re:I don't buy that by Aladrin · · Score: 1

      Also, there are entire genres for puzzles games so that the twitch gamers don't have to be annoyed by them now. Point n Click adventures are still be made, and casual games are all ABOUT puzzles.

      The market hasn't declined, it has grown and evolved. It's big enough to sell directly to the target, instead of slapping puzzles in where they don't below and annoying everyone. (Twitch gamers are annoyed by the puzzles, puzzle gamers are annoyed by having to play the twitch portions.)

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    70. Re:I don't buy that by Jarik_Tentsu · · Score: 1

      I've noticed a flux of Flash-based puzzle games online people seem content with spending hours and hours wasting time on. It's not quite the same as playing an RPG or FPS with puzzles though...they're doing it to waste time while doing other things - probably chatting on MSN, browsing the web, etc etc.

    71. Re:I don't buy that by redxxx · · Score: 1

      Well, puzzles that still involve skills and with multiple paths to completion.

      Like, Time Attack in Shadow of Colossus. It's not a pure puzzle, and the action element is a big part of the replay, but solve the puzzles quickly still takes a bit of thought.

    72. Re:I don't buy that by Killjoy_NL · · Score: 1

      Now there's a flamewar I haven't seen in a LONG time :D

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    73. Re:I don't buy that by grumbel · · Score: 1

      You can also kill him by first shooting his satellite dish, which will cause his TV to display noise and cause him to walk to the TV, giving you a chance to assassinate him. However that is among the only mission in GTAIV that had some puzzely thing to it, for most part the game is very linear, always telling you exactly where you have to go and how to approach a goal, when you try to be a little to creative you quickly run into issues. Most obvious and annoying in the last mission, where I tried to conquer the casino via the back entrance, which didn't work, since the door was locked. All the guards behind the casino that should have been there haven't yet spawned and even the bad guys motorboat couldn't be destroyed to spoil his escape, because it hasn't yet spawned either. GTAIV relies a lot on predefined scripted triggers and if your creative approach doesn't touch one, nothing will happen till you go back and actually touch it to spawn the cutscene and mission objects.

    74. Re:I don't buy that by abstract+daddy · · Score: 0

      There was this mission where I had to kill some guy in a restaurant, and I tried to find a back door so I could get to him easier. There was a ladder leading up to a door in the back, and I could climb on the building's roof and reach a balcony, but the only possible way of entering the building was through the front door and all the guards. Likewise, there was an assassination mission taking place in an enormous and complex industrial area where the only possible approach was to go through a pre-defined route. I frequently found myself banging my head against a pre-scripted wall in GTA4.

    75. Re:I don't buy that by N!k0N · · Score: 1

      On a side note: Would anyone buy a game today which had almost 1/3 covered with this menu: GIVE PICKUP USE OPEN LOOKAT PUSH CLOSE TALK TO PULL

      While true... I think that was the secret to holding one's breath for ten minutes

    76. Re:I don't buy that by AP31R0N · · Score: 1

      i thought that in Myst solving the puzzles *was* the play.

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    77. Re:I don't buy that by vegiVamp · · Score: 1

      > Puzzle games are less replayable.

      Monkey Island, Indiana Jones, ... I must've gone through them dozens of times, over the years. No,they're not right-now replayable, but they haven't lost a single bit of their charm and playability.

      > take Zelda games

      Yep. I haven't been much into Zelda, not having much of a console history, but I got a Wii, and Twilight Princess has been one of the most enjoyable adventures I've played in a long time. I've recently gotten access to a DS as well, and I'm looking forward to playing Phantom Hourglass on that.

      --
      What a depressingly stupid machine.
    78. Re:I don't buy that by herring0 · · Score: 1

      Yes I did enjoy the early Larry games, but I also had a helluva good time playing the MCL version for the original xbox.

      And please don't be upset if I say your username reminded me greatly of the Corsican Brothers hehe.

    79. Re:I don't buy that by AK+Marc · · Score: 1

      I learned my port from my starboard. I still remember them in that it's easier to go left (port) than right (starboard) because left has fewer letters to type (and I had about a 50% mystyping ratio for starboard). And I learned to hate tea and towels. Stupid towel.

    80. Re:I don't buy that by P51mus · · Score: 0

      This kind of thing is a big part of what killed adventure/puzzle games.

      Not exactly - backtracking is acceptable and is known to be present in other games as well.

      Uh, backtracking?

      You haven't played any of the REALLY old adventure/puzzle games. These were games where you COULDN'T backtrack. A lot of the old ones (the King's quest series has a number of examples of this) had points where if you didn't pick up something at a certain point, you were SCREWED and had to start the game over again.

      That's not fun, that's masochistic.

      Later adventure games got a lot better at it, though. Like Monkey Island, Day of the Tentacle, Sam And Max: Hit the Road. And the new series of Sam And Max from Telltale games

      Making the player start over from the beginning to have a chance at beating the game is bad! Don't do it!

    81. Re:I don't buy that by KDR_11k · · Score: 1

      Plenty of old Lucas Arts adventures appeared on shelves again lately (at least here in Germany). Almost seems like there's an adventure game boom lately. I tried to get my mother to play some but they are just too hard for her, the Phoenix Wright games are perfect though. Capcom probably had the potential for a megaseller in that series but never took it beyond the niche.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    82. Re:I don't buy that by KDR_11k · · Score: 1

      The shelves are full with them and many are fairly cheap. Sturgeon's law probably still applies so pick your games wisely but there should still be enough new ones to keep you busy for a while. Some were appearing on consoles too (a popular one recently was Zack & Wiki).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    83. Re:I don't buy that by Walking+The+Walk · · Score: 1

      i thought that in Myst solving the puzzles *was* the play.

      Yes, that was part of my point. Myst is an example of a Puzzle focused game, where you can't move on to the next puzzle or world until you've solved the current puzzle.

      Knights of the Old Republic (KOTO) was an example of an Action/RPG where you could avoid doing any puzzles if you wanted to, and still enjoy the game. Completing the puzzles advanced a subplot, or gave you better equipment, or earned you experience.

      --
      A recursive sig
      Can impart wisdom and truth
      Call proc signature()
    84. Re:I don't buy that by KDR_11k · · Score: 1

      The important point of that was that if you progressed past the point of no return you weren't told so. A game should ALWAYS stop once the player passes a point of no return without the ability to proceed (if not make it completely impossible to do so). No situation should be unrecoverable without ending the game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    85. Re:I don't buy that by drsquare · · Score: 1

      No, it's because the graphics are shit. I played Lemmings 2 on the Mega Drive with a controller fine. However in that version I could actually see what I was doing. The modern version has so much crap everywhere you don't know what's scenery and what isn't, and the Lemmings are half the size of the screen.

    86. Re:I don't buy that by Sigma+7 · · Score: 1

      You haven't played any of the REALLY old adventure/puzzle games. These were games where you COULDN'T backtrack. A lot of the old ones (the King's quest series has a number of examples of this) had points where if you didn't pick up something at a certain point, you were SCREWED and had to start the game over again.

      That's called Dead-ending, and is covered under Obscure puzzles (or non-sensical, depending on the severity).

      I have played Multi-dimensional Thief if that's what you're asking, and I even had a bugged version that couldn't be completed (one of the timers wouldn't stop as required). There are plenty of dead-ends in that game because you explicitly did something wrong (as opposed to simply forgetting an item in various obscure puzzles.)

    87. Re:I don't buy that by DaVince21 · · Score: 1

      Hmm, I would definitely call LucasGames' puzzles challenging. It's rather the line of thinking needed for the different types of puzzles is the difference here.

      --
      I am not devoid of humor.
  5. 7th guest, 11th hour by Exstatica · · Score: 1

    I miss The 7th Guest and the The 11th Hour

    Awesome games, graphics were just amazing for their time, and the puzzles were not that easy.

    1. Re:7th guest, 11th hour by Exstatica · · Score: 4, Interesting

      I also think Myst qualified as a puzzle game. Although it wasn't puzzles in the traditional sense, it still had clues and things to solve. I guess Myst could be compared to modern games where you have to complete quests and such. But in Myst you had to complete these tasks or you couldn't progress in the game. I do think that kind of game play is gone.

    2. Re:7th guest, 11th hour by fishbowl · · Score: 2, Funny

      "I don't think you CAN do this..."

      --
      -fb Everything not expressly forbidden is now mandatory.
    3. Re:7th guest, 11th hour by TheRealMindChild · · Score: 4, Interesting

      While those are both a couple of my favorite games, the word puzzles really put me off to playing them anymore. Not only do they lose any value once you've memorized them, originally figuring them out merely took a small app (wrote mine in QBasic) to search a dictionary for words that contained the letters you were staring at. It didn't take much effort.

      However, the first chess puzzle in 11th hour was absolutely great. I remember drawing out the board and moving pennies around trying to figure out the solution... and then the click, when I finally realized that it is more or less a path with a fork in the road. Genius.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    4. Re:7th guest, 11th hour by Culture20 · · Score: 1

      I miss The 7th Guest and the The 11th Hour

      "Feeling... LONEly?"

    5. Re:7th guest, 11th hour by Deadstick · · Score: 1

      The 7th Guest pissed me off no end. You couldn't backtrack without wading -- and waiting -- through all the cutesy-poo animation sequences over again. The tenth time that maze made me listen to "Feeling a little...LOOONELY?" I punched out of it.

      rj

    6. Re:7th guest, 11th hour by Deadstick · · Score: 1

      Myst was marvelous, but just like the Riverworld novels, the series went steadily downhill...

    7. Re:7th guest, 11th hour by Chris+Burke · · Score: 2, Insightful

      I also think Myst qualified as a puzzle game. Although it wasn't puzzles in the traditional sense, it still had clues and things to solve.

      I'm not sure I understand... Myst's "turn the knobs the right way and push the buttons in the right order to make the doohikey do its thing" style is pretty much what I consider the definition of traditional puzzles.

      --

      The enemies of Democracy are
    8. Re:7th guest, 11th hour by edalytical · · Score: 1

      Growing up the 11th Hour was the coolest game I had ever seen. It's the one game I've held on to all these years. A while ago I installed DOSBox and started playing it again. I'm still waiting on the next sequel I think it was going to be called The Collector. I suspect it's vaporware though.

      --
      Win a signed Stephen Carpenter ESP Guitar from the Deftones: http://def-tag.com/?r=0008781
    9. Re:7th guest, 11th hour by clem · · Score: 1

      My all time favorite puzzle adventure game has to be Bad Mojo. The interface was simple and the storyline, videos, and puzzles all seamlessly merged into a coherent whole. Best time I've had as a cockroach.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    10. Re:7th guest, 11th hour by celle · · Score: 2, Insightful

      Actually myst like most puzzle games were a waste of time for me. I could never figure them out. Infocom games were a good example of you had to be in the designers shoes before you even had a chance. I just was sick of wasting money on games I had no clue what they were getting at and that even just guessing didn't get me anywhere. FPSes and sims at least you could see a reference to do things with and didn't completely lock you out if you didn't understand something the way the designer did.

    11. Re:7th guest, 11th hour by Anonymous Coward · · Score: 0

      No, those games were terrible. Crossword puzzles with pretty graphics, that's all. I got tired of waiting for teh animations every time I entered a wrong answer, so I ended up solving everything offline.

      It was the dawn of CD-ROM games, the beginning of the "As long as it looks awesome, no one will care about game play" mentality.

    12. Re:7th guest, 11th hour by TheRealMindChild · · Score: 1

      Hate to break this to you man, but Trilobyte went out of business in 1998.

      I was supposed to interview for an internship before they closed down. Sad indeed.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    13. Re:7th guest, 11th hour by edalytical · · Score: 1

      Well yes, Trilobyte is no more, but it wasn't going to be made by Trilobyte. Some other company was going to continue the franchise. I have no idea of the connection, if any, between the said company and Trilobyte. I'm pretty sure that company is out of business too and I'll never see this game. But a guy can hope can't he?

      --
      Win a signed Stephen Carpenter ESP Guitar from the Deftones: http://def-tag.com/?r=0008781
    14. Re:7th guest, 11th hour by KevsOnBass · · Score: 1

      "I don't think you CAN do this..."

      You know... I could have gone the rest of my life without hearing that particular sound byte again.

      Wait... I'm now going to have weird dreams about a shy gypsy... Never Mind. Thanks!

      :)

  6. Ever heard of a little game called Bioshock? by Anonymous Coward · · Score: 5, Insightful

    Or perhaps one called Portal? I hear some people played them in 2007.

    1. Re:Ever heard of a little game called Bioshock? by Dan667 · · Score: 1

      I wish I had mod points. Portal was only about solving puzzles. So true.

    2. Re:Ever heard of a little game called Bioshock? by ed.mps · · Score: 1

      So true[2]. Portal was the first word that came to my mind after reading TFH.

      --
      !sig
    3. Re:Ever heard of a little game called Bioshock? by Shade+of+Pyrrhus · · Score: 5, Funny

      Please note that we have added a consequence for failure. Any failure will result in an unsatisfactory mark on your official testing record, followed by death.

      Portal can be a pretty harsh puzzle game, too...

    4. Re:Ever heard of a little game called Bioshock? by mblase · · Score: 4, Insightful

      Amen. "Boom Blox" for Wii probably counts as a puzzle game, too. They're all over, if you know what to look for.

    5. Re:Ever heard of a little game called Bioshock? by ivan256 · · Score: 4, Insightful

      Exactly.

      Gamers still love puzzles.

      Game studios, hardware manufacturers, and especially game reviewers hate puzzles.

      How do you compete with low-budget studios if the gameplay is king instead of the graphics and high-budget art and voice assets?

      How do you sell a fancy new video card if the latest game doesn't require ripping through a fast changing scene at 100 FPS using the most realistic techniques currently available?

      How do you review a steady stream of games if you can't experience 90% of it in two or three encounters with an enemy?

      We've had game series after game series be wildly successful based on interactive puzzle style game play only to be ruined in sequels as more focus is put on the combat. Yet reviewer pan games based on the combat system without giving the puzzles any thought; even if the puzzles are the vast majority of the game!

      If Portal weren't bundled as part of Orange Box, it probably would have received little critical attention.

    6. Re:Ever heard of a little game called Bioshock? by mattack2 · · Score: 2, Interesting

      RTFA.

      The article mentions Portal, and still thinks it pales compared to some older games.

    7. Re:Ever heard of a little game called Bioshock? by Anonymous Coward · · Score: 2, Informative

      Actually, no, the article doesn't mention Portal. Several commentors called him on the lapse, and he notes that he forgot it.

    8. Re:Ever heard of a little game called Bioshock? by darkdelusions · · Score: 1

      Portal was the first thing that came to my mind when I read the topic of the post...

    9. Re:Ever heard of a little game called Bioshock? by mattack2 · · Score: 1

      Ok, the *original* version apparently didn't mention Portal.

      The version I read today, linked from Slashdot, says this:

      Sure, games like Uncharted: Drake's Fortune, the Tomb Raider series and Prince of Persia series still rely on environmental puzzles to impede the player's advancement - and Portal raised the bar admirably in this regard - but such puzzles pale in comparison to the head-exploding difficulty of many puzzles found in games like Grim Fandango and the Monkey Island series. And I'm not even going to mention Myst, (well, I guess I just did) which nearly induced me to put a gun to my head.

    10. Re:Ever heard of a little game called Bioshock? by trytoguess · · Score: 1

      Lets not forget the freakishly popular "Professor Layton and the Curious Village" for the DS. Damn thing is nothing but puzzles.

    11. Re:Ever heard of a little game called Bioshock? by Bashae · · Score: 1

      I think you hit the nail on the head. Lots of people who play a good, challenging puzzle game will love it, even today. They just aren't produced anymore, and when produced they don't get any exposure. I'm really glad about Portal. It proved an important point.

    12. Re:Ever heard of a little game called Bioshock? by IronChef · · Score: 1

      As it does not involve making a fake mustache from a strip of tape covered in cat hair, it doesn't seem to count as a puzzle game.

      Nonetheless, it is what I am playing tonight.

    13. Re:Ever heard of a little game called Bioshock? by SlowMovingTarget · · Score: 2, Interesting

      Puzzles aren't dead, "puzzle mode" is.

      I've been working my way through Psychonauts on the XBox. It's one big puzzle game disguised as an arcade game. The difference is that the puzzle play is in-lined with the natural mechanics of the game, rather than having this big "YOU ARE NOW WORKING ON A PUZZLE" transition. This is better design, IMHO.

    14. Re:Ever heard of a little game called Bioshock? by Anonymous Coward · · Score: 0

      How about: every Zelda and Mario Bros game ever released? Sure there's mindless fighting and bosses to deal with, but at their heart, they're both pure puzzle-solving.

    15. Re:Ever heard of a little game called Bioshock? by Walkingshark · · Score: 2, Insightful

      So basically the guy enjoyed playing "guess the syntax" games, where you know WHAT you need to do but have to spend hours trying to guess how to tell the computer to make your character do it. Having to try 300 combinations to figure out how to unlock a door to discover that you had to type "put jade encrusted key into the keyhole, turn key and turn handle" or whatever isn't fun, the only challenge is how much boredom you can tolerate.

      --
      The world you experience is only a close approximation of reality.
    16. Re:Ever heard of a little game called Bioshock? by Porktastic · · Score: 1

      But, do you get cake at the end of these older games?

    17. Re:Ever heard of a little game called Bioshock? by Haeleth · · Score: 1

      So basically the guy enjoyed playing "guess the syntax" games, where you know WHAT you need to do but have to spend hours trying to guess how to tell the computer to make your character do it. Having to try 300 combinations to figure out how to unlock a door to discover that you had to type "put jade encrusted key into the keyhole, turn key and turn handle" or whatever isn't fun, the only challenge is how much boredom you can tolerate.

      Which of Grim Fandango, Monkey Island, and Myst do you think involved typing verbal commands?

    18. Re:Ever heard of a little game called Bioshock? by Bat+Country · · Score: 1

      Indeed. Portal had some of the most devious puzzles I've encountered in video games in addition to demanding high performance reactions if you wanted to solve all of the challenge modes.

      The "Fastest Time" challenges required quick memory and fast reaction times as well as a high level of ingenuity to clear the levels in some of the absurdly low target times they set.

      The "Least Portals" modes required you to think in extremely devious ways and might take you an hour to solve a single puzzle just to shave off that one extra portal.

      The "Least Steps" mode was a godawfully difficult hybrid of the two, requiring conservation of momentum between portals in ways that no other play style would, in addition to making crazy trickshots with the portal gun and thinking in extremely convoluted ways.

      This is of course all without mentioning the story mode, which, while comprised of slightly easier puzzles, was still beautifully told and simultaneously chilling and hilarious.

      I'd say the game was every bit as twisted in its logic as the great old Lucasarts games like Monkey Island, and was close to as funny as well.

      --
      The land shall stone them with the bread of his son.
    19. Re:Ever heard of a little game called Bioshock? by ady1 · · Score: 1

      The article makes it sounds like there aren't puzzle games anymore. IMO they just evolved into 3D world. Puzzles are not more subtle and part of the game instead of being the game itself.

      Some games which had quite a storng element of puzzles and did quite well on the market:

      Prince of Persia Trilogy
      Tomb Raider Legend & Anniversary
      Portal

      I'm sure there are a lot more. These are just the most prominent ones.

    20. Re:Ever heard of a little game called Bioshock? by Anonymous Coward · · Score: 0

      Portal was nice, but definitely not challenging enough. The moment the real puzzles came the game came to an end soon after...

  7. The opposite for me by Thyamine · · Score: 4, Interesting

    I've found the opposite for myself. As I've gotten older, I have less appreciation for killing that last boss, and prefer some puzzle solving/creative thinking in my games.

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
    1. Re:The opposite for me by pushing-robot · · Score: 3, Funny

      That's an interesting combination of post and sig.

      --
      How can I believe you when you tell me what I don't want to hear?
    2. Re:The opposite for me by sesshomaru · · Score: 1
      To quote an early Buffy episode...

      .

      The Master: I am weary, and their deaths will bring me little joy... Of course, sometimes a little is enough.

      --
      "MIT betrayed all of its basic principles."
  8. zulpez by hiimhoit · · Score: 1

    The last puzzle games I played and enjoyed were 11th Hour and Myst. I can't really think of any good puzzle games that have come out since.

    1. Re:zulpez by Naqamel · · Score: 1

      Shivers and Shivers 2 were entertaining. Shivers in particular had some maddeningly difficult puzzles. So much so that when you finished the game and caught all the Ixupi you felt like you accomplished something.

    2. Re:zulpez by murdocj · · Score: 2, Insightful

      The Longest Journey was a wonderful adventure / puzzle game. The puzzles were ingenious and generally pretty logical (with one exception that I recall). And the story line was fantastic... easily the best story of any game I've played. Came out about 8 years ago but well worth buying and playing if you enjoy puzzles that fit nicely into the story.

    3. Re:zulpez by Wescotte · · Score: 1

      I agree The Longest Journey is an amazing adventure game. If you didn't know they made a sequel called DreamFall which was okay but not as good as the original. I believe a 3rd is in the works as well.

    4. Re:zulpez by murdocj · · Score: 1

      I did play through Dreamfall recently. It was fun but certainly not as good as TLJ. The puzzles weren't very well done (mostly trivial, with a few really impossible ones) and the combat they added was awful. But I enjoyed the "interactive movie" portion, which made up most of the game. From looking at the forums it sounds like they aren't planning on doing a 3rd episode, even though they had promised one earlier. Funcom are the same people who do Conan so they are pretty busy.

    5. Re:zulpez by grumbel · · Score: 1

      The next Dreamfall iteration is happening as episodic releases named Dreamfall Chapters. However it indeed won't happen anytime soon because Ragnar and the rest of the Dreamfall team are busy with 'The Secret World' another Funcom MMORPG, which kind of sucks given how open ended and non-conclusive Dreamfall.

  9. Cry for me Grandpa by Anonymous Coward · · Score: 0

    A story basically whinin' about how the youngin's don't earn anything anymore. With their rap music and their FPS games, damn them.

    There are plenty of puzzles in games now. Plenty of innovative games that are purely puzzles. The days of rehashing the same boring puzzles in text or point'n'click adventures are however, dead.

    It's called progress.

  10. perhaps they realize.. by pickyouupatnine · · Score: 4, Insightful

    I'd say that Portal by Valve pretty much dispels this argument. Gamers aren't tired of puzzles. They've simply gotten smarter and like being challenged rather than bored over mindless running around and pressing buttons to make doors open.

    --
    _Vishal www.squad9.com
    1. Re:perhaps they realize.. by Eli+Gottlieb · · Score: 0, Redundant

      Ummm... actually the main levels in Portal didn't have really tough puzzles. The bonus levels and most map-packs however, definitely keep your brain working *hard*.

    2. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Smarter? Are you kidding? Portal was far easier than any old puzzle or adventure game.

      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

    3. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Portal didn't have puzzles. Puzzles are those things that require you to thing about stuff.

      They've simply gotten smarter and like being challenged rather than bored over mindless running around and pressing buttons to make doors open.

      You clearly never played a real puzzle game.

    4. Re:perhaps they realize.. by Secret+Rabbit · · Score: 1

      What you've done is called cherry picking. THAT dispels your argument.

    5. Re:perhaps they realize.. by meringuoid · · Score: 4, Funny
      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

      Wow. That was a triumph!

      --
      Real Daleks don't climb stairs - they level the building.
    6. Re:perhaps they realize.. by Banquo · · Score: 3, Interesting

      Yep,..

      I think gamers have gotten tired of THE SAME puzzles served up with a thousand different faces on them. (I loved Weltris with a passion that still makes me giddy) Portal has proven that, and Bioshock to a lesser extent (sometimes old puzzles are fine if you're not spending hours on them) There's a huge following of puzzle games in the "in a window" gaming community. Games like Desktop Tower Defense, Spaced Penguin (one of my favs), and most of the games at Homokaasu are puzzle games that are different enough to get you hooked and hard.

    7. Re:perhaps they realize.. by Minwee · · Score: 4, Interesting

      Compare "Portal" with, say, "Zork" or "The Bard's Tale". The puzzles involved were quite simple and mostly involved wandering around in the dark desperately drawing maps until you found the clue hidden in one corner of a dungeon just so you could answer the riddle one level up and in the far corner, but the level of player involvement is significantly higher.

      You don't see players making detailed hand-drawn maps of every level of Portal, complete with precise notes, just so they can solve the puzzles. Gamers today just don't have the patience for it. Even online RPGs, the last stronghold of the fanatical mappers and note-takers, have all given up and provided automatic mapping tools which even a brain-dead cat sleeping on the keyboard could use.

      As the article and its accompanying comments mention, the market for involved puzzle games didn't shrink, it just didn't grow with the rest of the industry. While there may still be a market for a few thousand people who like Monkey Island, there are also now millions of people who think that Halo is about as complicated as a game can get before their heads explode. Welcome to today's market.

    8. Re:perhaps they realize.. by Kneo24 · · Score: 2, Insightful

      Apparently you only played the story portion, not the challenge portion. Good job at playing only part of the game.

    9. Re:perhaps they realize.. by ArsonSmith · · Score: 4, Insightful

      I think the puzzle ideas and note takers of WoW have switched from the old mapping the world and figureing out where every little corner is, to the theory crafting of figuring out the exact game mechanics of each item to figure out things like DPS, threat, ability to tank or heal etc... While the basics are quite simple, to tune a character to top the charts will be quite complicated and are constantly disputed.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    10. Re:perhaps they realize.. by Steauengeglase · · Score: 1

      Agreed, the bonus levels were pretty tough.

    11. Re:perhaps they realize.. by Chabil+Ha' · · Score: 1

      I was going to say, the SCUMM VM games like Monkey Island, Full Throttle were favorite adventure games. Even relics like Space Quest and Kings Quest aren't even seen anymore. Portal is there from last year, but nothing with that calliber of pure unadulterated puzzling exists anymore.

      --
      We're all hypocrites. We all have hidden parts, it's the contrast between them that make us more a hypocrite than others
    12. Re:perhaps they realize.. by Luyseyal · · Score: 2, Interesting

      Well, sure. In a world with GPS and Google Maps, why on earth would you want to fill up notebook paper with terrible maps when a computer could do the job so much better? It's sort of like when they took food acquisition and eating out of RPGs. It was simply a better gaming experience continuously working on your quest -- not having to figure out how much food you need to take or getting robbed on the way and having to make it back to town just to eat. Automatic mapmaking is great.

      Now if I could copy/paste what the people said in Ultima 7 in Exult into gvim, I'd be set! :)

      Cheers,
      -l

      --
      Help cure AIDS, cancer, and more. Donate your unused computer time to worldcommunitygrid.org. Join Team Slashdot!
    13. Re:perhaps they realize.. by fprintf · · Score: 1

      I'm making a note here, huge success!

      --
      This post brought to you by your friendly neighborhood MBA.
    14. Re:perhaps they realize.. by Minwee · · Score: 1

      You could also have your computer play the entire game for you, but for some reason you don't. Some people consider the nitpicky details to be part of the fun.

    15. Re:perhaps they realize.. by FishWithAHammer · · Score: 1

      It's sort of like when they took food acquisition and eating out of RPGs.

      Yeah, because Nethack just sucks because you actually have to keep moving...

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    16. Re:perhaps they realize.. by Angst+Badger · · Score: 1

      the market for involved puzzle games didn't shrink, it just didn't grow with the rest of the industry.

      Sadly, that's exactly it. Back during Infocom's heyday, a title that sold 60,000 copies was a big hit. Of course, back then, practically everyone with a computer was into computing for its own sake and could at least write a simple BASIC program.

      The simple fact of the matter is that there are vastly more people who want mindless entertainment than people who want intellectual challenges, so that's who the game companies target. It's not new, and it's not limited to computer games, games in general, or any other area of life. People attend more action movies than Shakespeare plays, too.

      There are still plenty of puzzle games. There are even dozens of new text adventures every year, too. Some of them are quite good. They just come from small companies and individual shareware and freeware authors, and you have to go looking for them. The day when that market was significant enough to warrant full-page ads in computer magazines is over.

      --
      Proud member of the Weirdo-American community.
    17. Re:perhaps they realize.. by Emperor+Zombie · · Score: 1

      It's hard to overstate my satisfaction.

      --
      I'm so excited I just made water in my pantaloons!
    18. Re:perhaps they realize.. by Luyseyal · · Score: 1

      Agreed, but most of those people play Rolemaster, not computer games which do all the rolling for you. :)
      -l

      --
      Help cure AIDS, cancer, and more. Donate your unused computer time to worldcommunitygrid.org. Join Team Slashdot!
    19. Re:perhaps they realize.. by WDot · · Score: 1

      Here's a young'un's experience with a couple of puzzle/adventure games of yore:

      I decided to play Zork once because it seemed like an interesting challenge--having to go on an adventure with the only clues being written descriptions of the world around me. So I dove into it and explored and picked up everything, and then I got to a maze. Of twisty little passages. All alike. I thought I had read somewhere that the wording varied slightly throughout the maze to suggest different parts of the maze. So I explored a little bit. Nope. The wording's the same for this whole maze. For all I know I've been walking through portals that lead to the same box of a room. Plus I have limited amounts of light. This isn't logic or problem solving, this is just blind running around. Screw that.

      I recently picked up the Myst 10th anniversary box because the idea of Myst always intrigued me-- a bunch of lonely, desolate, beautiful worlds with a past behind them. So I install Myst and start playing. It took some doing, but I figured out the puzzle on the Myst island. It took a bit of reading and exploring and taking notes, but when it all came together I was so proud of myself! And then I jumped into a book and went to the next island. Don't read on if don't want the Stoneship Age spoiled for you.

      I play the same game, exploring and piecing together the island. Eventually there's only one thing keeping me from progressing, and that's that the rooms beneath the deck of the ship are completely dark, and I need to light it up. So I wander around, seeing if there's anything I missed, and I come across a secret passage in the hallways in the stone pillar. I open it and I see a giant compass. Cool. I look at it, and press the center, just to test the waters. Nothing happens. So I carefully touch one of the myriad of blue knobs on the end. BRAAP BRAAP BRAAP! An alarm went off and all the lights went out. I fumbled my way above ground, spun the generator to get more power, and went back down under.

      This happens a couple of times and I give up and press the hint button. It says I need to move the compass's direction somehow. Cool. I guess I need to find a magnet. Well, I look up and down every room in the Stoneship Age with no luck. Of course, I can't find anything beneath the deck of the ship because it's too dark. I finally give up and read the walkthrough, and it says that I needed to note the two lines on the telescope, and that the angle they appear at is the angle at which I press the compass buttons. Really. I mean, great job incorporating geometry into the game, but the solution didn't make ANY LOGICAL SENSE. What's worse is I spent a ton of time ransacking rooms with medicines, needles, maps, geegaws, and all kinds of stuff, and it was all worthless. It was just a bunch of eye candy and animations.

      I haven't given up on Myst yet, but solutions that are arbitrary instead of logical leave a bad taste in my mouth.

    20. Re:perhaps they realize.. by Skippy_kangaroo · · Score: 1

      For all I know I've been walking through portals that lead to the same box of a room. Plus I have limited amounts of light. This isn't logic or problem solving, this is just blind running around. Screw that.

      Of course, you could drop something in each room and see if you come across it again. Soon enough all the rooms will be easily identifiable and you will have a complete map. But that isn't problem solving or logic is it?

    21. Re:perhaps they realize.. by Trojan35 · · Score: 1

      While there may still be a market for a few thousand people who like Monkey Island, there are also now millions of people who think that Halo is about as complicated as a game can get before their heads explode. Welcome to today's market.

      I swear I read "up hill both ways" in there somewhere.

    22. Re:perhaps they realize.. by kabocox · · Score: 1

      You don't see players making detailed hand-drawn maps of every level of Portal, complete with precise notes, just so they can solve the puzzles. Gamers today just don't have the patience for it. Even online RPGs, the last stronghold of the fanatical mappers and note-takers, have all given up and provided automatic mapping tools which even a brain-dead cat sleeping on the keyboard could use.

      Um, if you really want to picky blame it on Doom and the map that popped up when you hit tab. I'm sure there were early examples of this out there, but Doom was the game that really brought it home to me. I utterly hate games without a decent built in auto map now. I'm thinking of RPGs more than anything though. They vary greatly in how much is shown on that map, if the map is scalable, and if treasure boxes/enemies appear on the map. The reason you won't see me or others make maps is because we'd rather not waste our time map making. We've bought a game to have fun. We'd like it to give us a nice visual map. (There is bonus marks for other options added to the maps, and it's even o.k. if you have to get a story item before map elements show up.)

      Way waste time map making if you don't have to?

    23. Re:perhaps they realize.. by wolf12886 · · Score: 1

      The bonus levels are definitely more challenging, but really aren't of the same caliber as the story mode levels. A lot of the extra levels don't require and additional problem solving, just crazy midair trick shots and acrobatics, which for me got old quick.

    24. Re:perhaps they realize.. by Bombula · · Score: 1

      I don't think there is a lack of patience for challenging problem-solving, but rather a lack of patience - tolerance might be a better word - for time-consuming drudgery in service of problem-solving. I mapped out ALL of Pool of Radiance as a young lad, and certainly wouldn't have the patience to do it again, but that doesn't mean I don't have patience for solving problems. The problem the old dungeon crawlers by today's standards isn't so much that they're too challenging but that they're genuinely too boring - too repetitive, too redundant, too time-consuming. You could remove much of the drudgery and retain much of the puzzle elements quite easily. Some modern games have done this, and some have not.

      --
      A-Bomb
    25. Re:perhaps they realize.. by Oidhche · · Score: 1

      Come on. While Portal is one utterly awesome game, I'd hardly call it a puzzle game. On every level it takes about 5 seconds tops to figure out what you need to do and the rest is just executing it. It's more of a game of skill, precision etc. than logic.

    26. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Of course, you could drop something in each room and see if you come across it again. [...] But that isn't problem solving or logic is it?

      No, that's fucking stupid. Why would I start dropping crap in the hope that I come across it again?

    27. Re:perhaps they realize.. by Blakey+Rat · · Score: 1

      I kind of like the ability to play an RPG without having to be a cartographer. Also, you seem to be espousing one of the most annoying types of puzzle: one object opens up a completely-unrelated area. (The only kind more annoying is pixel-hunting.) And when you say stuff like "gamers today just don't have the patience for it" you sound like the worst nostalgia-infected grandpa ever.

      The funny/ironic thing is that I'm actually engaged for the last couple weeks in playing through Wizardry 8, a game in the old CRPG tradition complete with the annoying puzzles that come with it. It even has the obligatory riddle with free-form answer you have to guess. (I wandered around the tree city for two hours before I realized you can pull a couple vines off the wall; there was nothing to visually set them apart from background art. At least Wiz 8 has an auto-mapper with note-taking features.)

      Go back and play an older CRPG-type game with integral puzzles, and compare the experience to playing something like Mass Effect or Oblivion. I think you'll find the newer game is plain more fun than the older. And besides, if you really want puzzle games, there are something like 20 on Xbox Live Arcade right now this instant.

    28. Re:perhaps they realize.. by Petrushka · · Score: 1

      Smarter? Are you kidding? Portal was far easier than any old puzzle or adventure game.

      One hour.

      Given that it was a trainer disguised as a whole game with a complete storyline, that's not altogeter surprising -- though you would have missed most of the story presentation at that speed, so it's no wonder you hated it. (Anyway, given that the current speed run record is ca. 25 minutes, I strongly suspect your "one hour" is, shall we be polite, an exaggeration.)

      However, did you notice that there are community-created maps -- Or were you too busy slagging it off? Maybe you've tried the 3-D conversion of "Portal: the Flash Version"? (I bet that'll take you only one hour as well.)

    29. Re:perhaps they realize.. by Minwee · · Score: 1
      Because you are in a maze of twisty little passages, all alike. The clue is staring you right in the face. To solve the puzzle, you have to do something to make the passages different.

      Don't they teach kids logic in those schools nowadays?

    30. Re:perhaps they realize.. by Blakey+Rat · · Score: 1

      I was going to say, the SCUMM VM games like Monkey Island, Full Throttle were favorite adventure games. Even relics like Space Quest and Kings Quest aren't even seen anymore. Portal is there from last year, but nothing with that calliber of pure unadulterated puzzling exists anymore.

      Here's a partial list of Adventure Games released this year from Gamestop.com:

      Dracula 3 (PC)
      Naturo: The Broken Bond (X360)
      Sonic and the Black Knight (WII)
      Sinking Island (PC)
      Dracula: Origin (PC)
      Everlight (PC)
      The Experiment (PC)
      Art of Murder: FBI Confidential (PC)
      Overclocked: A History of Violence (PC)

      In short: you're wrong, it does.

      The reason you don't see adventure games is:

      1) They're not as popular as they used to be; i.e. none of those games listed (except probably the Sonic one and perhaps the Naruto one) are going to get a lot of industry press or advertising budget.

      2) You're not actually looking for them. This is what I find from most "oh adventure games are dead"-type people, they don't even slightly bother to see adventure games out and are surprised to death at how many there are.

      If you want to see more adventure games, try this shocking course of action: ORDER SOME FROM AMAZON AND PLAY THEM. Sorry for the caps, I'm just sick to death of it.

    31. Re:perhaps they realize.. by Ragzouken · · Score: 1

      The way I figured that one out was to work out where I wanted to light up, find the angle of the telescope that pointed to that area and then apply it to the compass in the secret passage. To me it made sense.

    32. Re:perhaps they realize.. by Bashae · · Score: 1

      Desktop Tower Defense is mostly strategy, not puzzle.

    33. Re:perhaps they realize.. by Minwee · · Score: 1

      And when you say stuff like "gamers today just don't have the patience for it" you sound like the worst nostalgia-infected grandpa ever.

      I'll leave it as an exercise for the reader to decide what calling someone who doesn't agree with you "grampa" and espousing the virtues of X-Box Live as a source of games makes you sound like.

      Colon, right parenthesis.

      compare the experience to playing something like Mass Effect or Oblivion. I think you'll find the newer game is plain more fun than the older.

      I think the phrase you're looking for is "different from", not "more fun". And that's really the whole point of the discussion: Games have changed, and subtle puzzle-based games are giving way to simpler, more upfront games designed with shorter attention spans in mind.

    34. Re:perhaps they realize.. by L0rdJedi · · Score: 1

      You don't see players making detailed hand-drawn maps of every level of Portal, complete with precise notes, just so they can solve the puzzles. Gamers today just don't have the patience for it. Even online RPGs, the last stronghold of the fanatical mappers and note-takers, have all given up and provided automatic mapping tools which even a brain-dead cat sleeping on the keyboard could use.

      No, instead I see players recording how fast they can get through a level or how few steps they can take (thinking with portals) or how few portals they can use.

      And if you think those challenges are easy, go ahead and try them. The speed challenges, especially gold, are extremely difficult and require pretty good reflexes.

      They're essentially doing the same thing as before, they're probably just having a lot more fun now.

    35. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      The "challenge" portion is not part of the game. It's like playing through a racing game and getting "bonus" mirror tracks to complete or finishing a game with less than 100 percent of all coins/gems/worthless collectibles/etc. So yes, I beat the entire game and watched the (rather lame) ending.

      Try playing a game with real puzzles, like The Incredible Machine, The 7th Guest, Myst, Monkey Island, Maniac Mansion, Full Throttle, Grim Fandango, Space Quest, Broken Sword, Still Life or The Longest Journey. I guarantee you won't be completing those in one hour on your first play through (or even on your 50th).

      Hell, the Carmen Sandiego children's games took more intelligence and lasted longer than Portal. Perhaps a little more than your pea sized brain can handle.

    36. Re:perhaps they realize.. by ObsessiveMathsFreak · · Score: 1

      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

      Wow. That is fast. Really fast in fact, especially considering that the best time on the Speed Demo's archive is 24 minutes 37 seconds. And those guys are fast. Really, really fast. Typically they will play at five to ten times the speed of any "normal" run. Sometimes faster.

      First time run through of Portal is going to take about three hours at a minimum, and that is being very, very generous. You have to factor in time to figure out the controls, figure out the puzzles, and reloads due to inevitable deaths. I will admit that the game feels short, but it is not actually something that can be torn through in one hour by anyone not specifically aiming for speed in the run.

      In short you are a liar, you are ugly and your smell offends me. Good Day to you Sir!

      --
      May the Maths Be with you!
    37. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Or maybe, just maybe, people have realized that they want to 'play' games, not work at them. In what way is making handrawn maps of a pitch-black dungeon fun?

    38. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      I've played Zork. In zork, the total number of locations and objects was somewhat small, and it was quite managable to create a hand drawn map of all ~100 locations.

      I've played bard's tale (well it was BT2) In Bard's Tale, "exploring" a dungeon meant mapping it. This was part of the game mechanic and part of what it meant to go through a dungeon in that game. For one thing, even if you stood 1 square away from a glowing magical fountain, you couldn't see it until you were *AT* that square.

      So, finding anything in BT's dungeons meant that you had to go to every square in the entire 22x22 grid. In the sense that the maze puzzles you see on cereal boxes ("help Capt Crunch find his crunchberry schnapps") are fun, exploring the bards tale dungeons were also fun.

      After a few hours tho, it was just a grind. you did it because you liked other parts of the game. Or you gave up. Like I did

      Gamers make the same evaluation: Is solving this puzzle fun, or is it a mindless grind?

      Game designers that make their puzzles FUN will find that players like their puzzles.

      Game designers who put the red key behind a blue door, and then the blue key behind a green door, and then the green key behind a teal door, and the teal key behind a cyan door, and the cyan key... well, you get the idea. They are going to find out that nobody over the age of 5 plays their games more than once.

    39. Re:perhaps they realize.. by bckrispi · · Score: 1

      Aperture science: We do what we must because we can.

      --
      Xenon, where's my money? -Borno
    40. Re:perhaps they realize.. by bckrispi · · Score: 2, Funny

      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

      Unbelievable! You, [Subject Name Here] must be the pride of [Subject Hometown Here].

      --
      Xenon, where's my money? -Borno
    41. Re:perhaps they realize.. by William+Baric · · Score: 1

      Considering that I found Oblivion extremely boring and stopped playing quite fast, I think that "plain more fun" are not the right word. Particularly when considering that AFTER I quit playing Oblivion I decided to play with Ultima Underworld again, and still found that old old school game a lot more "fun".

    42. Re:perhaps they realize.. by phorm · · Score: 1

      A lot of games nowadays have a bit more in the way of "dimensions" than the old classics. Yes, the old sierra games, etc had various layers for a 3d-esque environment, but playing many modern games with not only the compass directions but also up-down and various angles in-between... things can get rather confusing without some form of mapping. Not to mention that modern storage can allow for a lot more space than in previous titles.

    43. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

      Mr. Gore, could you just stop doing that! This is annoying!

    44. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Geez, what a square. Shakespeare? That's what people who want to seem sophisticated watch. Its the equivalent of a 12 year old saying that Halo III was the greatest game ever made and the Dark Knight was the greatest movie ever made.

    45. Re:perhaps they realize.. by SuperMonkeyCube · · Score: 2, Informative
      For every puzzle that one used to have to hand-draw a map for, there would now be a strategy guide brimming with maps at your local Gamestop that you would be derided for not purchasing when you picked up your pre-order.

      For every secret code that one used to have to calculate the checksum for, the internet now leaks out all of the codes for the game within hours of it being on store shelves except for the developer code for checking the build version number that they can claim is the 'one more secret' to find.

      For every fetch-quest and sequence break, some obsessive fan will write a FAQ.

      Honestly, I thought that the reason they put tough puzzles in adventure games was so they could sell strategy guides. If you make it too easy, it's just a thing to do in the game, and no one needs to buy the guide. If you make it too hard and don't leak the answers, people lose interest in the game or don't finish in time to buy the new one. To be fair, I only found the black dot in Adventure (2600) because I was told that it existed and the bridge was required. I only finished Indiana Jones (2600) because one of the older guys in band had figured out the shovel and parachute parts. I never did see the guy's initials in Indy. These happened before strategy guides. Playing around with Nintendo passwords happened before strategy guides. The business has changed again, and I don't think anyone will be drawing maps by hand.

    46. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      I think, you've got some words mixed up. You seem to have accidentially written "complicated" when you meant "tedious".

    47. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Really? I guess you're so much better than everyone else then, because that's about how long it took EVERYONE to beat Portal. It's a short game.

    48. Re:perhaps they realize.. by Eli+Gottlieb · · Score: 1

      Go download and try the "Portal: the Flash Version" map-pack. It's an entire second story mode with its own levels, environments, story, and final challenge. And it's much harder than the normal story environments, with a brilliant, enjoyable challenge I haven't had from a video game since the Super Nintendo was still being sold.

    49. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Ever read Hansel and Gretel?

    50. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Just because you weren't able to see right through the "puzzles" in Portal doesn't mean everyone else had a hard time with it too. Suspect all you want. In fact one hour was me being generous, as it really only took about 50-55 minutes. Don't apply your inabilities to others, son.

      And why would I look for community made content when I thought the game was poorly done? If you are offered a free meal at a restaurant because you got food poisoning from eating there, would you really take them up on it? You might want to work on your logic.

      I really have to give it to all of you Portal sheep. Vigorously defending your rubbish game, despite how flawed it is. Here's something else you might enjoy then. Half Life and Half Life 2 (basically anything from Valve) were rubbish too. The only way one might have liked them is if they had never played a good game before.

    51. Re:perhaps they realize.. by Wescotte · · Score: 1

      Ah I remember mapping like that in the mud days with coins. Sometimes you'd get an asshole picking up some (or all) of your coins confusing the hell out of you. Othertimes nasty game designers would code in mobs to do just that unless you drop certain items or certain amount. ie only drop odd number of coins in a room.

    52. Re:perhaps they realize.. by mynicknamewasused · · Score: 1

      For the good of all of us.

    53. Re:perhaps they realize.. by godfra · · Score: 1

      Game design has evolved to the paoint where you don't have to have a pen and pencil handy. Not the greatest example as it's a combat game, but take Assassin's Creed. The map becomes clear as you reach each viewpoint, showing you where your objectives are.

      Game designers don't want to burden players with having to write copious notes as they play, and there is no excuse for doing so.

      Back in "the good ol' days" if they'd had the technology/resource to do the same, they would have.

    54. Re:perhaps they realize.. by godfra · · Score: 1

      Gah I checked that post twice and there's still a bloody typo in it. Sorry, spelling Nazis!

    55. Re:perhaps they realize.. by YourExperiment · · Score: 1

      It's hard to overstate his satisfaction.

    56. Re:perhaps they realize.. by FeepingCreature · · Score: 1

      Except the ones who are dead :(

    57. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Except the ones who are dead

    58. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      I'm making a note here: HUGE SUCCESS!

    59. Re:perhaps they realize.. by Petrushka · · Score: 1

      Echh, I should have known better than to communicate with an AC. Mods -- if there are any mods still on this thread -- please mod us both into oblivion.

    60. Re:perhaps they realize.. by splug · · Score: 2, Funny

      One hour. Seriously, that is how long it took me to complete Portal the very first (and only) time I played it.

      He's just grumpy becuase he found out that the cake was a lie!!!

    61. Re:perhaps they realize.. by TuringTest · · Score: 1

      Well I, for one, am not amused.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    62. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Yeah, whatever "Petrushka". You're a *whole* lot less of an anonymous coward hiding behind your little puppet name.

    63. Re:perhaps they realize.. by coder111 · · Score: 1

      Um, you can if you wish. Have you heard of Progress Quest? :)

      --Coder

    64. Re:perhaps they realize.. by Blakey+Rat · · Score: 1

      Well, if those old-school games with puzzles were really so fun, they'd sell better. And if they sold better, there'd be more of them. Right?

      So I'm guessing that I'm right, just from looking at the games market. There are tons of adventure games (based around puzzles) made every year. In another post I listed something like 10 that have been released just this year. But they're not the blockbusters they once were, because people are rushing out to buy them.

    65. Re:perhaps they realize.. by Blakey+Rat · · Score: 1

      Oh yes, sorry, I forgot for a second that William Baric speaks for every gamer ever. I guess now that William Baric has replied and proved, beyond all doubt for all people, that the best-seller RPG Oblivion was, in fact, no fun... there's no point to continuing this conversation. All you gamers who played Oblivion and thought it was fun? You're wrong; William Baric says otherwise.

      I still say you're being mostly influenced by nostalgia. Much like the legions of Slashdotters who decry the lack of adventure games, while there's 30 of them being released every year that they don't go out and buy.

    66. Re:perhaps they realize.. by Bat+Country · · Score: 1

      You should have tried the challenge modes, AC.

      The story mode's puzzles may not have been too complicated, but it gets more complicated while working under constraints.

      Or you could have tried for speed runs. I think the fastest time is around 13 minutes right now.

      Makes your hour look a bit like weak sauce.

      --
      The land shall stone them with the bread of his son.
    67. Re:perhaps they realize.. by Creepy · · Score: 1

      NetHack isn't the worst - try Akalabeth, where every time you moved in the outdoors you consumed one food, so you'd have to be careful you had enough food to reach the dungeon you wanted to go to and get back. Early going in that game was by far the hardest I can remember, and that includes Rogue (which was much harder than NetHack - no #pray).

    68. Re:perhaps they realize.. by fprintf · · Score: 1

      Well, there's no use crying over every mistake

      --
      This post brought to you by your friendly neighborhood MBA.
    69. Re:perhaps they realize.. by Minwee · · Score: 1

      When "Citizen Kane" was rereleased in 1991 it grossed something like one million dollars.

      A few years later Uwe Boll's magnum opus "BloodRayne" took in 2.4 million.

      By that logic, I guess that means that BloodRayne was twice as good as Citizen Kane.

    70. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      Not nearly as hard as Myst. I completed Portal in a couple of days, I never managed to finish Myst cuz I'm a lazy bastard. Portal is a lot of fun, but the puzzles in Myst (and its sequels) are a whole other level of hard.

    71. Re:perhaps they realize.. by bunnyman · · Score: 1

      You just keep on trying till you run out of cake

    72. Re:perhaps they realize.. by Kneo24 · · Score: 1

      Wrong again, but you can keep trolling if you like. You haven't "beat" or "completed" the entire game, like you try to make it sound. All you have done is finished the story portion.

      When a game does have other modes, guess what? They too are a part of the game. Just because you'd rather be a jackass and arbitrarily decide what to consider a part of the game, and what not to, doesn't make it so.

      But of course, you'd rather post as an AC. You're too much of a fucking karma whore and you're too afraid that if you had posted your real thoughts as your actual username, you'd be modded down.

      Look, I just beat your puzzle game. Did I just win the Internets?

    73. Re:perhaps they realize.. by Blakey+Rat · · Score: 1

      You've cherry-picked a classic movie that many people (who are interested in film) have already seen, which is already available on VHS, and which (frankly) doesn't really gain anything by being seen in a theater. (Neither does BloodRayne; but people going to see it wouldn't know that.)

      You're comparing it to a crappy-ass movie, released years later, and one which people would expect to have a better experience of in the theater, i.e. better sound and special effects. Oblivion can't be compared to BloodRayne.

      How much did a crappy movie make, proportionally, at the time Citizen Kane was released? Compare that with what a crappy movie makes today, and I think you'll find the same proportions apply exactly. Do a fair comparison and let's see your argument again.

    74. Re:perhaps they realize.. by Maverynthia · · Score: 1

      Let's not forget the modern faire of Etrian Odyssey and their hand drawn maps. So the genre is still alive. Though on that second installment they kinda twinked out a little.

    75. Re:perhaps they realize.. by Anonymous Coward · · Score: 0

      The ending plays at, wait for it, the end of the game. Therefore game complete.

      I haven't had a Slashdot account in the 10 years I've been here, nor will I ever create one. With each passing year, this place crawls with more idiots, like you, so it is pointless. Yet another one of your fantastic assumptions that make you look incredibly ignorant.

      By the way, you are anonymous too Miss "Keno24", which means you are both a loser (for caring about some internet forum account "karma") and a hypocrite for slagging an AC for being anonymous. Now kindly shut your cock sucking hole.

    76. Re:perhaps they realize.. by grumbel · · Score: 1

      Automatic mapmaking is great.

      Not really, it takes you out of the experience and makes navigation way to easy. Sure, in a futuristic Sci-Fi game I don't mind all the auto-mapping I can get, because it fits the setting. But in an fantasy RPG I don't want that, I want to aquire maps by realistic means, i.e. for example by buying them in the game. And even after having bought them I don't want to get every item and enemy pop up on the map automatically. Going from A to B is something that can be interesting and challenging, in Gothic for example I once carelessly got lost in the woods at night without a torch at hand, it was a great experience getting out there back again, because it simply felt authentic. In WoW on the other side I solved the problem from going from A to B by placing a heavy thing on the W-key, not such a great gaming experience.

    77. Re:perhaps they realize.. by Kneo24 · · Score: 1

      And look, a god damn fucking piece of trash continues more idiotic bullshit, in cowardly fashion. There's a reason to post as an AC, and trolling like some prepubescent twat wannabe isn't the reason.

      Since you're too big of a fucking cunt rag to understand anything, I'll retype this in all caps so maybe, just maybe, a pathetic plebe such as yourself can understand this

      YOU HAVE ONLY COMPLETED STORY MODE, NOT THE ENTIRE GAME. WHEN A GAME HAS MORE THAN STORY MODE AND YOU'VE ONLY PLAYED STORY MODE, YOU HAVE NOT PLAYED THE ENTIRE GAME. YOU HAVE ONLY PLAYED THE STORY MODE.

      Did you ever stop and think that it's customary, tradition, to play the credits at the end of story mode? Playing the credits again or at all when beating the challenge portion of any game would see contrary to said tradition. If you were so god damn clueless, you would have realized this.

      Now, man up, grow some balls, and suck my big fat jewish nigger cock, you worthless piece of shit.

    78. Re:perhaps they realize.. by Minwee · · Score: 1

      Okay, let's do it your way. Over its original release, starting in 1941, "Citizen Kane" made $990,000 in the US.

      That was the same year that the otherwise forgettable "A Yank in the RAF" grossed over $3,000,000 in the same market. I'll let you do the math there.

      Has the poor horse had enough yet?

    79. Re:perhaps they realize.. by Blakey+Rat · · Score: 0, Troll

      Ah, but Citizen Kane is famous for being panned upon initial release, its true nature not being discovered until decades later when scholars began to study Wells' career in earnest. And Oblivion was recognized as a classic game the same year it was released.

      Calling me a horse? Doesn't help your argument. Asshole.

    80. Re:perhaps they realize.. by Minwee · · Score: 1

      The argument is a horse, and it was dead before we even brought it out for another beating.

      Do you honestly believe that calling me an asshole somehow helps you?

    81. Re:perhaps they realize.. by wolf12886 · · Score: 1

      Thanks for the recommendation, I just beat it :-)

      The story was alright, but the puzzles were definitely better than the originals, I almost beat it Monday night, but had to call it quits at 6am,

      btw, I should mention that real flash version is what got me to buy portal to begin with. If you haven't played it, you should, it's alot of fun as well.

      Portal: The Flash Version

    82. Re:perhaps they realize.. by Eli+Gottlieb · · Score: 1

      Well of course the story was merely "all right". It was basically the same story: wake up, do test chambers, escape from test chambers, make way through facility, fight GLaDOS, leave facility.

      I've played the real Flash version, but I generally find it annoyingly difficult to aim the portal-gun in Flash.

      The story was alright, but the puzzles were definitely better than the originals, I almost beat it Monday night, but had to call it quits at 6am,

      All, those carefree days when an all-nighter was spent playing video games instead of working.

  11. nonsense by Anonymous Coward · · Score: 0

    go look at the mobile/j2me/sis space, thousands of puzzles and very popular (especially in eu/asia)

  12. You can't be serious... by jessecurry · · Score: 4, Insightful

    Did you just totally miss Professor Layton and the Curious Village?!?!?!?!

    --
    Those who know, do not speak. Those who speak, do not know. ~Lao Tzu
    1. Re:You can't be serious... by PlatyPaul · · Score: 4, Funny

      Maybe he's just tired of math.

      --
      Misery loves company. Online misery loves unsuspecting random strangers.
    2. Re:You can't be serious... by Loibisch · · Score: 1

      Yeah, I had this game imported from overseas recently (it's not available yet here in Germany) and it was a great choice. Awesome story, great puzzles, good atmosphere.

      Also Zack & Wiki which has been mentioned a couple of times provided some good times with my Wii.

      But seriously, if you have a DS and like brain teasers get Professor Layton. :)

  13. No, just modern game magazines by gurps_npc · · Score: 4, Interesting
    There is a STRONG culture for puzzle games.

    Just look at the Wii.

    But there are also is a strong culture of arrogant shooter gamers that think "If it doesn't have bleeding edge graphics and a ton of violence, then I don't call it a video game. No, I don't care that the Wii is outselling my personal favorite brand of gaming device. They must be sitting unused in closets. Stop telling me statistics. I'll cover my ears LA LA LA LA LA leave me alone and let me play my shoot-em up game and look down on all other gamers."

    --
    excitingthingstodo.blogspot.com
    1. Re:No, just modern game magazines by Eli+Gottlieb · · Score: 1

      I'm still wondering when someone will release Portal, or a Portal-style game, for the Wii. COME ON PEOPLE! The Wiimote was freaking *made* for portal placement!

    2. Re:No, just modern game magazines by TorKlingberg · · Score: 1

      Honestly, why don't you just let those people have their shooters while you enjoy your Wii. I completely don't understand why people need to evangelize for whatever game system they bought.

    3. Re:No, just modern game magazines by Josejx · · Score: 2, Insightful

      Honestly, why don't you just let those people have their shooters while you enjoy your Wii. I completely don't understand why people need to evangelize for whatever game system they bought.

      It's not evangelism, it's the brutal truth that the Wii Remote is a *better* input device than two thumb sticks. It's easily almost as good as mouse. *That's* why everyone wants to see more shooters on the Wii, the system is screaming for better games that utilize the controls.

    4. Re:No, just modern game magazines by Anonymous Coward · · Score: 0

      I agree. Modern gamers (on average) may not have an appetite for puzzles (or even for thinking), but past gamers did, and I bet future gamers will too. My hunch is that gamers haven't changed; games have changed, and people who in the past would have been devoted puzzle gamers don't become gamers at all these days. Puzzle games are hugely popular among casual gamers, so what do you think those casual gamers would become if devs spent as much time on puzzles as they do on everything else?

      I don't know why puzzles went out of style (too many "guess what the devs were thinking" adventure games, perhaps), but at this point they can't go much lower, and I predict they'll come back. And I'll game much more when they do.

    5. Re:No, just modern game magazines by twosmokes · · Score: 1

      Wow. Arrogant shooter gamers?

      You've just given Apple fanboys the comparative humility of a Native American crying at a littered roadside.

    6. Re:No, just modern game magazines by twosmokes · · Score: 1

      Except it's not. It's opinion. The Wii Remote is theoretically better than two thumb sticks. Until the Wii remote comes a lot closer in terms of precision and reaction time, I'll stick with the gamecube controller where I can.

    7. Re:No, just modern game magazines by Anonymous Coward · · Score: 0

      Until the Wii remote comes a lot closer in terms of precision and reaction time

      You mean something like this

    8. Re:No, just modern game magazines by gurps_npc · · Score: 1
      The really funny part is I don't own a Wii. I have played one and enjoyed it, but honestly, not enough to buy one.

      But every 3 months or so, some obnoxious article appears saying "The Wii is dead".

      Then 3 months after that, new sales figures come out and another article appears saying "Wii outselling everyone else."

      Note I did not say the Wii is better, I just get tired of people bad-mouthing it, claiming it is not a video game system, or not being used or a thousand other things they say about it.

      --
      excitingthingstodo.blogspot.com
    9. Re:No, just modern game magazines by Anonymous Coward · · Score: 0

      You're mixing up your condescending stereotypes. Shoot-em-ups such as Ikaruga are much different than ultra violent FPSs. If you want some statistics, here is one: a few months ago the average Wii game ranking at Gamerankings.com was 59%, far lower than any other console in recent memory.

      So I'll enjoy my superior games on other consoles, a behavior you describe as "covering my ears". You enjoy taking the high ground in video game genre debates and reading sales statistics.

  14. Puzzles are hard by Anonymous Coward · · Score: 0

    I want to kill something. Is there a gun somewhere?

    1. Re:Puzzles are hard by WithLove · · Score: 1

      ...And the FPS is born.

  15. Prince of Persia series (newer) by kannibul · · Score: 2, Interesting

    I'm not a fond of the old Prince of Persia game(s?), the side scrolling and difficulty I have controlling the dude bothers me - lol.

    But, the series like Sands of Time, and the likes, I enjoyed quite a lot. The combat was mostly pointless, but, the puzzle aspect was entertaining.

    1. Re:Prince of Persia series (newer) by billcopc · · Score: 1

      Yep, if there were an option to disable non-boss battles, I would have greatly enjoyed the new Prince games. There's just something too repetitive about killing ten ghosts in each frickin' room... they're ghosts! Let them die already!

      --
      -Billco, Fnarg.com
  16. Wanted to respond to this... by Anonymous Coward · · Score: 0, Funny

    ... but the comment thing was just too much of a hassle to figure out.

    Also, not enough blood or tits.

  17. Patience? by WelcomeOurOverlords · · Score: 0

    So let me get this straight: gamers are too impatient for puzzles, but *not* too impatient to level-grind their characters for days on end without rest or bathing with games like WoW?

    1. Re:Patience? by grumbel · · Score: 1

      There is a world of difference between the kind of patience required to solve a hard puzzle and the kind of patience required to level your World of Warcraft. The first involves hard thinking, while the other involves nothing but running around from quest to quest and killing stuff, i.e. little to no thinking. World of Warcraft can for most part be played completly on auto-pilot, you simply run from quest marker to quest marker. In an old school adventure game you might not even know what to do unless you think and actually listen to the dialog, no blinking marker that tells you which item you have to pick up and where you have to go.

      Now of course adventure games quite often go a little to far and throw insane puzzle against the player, but on the other side many of todays games make is far to easy for the player. When I can finish todays game without once stopping and having to think for a bit, something just is wrong. The feeling for the environment gets completly lost and what might be an interesting story, becomes background noise in a constant chase form one blinking target waypoint to the next.

    2. Re:Patience? by WelcomeOurOverlords · · Score: 0

      Yeah, good point. I guess I confused "patience" with "having way too much time on one's hands".

    3. Re:Patience? by Po6oT · · Score: 1

      Having played some games with insane puzzles, e.g Myst. Games that are too easy flummox me. I'm always expecting the worst. So when I encounter a "puzzle" in a game, I am taking notes - only to discover that, multiple saves later, all I had to do was pull those 2 levers to open the door - not set the right combination, etc. It's like those multiple choice questions, where I know the answer is B, but hang on, this is meant to be a test, right? - It's a trap!!! and I wonder why I do so badly at tests...

    4. Re:Patience? by Asklepius+M.D. · · Score: 1

      I'd say it depends on how you play. I love WoW, but hate questing......so I avoid it as much as possible. Instead, I run instances undermanned or with unique group makeups (heroic shat halls with 3 mages a priest and a moonkin). We raid with 10 warm bodies and don't worry too much about forming "cookie cutter" teams. WoW is a puzzle when you take on content "fresh" - as if the guides hadn't been written. Take some friends and figure out the fights for yourself. If they're too easy, bring a smaller group. You'll find you discover some unusual techniques for defeating content (like chaining hunter misdirects off of their pets to force a non-CCable mob to run out to the boonies and back (like the bear boss pull in ZA)). The cool part is that your puzzle is fresh each time you return to the instance with a different group - requiring fresh thought and a different strategy. Games are entertainment, and like all forms of entertainment are what you make of them.

      --
      He who would be a man, must be a nonconformist. -- Emerson
  18. Yes. by pwnies · · Score: 4, Interesting

    I ran a D&D campaign recently with a younger crowd. I created it myself, and naturally incorporated a plethora of puzzles, riddles, and number games in it. But whenever the players got to these things, they'd often resort to just trying to fight their way through whatever mechanical obstacle stopped them.

    I think a lot of it has to do with the games that this generation is being brought up on. There's not much strategy or thinking needed for Halo, team fortress II, etc. These newer games through out puzzles and storyline and replace them with better graphics and bigger worlds. Even RPG's these days are less puzzle oriented, and more grind oriented. Thus, most gamers have a mentality that if they can't figure something out they probably just have to overpower whatever it is that is stopping them.

    Compare that to the games that older generations were brought up on (Nethack, Mist, older rpgs) and it is pretty obvious to see why this newer generation doesn't endorse puzzles like some of the older peeps here do.

    1. Re:Yes. by Bieeanda · · Score: 1

      You're playing D&D with 'a younger crowd' and you're expecting anything but "I attack it!" out of them, right out of the gate? I've been playing tabletop RPGs since '84, and just about every young gamer I've encountered has begun as an anti-social, min-maxing little munchkin, myself included.

    2. Re:Yes. by gad_zuki! · · Score: 4, Insightful

      That fine, but a lot of puzzle elements in games are just incredibly badly done. Having grown up on King's quest and before that text-based games, I have to say there's no excuse for:

      1. Get key from wizard's corpse
      2. Have level 12 enchantress bless it with swamp water from a Super Troll
      3. Carry it in magical satchel for 4 hours, constantly typing "USE KEY" at every opportunity.
      4. Give it to talking vulture who swallows it and poops out the real magic key, thus going back to the beginning of the game.

      Its just arbitrary absurdist trial and error. People rebelled against this and moved to shooters for a reason. Typing in "USE KEY" 100x doesnt really compare to Doom. Now the shooters have become stale and we're going back to puzzles.

      Of course in D&D its a different but scripted computer puzzles have serious limitations. Its not the genre's fault. Its the people and technology's fault.

    3. Re:Yes. by Eli+Gottlieb · · Score: 1

      That sounds about right. I haven't played a game with properly difficult puzzles in its main levels (bonus levels and user-added levels don't count... looking at you, Portal) since Zelda: Link to the Past.

    4. Re:Yes. by Culture20 · · Score: 2, Interesting

      You need to teach your players that often the best thing to do in a dungeon is run from danger, or come back to a puzzle later; unless all of your dungeons collapse as the players leave.

      That said, some puzzles are okay in a tabletop, but number games should be easily solved with a quick Int check by a character with a Mathematics skill or not at all (because math isn't a common skill), so number games come down to a skill roll or player knowledge.

      Speaking of Nethack, I recently played the latest Zelda: Twilight Princess, and the Sokoban-style puzzles in Z:TP were so easy that I didn't have any problem with them, and I'm normally not good at planning more than four steps ahead.

    5. Re:Yes. by JMZero · · Score: 1

      Most puzzles suck (now, and in the past).

      I hated the old RPGs with their mindless teleporter mazes and talk to everyone on the continent riddles. I hated the adventure games where you click every item on your inventory on every object on the screen, and hope that your pie will take out the yeti (or whatever). I also hate the loads of action or adventure games that have a random "sliding brick" , "connect the pipes" or "towers of hanoi" puzzle. I never need to see any of those again.

      Perhaps puzzles in games aren't as popular now not because the new generation isn't used to them, but because the old generation (the one that's writing games) learned to hate them.

      (Note - if you actually like puzzles in a game, I recommend Space Rangers 2).

      --
      Let's not stir that bag of worms...
    6. Re:Yes. by Anonymous Coward · · Score: 0

      I'm 37 years old, and a hard core RPGer. I get to routinely play with a bunch of great GMs, and do a fair amount of GMing myself. It's got to be better than 15 years since I've seen anyone use a riddle or number puzzle in a game, and I for one am quite glad they are a thing of the past.

      Mind you, there is a lot of thinking in our games, but it arises organically from the game's story rather than being a quick obstacle grafted into a dungeon crawl. The problems are things like "The Empire has put a large bounty on your head. How do you continue your life of Rebellion-supporting crime when everyone you meet is inclined to turn you in to your enemies?" They don't have ready-made solutions from the GM, and they are capable of generating months' worth of gameplay.

    7. Re:Yes. by Hausenwulf · · Score: 1

      The internet killed a lot of the puzzles. Most people just go online and download the walkthroughs.

    8. Re:Yes. by thrillseeker · · Score: 1

      I hated the adventure games where you click every item on your inventory...

      What is this "click" of which you speak?

    9. Re:Yes. by Emperor+Zombie · · Score: 5, Informative

      Exactly. And having a leprechaun kill you a couple screens away from the end of the game just because you forgot to pick up a four-leaf clover in the second screen of the game isn't a challenging puzzle, it's just fucking sadistic.

      --
      I'm so excited I just made water in my pantaloons!
    10. Re:Yes. by Anonymous Coward · · Score: 0

      Have you heard of the 'Grow' series? Very simple games, where you need to find the correct sequence of items so that them all grow to their maximum level. Simple concept, and the grow pattern is somewhat logical, so it's not pure chance, but usually takes lots of tries.

      What have I seen in comments? Things like: 'I used a walkthrough and beat it on my first try in under a minute. Boring!'

      I used to cry when reading that.

    11. Re:Yes. by Anonymous Coward · · Score: 0

      There's not much strategy or thinking needed for Halo, team fortress II, etc.

      Strategy will win the day over anything but a shockingly overwhelming disparity in skill anyday in either of these two games. Don't mistake a lack of puzzles for a lack of need for thought. A team that can recognize strategic positions and hold them, not to mention coordinate efforts and work together fluidly as a team will carry the day in any balanced (or nearly balanced) shooter.

      Yes, I play both of these, as well as puzzle games like Portal, tetris (heck, i've made a networked, multiplayer version of tetris a-la tetrinet for the 360) so I'm at least moderately well equipped to speak on the topic.

    12. Re:Yes. by kabocox · · Score: 1

      Compare that to the games that older generations were brought up on (Nethack, Mist, older rpgs) and it is pretty obvious to see why this newer generation doesn't endorse puzzles like some of the older peeps here do.

      Um, I'm sorry, but I'd have to say from my RPG experience things boil down to two things if you can't do it at first. Number one is that you need more levels to make it easier. That's the easy solution to many RPG problems. The other is that boss or random critter is immune to everything except either this type of magic or this given weapon nothing else works although the critter only has 10 hp.

      The third thing that I hate more than anything is. Dude don't waste any items or use any magic on that miniboss because it's an impossible story element that you are going to loose no matter what. (Even if you've over leveled by 20 levels and seem to be able to kill said boss, he touches you and you are down for the count. Grr.)

      The thing that I've learned about puzzles in RPGs is that puzzles are almost all evil and if its not mandatory or some really cool item for doing it, then I'm avoiding it. Wait 5-10 minutes to find out that annoying puzzle is mandatory if you want to go farther.

      There are days that I think that most RPG puzzles are overrated. If they really wanted to give us a few puzzles, they make us solve a chemistry formula and gather ingredients, or do trig. (Both would be random and couldn't be just looked up in a walk through, you'd have to learn the subject in order to pass the said puzzle.

    13. Re:Yes. by bigstrat2003 · · Score: 1

      ...Halo, etc. These newer games through out puzzles and storyline...

      Are you serious? Have you played that many modern games? They absolutely do not throw out storyline. Many games today have great stories, including Halo, one of the examples you cited. And as for puzzles, there are plenty of puzzle games people enjoy. What about Portal? What about the Zelda games, which are 75% puzzle-solving?

      I ran a D&D campaign recently with a younger crowd. I created it myself, and naturally incorporated a plethora of puzzles, riddles, and number games in it. But whenever the players got to these things, they'd often resort to just trying to fight their way through whatever mechanical obstacle stopped them.

      I'm guessing (no offense to your DMing skills intended, as I wasn't there), that they found your puzzles boring. I've been in several D&D campaigns, and have yet to run across one puzzle or riddle that was at all fun, much less more fun than just chopping monsters to bits. And that's not because I don't like puzzles, it's because my DMs didn't come up with good puzzles.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    14. Re:Yes. by celle · · Score: 1

      I agree. How is someone supposed to figure that list of inconsistent, unrelated steps out. I'm glad those time wasting 'puzzles?' are gone. Shooters are where a lot of the fun is. That and many people don't have the patience, they want that kill rush now. Puzzles still exist though, they are called strategy games. Think they are going down, just look at Eve:online.

    15. Re:Yes. by acheron12 · · Score: 1

      Or even better, having to point and click on a 2x3 pixel object which you didn't even realize was there until you'd walked around the game map 5 times, then given up and googled a walkthrough.

      --
      there is no god but truth, and reality is its prophet
    16. Re:Yes. by Mattsson · · Score: 1

      Yeah, there where some really badly designed adventure games.
      That doesn't mean that well designed adventure games with logical puzzles suck.

      That's what people like me are asking for.
      Not more games like "Kings Quest 1" or "Space Quest 1".
      Think more like "The Dig".

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    17. Re:Yes. by ivan256 · · Score: 1

      Yeah, but a young gamer that doesn't quickly learn that "Attack!" isn't always the best answer to a problem has a DM that isn't handing out severe enough consequences.

    18. Re:Yes. by Anonymous Coward · · Score: 0

      Halo and team fortress II don't require thinking or strategy? That's a cute idea. You probably don't have time to properly play them while sitting on your porch lamenting the downfall of gaming.

    19. Re:Yes. by tcolberg · · Score: 1

      What's worse, you didn't even need to forget the four-leaf clover. You didn't even know it was there. That's because you failed to use this chain of commands:

      Look at room

      The meadow is a tranquil setting, with the occasional tree providing shade for passers-by.

      Look at grass

      Spread before you is a foot high carpet of soft, gently swaying grass and clovers

      Look at clovers

      Clovers are scattered through out the grass, with a four-leafed one nearby

      Pick up clover

      You try to pickup the four-leaf clover, but stop for fear of damaging it

      Use scissors on clover

      You clip the clover with your magic gardening shears and gently place the clover in your pocket

      I'd say that King's Quest was the greatest offender in this regard. Although it seemed you died in Space Quest more, at least they came up with hilarious ways of killing you.

    20. Re:Yes. by Maverynthia · · Score: 1

      I think that mindset is from the "gimmee" games that are so easy you never die once. Which produces the impatient gamer. Our society has gotten to a point that it has to be "NOW NOW NOW!" even in gaming where games that have any form of grind or puzzles are a BIG turn off as they don't offer instant gratification. Just compare Nethack to a game like the modern RPGs. In Nethack, I still haven't exactly figured out what all the buttons do, while in the newer RPGs I find I NEVER have to buy healing potions. Not even for boss battles.

  19. What's old is new by Tragedy4u · · Score: 5, Insightful

    Give it enough time and things will eventually come full circle, people will get tired of the same old shooter with amazing graphics and frankly thats what it's been for the last 7 years its been mostly about shooters with big guns and dazzling graphics. Today thats not good people want great gameplay mechanics, just look at the Wii, which reminds me of the good olde days of when my family and friends would crowd around ye olde Atari 2600. The good puzzle adventure games had their day after the Atari's sunset, give it some time and they'll be back.

    1. Re:What's old is new by TheRealMindChild · · Score: 1

      Yeah. Well have a whole new generation of people who cower in horror whenever they hear "Monkey Wrench"

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
  20. Of course! by B+Nesson · · Score: 5, Insightful

    That's why Portal was so wildly unpopular, right?

    1. Re:Of course! by pla · · Score: 4, Insightful

      That's why Portal was so wildly unpopular, right?

      And as the fifth (at least) person to bring up that single game, I'd say you've all done more to support the FP's point than refute it.

      A good, popular puzzle-oriented game stands out enough that many of you thought to try using it as a counterexample.

      A good, popular puzzle-oriented game.

      Yeah, you can probably name a few more obscure ones, but that kinda demonstrates exactly the complaint expressed... For every puzzle game, you have a handful of MMOs and a few dozen fluffy eye-candy shooters. Not really a ratio that makes me say "wow, look at the thriving puzzle-oriented game market!"

    2. Re:Of course! by JeffAMcGee · · Score: 1

      Are you a troll? I played (and beat) Portal and Half-Life 2 on Linux using wine. If you search for the howto, it is not that hard to install.

      --
      This sig cannot be proven true.
    3. Re:Of course! by nEoN+nOoDlE · · Score: 1

      C'mon, if you got stuck on a portal level for more than 20 min, then I pity you. Portal is a 4 hour game, and not for lack of content, but because the "puzzles" weren't very difficult.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    4. Re:Of course! by Eli+Gottlieb · · Score: 1

      "Not hard"? I just installed Steam using Wine's MSI installer, and then I downloaded and ran Portal like normal, but with the -windowed option. Dead easy.

    5. Re:Of course! by Arccot · · Score: 1

      That's why Portal was so wildly unpopular, right? And as the fifth (at least) person to bring up that single game, I'd say you've all done more to support the FP's point than refute it. A good, popular puzzle-oriented game stands out enough that many of you thought to try using it as a counterexample. A good, popular puzzle-oriented game.

      I have to disagree. If the original comment was "there are no good FPS's anymore," we're going to be talking about Bioshock or HL2. People focus on the top of the heap. And in this case, the creation of such a well developed puzzle game indicates not only is there a market for such games, but that at least one developer recognizes it and it trying to tap the market

      Not to mention 1/2 of the Wii games out there.

  21. Puzzles of Old by king-manic · · Score: 5, Insightful

    I think it might be a reaction to the highly arbitrary puzzles in past adventure games. Remember FFX and the arbitrary puzzles it forced you into every once in a while, they were maddenly arbitrary and added nothing to the game. Many of the Sierra games had random arbitrary puzzles as well. This is par for the video game puzzles. They add nothing and simply provide a barrier for people. There were a few interesting puzzles but largely they were senseless and distracting. I don't really want to play the towers of Hanoi every 20 minutes so I can open a locker with ammo. I'd prefer not to have to figure out that I need to insert a spatula into a anti-matter reactor so I can power a jar opener to access a gob of acid to eat through a door. If you left it optional, then maybe; but stopping the story and game to play some ridiculous puzzle or some arbitrary item combination is not fun.

    --
    "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    1. Re:Puzzles of Old by Higaran · · Score: 1

      Do you remember FF7 where you had to get a dress and a wig, so that you could dress in drag and get into a guys house that was holding a girl from your party, I don't think I would have ever figured it out unless someone told me. I don't think puzzles are going away, I think krappy puzzles are going away, one's where you don't have to travel around the entire game twice to figure it out, or ones where you have to move the cursor around the every pixel of the screen so you can find the one you have to click.

    2. Re:Puzzles of Old by Chris+Burke · · Score: 5, Informative

      I think this explains perfectly well why the "old-school" style of puzzle game, ala Sierra and Lucas Arts, have gone by the wayside and it'll be a while till they come back.

      I say "think" because my proxy blocked the link. Basically, if it describes a puzzle in which you have to create a disguise by using cat hair and scotch tape to make a mustache in order to imitate a guy who doesn't have a mustache, then you're at the right place. :P

      I think it was Kings Quest 6 that basically broke my brain for puzzle games. At least Space Quest made me chuckle while making me do random retarded things.

      --

      The enemies of Democracy are
    3. Re:Puzzles of Old by Deadstick · · Score: 1
      Many of the Sierra games had random arbitrary puzzles as well.

      Worse, almost every one had a point where you had to stop playing the game and plow your way through a lame-ass arcade sequence.

      rj

    4. Re:Puzzles of Old by PylonHead · · Score: 2, Informative

      Heh. I was going to link the same article. You linked page 3, btw. Here is page 1 It's probably the best thing on the site, and the site has many quality articles.

      --
      # (/.);;
      - : float -> float -> float =
    5. Re:Puzzles of Old by Chris+Burke · · Score: 1

      Thanks for the correction (damn you proxy server), and yeah, OMM is a cornucopia of awesome articles.

      Funnily enough, one of the guys from OMM was a writer for Portal. So I guess he got his chance to show how it should be done!

      --

      The enemies of Democracy are
    6. Re:Puzzles of Old by thestreetmeat · · Score: 1

      I totally agree. The first computer game I ever got for Christmas was Gobliiins. The solutions to a lot of the puzzles were totally random, and I remember going around and punching random objects until something happened.

      LucasArts did it right. (Although they went a little nuts with the ship rib in Fate of Atlantis) I still remember the moment while playing Day of the Tentacle when I realized that I could put the sweater in the dryer, feed it the thousands of quarters I just got, and then switch to the guy in the future who could pull the sweater out and it would fit the hamster perfectly. Pretty cool. If kids get their hands on well-written adventure games, I'm sure they'll come to appreciate them.

    7. Re:Puzzles of Old by Mattsson · · Score: 1

      If you take an adventure puzzle game and make the puzzles optional, you have a movie. =)

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    8. Re:Puzzles of Old by Anonymous Coward · · Score: 0

      I think it was Kings Quest 6 that basically broke my brain for puzzle games.

      But we all know that "Ice"berg letuce is made of ice and perfect for cooling of hot springs of water? And while the "ice" melts in 6 screens (?) but once you put in scalding hot water it will stay cooled forver? Yep, gotta love Kings Quest.

    9. Re:Puzzles of Old by kthejoker · · Score: 1

      I loved King's Quest 6. The original poster (and most of the commenters) have missed the point.

      The real issue is that the game industry is entirely driven by franchises and blockbusters. The range of gameplay over the years has basically weeded out adventure / puzzle gaming as a viable market, and us fans of said market have suffered as a result.

      So, yes, OP, modern gamers have no need or patience for puzzle games. But there are still tons of people who do - they create them all the time, on the Web with SCUMM engines and Flash, on the DS and Wii (Zak and Wiki, Phoenix Wright, etc.) - they just require a bit more looking around, and a realization that they aren't the purview of the big time game industry anymore.

      It's not a big deal, really.

  22. The internet killed the puzzler by Dobeln · · Score: 4, Insightful

    Having non-randomized puzzle elements in games made sense before the easy availability of Internet boards and hint sites.

    Today, any such content is rapidly bypassed by most. To some degree that is a pity - games like Cruise for a Corpse were great experiences. But alas, the genre just requires too much self-command to be viable.

    Of course, randomly-generated puzzlers are still with us - perhaps with increasing computer power, and more sophisticated AI, we will see a revival of randomized puzzle-like adventures?

    I have always thought that the old Sid Meier title Covert Action is the best blueprint to follow to revive the puzzle-based action-adventure genre.

    1. Re:The internet killed the puzzler by Tweenk · · Score: 1

      Having non-randomized puzzle elements in games made sense before the easy availability of Internet boards and hint sites.

      And having non-randomized movies only made sense before the easy availability of Internet boards and spoiler sites?

      Additionally, most games have cheat codes for the single player mode, which are easily found on the net, and despite this people are still playing them.

      You are not forced to look for spoilers, you are not forced to use cheats, and you are not forced to read walkthroughs.

      --
      Those who would give up liberty to obtain working drivers, deserve neither liberty nor working drivers.
    2. Re:The internet killed the puzzler by richlv · · Score: 1

      exactly.
      in the "old" days, if i couldn't solve a puzzle for a day, i'd go to my neighbours and find out how long in the game they are. now and then we involved parents into puzzle solving - well, that rarely helped, but sometimes they indeed passed things we were stumbling upon :)

      then internet appeared. at first it was like "can't solve for 2 days ? find an internet connection somewhere, search for a solution - it might exist".

      later "try for a day, go to some internet connected computer, with some searching find the solution".

      now it's just "can't solve in 3 minutes ? look up the solution".

      --
      Rich
    3. Re:The internet killed the puzzler by Dobeln · · Score: 1

      "And having non-randomized movies only made sense before the easy availability of Internet boards and spoiler sites?"

      Q: Do you often get stuck for hours on end in a movie, unable to advance the plot?

      A: No. But you do in adventure-puzzlers.

      Q: Do you often pop out of the movie theatre or sofa to catch up on plot details before they occur in the movie you are watching?

      A: No. But you do in adventure-puzzlers.

      "Additionally, most games have cheat codes for the single player mode, which are easily found on the net, and despite this people are still playing them."

      Yes, because the game is paced differently than a classical puzzle-adventure. You rarely "get stuck" in a modern game, in the fashion of, say, Monkey Island or CfaC, where having to bang your head against a difficult puzzle for hours on end was an essential part of the game.

      Remember - good old computer magazines had actual pages where people wrote in to ask about how to advance a game they were stuck in. That doesn't happen these days.

      "You are not forced to look for spoilers, you are not forced to use cheats, and you are not forced to read walkthroughs."

      No. So?

    4. Re:The internet killed the puzzler by YourExperiment · · Score: 1

      If you don't have the self control to not cheat, that's your problem, not the game designer's. Leaving out puzzles is no solution to cheating.

      The hard parts of action games can be bypassed using cheat codes. The hard parts of online games can be bypassed using hacks, aimbots etc.

      Should we stop making games entirely, because it's possible to cheat at any of them? Perhaps we could stop writing mystery books too, because someone might read the final page first?

    5. Re:The internet killed the puzzler by Dobeln · · Score: 1

      If you don't have the self control to not cheat, that's your problem, not the game designer's. Leaving out puzzles is no solution to cheating.

      If "you" are representative of the general gaming population, then yes - the game designer does have a problem.

    6. Re:The internet killed the puzzler by YourExperiment · · Score: 1

      If "you" are representative of the general gaming population, then yes - the game designer does have a problem.

      Thankfully, the designers of Portal didn't think that "you" were representative, and I would say experience has proved them right.

      Sadly, vast numbers of game designers do agree with you. That's a shame, but I can live with it, as long as I get the occasional gem like Portal to play. I don't have time to play many games through to completion anyway, there's far too many other more interesting things to occupy my time for me to become a hardcore gamer.

  23. Not the same people playing agmes by smooth123 · · Score: 1

    I guess the IQ level in Gamers has fallen. Or the IQ level in Game makers has fallen and they forgot how to create interesting Puzzles....

    1. Re:Not the same people playing agmes by billcopc · · Score: 1

      Since IQ is a normalized index, the IQ in new gamers is probably the same as it's always been. It's the old adventure gamers whose IQ has gone up ;)

      --
      -Billco, Fnarg.com
    2. Re:Not the same people playing agmes by Anonymous Coward · · Score: 0

      In the 80s, computer gaming (where most puzzle games were) was mostly an elitist activity. Now, it is a mainstream pastime.

  24. DROD by Disoriented · · Score: 2, Interesting

    This game series has kept me busy for nearly a year now.

    No fancy graphics here; it's pure turn-based puzzle, kind of a mix of Nethack and Gauntlet. Everything from horde monster fights to door-lock puzzles to old classic riddles.

    A kind review: http://www.maa.org/editorial/mathgames/mathgames_06_13_05.html

    1. Re:DROD by Briareos · · Score: 1

      Gah... why do I never have mod points when I need them? :(

      Anyway, check out the demos on the site - they'll also allow you to play any of the many player-made level sets ("holds"), though with only one set of graphics instead of six.

      Oh, and there are binaries for Windows, Linux and Mac OS X...

      np: Spooky - Belong (Echo Space Dub) (Open (Disc 2))

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

  25. Strange comment by cpct0 · · Score: 4, Interesting

    GameFaqs made games easy for some, meaning game creators added some challenges that can ONLY be solved by zealots, which pissed off people, meaning most people use walkthrough for the puzzles. (I'm looking at you, Final Fantasy, where you need NOT to get 4 crates to get the best weapon in the game)

    Some challenges are absurd, or blocks the user and are required to continue to play, which means people tend to get to the Faqs again after a period of time.

    Some "puzzle" games are all the same crap (I'm looking at you, website I need to change the address to continue by looking at the source code) ... meaning people get annoyed by these puzzles.

    But frankly, I _love_ a good puzzle game, and I _love_ to solve challenges, when they can be really solved, like all the friends I know.

    But you are right, I hate cheap-@$$ puzzles, I hate copycats of all the same style, and I hate looking at a game for a good hour and not being able to figure out what to do at that point. Up your game while creating your puzzle game and you will have people happy to figure out all the intricacies out of it.

    Cheers!

    1. Re:Strange comment by Sockatume · · Score: 2, Insightful

      Don't blame GameFAQs, the puzzles have always been of the impenetrable use-live-weasel-on-airliner-after-setting-fire-to-cake-in-sweden variety that everybody hates. I recall some Elvira knock-off giving answers to adventure puzzles in CU Amiga and it bewildered me that people would start playing those games to begin with if "use the tuning fork on the harpy before, and only before, going to the west wing" was the standard of intelligence going into the gameplay. Good stories, but the "necessary ludic element" was so often the "obligatory irritating checkpoint". If I can get an equally compelling yarn with some enjoyable gameplay, of course I'm going to look elsewhere.

      --
      No kidding!!! What do you say at this point?
    2. Re:Strange comment by Eli+Gottlieb · · Score: 5, Insightful

      I have a rule I use to distinguish good puzzles from bad puzzles: If the easiest method for solving the puzzle is a breadth-first search of the entire possible-solution space, it's a bad puzzle.

    3. Re:Strange comment by SpottedKuh · · Score: 1

      I'm looking at you, Final Fantasy, where you need NOT to get 4 crates to get the best weapon in the game

      Thank you for pointing out FF XII as a horrific example of what is not a puzzle. Forcing you not to explore the world you are in marks bad game design. I went on a rant earlier about this topic. I'm still looking for a good RPG which doesn't commit this idiotic sin, among others listed here. Any thoughts?

    4. Re:Strange comment by Petrushka · · Score: 1

      That's probably the most incisive and insightful observation I've read today. Thank you.

      That would be why no one plays or wants Scott Adams adventures any more -- because those games do quite literally require you to try using every object on every other object in the game. People do still pull out the Hitch-Hiker's Guide game every now and then, not because they don't mind the insane requirement to explore the whole puzzle space, but precisely because the game makes fun of that approach to puzzle games.

      Even Monkey Island is very dodgy in this respect. (How long did it take you to work out what to do with the rubber chicken in MI1? or that in MI2 to get the mirror you have to "use" the box of parrot chow on the hook on the wall?) Admittedly the Monkey Island games mitigated that by providing a humourous payoff not only on the successes, but some of the failed attempts; and Full Throttle and Grim Fandango did that even better (e.g. when you try using the battery powered bunnies on the fan belt at the end of Full Throttle. Pointless, but great fun).

      This same point is also why I threw up my hands in disgust at Still Life halfway through -- the lockpicking puzzle is like a brick wall -- because I don't have a year to spend trying every possible combination of moves.

    5. Re:Strange comment by Chris+Burke · · Score: 1

      Don't blame GameFAQs, the puzzles have always been of the impenetrable use-live-weasel-on-airliner-after-setting-fire-to-cake-in-sweden variety that everybody hates.

      Wait, wait... That sounds like the puzzle from Anderson McShroomie 2 where you had to crash the airliner into the lit cake to create the mold for the key to the Egyptian Tomb that I spent WEEKS trying to solve and never could.

      And you're telling me the weasel had to be alive?! I knew the weasel had something to do with it, but my weasel was dead because I'd drowned it in a toilet boil three scenes earlier. If the weasel had to be alive, why did it give me points for drowning the weasel?!

      I hate adventure-puzzle games. :P

      --

      The enemies of Democracy are
    6. Re:Strange comment by nobodyman · · Score: 1

      I like your post, but I think you mean Douglas Adams.

    7. Re:Strange comment by mattack2 · · Score: 1

      I'm not sure if nobody plays them. They're available for download at http://www.msadams.com/downloads.htm
      and there is an interpreter for them called ScottFree (to play on other computers).

    8. Re:Strange comment by mattack2 · · Score: 1

      No, they mean Scott Adams. The reference to Douglas Adams is for the Hitchhiker's Guide game, where getting the babel fish without hints was for many an impossibility.

    9. Re:Strange comment by gEvil+(beta) · · Score: 1

      I really enjoyed playing FFIII on the DS, and I picked up FFIV DS over the weekend. So far it's really good. Sure, it's not the most sophisticated game on the planet, but it is a decent story-based RPG, and it makes good use of the dual screens.

      --
      This guy's the limit!
    10. Re:Strange comment by nobodyman · · Score: 1

      I stand corrected! Honestly I assumed he was referring to Douglas Adams who was the writer of the Hitchhiker's Guide and Starship Titanic games. My bad.

    11. Re:Strange comment by Killjoy_NL · · Score: 1

      Blowing up hamsters in microwaves.

      'nough said ;)

      --
      This is the sig that says NI (again)
    12. Re:Strange comment by turing_m · · Score: 2, Funny

      Shhh! Some game developers will figure out the obvious corollary - that if they only increase the size of the possible solution space until it is becomes impractical to try a breadth-first search, they will have created the next Day Of The Tentacle.

      --
      If I have seen further it is by stealing the Intellectual Property of giants.
    13. Re:Strange comment by cpct0 · · Score: 1

      heh, I agree with what was written in your discussion there (can't reply there anymore).

      One thing I hate in games are either things that I have absolutely ZERO friggin chance of deducing by myself (like the crates - best example ever), or games where I am fearful of exploring due to these stupid cutscenes happening... Like I have a labyrinth, I am trying to explore the labyrinth to the fullest of its extent, getting most of the hidden treasures, and I get cut up by the end boss and the world crumbles from that point on. Gaaaah!

      As far as RPG goes, interestingly enough, I haven't been plagued with problems with Kingdom Hearts 2, I found it relatively cool and fun to play, with good puzzles but not too complex, although the story is kind of weird. There's Vagrant Story, with nice puzzles. There's also Dark Cloud 2, with many many interesting puzzles and challenges, however that game is LO-OOO-OOOONG! Recently, I haven't played something that's interesting RPG-wise.

    14. Re:Strange comment by Prien715 · · Score: 1

      Well, there The World Ends with You for DS which I thought was the most amazingly innovative and fun game square has come out with in years. The leveling up system never really punishes you for anything that I've found.

      And the story is weird and very good. Let me know what you think. ...but there's always been stuff in every game you won't find except with word of mouth. A coworker's son was playing Super Mario Brothers 3 and I showed him the trick where you hold A+B+Down on a white block to go behind the scene and get a magic flute. Or when I was in elementary school at lunch and someone was trying to explain to me where the warp vine was in SMB1. 3 invisible blocks? Really?

      Disclaimer: I really liked FFXII and played through without a strategy guide. I thought it was fun and challenging at times, but not punishing. I suppose I don't know what I missed;)

      --
      -- Political fascism requires a Fuhrer.
    15. Re:Strange comment by Anonymous Coward · · Score: 0

      No, Scott Adams. Scott Adams in the style of Infocom. Some would prefer to say that Infocom made text adventures in the style of Scott Adams.

      Not to be confused with the Scott Adams who invented Dilbert.

  26. Hmm, there are two kinds of puzzles... by sesshomaru · · Score: 3, Informative
    There are puzzles that make some kind of logical sense, and then these kind:

    .

    The infamous cat hair moustache puzzle is outlined here.

    Those are the kind that make Penn Gillette say "Suck Death, Puzzle loving pig!" as he shoots you with a .357 Magnum.

    --
    "MIT betrayed all of its basic principles."
  27. Penumbra by Anonymous Coward · · Score: 1, Informative

    Go play penumbra it's a puzzle game but with puzzles that are actually logical instead of obscure like those in earlier adventure games (oh so I use the rubber ducky with the coat hanger!) which usually caused me to click on everything in frustration.

    1. Re:Penumbra by spiffmastercow · · Score: 1

      IIRC, it was The Longest Journey that used the rubber ducky with the coat hanger. That was actually one of the later "true" adventure games.

  28. It's all Jane Jensen's fault... by Channard · · Score: 2, Interesting

    .. as Old Man Murray points out. Some puzzles may have been great, but I remember plenty of horrible ones, such as the Gabriel Knight one above, where you had to construct a false moustache using cat hair and syrup, in order to hire a moped.

    1. Re:It's all Jane Jensen's fault... by Anonymous Coward · · Score: 1, Informative

      Wish I had mod points. I've read that same article in the past and it's great, and right on point. When puzzles are done poorly, they can be endlessly frustrating and dull, and he provides a perfect case study.

    2. Re:It's all Jane Jensen's fault... by TriggerFin · · Score: 3, Interesting

      .. as Old Man Murray points out. Some puzzles may have been great, but I remember plenty of horrible ones, such as the Gabriel Knight one above, where you had to construct a false moustache using cat hair and syrup, in order to hire a moped.

      Yes, and following the link to "the Gabriel Knight one" above, you would learn Jane Jensen had nothing to do with that particular puzzle.

      --
      Here's your sig.
    3. Re:It's all Jane Jensen's fault... by Anonymous Coward · · Score: 0

      OH SNAP SON!

    4. Re:It's all Jane Jensen's fault... by Axess+Denyd · · Score: 1

      I miss Old Man Murray. It's sad that they stopped updating (I suppose they got real jobs or something)

      --
      ---- Watch out for snakes!
    5. Re:It's all Jane Jensen's fault... by Dachannien · · Score: 1

      Not nearly as evil as the Babelfish, though..... *shudder*

    6. Re:It's all Jane Jensen's fault... by notamisfit · · Score: 1

      I was long burned out on adventure games by the time that one came out, but I think one *really* bad puzzle doesn't hold a candle to all the stupid shit Roberta Williams used to use to pad out the King's Quest series.

      --
      Jesus is coming -- look busy!
  29. Why would they say that? by Bobb+Sledd · · Score: 1

    I am really puzzled why they would have that conclusion. Oh well. Guess I'll quit trying to figure it out and go read another article.

    --
    "They said I probly shouldn't fly with just one eye," "I am Bender. Please insert girder."
  30. Hmm, wait a second... by wattrlz · · Score: 1

    Myst? Monkey Island? Those games were never fun. TFA's author's just a masochist.

    1. Re:Hmm, wait a second... by BPPG · · Score: 1

      Stand down, you scurvy bilge-swigger!

      --
      What's the value of information that you don't know?
  31. Nostalgia by citylivin · · Score: 2, Interesting

    I for one never found near endless "maze" type puzzles fun. You know the kind where you enter a pitch black region on a map and have to go left right forward forward right right forward left left - to reach the end and escape the maze. One wrong turn and your dead, possibly erasing an hour of progress along with it. Ditto with having 10 levers that must be pulled and pushed in the exact right sequence to activate a door. I always found those types of things tedious and generally requiring a walkthrough to avoid stress and large bouts of game stopage.

    On the otherhand, I was sadend by HL2: episode 1 and 2 which have absolutely no challenging puzzles in them and are pretty much just arcade style blasting your way through for most of the game. I guess what im saying is i'd like to see some puzzles that are somewhere inbetween mind numbingly tedious "myst" puzzles and an arcade game.

    Actually thinking about it a bit more, Id have to say fallout 1 and 2 have just the right amount of puzzles in them. They dont really impede gameplay and while challenging, can be interestingly poignant and funny at the same time.

    --
    As a potential lottery winner, I totally support tax cuts for the wealthy
    1. Re:Nostalgia by nate+nice · · Score: 1

      I didn't think pulling the right sequence of levers, etc was tedious. You may be missing the point of a puzzle then. You are given hints, clues, etc and you have to use these to figure out how to solve the mystery you're given. It's problem solving. You can make it tedious and difficult by not thinking about it. But if you like to think about things and you like solving problems, then they actually are a lot of fun.

      I'm assuming you never cared much for mathematics or science either. Which is fine. I'm just saying...

      I'd also agree there were/are some poorly designed puzzles and such in a ton of games.

      --
      "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
    2. Re:Nostalgia by mattack2 · · Score: 1

      I bought remakes of Bard's Tale I and II a long time ago that had auto-mapping built in. IIRC, in the first or second dungeon, there's a ton of spinner traps that you land on. Even WITH auto-mapping and the 'show direction' spell, it's incredibly annoying. I can't really imagine playing it without automapping. (I really liked the first remake with the automapping BTW. Ultima I was also remade, and I think it too had automapping but I may be mistaken.)

  32. Summary anyone? by Glog · · Score: 1

    Did not read TFA... wall of text, can someone summarize plz?!1!!

    1. Re:Summary anyone? by camperdave · · Score: 4, Funny

      The author misses his puzzles, and now yells at the neighbourhood kids to get off his lawn.

      --
      When our name is on the back of your car, we're behind you all the way!
  33. there will eventually be a revival... by VoidEngineer · · Score: 1

    There will be a resurgence in a few years, as the kids who grew up on the classic LucasArts and Sierra games, hit the peak of their careers and want to recreate their childhood. Reference Transformers, the Movie, and all the similar 1980's remakes that are being made nowdays.

    The difference will be that they will have extremely better graphics, will be MMPORG/social networking front end hybrids, and will have hooks into real time data. Virtual online avatar worlds are the natural extensions of games like Indiana Jones or Kings Quest / Space Quest, once they go multiplayer and networked.

    If you get more women involved in the puzzle creation, there will be less combat and more cleverness, also. Sierra, as a classic example, was founded by a husband and wife team, and that made a noticeable impact on the quality and types of games they produced.

    Then of course, there will be the next generation crop of simulators from people who grew up on SimCity, SimEarth, SimLife, and all the early simulators. Expect academic savants, such as Cid Meier, to crop up and supply these niche applications. There is both a financial and academic market for these kinds of simulators, and you can bet that people will work to fill those niches.

    Also, I would point out that there is a distinct difference between developing puzzle workflow and modeling 3D environments. A 3D environment is fairly easy to replicate, all things considered. There are architectural design tools, character design tools, and so forth. Less easy is generating a novel story line and novel puzzles.

    3D is overrated. Those people who understand this will have to become digital artists to fill the market desire for non 3D, puzzle oriented games.

  34. I like puzzles by Danse · · Score: 2, Insightful

    I loved Portal and I'd like to see more games like it. The key is a comprehensible and consistent set of rules. I don't mind trying to figure out a puzzle as long as it makes sense.

    What I hate are those "puzzle" games that have you clicking on every goddamn thing on the screen and using every item on every other item to try to figure out what some designer decided should work based on some arbitrary reason or whim. Of course when you try some similar solution in another level, it won't work. That shit is just annoying. Give me more games like Portal!

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    1. Re:I like puzzles by Normal+Dan · · Score: 1

      I agree. On top of that, if you have an idea about how something should work, but you need something on the other side of the map, you have to spend 5 minutes getting there just to find out you're wrong.

      --
      A unique way to learn a language: http://languageloom.com
  35. Cant help it... by digitalmonkey2k1 · · Score: 1

    Oh, there's a monkey in my pocket, And he's stealing all my change, His stare is blank and glassy, I suspect that he's deranged...

    --
    My sausage tree didn't grow, does that make me a bad mommy?
    1. Re:Cant help it... by MrNiceguy_KS · · Score: 1

      One of my all-time favorite games. Great voice acting, puzzles where the solution actually makes sense, and a great sense of humor. Plus, no sadistic, "You pushed the wrong button and now you're dead," or, worse yet, "You didn't grab the stick back in Pakistan in Chapter 1, so you can't solve the puzzle. No, you can't go back to Pakistan to get the stick. Time to start over from the beginning."

      I really miss LucasArts adventure games.

      --
      Redundancy is good And also good.
  36. Or how about Zack and Wiki by Anonymous Coward · · Score: 1, Insightful

    Zack and Wiki is a great puzzle game for the Wii. It's even pirate themed for a little of that old Monkey Island feel ;)
    It's not a real adventure though, because it's a sequence of levels where every level is one big puzzle where you have to get to the treasure chest.
    And the puzzles are great, not easy and requiring creative thinking. I bought it based on the positive reviews, and I love it :)

  37. or is it poor puzzles? by Bondolo · · Score: 1

    As someone who originally played Adventure on a DECWriter printer terminal I have found the puzzles in games to be increasingly less satisfying in modern games.

    A big part of the problem is that in too many case in order to solve the puzzle you generally end up spending a lot of time fighting the game mechanics and game engine rather than actually solving the puzzle. If the gameplay works against my trying solutions or being creative then I'm not interested.

    Worst yet is the "puzzles" that require me to follow a script that even an NPC would find degrading and the entire puzzle is figuring out and enacting the lame script the some 4th rate "autuer" has contrived.

    --
    -- "Most people prefer a popular myth to an unpopular truth"
    1. Re:or is it poor puzzles? by Dr.+Spork · · Score: 1

      Worst yet is the "puzzles" that require me to follow a script that even an NPC would find degrading and the entire puzzle is figuring out and enacting the lame script the some 4th rate "autuer" has contrived.

      Yes, and all the explicit puzzles in games are of this variety. Games have bad writers to begin with, and when you tell bad writers to aim at the lowest common denominator of their expected audience, you get shit.

      My favorite puzzles flow naturally from a difficult game: How do I organize my defenses to repel an attack from a superior force; what combination of spells can I use to kill a dragon without being fried, etc. If you ask a game writer to explicitly compose a puzzle you're asking for garbage, and you will certainly get it.

  38. Forget portal by mphall21 · · Score: 1

    Those who mention that game have not played real puzzle games. I was bored with portal because it was too easy.

    1. Re:Forget portal by Anonymous Coward · · Score: 0

      Those who mention that game have not played real puzzle games. I was bored with portal because it was too easy.

      I don't see you offering up any shining examples of games that challenged your obviously formidable intellect.

    2. Re:Forget portal by Petrushka · · Score: 1

      Try the 3-D conversion of "Portal: the Flash Version". Still nowhere near as hard as an older puzzle game, but it's a lot harder than the vanilla game.

  39. More gamers, more stories by nate+nice · · Score: 0, Redundant

    Anyways, you have to remember that gaming is so pervasive that unlike years ago, when perhaps nerdier types were a greater percentage of the gamer population, a mainstream audience doesn't want difficulty in gaming. They don't want to think.

    Perhaps with the leaps in technology and what they allow designers to do lends itself to story and such becoming more and more important and puzzle mini-games becoming unnecessary to lead a user along and make them want to play the game.

    You still can't beat the "Ocarina of Time" when it comes to puzzles though. I remember that game having the best puzzles ever. Every labyrinth had a different system you had to figure out and it really was fun and advanced the story.

    --
    "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
  40. Some puzzle games are contrived by GodfatherofSoul · · Score: 1

    I like "puzzles" in the context of a greater goal. Much like the scenes in Half-Life where you have to manipulate your environment to work out a way around a barrier or threat. These are so much closer to the thought-processes you use to solve real-life problems as opposed to juggling random numbers to form a pattern. And, I say this as an avid crossword player.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
  41. I didn't even like puzzles much back "then" by John_Booty · · Score: 2, Informative

    I grew up on the early Sierra and Lucasarts adventure games, and even some text adventures, but even then - puzzles often felt forced and arbitrary.

    "Oh, look -- another door in this dungeon is locked, but has a series of gem-shaped indentations in it! I can't wait to figure out the proper order of the gems! Hooray!"

    The best puzzles were the ones integrated into the story, when Character A (whom we already care about, because of previous plot developments) needs Item B and I need to talk to Character C (whom we also already care about) and figure out that I need to use Item D with Item E at Location F to accomplish that goal.

    But even then, those puzzles bordered on tedium that you simply had to endure in order to see the next bit of (often wonderfully-written) story.

    It was downright schizophrenic: wonderful story, tedious puzzle, wonderful story, tedious puzzle, wonderful story, etc.

    --

    OtakuBooty.com: Smart, funny, sexy nerds.
    1. Re:I didn't even like puzzles much back "then" by Z00L00K · · Score: 1

      Like needing a space suit to be able to spacewalk.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    2. Re:I didn't even like puzzles much back "then" by Peeet · · Score: 1

      No the best puzzles are ones that have multiple solutions. You are given a goal to accomplish, tools to accomplish it with and an environment to accomplish it in. It can seem simple at first glance and be hard and take a long time in reality, with a couple solutions that may even give you bigger rewards for the more complicated solutions.

      As long as it involves thinking and building on things learned in previous puzzles rather than just methodically trying different combinations and wandering around to find something small and seemingly insignificant. For a bonus, change the rules and make the puzzles more interesting by creating a game logic or physics different from real life and forcing the player to think outside the box to solve seemingly simple problems.

  42. Free adventure games are thriving by Cochonou · · Score: 1

    By focusing only on commercial game releases, I think the article completely misses the point. Free puzzle games thrive - if you check regularly any "flash" game site such as Jay is games, you will see that puzzle and adventure games are a legion, and are amongst the most played and popular. Heck, they even have a "room escape" day where they list every Crimson Room clone that has surfaced during the week.
    So, maybe you cannot make money anymore by developping an adventure game. However, that does not mean that the genre is dead, far from it.

  43. A good old nice puzzle game by ptr2004 · · Score: 1
  44. Uh... by FlyingSquidStudios · · Score: 1

    Isn't puzzle-solving the entire point of most alternate-reality games like Year Zero and Lost Experience?

  45. Social Profile of Gamers by Provos · · Score: 1

    Given that it's a short blog post, it sort of ignores the fact that older puzzle games were targeted to the people who owned and played games on the computer; arcade games were never about puzzles. Now we essentially have in-home arcades - why should there be puzzle games targeted to the large number of owners using consoles for games, when they don't fit the profile of the person that likes to be mentally challenged and instead prefers things that require good talent with hand-eye coordination and spatial analysis?

    --
    I toggled a toggle and buttoned a button, but when I got done, I was done doin' nothin'.
  46. Phoenix Wright by sorrowsjudge · · Score: 1

    All this discussion and nobody's brought up Phoenix Wright? That series of games is nothing but puzzles, and all of them make sense. I've played through 2 of them, and there was only 1 time in each game that I felt was ridiculously hard (what do you mean I have to look at the painting then the desk then the painting again? There's no clue on the desk that makes me want to look at the painting again! ARGH!) The "puzzles" aren't puzzles in the truest sense of the word, but you do have to think about the topic at hand and decide which piece of evidence would fit best into the situation... isn't that a puzzle?

  47. Zack and Wiki - The Wii is the answer by ProppaT · · Score: 3, Informative

    Anyone who thinks the puzzle/point and click adventure genre has died hasn't played Zack and Wiki for the Wii yet. The game plays phenomenally well with a lot of personality to boot.

    A lot of people are looking towards the Wii as the savior of the genre. Point and clicks aren't always geared towards casuals, but this has always been one of the casual gamers prefered genres. It requires thinking, not quick reflexes and competition.

    The DS is also reviving this genre with games such as Hotel Dusk and Trace Memory and ports of games such as Last King of Africa and Myst. I can only imagine it's a matter of time before we start seeing more.

    --
    Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    1. Re:Zack and Wiki - The Wii is the answer by Anonymous Coward · · Score: 0

      The DS has a lot of fantastic games that bring back the old school of gaming.

      Ever play Etrian Odyssey?

      Or how about something like Shiren the Wanderer? The whole game is a puzzle, mercilessly so.

      But things like this are still as "niche" as they were back then anyways.

    2. Re:Zack and Wiki - The Wii is the answer by egburr · · Score: 1
      A lot of people are looking towards the Wii as the savior of the genre.

      I don't get it. The wii is an interface not a game. The games run on the wii. Those same games could be written on any other platform just as well. The same can be said for the DS, or PSP, or xbox, or whatever fad console you can think of.

      Personally, I much prefer using a mouse to move the cursor around (a lot more precisely, I might add!) than using a motion sensing wii device that seems to lag about a half-second behind my action. And the modern console game controllers, though they may have a lot more buttons, just don't have the solid feel of my old Atari 2600 joystick.

      Really though, it's not the platform that's the problem; it's the lack of creativity along with the easy access to puzzle solutions over the internet. In my early computer gaming days, you had to figure out the puzzles (however stupid, pointless, tedious, boring they may be) to make any progress in the rest of the game; now you just go look up the answer and move on. I didn't draw maps because I wanted to draw maps; I drew maps because that was the only way to figure it out. Now I can go look up the map and figure out the solution.

      I'm not sure which way is better, but I sure don't miss trying to solve puzzles with such twisted logic that you can't even figure out what you need to do to get the clues that give you hints. Except of course by clicking on everything in sight.

      --

      Edward Burr
      Having a smoking section in a restaurant is like having a peeing section in a swimming pool.
    3. Re:Zack and Wiki - The Wii is the answer by ProppaT · · Score: 1

      The point was, the people who are most interested in the Wii are more interested in point and click adventures than the core "gamer" audience.

      Thank you captain obvious, for I had no idea the Wii was not a game. It is, however, the only home console we have that is equiped to play such a game. Of course a mouse will be better for this type of game, but since I don't see anyone sitting on the floor in front of their tv with a mouse on the carpet, this is kind of a moot point.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  48. For some value of "puzzles" by djSpinMonkey · · Score: 1

    When I think about video game puzzles, I'm generally thinking along the lines of Professor Layton and the Curious Village or Portal. The Roberta Williams "random series of actions" school of puzzling is more like an extended exercise in manual combinatorics. The only way to "solve" most of those games (and I speak from extensive experience) is to use every single item on every other object or person you encounter. Occasionally, there's some sort of sense to what goes where, and you really can "figure it out." Just as often, though, you're putting masking tape on the hole in the fence so that when the cat goes through some fur will stick to it which you can then combine with maple syrup to make a fake mustache to disguise yourself as a man who, incidentally, doesn't have a mustache.

    As many of those games as I played as a kid, I can't really say I'm sorry to see them go.

  49. Do not agree by Anonymous Coward · · Score: 0

    I think gamers are just sick to the same puzzles repeated through many games.

    How many times have you completed the jumping puzzle? You know: the one where if you fail to hit the next platform you fall into the lava/acid/other form of liquid death.

    How many times have you completed the senseless "take item and place in completely unrelated item" puzzle? You know: the one where you take a plaque and put it at the base of a statue, rotate it 90 degrees, and a door opens.

    How many times have you completed the "talk to this person X times to move forward" puzzle? You know: the one where you have to talk to a character 1/2/3/some other random number of times before they tell you where to find the boss.

    How many times have you completed the "stun and slash" puzzle? You know: the one where there is some enemy that cannot be damaged by anything. You have to stun the enemy by hitting a special area and then run in for the kill. Hell, Orcarina of Time used this puzzle for EVERY SINGLE BOSS.

    I could go on...

    1. Re:Do not agree by grumbel · · Score: 1

      Interestingly none of the issues you mentioned ever happened in the classic LucasArts adventure games, where puzzles were woven into a narrative instead of just a road block that stops you from the boss fight. And that is basically where todays games fail, instead of taking puzzles as an opportunity for the player to learn about his environment and the world around him, they are used just to slow him down or are so terribly designed that they just frustrate. A lot of lessons that got learned in the creation from adventure games seem to have been completly lost.

  50. Define "modern players" by What+the+Frag · · Score: 2, Interesting

    I play computer games since ~1995. I liked the LucasArts adventures at this time most.
    One thing I noted, the quality of games went down from time to time. Many game studios went bankruptcy or were bought by big game studios, which made bad sequels out of the games.

    What I noted, especially in the last 2 years are two things:
    - Games are often made to run on PC and consoles. That makes the developers design it for the most limited platform in terms of input devices. This is usually bad for the PC port of the game.
    - Games are made in a way to maximize profit.

    Maximizing profit means to appeal as many customers as possible. That often include people who want to play something like an "interactive movie", without any real challenges or parts where serious thinking is needed.

    If this matches your definition of "modern players", I think they never had a patience for such puzzles.

  51. Half-Life??? by Anonymous Coward · · Score: 0

    The puzzle style of gameplay in Half-Life and Zelda still appeal to gamers.

  52. Sam & Max by mako1138 · · Score: 1

    At least we're getting some new Sam & Max.

    I blame the recent console-ization of gaming for lowering our collective attention spans.

    1. Re:Sam & Max by ickyb0d · · Score: 1

      I completely agree, the episodic gaming format of a lot of the telltalegames titles is great. In fact - it's all I've been playing for the past week. It's cheap and I can still get my "puzzle" fix with the great sense of humor that went along with the older games like that (Maniac Mansion, Monkey Island, Day of the Tenticle, Sam and Max, etc) Puzzle games are dead, I think not!

    2. Re:Sam & Max by Dolohov · · Score: 1

      And yet Sam & Max is coming out for the Wii.

  53. Professor Layton anyone??? by Sir_Dill · · Score: 1
    Professor Layton and the Curious Village just came out recently and its a fairly popular title. Its nothing but puzzles.

    I think they need to do a little research first.

  54. Games I've played recently by philspear · · Score: 5, Informative

    God of war 1 and 2 were even balances of puzzles, timing battles, slaughtering minions, and bosses with predictable patterns. Aside from the minions, that could be considered 3 types of puzzles.

    Portal mentioned twice is good, but additionally there were sorts of puzzles in half life 2.

    Zac and Wiki, one of the best known hidden gems on the Wii is a point and click puzzle game.

    Zelda and the Phantom hourglass certainly has it's share of very VERY innovative puzzles, making good use of the touch screen and even at parts the FOLDING of the DS (it says to touch a symbol on the top screen to a map, after about an hour of tapping everything in the dungeon I realized it was just you had to close, then open the DS, brilliant nintendo!) and I'm aware that the rest of the series relied on puzzles too.

    Metroid prime 3 had quite a few puzzles and that's an FPS (although some who drink too much nintendo koolaid inist it's it's own "FPA" genre.)

    Lego Star wars had many.

    Halo 3 did not. Katamari didn't. Mario doesn't so much.

    Furthermore, Tetris has been sold well on every system ever, Lumines is quite popular, Meteos did well...

    In my limited experience, puzzles are still a staple of many, in fact I'd even say MOST games (aside from racing and strict FPS.) The author only mentioned two games to support his argument, and the fact that kids don't like puzzles. Well, kids don't like a lot of good stuff. When I was a kid, I thought macaroni and cheese was the greatest thing ever invented, so did my friends, yet you never saw any articles suggesting that fine dining is going extinct because MacDonalds does well and a lot of kids think steak is gross.

    He's obviously picking a few games that don't have puzzles in them that he's played recently and jumped to the conclusion that developers and gamers all have ADD and don't want puzzles. He's wrong.

    1. Re:Games I've played recently by Verteiron · · Score: 1

      Meteos. There needs to be more Meteos games. I did everything there is to do on the DS one and I want more Meteos, damn it. I actually -considered- purchasing the Disney-fied version of it just to have more levels to play. That, my friends, is desperation.

      tl;dr
      I loved Meteos and want more games like it.

      --
      End of lesson. You may press the button.
    2. Re:Games I've played recently by EMeta · · Score: 1

      Meteos? Plural? I never had the mana to cast it once!

    3. Re:Games I've played recently by Anonymous Coward · · Score: 0

      Tellah never will. Level Rydia enough and she'll learn it, but by the time you reach that level, Bahamut will cast almost instantly and be much more useful. Even Palom can learn Meteo, interestingly enough, if you spend days leveling him.

    4. Re:Games I've played recently by greeze · · Score: 1

      Zac and Wiki, one of the best known hidden gems on the Wii is a point and click puzzle game.

      Thanks. I'd never heard of it. Now I know what I'll be doing for the rest of the week.

    5. Re:Games I've played recently by BenoitRen · · Score: 1

      Metroid prime 3 had quite a few puzzles and that's an FPS (although some who drink too much nintendo koolaid inist it's it's own "FPA" genre.)

      Categorising Metroid Prime as an FPS is ignoring a lot of aspects that make the game great. An FPS is about shooting. Is Metroid about shooting? Not really.

      Also, Morph Ball.

    6. Re:Games I've played recently by Anonymous Coward · · Score: 0

      I agree Halo 3 doesn't have any puzzles in the sense you're discussing, but they're very good at creating sandbox environments where you know you have to kill (for example) the Scarab, and it's up to use whether to use Rockets, tanks, missle pods, board the damn thing, etc.

      You could argue that's an action-puzzle, as compared against games like Half-Life 2 where you simply have to use the rocket launcher or energy balls to take down the bosses. No room for innovation there.

    7. Re:Games I've played recently by altek · · Score: 1

      +1 on God of War series. I'm looking forward to 3.

      The thing with me is, as I get older, I am less into puzzle games because I look to gaming as a release, where I don't have to think hard or concentrate (since I do that all day at work). When I play a game, I just want to blow sh!t up, whereas I used to enjoy the puzzle aspect more as a kid. I don't feel like trapsing a whole universe three times looking for the Shield of Truth or whatever only to find out you have to put a bomb on some random un-demarked location for it to show up.

      --
      THE MAGIC WORDS ARE SQUEAMISH OSSIFRAGE
    8. Re:Games I've played recently by namekuseijin · · Score: 1

      Metroid prime 3 had quite a few puzzles and that's an FPS (although some who drink too much nintendo koolaid inist it's it's own "FPA" genre.)

      Not anywhere near the old 2D Metroid games, which excelled at the type of puzzles integrated into the level layouts, which were puzzles themselves waiting to be unlocked. Super Metroid shined at this, as Castlevania: SotN did.

      True, many old dungeon crawlers had stupid maze-breaking passing for puzzles or stupid guess-the-verb ones and many subsequent point-n-click adventures had insane inventory-based puzzles. The best, however -- like, say, Infocom's Trinity -- are filled with just the right balance of story and fair, logic puzzles.

      Brainygamer is a cool site and has covered a lot in the past days, from Bloom Blox failure so far, to Portal and MGS4.

      --
      I don't feel like it...
    9. Re:Games I've played recently by Anonymous Coward · · Score: 0

      An hour on the Zelda closing the DS puzzle? Seriously? If you gave up and suspended the system by closing the DS you would have passed it.

      Also the close-the-DS puzzle was used previously in Trace Memory by Cing. On topic, Trace Memory is a great puzzle adventure game.

    10. Re:Games I've played recently by Maverynthia · · Score: 1

      I find it funny, I once sharked Tellah to have more MP than he did and he sure as heck cast it then xD Anyways... bringing it on topic... Even those games had some form of puzzle or hidden treasure that you could get by listening to the clues or pushing the boxes.

    11. Re:Games I've played recently by VAY · · Score: 1

      Hey, I have ADD and I LIKE puzzles!

      --
      What luck for rulers that men do not think. - Adolf Hitler
  55. Instant Gratification Generation by KreAture · · Score: 2, Interesting

    The title sais it all really. We have moved away from generation x, y or whatever and over to IGG. The best way to describe this new generation is with the fantastic notion from Leslie in The Big Bang Theory... Stick electrodes in a rats brain and give it a button that causes an orgasm every time it's pressed. The rat would keep pressing the button till it died of starvation. This is exactly what the new games are; orgasm buttons. Short bursts of good feeling with only one lasting effect. After 1 hour of gameplay; you are one hour older.

    I guess I am just getting old.

    1. Re:Instant Gratification Generation by frovingslosh · · Score: 1
      I too am discouraged by the quality of the current generation. It's sad that things like electronics kits and American Basic Science Club have all but disappeared because there is little demand for something that requires the owner to think (with the possible exception of kits like Lego Mindstorm). But you can't completely blame the obese little slackers for not liking puzzle games when many of the puzzle games that they might see are so bad. Expecting a player to duplicate a senseless series of steps with no logic behind them is far from a real puzzle.

      True puzzles are the kind of thing that give you that "Eureka" moment when you solve them. Puzzles like in the original Zork /spoiler warning/ when you finally realized that you could lower the bucket down the well and get whatever it was out that way. When you thought it through, you knew you had used reasoning to accomplish something, and you were sure that you had the solution even before you tried it. Compare that to may lame series of pointless steps passed off as puzzles; by painful trial and error a player may occasionally come across a sequence of steps needed to complete the game, but I don't really see that as solving a puzzle. Not when even after the puzzle is "solved" there is no way to look back at it and see that a smart person might have been able to figure it out.

      --
      I'm an American. I love this country and the freedoms that we used to have.
  56. Portal by QJimbo · · Score: 0, Redundant

    Portal is a hugely popular game with original puzzle solving gameplay and a humourous narritive.

    Puzzle solving isn't dying, it's just changing form what you're used to.

  57. Stretching by aarmenaa · · Score: 4, Interesting

    It's not that people don't like puzzle games, it's the manner in which they've been used in games lately. In many games they're nothing more than an annoyance, with variants of the same puzzle appearing over and over again in a desperate attempt at stretching the game out and make it seem longer. I have no patience for this sort of thing at all and doubt many people do. If you want to make a puzzle game, or incorporate puzzles into your game, you'd better not make them annoying, mandatory, and long. That sounds like an honest job description; how could anyone not hate that?

    I loved Portal by the way. All the puzzles were different, and the rewards for completion (the humorous voiceover and further interesting puzzles) were excellent.

    --
    "I do a grep for shit, bollocks, and tits before checking in code. I'm professional..." -RECURSIVE_META_JOKE, reddit.com
  58. All Puzzles Known by Nom+du+Keyboard · · Score: 1

    Maybe it's just that all the good puzzles have already been presented in past games and there are no new good puzzles for new puzzle games.

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
  59. Please by Verdatum · · Score: 2, Funny

    It's not like you have to transport into your own brain and rip out your common sense in order to can pick up the Tea and the No Tea at the same time so you can so impress the ship computer that he opens the door for you. Discussing any puzzle less complicated than that is just whining.

  60. Ah, the 'good old days' by Errtu76 · · Score: 2, Insightful

    This conversation often comes up when i'm talking about games with younger people. I remember playing the same game, the same phase in that game, for weeks, sometimes even months! Remember the Kings Quest series where you had to find numerous ingredients to make some crazy potion and had to go through all kinds of weird places to almost score with a chick in Leisure Suit Larry. The increasingly difficult and hugely entertaining puzzles in 7th Guest and 11th Hour, and not to mention the fun hours playing Day of the Tentacle.

    I am a huge fan of ScummVM and play some of these games still every now and then. Some months ago my wife and i re-played The Dig, the game that was supposed to be a movie but due to budget became a video game.

    Yeah ..

    And Zelda for the NES is just nothing compared to the one for Wii, i'm sorry. Must be because i'm an old fart (damn, i'm only 31!) but these newer games lack the fun and playability (playing for weeks and still finding it amazingly funny and challenging) that the older games had. Sure there are exceptions, but games like KQ,LLL.MI,DOTT and the like are classics which no modern game can top.

    1. Re:Ah, the 'good old days' by zzsmirkzz · · Score: 1

      Yes, those were the good old days, all right. I played and beat all of the great Sierra Legacies and they all had great puzzles you had to figure out to beat the game. The only annoying part to some of them, which was due to the parser, was not only figuring out the solution to the puzzle, but the exact phrase you needed to enter for the game to understand and accept your solution.

    2. Re:Ah, the 'good old days' by Errtu76 · · Score: 1

      Indeed, and the 2-words-only-commands found in some games were sometimes a hell to get right :)

    3. Re:Ah, the 'good old days' by Anonymous Coward · · Score: 0

      Sure there are exceptions, but games like KQ,LLL.MI,DOTT and the like are classics which no modern game can top.

      And there's also a shitload of NES games, that just plain suck. Expecting every game for a new system to be on par with the best of the best that ever came out over the entire lifespan of an old system is just stupid.

      Those "newer games" that "lack the fun and playability" will fade into oblivion, and the exceptions will form the basis on which people will mindlessly glorify current game systems in the future, to which games that are new then won't be able to compare.

      I've seen the same thing happen with movies - claiming that the quality of cinema is on decline, because this year's movies are worse than a choice selection of the best movies of the decades before.

  61. BURN YOUR PUZZLES by Baby+Duck · · Score: 1

    GOOD RIDDANCE! I #$@*#&@# hate puzzles in my FPS!!! I want to blow things up, not chasedown colored access cards or have megarmor dangled in my face at the start of the mission, wondering how to get to it. There's a reason I didn't go very far in Half-Life 2, ya know.

    --

    "Love heals scars love left." -- Henry Rollins

  62. TIM by Nom+du+Keyboard · · Score: 1

    The Incredible Machine was puzzle solving in its purest form. Great fun!

    --
    "It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
    1. Re:TIM by sqlrob · · Score: 1

      There's a TIM like game coming out for the DS. I don't recall the name unfortunately.

    2. Re:TIM by swordgeek · · Score: 1

      Don't know about the DS, but the xbox360 is going to have...The Incredible Machine! (http://xbox360.ign.com/objects/851/851737.html)
      Also, there's a German company that has revived the genre with a game called Crazy Machine: http://xbox360.ign.com/objects/851/851737.html

      --

      "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
    3. Re:TIM by swordgeek · · Score: 1

      Oops. The second link wasn't supposed to be the same as the first!

      http://www.crazy-machines.com/

      --

      "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
  63. Yea, let us lement the loss of bad puzzles by frovingslosh · · Score: 4, Insightful
    I loved some of the early puzzle games, particularly Adventure and the MIT version of Zork. Some of the puzzles were fantastic, and you really had to submerse yourself in the world and understand it to grasp how to solve the puzzle.

    But unfortunately IMHO many of the later games (including some later offerings from Infocom) copped out and instead of eloquent puzzles they offered painful trial-and-error puzzles or puzzles so obscure and obtuse that you really had to buy the hint books, call the 900 number, or otherwise "cheat" or you were not going to solve the problems. Far from wonderful puzzles, these are just crude hacks disguised as puzzles from writers who either can't or will not take the time to design graceful puzzles. To come up with an absurd series of idiotic steps that a player must somehow recreate to accomplish the goal, with no logic behind doing these either in the real world or in the game world other than that's what the author has decided you must do, is hardly a valid puzzle. It's just an ego trip for the author and the reason for the decline in supposed puzzle games. And as at least one commenter here pointed out, there are still some good puzzle games, such as last year's Portal.

    --
    I'm an American. I love this country and the freedoms that we used to have.
    1. Re:Yea, let us lement the loss of bad puzzles by celle · · Score: 1

      About your bad puzzle games comments, here, here! I don't even look at puzzle games cause I'm not going to try to figure out what the author mean't especially with no story background and no independent logical way to figure out the game. That period ruined any respect I ever had for that type of puzzle style game. Dumping a lock you out puzzle in the middle of just exploring around made for a short game. If they die, good. I remember inforcoms HHG, I wasted weeks trying to get past going in circles in the heart of gold before I just dumped the game.

  64. I remember Gods by TornCityVenz · · Score: 1

    As being one of my favorite games on the Amiga it was a platformer of sorts and there was some killing of thing..(i think), but the real challenge of the game was to solve the puzzles laid before you by the "gods" that would acually allow you move forward. Sometimes it was a sequence of switched that interacted with one anouhter, or an almost tetris like need to build a platform. It was challenging and fun. Nowadays I can honestly say I've logged more hours on my 360 playing Hexic than anything else.

    --
    I Need someone to rebuild a Digitech Digital Delay pedal for me....for me...for me...for me.
  65. Some of us never did have the patience. by Shadow+Wrought · · Score: 1

    I never liked puzzle games anyway, I just wanted to blow things up. Now that I'm older and can better appreciate puzzles, I jsut don't ahve the time. And only want to blow things up. The more things change...

    --
    If brevity is the soul of wit, then how does one explain Twitter?
  66. Have Modern Gamers Lost The Patience for Puzzles? by MindPhlux · · Score: 1

    No.

  67. Older games were slower by necessity by AmiMoJo · · Score: 1

    Five minutes to load off tape, and then a game that runs on pretty limited hardware but with nothing to distract you (i.e. no internet or even multi-tasking). The whole mindset was different back then - even action games could afford to be a lot harder and require a lot more effort to be put in. Nowadays, games have to go for a bit more instant gratification because there are so many other options if they don't grab you quickly. Even the existence of cover discs and downloadable demos encourages that - before you had to rely on the considered opinion of someone who had played the game for a long time too.

    There are exceptions though. A lot of Japanese games are quite "slow" and have a lot of puzzles, especially RPGs.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    1. Re:Older games were slower by necessity by Spy+der+Mann · · Score: 1

      There are exceptions though. A lot of Japanese games are quite "slow" and have a lot of puzzles, especially RPGs.

      I think you hit the nail on the head. While US TV shows and movies are crappy quality, there are still very good animes being produced.

      It's the same with videogames. Japanese RPGs keep being interesting, with their sidequests, drama and everything.

      From this perspective, it's not videogames per-se whose quality is decreasing, but american videogames, american TV shows, american movies, american companies, american government...

      Hmmm I think I found a pattern here...

    2. Re:Older games were slower by necessity by DakotaK · · Score: 1

      Did somebody say weeaboo? 'Cause I think I heard somebody say weeaboo. There's plenty of high quality entertainment coming from America - a lot of it is crap, but a lot of anime is crap too. Games are the same way - Japanese games are not pefect or better as a whole by any stretch, especially not simply due to their country of origin.

      --
      I am a viral sig. Please copy me and help me spread. Thank you.
  68. That's not the only problem by Anonymous Coward · · Score: 1, Insightful

    The other problem is quality control. I just played NWN2 and the Mask of the Betrayer sequel.
    I had to resort to the walkthroughs to convince myself that yes, the game had broken, yet again ... Oh, and the bugs were so plentiful that the walkthroughs had the script segements necessary to bypass the bugs.

    I'd done all that was necessary to complete that particular quest and unless I wanted to hack past it I was going to have to restart.

    One of the problems with the newer graphics/scripting engines is that more underlying complexity has brought more fragility. Complex annoying quests may irritate some players, but complex annoying BUGGY quests are a decent onto hell.

  69. the divide is getting deeper... by thekm · · Score: 1

    ...I think that it's just the divide getting deeper between those that enjoy a solid game and those that just like to push a button and see pixels react in some way. There will alway be the market for the serious in some way, the games that challenge from the start (like serious scrolly-shooter fans and Ikaruga as an example). And the opposite would be the masses of people making Webkinz a run-away success.

    Another example is Monkeyball on the iphone, and all the people commenting that it's too hard. The game is very playable with a very high gameplay, especially when you can be playing immediately (in the "play immediately" mode) and the practice modes. There used to be a time when all people playing games appreciated the challenge. The definition of a good game is something that allows you to play at the start and progressively gets harder...

    ...but I think more and more of the masses just don't get it. A divide if you will.

  70. puzzles or searching for needles? by vanyel · · Score: 1

    The only "puzzle" game I found that was any good was 7th Guest, though the Gabriel Knight werewolf tale wasn't too bad. Most, like Myst and Rama were more about inspecting every square inch to find some trinket that you then had to poke around in random places without any clues as to what to do with it. I found them boring and painful.

    1. Re:puzzles or searching for needles? by Shads · · Score: 1

      7th Guest and 11th Hour (same series) were *great* games. I really enjoyed both! I have to agree with you on the Myst series of games, its less puzzle and more "find the 3 pixel space to click that does something"... which I don't consider to be a puzzle, I consider it tedious.

      --
      Shadus
    2. Re:puzzles or searching for needles? by Shads · · Score: 1

      The music in the game was catchy too... an ear worm. Evil stuff I tell you. If I remember correctly the song was by European Sex Machine or something like that.

      I can't take a breath... 'cause I'm seeing Mr Death.

      --
      Shadus
    3. Re:puzzles or searching for needles? by swordgeek · · Score: 1

      The 7th Guest was a lot of frustrating fun at the time, but the puzzles were insane! Totally arbitrary and unrelated, except for the voice of Stauf drifting in saying, "I've set up this puzzle for you..."

      Never got around to The 11th Hour--I'd found better games by that point. I have tried to get through Myst about five times, and it still stands as the single most annoying "adventure" game I've ever played. Boring and painful describes it perfectly, although it was pretty.

      The old Tex Murphy games (Pandora Directive, Under a Killing Moon) were great. The Gabriel Knight games were pretty good (particularly the second one--with the werewolves). The LucasArts adventure games were tons of fun, though. Full Throttle, Day of the Tentacle, and Grim Fandango were brilliant.

      --

      "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
  71. Puzzle Quest by Anonymous Coward · · Score: 0

    In the fine tradition of WarLords, it's an RPG with "bejewelled" like puzzles as the central "battle" engine. I love it.

    http://puzzle-quest.com/

  72. Every game is lock and key. EVERY game. by JoshDM · · Score: 1

    It just depends on what the key is to open the door lock.

    I'm going to be honest here. Progress Quest pretty much sums up every game out there.

    Replace "fetch me a" with whatever puzzle challenge you have and "experience points" with "next level".

    Coincidentally, accumulate enough experience points in some games, and you get the "next level".

  73. My younger DND players have trouble by Maxo-Texas · · Score: 3, Interesting

    My older D&D players love them or ignore them.

    Some of my younger D&D players got very upset.

    Talking to them later, they feel their self-image is threatened when they can't solve them and instead of wanting to push harder until they do solve them they get upset and stop. My response has been to be more careful about leading them into the riddles with game events or easy riddles leading to harder riddles and they are getting better. I was surprised at them being upset tho and I have to assume it has to do with the "no real winners and losers everyone has to feel happy" attitude in school these days. They can't handle losing very well. Instead of viewing it as a challenge, they view it as unfair.

    To be fair, it is possible that my older players had similar issues when they were younger.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    1. Re:My younger DND players have trouble by Kintanon · · Score: 1

      I'm glad I don't run games any more then. I still hold the record at UGA for the most players killed in a legit campaign. My puzzles would require 3-4 people together to solve them while the rest of the party held off the horde of enemies. I had frequent fatal traps built into everything.
      The catch was that as long as you were reasonably cautious and thought ahead a little you were never in any real danger. No thought = no survival.

      --
      Check out JoshJitsu.info for Brazilian Ji
    2. Re:My younger DND players have trouble by crawdaddy · · Score: 1

      It's a bit late in the thread to be relevant to other people, but this link may shed some light on dealing with your younger players: http://www.npr.org/templates/story/story.php?storyId=7406521 I've been tutoring a few students for the past year and noticed that several of them had this "You either got it or you don't" mentality. For some, it can be difficult to convince them otherwise. But I find that the best way to get them to be willing to challenge themselves is EXACTLY what you've been doing: lead them into it gradually. It makes sense when you realize that there are two issues here: their concept of intelligence and the lowered self-esteem that comes naturally from years of thinking "I don't got it."

    3. Re:My younger DND players have trouble by mlush · · Score: 1

      IMHO Riddles/Puzzles are risky in a Face to Face RPG, either the players get them or they don't.

      In a video game this is not a problem if they have problems there is ample time for the player to sleep on it, obsess about it for a day or two spend hours trying permutations etc

      In an RPG there simply isn't that sort of time, play grinds to a halt and everyone drops out of character to work it out.

      Thats not to say they have no place in a RPG just they need to be situated so the players have the option to work on them in 'down time' between sessions.

  74. Hitchhiker's Guide to the Galaxy by Hausenwulf · · Score: 1

    So how many of of you got the babel fish? ;)

    1. Re:Hitchhiker's Guide to the Galaxy by El_Oscuro · · Score: 1

      I almost got it without the hints. The one part I didn't get was that you need the Infocom junk mail. The darkness puzzle was cool the first time, funny the second time (when they were lying about the exit to port), then tedious after that. This is also the only game I have ever had to argue with (to get the spare improbability drive).

      --
      "Be grateful for what you have. You may never know when you may lose it."
    2. Re:Hitchhiker's Guide to the Galaxy by Big_Monkey_Bird · · Score: 2, Funny

      Argh. No. Never. The important part is I am not bitter.

  75. The really nasty ones by mrmeval · · Score: 1

    are pukezels. They are pointless, boring tedious and lame. Do you remember 7th Guest or some of the narrow walkways or peg jumping idiocy in Doom/Quake?

    --
    I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    1. Re:The really nasty ones by herring0 · · Score: 1

      I might be a masochist but I can honestly say that I very much enjoyed both 7th Guest and the 11th Hour games. There were only two puzzles that I can remember offhand that I really disliked. One was the moving the Knights on a small section of chessboard and the other was the puzzle similar to the game of life (the bacteria growing one, not the Life board game)

    2. Re:The really nasty ones by mrmeval · · Score: 1

      You could not save and you could not make one stinking error. Then you had to suffer the cut scenes with no way of skipping therm. There were some intriguing puzzles. There was one but I'm blanking on what it was I just remember it being tedious and boring.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    3. Re:The really nasty ones by daveime · · Score: 1

      Possibly "Return To Zork", where on the very first screen, you cut the bonding plant with the knife rather than just pulling it out, and you carried on your merry way, recording all 6 jokes and replaying them at the comedy club, solving the tiles, collecting the disk pieces just to discover your plant was dead and you had to go through the whole thing again :-(

      (Mind you, Rebecca was hot, even after she'd sparked you out)

  76. Mabe it's the Technology? by demopolis · · Score: 1

    Back when Sierra and Lucasarts were in the adventure game heyday, The computers that ran those games weren't really capable of much more than animated sprites on a static background. Now that computers have evolved to the level of today, we simply expect more out of the experience than watching a little man walk around on the screen.

    1. Re:Mabe it's the Technology? by jbengt · · Score: 1

      Now that computers have evolved to the level of today, we simply expect less out of the experience than thinking about the storyline .

      That said, many of the puzzles in games have been poorly implemented and way too arbitrary. Still, when done well, they at least hold my interest, unlike boring FPS's

  77. puzzles are more present than ever. by Anonymous Coward · · Score: 0

    Puzzle games are the fastest growing sector of the video game market. its called Casual Games. What has changed is this splitting of dexterity based games for traditional gamers and puzzle games for our aging yet expanding demographic.

  78. yeah by nomadic · · Score: 1

    I remember sitting in front of a computer for hours playing infocom games, and I still benefit from the analytical skills I gained.

  79. No. by Xest · · Score: 0, Redundant

    See Portal.

    Next question?

  80. Title says gamers... by fprintf · · Score: 1

    I just finished playing Sudoku. You know, paper and pencil based numerical puzzles than can be maddeningly difficult. So at least I still like to play puzzle games. If you meant computer games, then I'd offer Portal like quite a few other people.

    --
    This post brought to you by your friendly neighborhood MBA.
  81. It's dying because... by Anonymous Coward · · Score: 0

    there are no good puzzle games available. End of story.

  82. Modem Games by __aamisb9940 · · Score: 2, Funny

    Hell yeah, modem gamers don't like puzzles!! They MUCH prefer getting that init script juuuust rii@#$%^)(*%&$ NO CARRIER

  83. Patience? by Raccroc · · Score: 1

    I'm not sure I would say that gamers have lost patience with puzzles in games as there are just way to many other factors involved.

    To name a few...
    1. Waxing and waning of an industry...Puzzles, much like Slasher Flicks and Sci-Fi movies, may be a hot/not hot ticket item. One really good, highly profitable game with puzzles as a integral part, and way may see the ebb start to flow.

    2. Also much like the movie industry, when a popular style is rapidly duplicated, quality often times suffers. While I enjoyed puzzles in my games, I got sick and tired of guess-the-correct-order "puzzles". Puzzles get lame, gamers get sick of them...that in itself could explain the current lack of them.

    3. Which modern day games really lend themselves to puzzles? FPS puzzles almost always more tedious than fun for instance.

    4. The internet has to play a big factor. Knowing all answers you seek is but a few mouse clicks away changes the mentality. No puzzles are too hard, none are too tedious. Although I have nothing to quantify this statement...just knowing the solution is within easy reach makes it less interesting (has to do with value's relationship with cost).

    5. Talent in the industry. Good puzzles come from good puzzle designers. The industry used to be full of them, as many of the yester-yore game designers were of the (and I don't mean this in a bad way) dork/geek types who thrived on puzzles. Designing puzzles to stump the peers has been replaced with OSS coding skills. Go and Chess replaces with Unreal and Diablo.

    On and on...

    To this day, perhaps the best puzzle game of all time (excepting Infocom) was Fool's Errand (Apple II, I believe)...http://www.fools-errand.com.

  84. Puzzles are dead? by theurge14 · · Score: 1

    Someone should tell PopCap who managed to get Bejeweled on almost every cheap mobile device out there.

  85. Shadow of the Colossus by Anonymous Coward · · Score: 0

    Shadow of the Colossus. Full stop.

  86. Meh... by Shads · · Score: 1

    ... the only puzzles I've heard gamers ever complain about are one of two types: "Jumping Puzzles" where missing a jump resets the mess, or things that just outright break the normal mechanics of the game-- eg: "Cheating Game".

    A few examples come to mind:

    Assassins Creed the mission out by the boat, where if you land in water it resets you back to the shore after a long load.

    I forget what game it was, but to beat the end boss you had to move the controller to the second port on the system (ps1 if I remember correctly.) That's just out of context with the game and obnoxiously stupid.

    Oh and as bonus annoyance-- games that pigeon hole you into a obviously completely retarded option that both you as a player would know is a bad idea and your character not having an iq of 12 would know is a horrible idea... but insists on doing it anyway and can't be avoided to advance the storyline.

    --
    Shadus
    1. Re:Meh... by Sigma+7 · · Score: 1

      I forget what game it was, but to beat the end boss you had to move the controller to the second port on the system (ps1 if I remember correctly.) That's just out of context with the game and obnoxiously stupid.

      Metal Gear Solid, and Psycho Mantis wasn't a final boss.

      There were clues that Psycho Mantis was breaking the forth wall, such as the ability to detect which games you've played (commenting on Castlevania, etc.) This alone changes the context of how to solve the puzzle.

      In the game, if you had trouble with a section, you generally use the Codec to contact other characters - they can give you information on how to proceed, such as a possible route you can take, or in the Psycho Mantis boss fight, that you use the second controller.

  87. Context is the key by Deathdonut · · Score: 2, Insightful

    Sure, we live in a day of MTV attention spans but keep in mind that we speak a different language as well.

    From years of Sierra and Lucas Arts games, we learned that balloons and bread might combine hours down the road to scare off pigeons and that if you miss a clue now, you'll have to backtrack 2 weeks from now and find it.

    Thank god, a few designers in the past decade looked at these little "skills" and using many words such as "arbitrary" and "tedious" decided to slowly change WHAT gamers pay attention to rather than HOW MUCH attention they play.

    Think back to a few of those old games and you'll remember an element of tediousness. Even though it may not have dissuaded you back then, you had built up a careful repertoire of knowledge to insulate you from the worst of the events. You knew that something disjointed was probably important. You knew NOT to leave items behind no matter how frivolous. In short, you spoke the language of the game writers enough to pick up on the clues about which today's players would be...well...clueless.

    Yes, today's fast paced games are frequently faster paced, but there are plenty of players that enjoy the slower aspects of games. The problem is that modern players no longer have the same context from which to play the older games.

  88. You are lost in a maze of twisty little threads, by lahvak · · Score: 4, Funny

    all alike.

    Actually, that is a pretty good description of slashdot.

    --
    AccountKiller
  89. internet killed the adventure game star by Rix · · Score: 1

    When you can have a walkthrough loaded up in seconds, too many people do so and then feel ripped off over the hour or so of gameplay.

  90. Too bad by catdevnull · · Score: 1

    One of my favorite FPS games of yore was Bungie's "Marathon" series precisely because you had to solve puzzles (granted, they weren't terribly difficult, but tricky when under fire from space critters). Same thing with Half-Life.

    I really enjoyed the puzzle part of getting through a level.

    But, with both of these games came the next big adrenaline spike: network play against each other. Network game play and broad band networking gave everyone instant gratification to frag and test your skills against real people in real time.

    Even if AI gets really good in these games, the bragging rights of arena playing on-line are just too alluring to compete with the puzzle.

    Perhaps if you had to do both that might level the playing field for the "smart" people who can do the puzzles and the "fraggers" with inhuman reflexes?

    I suppose there are some games out there--usually they are team play with particular roles for each. This keeps trigger happy people in check with the reality of the mission and objective (not just jousting to the death).

    --

    I might know what I'm talkin' about, but then again, this is Slashdot...
    1. Re:Too bad by Bob-taro · · Score: 1

      Perhaps if you had to do both that might level the playing field for the "smart" people who can do the puzzles and the "fraggers" with inhuman reflexes?

      Online Multiplayer Portal Deathmatch FTW!

      --
      Prov 9:8 Do not rebuke mockers or they will hate you; rebuke the wise and they will love you.
    2. Re:Too bad by catdevnull · · Score: 1

      *drool*

      My trigger finger just got a little itchy :D

      --

      I might know what I'm talkin' about, but then again, this is Slashdot...
  91. Definitely too easy, but... by mbessey · · Score: 3, Interesting

    One neat thing about the Portal puzzles is that some of them can be solved in multiple ways. Watching someone else defeat the turrets in the most unlikely way imaginable was highly entertaining.

    1. Re:Definitely too easy, but... by the_one(2) · · Score: 0

      it's interesting to solve all the maps in as short time as possible or least amount of portals as well. It makes you realize different ways to do most maps.
      ah portal, i wish there were more games like it

  92. Re:You are lost in a maze of twisty little threads by Krakhan · · Score: 1

    I thought that was the description of the Adventure source code!

  93. Whoever wrote TFA didn't have a girlfriend by rasteri · · Score: 1

    "Come to bed babe..." "Just one more game of minesweeper" Or maybe I'm just really crap in bed.

    1. Re:Whoever wrote TFA didn't have a girlfriend by Spatial · · Score: 1

      Clitsweeper? Flagged!

  94. Re:things have changed by billcopc · · Score: 1

    an epic production like space quest could be knocked up in flash in a few weeks by one guy at little cost

    No, it couldn't. The flash-developing kids don't have hired artists, skilled writers, a sound engineer or competent musician (anyone remember the Fat Man?)... Flash games reproduce much of the engine, but in an adventure game, the engine is the easy part. The content is what's valuable.

    --
    -Billco, Fnarg.com
  95. WELL ! by smoker2 · · Score: 2, Funny

    WELL !
    HAVE THEY ?!?!?!

  96. Next Gen Puzzle Types by Anonymous Coward · · Score: 0

    What about games like Echochrome? This is one of the most highly addictive games I have played. Pixeljunk Eden is another (or the upcoming pixeljunk Monsters). Pain is somewhat a puzzle game also I think. Flow is another.

  97. Modern games appeal to escapists by Lazy+Jones · · Score: 1

    Current games are designed to appeal to an escapist audience and thus try to be more "realistic" in their gameplay. Real life is much more like FedEx quests than abstract puzzles.

    --
    "I love my job, but I hate talking to people like you" (Freddie Mercury)
  98. I Love Bees by fauxhammer · · Score: 1

    Interesting that a large enough group of that HALO crowd was interested enough to participate in the HALO 2 ARG, which many wrote off as viral marketing, but it was actually an incredibly elaborate meta game which was driven primarily by solving word puzzles. There was at least one that nobody ever figured out till after the game ended. Mind you, this is the drooling crowd of wii-hating FPS lovers.

  99. Heavily puzzle-based games by cgenman · · Score: 1

    Puzzle Quest
    Puzzle Pirates
    90% of iPhone games
    Portal
    Viva Pinata
    Penny Arcade
    N+

    It seems to me like the person is complaining not that puzzles have gone away, but that Adventure game-style puzzles have gone away. Honestly, adventure game style puzzles ususally consisted of closing a door to get a set of keys to give to a criminal to get a crowbar to smash into a vending machine to get quarters to do your fricking laundry. And... time travel was involved. These puzzles weren't "difficult" in the traditional sense, so much as "the designer's barely coherent chains of logic" is difficult. You had to get a moldy cheese sandwich from a bartender to feed to a dog to avoid being eaten 4 hours later into the game. And the game doesn't tell you the bartender serves cheese sandwiches.

    Modern puzzles are all based around explicit known uses. If you fire a blue portal in Portal, you know that it will open a connection from the red portal. If you move a puzzle piece in Tomb Raider, you will know it will move a platform in an expected way. If, on the other hand, you attempt to use the crow on something in The Longest Journey, there is a 90% chance that you will have no idea what it does, and the attempted action will have no consequences.

    1. Re:Heavily puzzle-based games by Bashae · · Score: 1

      But it was fun to experiment and see what happenned...

    2. Re:Heavily puzzle-based games by murdocj · · Score: 1

      Modern puzzles are all based around explicit known uses. If you fire a blue portal in Portal, you know that it will open a connection from the red portal. If you move a puzzle piece in Tomb Raider, you will know it will move a platform in an expected way. If, on the other hand, you attempt to use the crow on something in The Longest Journey, there is a 90% chance that you will have no idea what it does, and the attempted action will have no consequences.

      The Longest Journey was one of the best puzzle games ever made. The puzzles were actually logical, rather than the "do stuff at random and hope a door opens up" variety. If you thought about what you were trying to do, you could usually figure them out. And they were really well integrated into the excellent storyline.

  100. serial unlocking variety found in the old LucasArt by scourfish · · Score: 1

    To newer gamers defense, though, it was a pain in the ass to figure out that I had to replace the bucket of golf balls with a bucket of fish and also to figure out that I had to take Max's black light bulb or that I had to bend a wrench to unscrew the giant fish.

  101. Uh.... by raehl · · Score: 5, Insightful

    I think you've confused PUZZLES with TEDIUM. Memorizing (or writing down) a map isn't puzzle solving. It's data storage.

    1. Re:Uh.... by William+Baric · · Score: 1

      You are missing some details... If I have to draw a map by hand, then it's obvious I won't note everything as it would take me too much time. So I'll try to note only what I think is important. For example I might only draw a single line to represent a corridor, but I won't represent it's width or it's exact length. The result is something that could be easily guessed by looking at an exact map of the level, like the possible location for a secret room, will be a lot more difficult to find on a hand drawn map.

    2. Re:Uh.... by Reapy · · Score: 1

      Crazily enough, you can just NOT look at the map if it is the experience you want. Turn off the mini map with an interface mod, never bring up the main map, and viola, you can hand map the game all you want. Just because something is there, doesn't mean you have to use it, if that is not the gaming experience you want.

      One of my friends started playing wow recently, refuses to use things like quest helpper that tell him where things are, and chose to level up playing that way "in the dark" so he got the benafit of discovering things on his own.

      There is NO reason you can't play the games like you did back in the day.

      Me, when I played eq i downloaded and printed every EQ atlas map the guy could draw.(BTW quite a talented mapper, didn't know his maps were still around, thanks for the trip down memory lane to orignal poster).

      That's the way I wanted to play. Choices are good.

    3. Re:Uh.... by WithLove · · Score: 1

      And this is fun to you?

      I'm sure you're a lot of fun at parties.

    4. Re:Uh.... by grumbel · · Score: 1

      Just because something is there, doesn't mean you have to use it, if that is not the gaming experience you want.

      In most cases you can't really do that, because the rest of the game just isn't adjusted to it, i.e. you get a description where you have to go, but its incredible vague that it just isn't much good without the quest marker and the communication interface of course doesn't provide a way to ask NPCs of where that location you have to go is.

      When one wants a game without a map at all, it has to be designed around that way to be fun. Just ripping the automap out of a game that was designed around an automap does little good.

  102. I don't think so. by mccabem · · Score: 1

    I wouldn't deny any of the true fans their puzzle games, but I never understood the point of them myself. They fit no definition of fun that I'm familiar all of which many other kinds of games did better with. TFA didn't even attempt to give a reasonable explanation - I suspect an explanation's not possible because those games weren't really fun.

    FWIW, everyone I know who solved Myth did so with cheating (and many times even then having difficulty). I think the puzzle-game "trend" TFA is talking about was little more than a marketing effort to publish more cheat books. That or the games were intended for small children that have time to do nothing but digest a game all day every day....maybe that was the plan?

    I dunno....when the best the developers can come up with is ways to make me not able to figure out how to play the game, I feel I'm at odds with them. How much of my (or anyone's) time is going to be spent just trying to open a door in a game yet we still call it "fun"?

    -Matt

    1. Re:I don't think so. by grumbel · · Score: 3, Insightful

      The fun in most adventure games comes from getting an understanding of the world that surrounds you in the game. The fun in a puzzle isn't getting stuck on it, but gaining an understanding of the underlying mechanic and finding the solution or just in interacting with the world. The hard part of course is the balance between frustrating the player and actually giving him something he has to think about, which however can be worked around quite well by always having alternative puzzles the player can solve and by having a world that is actually interesting enough to explore.

      The problem with todays games is that most games don't even try to create a good puzzle, either they are so easy that they are hardly noticeable or they are so stupid and non-integrated into the game that they just annoy ("Here is a locked door, go find the key"). The classic LucasArts adventure almost never had any puzzle of such blunt stupidity, instead you had to figure out how to dress a mummy to win a competition and other crazy fun stuff that integrated seamlessly into the story. There was no "play the game" or "watch a cutscene" separation, it was pretty much all the same thing.

      Also the thing to realize is that puzzles are not only there to stop you from making progress, but also a means to explore the world, to touch it if you will. In an adventure game you can grab things, smell them, eat them, open them, talk to people and a lot of other stuff. In most mainstream games today on the other side you have the choice between shooting people in the head or blowing them up with a grenade, you have no way to talk to them and no way to use items in a meaningful way. Its all just run and gun without ever stopping and looking around and getting an idea what really is happening.

      Now of course not every action game needs to be riddled with puzzles, but most of them really could need some calmer moments that departure from the standard run&gun.

  103. Dungeons and Dragons Online by Sparr0 · · Score: 1

    DDO had one nifty difference from its MMORPG competitors... The dungeons often had puzzle rooms, with typical classic small adventure puzzles like "rearrange the tiles on the floor", etc. I found them enjoyable, and sometimes I would even repeat the same dungeon just to play the puzzle again, even though I know I could find a flash version of the puzzle online to play over and over.

  104. Good puzzles vs bad puzzles by Kris_J · · Score: 1

    A good puzzle is a joy to solve. Each solution you try, if it doesn't solve the puzzle gives you a tiny bit more info to solve it, lets you see how it's structured, helps you understand it as you solve it.

    A bad puzzle is a road block until you give up on the game or go get the solution from a web site. I often suspect that a bad puzzle has more ways to not solve it than the designer intentionally added, giving off unintentional red herrings, or that you need to be part of the culture they grew up in to understand some of the clues.

    Bad puzzles are why gamers hate puzzles.

  105. Re:You are lost in a maze of twisty little threads by conlaw · · Score: 3, Insightful
    I loved Myst, which really was a puzzle game (except that I'm so tone deaf, I had to have a friend come down and play the little tune). However, the really early puzzle games, where you had to give the characters written commands, drove me crazy. I'd manage to get the hero to the place where some sort of sharp object was lying on the ground. At that point, we would go through a dialogue that went something like this:

    ME: Pick up knife

    Computer: I don't understand "knife"

    ME: Pick up sword

    Computer: I don't understand "sword"

    ME: Pick up saber

    Computer: I don't understand "pick up"

    That's when I tended to eject the floppy and try to see how far I could toss it.

  106. So, who ever liked puzzle games? by bfwebster · · Score: 1

    I'm only semi-facetious in saying that. I never liked puzzle games because (a) they pretty much require that you read the game designer's mind, and (b) they are almost always what my co-designer Wayne Holder called (derisively) "railroad games" -- that is, you're stuck on the tracks and you can't get off. Also, (c) the "puzzles" are often pretty arbitrary, having little to do with the game itself.

    But in the early days of computer games (and my own days go back to the early 1980s), puzzles were a cheap form of complexity precisely because graphics, UI and presentation were so hard and consumed so much of the limited resources.

    I frankly think that most "modern gamers" are heaving great sighs of relief at being rid of "puzzle games" and being able to play something else for a change. But that could just be me. ..bruce.. (co-author, Sundog: Frozen Legacy )

    --
    Bruce F. Webster (brucefwebster.com)
    1. Re:So, who ever liked puzzle games? by swordgeek · · Score: 1

      Someone else here posted about the difference between good and bad puzzles. Good puzzles aren't arbitrary, and are core to the storyline.

      As for railroading, well...yeah. Mostly. There have been a number of attempts at getting puzzle games (specifically adventures) off of the rails by having multiple endings, and playing different characters. Sometimes it worked passably, but was never all that great. The thing is that as adventure games evolved, they turned into interactive fiction. These days, that's what it is--a story that you play and puzzle through. A mystery where you're the detective, and you can't turn the page until you've figured out what's going on on this page.

      Some people like that sort of thing. I like that sort of thing. Games like Grim Fandango succeeded amazingly well at telling a good yarn while giving the player puzzles that were challenging but logical and relevant. Yeah, you got railroaded throughout. That's OK. It was fun.

      --

      "People who do stupid things with hazardous materials often die." -- Jim Davidson on alt.folklore.urban
    2. Re:So, who ever liked puzzle games? by grumbel · · Score: 1

      Adventure games certainly have some railroading in them, but not really half as much as many other games. Even in something as early as Maniac Mansion you can roam pretty freely around the house, sure there are doors and puzzles you have to solve to make progress, but at least in the good games you always have a handful of puzzles waiting to be solved in your queue. And when comparing it to todays games I really don't see the problem, Call of Duty 4 is incredible linear, Half Life 2 gives you little to no freedom, MetalGear4 is an really long cutscene that sometimes gets interrupted by a little gameplay and even something like GTAIV basically just goes from cutscene to cutscene, that you can drive inbetween doesn't change the fact that the underlying story really is just a railroad track that gives you close to zero freedom. From what I heard Bioshock doesn't have all that much freedom either. There are a tiny few games that give you freedom such as Oblivion, but they are really the rare exception. For most part most games are simply very linear.

  107. Adventure Games killed Adventure Games by nintendo_is_a_cereal · · Score: 1

    not gamers. Read this: http://www.oldmanmurray.com/features/77.html Unless you mean puzzle games as in things like Peggle, or Puzzle Quest etc etc. These games live on in budget form and web/flash games.

  108. The Internet Killed Them... by Onyma · · Score: 2, Interesting

    I tend to believe that modern communication and gaming communities killed the puzzle style game. Few people are 'nobel' enough to stick it out in a puzzle game without input from the outside. However these days when you run into a room in a game and you can't find the key, or open the lock you can just pop online and search the local forum for the answer. Presto... and you're through. Since the puzzles were supposed to be the challenge in the game being able to just get the answers readily from a community kills much of the challenge since those people get bored with that genre ("oh that game? yeah... I solved it in 5 hours... I'm not buying the next one because it was too easy"). The few who do quietly work their way through the entire game challenge by challenge are not enough of a user base to make the market viable for game makers.

    I remember the first Alone in the Dark.. I was addicted to that game and there really wasn't much of a community to walk you through it. You, and maybe the 3-4 other people you knew personally who owned it had to work through it and you didn't want to share too much because there is competition inside your social circle. When you can post an answer on a forum for strangers... and in turn anonymously get an answer from strangers on a forum... a large percentage of people will cave and look it up.

    --
    Play me online? Well you know that I'll beat you. If I ever meet you I'll "/sbin/shutdown -h now" you. -Weird Al, kinda.
    1. Re:The Internet Killed Them... by grumbel · · Score: 1

      I don't think that the Internet has much to do with this. Sure, it made it a lot easier to get a walkthrough in an easy and timely manner. But a walkthrough doesn't really do any harm. Sure it makes the game easier, but so what? Puzzle games are not just fun because they are hard, but because they feature interesting story and settings. A walkthrough simply eases the enjoyment of those and when you are really stuck a walkthrough might be the thing that stops you from throwing the game in the ditch.

      I think the biggest problem is that the genre didn't evolve. FPS games got all pretty and used every bit of available CPU, while adventure games today are pretty much the same thing as 20 years ago. Graphics simply sell and the days when the adventure genre was the one with the impressive graphics are long gone.

  109. Option by CorporateSuit · · Score: 1

    When I was a child, my parents would scoff at a $50 pricetag on a game like Double Dragon. When they would finally break down and buy a game like Metroid, it was only once a year. (3 times a year for the spoiled kids) and so you had your videogame and you had 1 year alone with it to pour across every pixel, bomb every corner, crush every block, test every wall. If you found a new secret, you were king of the school at elementary the next day.

    Nowadays, we have 60 videogames being released in the month of October, and most gamers have the resources to easily buy one or two a month, and we don't have the time or care to devote such meticulous attention to every mundane detail. With gamefaqs up, as well, it eliminates the promise of some secret that you, and only you, have managed to discover through your diligence. Overabundance of availability leaves us bombarded by a thousand choices while telling us that none of them truly deserve any sort of lasting engagement. (For the most part, some addictions have developed to some games which have preserved the attentions of several million people)

    When the signals became more abundant, adventure games were the first to die.

    --
    I am the richest astronaut ever to win the superbowl.
  110. Sam and Max by m8nkey · · Score: 1

    Also worth mentioning, there are 2 seasons of episodic Sam and Max games available on Steam. I've played a few episodes from season one and they're pretty good if you enjoy the style of old fashioned adventure games.

  111. Eh? by DoctorNathaniel · · Score: 1

    Name a single puzzle in BioShock. I mean, something you actually had to THINK about.

    I didn't see that part of the game....

    1. Re:Eh? by William+Baric · · Score: 2, Interesting

      Play BioShock on Hard, with Vita-Chambers and every other hand-holding disabled, and with no save, except for the automatic saves at the beginning of levels. The result is it will transform a light and very simple pastime into a heavy thinking game. For example, after some thinking you'll realize that the "useless" security bullseye plasmid is in fact one of the most powerful (I'll let you think about why).

    2. Re:Eh? by Anonymous Coward · · Score: 0

      I wouldn't call that a puzzle just because it requires a lot of thinking, though. Strategy, yes, puzzle, no. And most people aren't playing it on hard or trying to do a speedrun or anything else that requires planning.

    3. Re:Eh? by William+Baric · · Score: 2, Insightful

      Strategy is mostly about managing resources (like ammos and health) in order to achieve a general goal (like killing ennemies). Puzzle is about finding one solution (not necessarily unique) to one particular problem.

      What it means is that choosing a weapon instead of another depending on the resource you have and on the penalty for using a less adequate weapon is strategy. But using first a Hypnotize Big Daddy plasmid to lure him in front of a security camera and then using the Security Bullseye Plasmid to kill him requires close to no resources. It also requires close to no action skills. The only thing it requires is finding one solution to a single problem. The difficulty is finding THAT solution. This is a puzzle kind of problem to me. The only difference with the classical adventure game where you have to search through you inventory to find out what object to use on the "problem" is the game don't tell you explicitly it is a puzzle and it doesn't block you if you don't find a good solution.

  112. Pencil and paper are key by DoctorNathaniel · · Score: 1

    Ditto the parent. When was the last time you got out pencil and paper to complete a game? Even something simple like solving a simple letter-substitution cipher (without the game assisting you or providing partial keys)?

    I admit that my attention span for patiently playing and re-playing a game so that I can win it is diminished, but it's still there. And the sense of accomplishment is much greater.

    ---nathaniel

    1. Re:Pencil and paper are key by radish · · Score: 1

      Well I wrote a depth-first search app to brute force a couple of puzzles in Professor Layton - does that count?

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

  113. Huh? by Anonymous Coward · · Score: 0

    Didn't adventure games just make a revival? I saw tons of them released in the last months. I haven't played any but I don't think they focus on combat.

  114. Re:You are lost in a maze of twisty little threads by CastrTroy · · Score: 1

    Hugo was terrible for that. My least favourites where the bullion, and the rubber bung. Also equally irritating was the screen with the elephant in the jungle. You put the cage down, open the cage door, and shoot a blow dart in the elephant before he got too far away.

    --

    Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
  115. What about puzzles exclusive of combat? by dten · · Score: 1

    My wife loves puzzle games. Her favorite series was King's Quest, and she also liked Civilization 1 and 2, but mostly 1.

    She hates combat, or anything to do with time-based interactions or interactions that depend upon hand-eye coordination and/or motor skills. She likes to just play along with a good story at her own pace and solve some interesting puzzles, as long as it's not too dark or creepy.

    We've been looking, unsuccessfully, for new games for her to play. Maybe the Harry Potter games, but she's not really a Potter fan.

    I think it's pretty indicative of the state of gaming, and gamer's expectations, when almost all of the responses to this article attempt to refute it by citing combat-centric games that happen to contain puzzles.

    Any advice? Or are we just 1% market share left in the dust by 99% who want kinetic mayhem?

  116. That's a bunch of DS... by 7Prime · · Score: 2, Insightful

    Seriously, the DS is has tons of adventure games with a lot of hard non-linear puzzles. Try the Phoenix Wright series or Hotel Dusk. Those have the same kinds of puzzles and problem solving that you'll find in the old Monkey Islands, Mysts, and similar games. Then you have the more epic Ico, Shadow of the Colossus, Okami, and Zelda games, that offer a combination of adventure puzzles with action elements.

    As a fan of really puzzly adventure games, I really don't agree that puzzle games are disappearing. In fact, I think they're getting more involved and more difficult. Sure, the puzzles are becoming more integrated into the setting, but I think that's a really good thing.

    --
    Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
  117. Depends on what you are looking for in a game by olddotter · · Score: 1

    I turn to games to escape from thinking. The puzzles in Max Payne (more skill tests, than puzzles) were annoying.

    Perhaps if I wanted games to make me think it would be different. I used to like that, but its been a while since then. When I do want to play and think, I turn to Civ, or Sim City or some similar clone.

  118. colony369@gmail by Anonymous Coward · · Score: 0

    one point but i have to say it loudly
    PORTAL!!!!!!!!

  119. OBECTION!!! by Anonymous Coward · · Score: 0

    Phoenix Wright was a moderetly popular game series, and they are basicly just a series of puzzles one after another.

  120. I love jigsaw puzzles... by ahow628 · · Score: 1

    My wife and I just put one together today. Wait, is this what we are talking about?

  121. Puzzles in Adventure Games by KingTank · · Score: 1

    I think that's what the real topic is here. For me, puzzles always seemed out of place in an adventure game. You kill all the zombies and find the magic flute, then all of a sudden the excitement comes to a standstill while you solve some number puzzle. It completely blows the fantasy. If you can make a puzzle that's synergistic with the whole of the gameplay, that works, but that's not what you typically see in adventure games.

  122. Clever vs Obtuse by Anonymous Coward · · Score: 0

    Most puzzles in modern games are obtuse rather than clever.
    Modern players have very little patience with content developers who see puzzles as a chance to "out geek" the players.

  123. I never had patience for them. by Big_Monkey_Bird · · Score: 1

    I never had patience for puzzles. I wasted so much time trying to catch that damn babelfish as it shoots out of the dispenser. Grrrr.

  124. While were on the subject of the old school... by Bones3D_mac · · Score: 2, Interesting

    Does anyone here remember those old "Choose your own adventure" books that was basically a printed form of a decision tree? (There used to be hundreds of the things throughout the 80's and 90's.)

    Although the stories were a bit lacking, it did make reading as a kid much more enjoyable since it was interactive.

    To be honest though, I'm amazed the genre never expanded to more adult readers. There's so much that could have been applied to the format to make them more interesting. For example, requiring the reader to solve complex puzzles to determine what their choices are, or remembering previous elements from the story to know what they need to do next. Span that over 1,000 pages, and you could have an adventure last several hours.

    One interesting approach, a story involving a mystery requiring you to gather evidence and take statements from witnesses to build a case, then going to trial with it where the reader can choose to be either the prosecution or the defense.

    Something like this could make for an interesting project for writers like Tom Clancy or John Grisham, who already write incredible linear stories like these. This would simply be an extension of their talents to make the reader far more involved in the story and the outcome.

    --


    8==8 Bones 8==8
    1. Re:While were on the subject of the old school... by Anonymous Coward · · Score: 0

      I have some fond memories of these things, they were my entry into role-playing games, and they taught me a lot.
      Like the need for house rules, because some books in that rpg-like series, which the local library had, weren't actually playable as written.
      Why railroading is bad, because often all available choices were equally stupid.
      I remember one particular book, where one particular scene would always end in the protagonist's death later - much later in fact. There were still several choices available, with pages of text, with a dozen outcomes - every single one fatal. Reaching this death scene was completely arbitrary - the protagonist reaches an intersection, both roads are virtually identical, what's going to happen? Turn left and the story continues, turn right to start over after five pages.

      I'd say, these books died for the same reason these oldschool puzzle games died - too much bad writing and arbitrary consequences.

    2. Re:While were on the subject of the old school... by hellop2 · · Score: 1

      I remember that. "If you want to go in the cave flip to page 121." Page 121: "You were eaten by a cave troll. The End."

      --
      How many more years will slashdot have an off-by-one error on your Score in your profile?
  125. What about ADVENTURE (puzzle) games? by blach · · Score: 2, Insightful

    I miss the classic adventure games -- which were really puzzle games -- like King's Quest, Space Quest, and Monkey Island.

    Those had great stories and lots of humor along with reasonable puzzles to be solved.

    I think they'd do fine today but no-one seems to make anything quite like those.

    1. Re:What about ADVENTURE (puzzle) games? by kalirion · · Score: 1

      You completely missed all the fanfare regarding the Sam and Max episodes then?

  126. More gamers, that is all by Taulin · · Score: 1
    It's not that there are less people who like puzzle games, it is the just the ratio of gamers that like puzzle games are less. With all the new consoles, and easier access to PC games (not having to make a special DOS boot), there is a huge influx of gamers in general, and the ratio of gamers to total population is greater.

    So, don't be worried about people not buying puzzle oriented games, but just don't expect the sales to be as big as other genres.

  127. I have infinite patience for puzzles... by Kintanon · · Score: 3, Insightful

    What I DON'T have patience for is WALKING. It's one thing to have to figure out how to unlock some complicated door puzzle, it's another thing to have to spend 20 hours walking back and forth gathering bits and pieces to "solve" a puzzle.
    The problem with puzzles in games is that the nature of the puzzles deteriorated over time to be moe time consuming and tedious and less clever.
    Get rid of the extraneous travel time associated with the puzzles and a lot of people will suddenly have a lot more patience for them.

    Oh, and that will have the added bonus of stopping developers from artifically increasing the playtime of their games via incredibly long travel times.

    --
    Check out JoshJitsu.info for Brazilian Ji
  128. Sam & Max by Veggiesama · · Score: 2, Interesting

    All these posts and not one (moderated) person mentions the new episodic Sam & Max games! I bought them all and absolutely adore them.

    The story is ridiculous and over-the-top, and they have stylish graphics that don't need the latest hardware to run.

    They're not very hard as far as adventure games go, but if you find a segment challenging, in Season 2 you can turn on an in-game hint function. If you do that, Max will usually spit out something like, "I'm bored. Let's go back to the office," which generally doesn't automatically spoil the next part of the mission, but points you in the right direction. Much better than alt+tabbing for GameFAQs.

  129. Quest by etherlad · · Score: 1

    I love Myst. I'll be the first to admit that... even got an armband tatt written in D'ni a couple of months ago.

    But Myst sort of killed the adventure game genre. Everyone tried to copy Myst (see Sierra's "Shivers," fr'ex) and everyone failed.

    Myst and Riven were fantastic. Myst III was pretty decent, but Myst IV was just a big pile of nonsensical puzzles-for-the-sake-of-puzzles. The puzzles weren't part of the story, but slapped on top because obviously Myst games need lots of puzzles.

    Myst V and Myst Online: Uru Live got far better in that regard. I miss Uru, and can't wait for Cyan to start 'er back up again.

    I also really miss Sierra's "quest" series. Was never that into King's Quest, but I loved Space Quest and definitely Quest for Glory. Best series ever.

    There aren't a lot of adventure fans these days, at least not in terms of percentages of the gamer community. But there are still some of us around. Their VGA remake of QfG 2 is right around the corner.

    --
    Soylens viridis homines es
  130. Time considerations? by Stevenovitch · · Score: 1

    If my life is any indication lots of gamers still like playing games but can't really dedicate that much time to them. I might be able to play an hour or two a week, and if that's the case solving the same puzzle I started a month ago isn't what I would consider an efficient use of my unwinding time. Now ten years ago... I'd spend a whole damn week chipping away at those video games. Anyone else have a similar experience or am I just crazy?

  131. The real thing by FornaxChemica · · Score: 1

    This article is not about "puzzle games", it's about puzzles within your average action/adventure game. The case of actual puzzle games is much worse, they're quite well on their way to become an extinct genre like beat'em ups and shoot'em ups; games you can only find in indie and homebrew productions, not in the mainstream. Long gone are the days of Puzzle Boy, Boxxle, Adventures of Lolo, Bombuzal, The Brainies, Lemmings (a best-seller at the time) and so many more...

  132. puzzle = IQ test by 0111+1110 · · Score: 1

    Each puzzle is a test. The same puzzle that is too easy for a more intelligent player may be utterly impossible for a less intelligent one. Only players within a certain IQ range will enjoy any given puzzle. You can offer puzzles with a wide range of difficulty in your games so that nearly all of the players will be challenged at least some of the time, but the smarter players will be bored most of the time and the less intelligent players will be stuck and frustrated most of the time. So even with clever, utterly ingenious and creative puzzles only players on a very narrow portion of the bell curve are going to find them challenging but not impossible. I suppose you could offer different versions of a game written exclusively for players withing a given IQ range, but it still wouldn't get around the fact that you are writing for a niche market and the more you try to make your puzzle game appeal to a wider audience the more the players are going to be experiencing either frustration or boredom as their typical game emotion.

    Of course I am talking here about good puzzles. Bad puzzles are solvable by anyone. They are an issue of tedium (or guessing the how the puzzle writer thinks) instead of complex problem solving. I am referring to the find the red key and all those kinds of "puzzles", the point of which is to not challenge even the bottom 1% of the market. It does seem the only practical way to try to escape the exclusionary nature of puzzles. So it is easy to imagine why puzzle games are not being written more.

    It is true that solving a puzzle at the upper end of your IQ range will require some patience and perseverance, two qualities that do seem to be getting even more scarce than they used to be. When the answer to even relatively obscure questions can nearly always be found in less than 15 seconds, perhaps it doesn't exactly encourage more P&P. I certainly don't believe for a second that people have gotten any less intelligent in the last quarter century, but I think we have all been infected by the Google disease. Even old geezers like myself. Yet all of the difficult, unsolved problems still require just as much P&P.

    As computer gaming becomes a large industry, more and more like the movie industry, we are seeing the games become more and more simplistic and dumbed down in order to promote an "embrace and extend" philosophy which tends to produce the highest profits. So it is not at all surprising if we don't see as many puzzle games as before. From a profitability POV the entire genre has failed, and what I am proposing here is that it was doomed to failure from the start due to its inherently exclusionary nature.

    --
    Quite an experience to live in fear, isn't it? That's what it is to be a slave.
  133. One (magic) word: by Plugh · · Score: 1

    My username.

  134. Re:You are lost in a maze of twisty little threads by mdfst13 · · Score: 2, Funny

    My favorite story about this was the game where all the commands were of the form "verb noun" where only the first four letters counted. The correct action was to "scream bear" which caused the bear to run away. However, if you got really frustrated at trying to guess the correct command and wrote "screw bear" instead, the bear also ran away.

    The guy who wrote the article said that he was rather surprised at that result...

  135. Re:You are lost in a maze of twisty little threads by Lord+of+Hyphens · · Score: 1

    > GET YE FLASK You can't get ye flask!

    --
    "I've spent my whole life figuring out crazy ways to do things. It'll work." -- Montgomery Scott, "Relics"
  136. Renaissance gamer man by acheron12 · · Score: 4, Funny

    In those days the game world was smaller, and a single person could, through diligent gaming, acquire a thorough knowledge of every character class.

    Take L30n4rd0, the wizard/technologist/tank/healer/DPS/accountant. And he was good at all of them.

    Nowadays there's just too much to learn; you have to specialize :(

    --
    there is no god but truth, and reality is its prophet
  137. The only puzzle games. . . by Fantastic+Lad · · Score: 1

    I ever enjoyed were the early ones when there were no cheats available. Figuring out the very first puzzle in The Hitchhiker's Guide text adventure was really cool. A friend and I were fighting with it for hours. --Or rather, we were stumped by it and then we discussed other things, and goofed around like teenage boys, and then when we went back to it, my friend suddenly realized, "Hold on. . . One of the five senses is missing. . ." And he keyed in "Smell" or whatever it was, and the game opened up. That was awesome! But it took time and a willingness to let problems stew for days and weeks on end. But life was slower in the Eighties.

    Later on, the best puzzle game I played was Full Throttle. The story and voice acting made the puzzles worth solving. But for the most part, puzzles were just highly annoying things which weren't fun so much as they were annoying. Back when I still played video games, I remember being deeply frustrated with Lucas Arts Star Wars games because they kept making me stop and figure out stupid on-off switch sequences when all I wanted to do was blast storm troopers.

    I have spent some time with those tower-defense games, and they are sort of like dynamic puzzles in and of themselves. I suppose all games are like that in the end; learning how to win is a matter of working out successful pathways through computer logic. Such is life, really, except in computer games, you are limited in that you are only allowed to solve problems in the way envisioned by the game writers. That was always the most ridiculous thing about video games. Everybody has experienced that one, I am sure. "But there's a graphic of a wrench right there on the work bench! Why can't I pick it up? Why do I need to find a stupid coat hanger to fish the key out of the drain pipe when I could just disassemble the plumbing? Who wrote this silly program, anyway???"

    Real life is a better puzzle game than any computer could offer. The difference is that the rewards come less quickly and you have to actually sweat and take real risks. But people have proven that they are much more willing to put up with digital mediocrity in order to have fast, safe albeit empty rewards rather than live and win for real.

    How many real experience points did you earn today?

    -FL

  138. Shame on me for trusting you.... by try_anything · · Score: 2, Informative

    If you had checked the behavior on Windows:

    C:\Documents and Settings\admin>"c:\Program Files\Java\jdk1.6.0_07\bin\appletvie
    wer.exe" http://dan-ball.jp/en/javagame/dust/
    Warning: Can't read AppletViewer properties file: C:\Documents and Settings\admi
    n\.hotjava\properties Using defaults.
    Warning: tag requires name attribute.
    Warning: tag requires name attribute.
    java.lang.ArrayIndexOutOfBoundsException: 288
                    at d.a(Unknown Source)
                    at d.a(Unknown Source)
                    at dust.a(Unknown Source)
                    at dust.init(Unknown Source)
                    at sun.applet.AppletPanel.run(AppletPanel.java:425)
                    at java.lang.Thread.run(Thread.java:619)

    How's that for write-once, run-anywhere? Not even Java can give you the same behavior on different platforms when you invoke different programs or provide different input. The web page doesn't validate and may even be miscoded (though I couldn't figure that out for sure.) The browser must clean up the page before passing data to the applet plugin.

    Do you see now why I stick my neck out for Java, even to the point of downloading the entire frickin' JDK and installing it on a five-year-old Celeron laptop, just so I could reproduce the same behavior under Windows? Don't think I would have done that if I wasn't sure I would get some satisfaction from it :-)

    1. Re:Shame on me for trusting you.... by FeepingCreature · · Score: 1

      Well I would have tried but I don't have a Windows computer :) Thanks for verifying this, anyway.

    2. Re:Shame on me for trusting you.... by try_anything · · Score: 1

      No prob, and sorry for coming off a bit shrill. Java really has delivered on the write-once, run-anywhere promise, and it shouldn't be lightly mocked, because it would be nice to see the same standard applied to other projects. Yet there is a persistent meme that write-once, run-anywhere must be impossible -- because even Java failed to deliver it. Other than code with dependencies on external native libraries, Java is amazingly consistent. In fact, in my experience, it has been perfectly so.

      Java's reputation has been hurt in the past by Java libraries that depend on external native libraries. AWT was a mistake, and in the early days a lot of popular Java libraries were wrappers around native libraries. In many cases this was unnecessary -- there were lots of people who preferred those libraries over pure Java libraries. They got a performance gain but ended up with debugging nightmares. Why were they using Java in the first place if they believed it was inferior to native code? Often they were forced to use Java because of dot-com fads.

      This is how it went down: Person J loved Java and forced Person C to use it.

      Person J: Use Java; I command it. It works the same everywhere.
      Person C: That doesn't make any sense. I don't believe it. There will be platform differences.
      Person J: Use Java. There will be no differences. I command it.
      Person C: But Java sucks....
      Person J: Use Java. I command it!
      Person C (to himself): Well, I can limit the company's exposure to this Java suckiness by using libraries that are wrappers for native code.
      - later -
      Person J: Our Java code has pernicious, mysterious bugs that only show up in deployment! Inconceivable! Oh darling customers, please don't run away so fast!
      Person C: See, I told you so (under his breath:) dumbshit.

      Person C (three zillion times in bars, newsgroups, and public restrooms): Java never really was write-once, run-anywhere. Gather round and hear the story of how a buggy XML parser destroyed thirty million dollars of venture capital.

  139. Cursor * 10 by zobier · · Score: 1

          http://www.nekogames.jp/mt/2008/01/cursor10.html

    On the off-chance you haven't seen it yet.

    --
    Me lost me cookie at the disco.
  140. Heaven & Earth by andi75 · · Score: 1

    A true puzzle game from 1991: http://www.iangilman.com/software/heavenearth.php

    Go download it, answer the copy-protection question (answers are on the creator's webpage as well), and on the startup screen, click on the cube symbol and then select 'Changing Bodies', or 'Identity Maze'. The starting puzzles are easy, but later on it can get quite difficult...

  141. Re:You are lost in a maze of twisty little threads by Anonymous Coward · · Score: 1, Funny

    the really early puzzle games ... That's when I tended to eject the floppy

    Floppy? You think floppies were "really early"? You're kidding, right? The early puzzle games came on cassette tapes, and took half an hour to load. The really early ones came on punched cards.

    Also, you're on my lawn. Fix that.

  142. it's a matter of time and money by snicers · · Score: 1

    Question is: Do we want the good old times of Lucasart games back or not? On my opinion there were 3 - 4 facts which caused the die off of a genre Lucasart dominated. 1. When the first ego shooters came more people played that and hence the demand on adventures went down. 2. Lucasarts focused more on their Start Wars section and probably less money was available for their adventures. 3. In Germany "Doc Bobo" left the translation team and all the following games not translated by him where a little bit less funny. 4. No competition. As said before Lucasarts dominated that genre, and Sierra wasn't a real opponent. Restart - Restore - Save isn't what the people really wanted. I only played Sierra games because I have played all Lucasarts games and there wasn't any left... Today there is nothing arround what is really combining all the facts. There are planty of ideas no gaming company is interested. It's just murder - death - kill, sports, driving, 3D and more 3D. Why don't we form a company and get the fun back we had decads ago?

  143. Re:You are lost in a maze of twisty little threads by Kaukomieli · · Score: 2, Funny

    ME: Pick up saber

    Computer: I don't understand "pick up"

    That's when I tended to eject the floppy and try to see how far I could toss it.

    Usually a quick look around would help you find the right word. The good old times when one had to actually read the text and not mindlessly click the highlighted words in the text.

    ME: look

    Computer: You are standing in a dusty room. The ceiling is clogged with webs from long dead spiders and the windowpanes have gone blind, giving the room an abandoned feeling. A musty odour fills your nostrils. The floor is covered in a dusty carpet. In the twilight you can make out a door to your east and when to the north.
    An ancient knight's armour with a big claymore, once placed at the western wall has fallen over, it's parts now scattered on the carpet.

    ME: pick up claymor

    Computer: I don't understand claymor

    ME: puck up claymore

    Computer: Learn to type you moron!

    ME: take claymore

    Computer: You stagger under the weight of the big sword. You can barely carry it and how someone could weild this in a fight is beyond you. ...

  144. Broad... by Anonymous Coward · · Score: 0

    I believe as the market spreads and diversifies the larger range of "gamers" there are... gone are the days where the cellar-dwelling hardcore types were the only ones to pay attention to computer games... with a large range of people playing games, the obvious statistic would be to say that the majority stray away from puzzles... just like when you look at a majority of a population and ask them what their favourite movie genre is...

  145. Where to get realMyth? by w4rl5ck · · Score: 1

    Damn, now this is messy. I just *HAVE* to play myth again, thanks for the tag. Additionally, I just noticed I missed realMyth. What a shame, it looks pretty nice - and fun.

    But: where to get it? It's more than sold out, nothing on ebay, amazon, ... - to complicate things, I'm stuck in germany. Great.

    Any hints? International shipping won't be much of a problem...

  146. It may be the changing game market. by lpq · · Score: 1

    I really hate 'guess what the author had in mind' games...it makes me pick apart some egoists mind to solve their puzzle. That's not my idea of fun (it is for some people...the thrill of solving a carefully crafted and difficult puzzle, that find -- not me). I like the adventure -- combination of some puzzles but ways to keep the game moving and not get stuck, be it hints or skips, whatever...On some game that have had harder puzzles I could skip - I enjoy getting through "the story" -- that implies having a good story line -- Oblivion was my favorite so far. Allowed user mods, console access to get around game bugs or stuck points -- or make it playable in any way I wanted -- I could play ever part and didn't have to start from scratch each time. Bought all the extras they sold..even though I quickly got the game hack to play w/o the DVD (what a pain!). But it had real action -- not totally fighting to solve everything -- but different ways to play the game -- not a "script", but a wider-quest/story line. Puzzles virtually never devolved down into pure guessing -- which is pitting me against dice -- oh, how challenging! (sarcasm) The AI of the game...throughout enjoyable.

    I liked Lara Kroft Legend as a balance between story and puzzle - but I had a puzzle guide through all of it that made it bearable. I didn't like it anywhere near as much as Oblivion though, and Anniversary -- just was too much work/no fun. Never finished it. It wasn't challenging -- just work. With enough mindless repetition I could do it, but that requires no-mind...too booring.

    So maybe audiences are becoming more diverse -- other types of audiences -- not that puzzle games are disappearing, just that they are not the only ones out there.... Just off the top of my head -- it seems there are more now, in fact, than there were 20 years ago.

    -l

  147. Nintendo DS by Anonymous Coward · · Score: 0

    NDS is a great platform for such games. Phoenix Wright, anyone?

  148. LLL by alephnull42 · · Score: 1

    In the same vein making the mistake to "eat apple" received from a bum 5 minutes into the game, needed to get it on with the last babe "Eve", in the first Leisure Suit Larry. You couldn't go back and get it, had to replay the entire sodding game. 20 years ago and I still remember the frustration - in the end I snuck a peek at a solutions book in the store to crack that one.

    --
    Not confused enough? http://translate.google.com/translate?u=www.slashdot.jp&hl=en&ie=UTF8&sl=ja&tl=en
  149. awesome puzzle game by Anonymous Coward · · Score: 0

    one of the most fun puzzle games i've played
    tetrisphere for N64

    and i got really sick of tetris after it being my only gameboy game for 3yrs.. but tetrisphere is AWESOME

  150. Quest for Glory (QFG) by n1ckml007 · · Score: 1

    Great puzzle / adventure game from a while ago. Where's QFG6?

  151. Re:You are lost in a maze of twisty little threads by Anonymous Coward · · Score: 0

    That dialogue could be shorter:
    Me: look
    Computer: You are in a room. A sword hangs on the north wall.
    Me: get sword
    Computer: I don't understand "sword"
    eject and toss disk

  152. I think this article has missed the point by Anonymous Coward · · Score: 0

    How many games do you see being released, in a similar vein to the lucas arts classics. Even more modern throws like Broken Sword.

    I think gamers would happily play puzzle games as long as they were up to scratch.

  153. But... by godfra · · Score: 1

    The success of Portal proves that gamers still want to solve puzzles. The fact that developers are busy hammering out waves of shitty FPS clones is hardly our fault.

  154. The forums are part of the problem by thepacketmaster · · Score: 1
    With any game, it doesn't matter how complex the puzzle, someone will post the solution on a forum nowadays. Now for veteran players, that have a sense of fair play and want to earn things for themselves, they'll avoid getting the answers from the forums. It would be a last resort and a sign of mental weakness.

    For the newer players, that learned at a very early age that if they cry/whine long enough they will be given something to placate them, these players want instant gratification with a minimum of work. To them, they don't care if they beat the game on their own, they just care to finish the game.

    They don't want to be challenged to think. They don't care how long it takes them, since they've been accustom to sitting in front of the TV/monitor for hours just staring blankly with minimal brain activity. They just want the gratification. I don't blame these new players, I blame their parents.

    --

    --

    Luck is just skill you didn't know you had.

  155. Modern puzzle game series by Anonymous Coward · · Score: 0

    Queue Hitman? Another one of the puzzle games coming out these days. It has a very deep experience that requires logic, prediction, and sometimes dumb luck (ever tried those balance boards with a marble and the printed path to the center? needs all three of the above).

    my $0.02

  156. Simple Reason... by Anonymous Coward · · Score: 0

    Most people who play games nowadays are only interested in the "OOOOOHHHHH SHINY!" part of games. They will move on to the next shiny/mass promoted thing in a couple of months.

  157. mindless by Anonymous Coward · · Score: 0

    I tend to see games as being an outlet. Do the puzzle-solving in real life, and leave the shooting and blowing shit up for games. Sure, the occasional puzzle is interesting, but why let it get in the way of doing ridiculous things?

  158. King's Quest by 2starr · · Score: 1

    I do miss the old King's Quest games.

    --

    "Let your heart soar as high as it will. Refuse to be average." - A. W. Tozer

  159. Get off my lawn by jbengt · · Score: 1

    you young whippersnappers.

    Puzzle games are fun, (even though a lot of times the puzzles were way too aribitrary.)

    I thoroughly enjoyed one of my first PC games, Fool's Errand. That is the puzzle gamers puzzle game, as it requires you to solve a series of puzzles in order to get puzzle pieces that you have to arrange to solve the main puzzle.

    I also liked Hero's Quest and Zak McKracken, despite the bad graphics (even for a 286 game, Zak looked bad, and implemented a clumsy mouse interface -yes the game had the mouse, not the OS).

    I no longer have the time for any game longer than a game of chess, though, so most of my gaming nowadays is relegated to card games and board games, preferably with real cards and boards and real people. As a bonus, I don't have to upgrade my computer and graphics card every 18 months just to play a mindless first person shooter, like my son seems to think are fun. (personally, I think he's bored but addicted)

  160. Not the Puzzles that are the problem by Anonymous Coward · · Score: 0

    It is the logic they use only making sense to the game developer

  161. I'll tell you what I think of your article... by Anonymous Coward · · Score: 0

    After I finish playing Monkey Island.

  162. Am I the only one... by Huggs · · Score: 1

    Who read the title of the article as "Have Modern Germans Lost the Patience For Puzzles?" ... gonna be a long day!

    On a more relevant note, however, I find myself in love with the "point-and-click" adventure games. The Myst series set a very high standard of beautiful graphics mixed in with great storyline and mind bending puzzles (except for Myst 3, which I only got stuck on 3 times). The Monkey Island series, I believe set the standard for comedic content. I've played through a few of those games several times and find myself STILL laughing at the witty jokes and silly things that happen, not to mention quoting the jokes in front of friends.

    Now, being a guy, I will say there is something for picking up a virtual carbine, plowing down interlopers, or taking up a flanking position and waiting to ambush the enemy detachment. The desire to combat is ingrained in the male instinct (my apologies to the female who might read /.), and with our society structured the way it is, it's no surprise that video games of war are becoming as popular as they are. They feed and quell the instinct that would otherwise be ignored (unless you're in some kind of armed forces).

    What would happen, then, if you take a combat type game and combine it with a puzzle element. While lacking in the area of combat, Half Life: Portal treads closer to that ground having to combine fast, out of the box thinking, with quick reflexes, and once done, doing it all again as quickly, or in as few steps/portals as possible.

    Other more mondern RPGs, such as Oblivion and Neverwinter Nights, with questing features, often require a bit of lateral thinking combined with massive amounts of combat to achieve your goals.

    I think the issue here is, and forgive me if this sounds trollish, or flamebaity, but in today's ADD society where TV, computers, instant access to everything, and harmful amounts of multitasking are the norm, taking the time to appreciate a well crafted storyline and witty humor seems a bit to... slow for a lot of people. The single click of a mouse button is being dwarfed by the 20 button controllers of the modern gaming systems.

    1. Re:Am I the only one... by Elyneara · · Score: 1

      I agree with you, on the last point in particular. Often times puzzles or puzzle games are played as much when the game is off. If I get stuck, I turn it off and when I come back tomorrow I can usually figure it out. It makes the game much harder to waste time on, which seems to be the measure of a good game these days.

      one of the problems I had in the Myst series was that my desire to play and explore the world created was in conflict with my need to turn the game off and come back the next day in order to solve the puzzle. When I just wanted to appriciate the story or the worlds I resorted to a walkthrough, though that ruined a whole aspect of the game.

  163. Sam and Max .... Anyone??? by Anonymous Coward · · Score: 0

    With games like Sam and Max making a selective return in the current video game market and people like me eating every last episode up, I can only partially agree. Yes I like shooting people in the head but the original LucasArts and Sierra games still hold a large place in my heart which is why I'll give any of the adventure/puzzlers a fair shake.

  164. Anonymous Coward by Anonymous Coward · · Score: 0

    Professor Layton?

  165. Ignores the non-puzzle games from the past by oldbenway · · Score: 1

    The author seems to wax melancholy for the era where gamers played nothign but puzzle games. Sorry, sat the same time I was enjoying Myst, 7th guest, 11th hour, dark eye, full throttle, grim fandango, et al, I was ALSO blowing things up in X-Wing vs TIE fighter, killing nazis and demons with whatever ID slopped out at the time (quake maybe? or maybe HAXAN, not sure...), stockpiling lumber in Warcraft, changing the fate of the netherworld in Afterlife, and so on. There are PLENTY of puzzle games out now, this guy just comes across as old and uninformed. Nothign to see, move along.

  166. Author needs a gametap account by genner · · Score: 1

    Tell tale has been pouring our point and click puzzles for years now. The only real changes from the old lucas art games is the switch to episodic content which works wonderfully with the genere.

    ->Played through all the seasons of Sam& Max
    ->Waiting for Strong Bads Cool Game for Attrative People.

    Point and click puzzles are alive and well. The author needs to go get a gametap account.

  167. What about Portal? by bonch · · Score: 0

    How can this article claim modern gamers don't like puzzles when a recent smash hit like Portal is based solely around environment puzzles? What about big-selling games like Zelda and its mind-bending temples?

    Valve has a big thing about puzzles being an emotional cooldown for the gamer before the next action sequence.

    1. Re:What about Portal? by KDR_11k · · Score: 1

      Zelda is fairly weak puzzle-wise, especially in the 3d ones an item can often be used only with specific objects in the level and all you do is trigger them, sometimes in a certain order.

      The opposite I saw recently was Toki Tori, you get a set of items like bridges, blocks and teleporters that can be used anywhere in the level. You can close any gap, teleport through any wall, block any path, provided it's the right size (and there are plenty), the hard part is to figure out where to use your limited supply of items and in which order. There are often many gaps that look perfectly brigeable but if you bridge even one wrong you run out of items or end up blocking your path (no sweat though, just hit "restart", a level takes at most 5 minutes to play). What I really liked was that there were no switches or anything, nothing that didn't have a well defined behaviour (enemies always moved straight and turned around when hitting a wall), never a first run where you figure out what an object does. You can start a level, pause it and devise a plan from start to finish without moving one step, then you perform that plan and if you planned well you finish it at the first try. Of course a perfect plan is rare and going "I'll do this and think about the next steps after that" will often lead to failure until you get it right.

      Sorry, I started rambling but there's just this feeling of euphoria I get when I beat a part in a game that actually felt difficult without being frustrating that has become oh-so-rare lately with many games being either so easy there's no fight for the good result or so frustrating that I just hate the part.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  168. Professor Layton? by AmonEzhno · · Score: 2, Informative

    An amazing puzzle game came out for the DS a little while ago called Professor Layton. It's pretty fantastic and if I'm not mistaken a sequel is coming out soon...

  169. Flash by Frozen+Void · · Score: 1

    Retail Puzzles are not competitive with
      free Flash games designed by hobbyists.

  170. Zelda by Anonymous Coward · · Score: 0

    I can't believe nobody mentioned Zelda. :(

  171. Puzzle games aren't dead to me. by Elyneara · · Score: 1

    I am a little behind the times generally. I am still trying to beat the final Myst game (there were 5, not counting Uru, for those who don't know) not because its hard, just because I like to space it out for when I have a whole day free. (also, seeing as I'll be finished soon, any reccomendations for Myst-like games?)I still love the series, and will be buying the original Myst on the DS soon.

    But here's some problems with puzzles in games:

    1) running around. Its fine to explore, but when I need to pull lever A and then push button B I do not have fun when they are on the opposite sides of a freaking castle. Thats just pointless running. This is worse when I need to solve some kind of observation puzzle, Pull lever A, see what changed in arbitrary point C on the roof, push button B, see what changed. If the object that is changing has to be across a huge distance, make the controls at a point that can easily see this object.

    2) Obscurity. Why no it did not occur to me that Joe Blow secretly loves Novels about Vampires and that I should hand him this useless item that i've been carrying around for days. And no, I do not have fun handing random object after random object to random NPC after random NPC. Same goes for keys in doors.

    3) If im playing a game to shoot the crap out of people and suddenly I have to do some math to unlock the next area to shoot people, I'm not having fun. The key word here is suddenly.

    4) Make me care about it. Puzzle oriented games are only good when you are engaged in the story or the characters. If i dont get any story or any character interaction for long enough then why exactly am I busting my butt to open this door? if your characters are flat, make the game really fast paced or the puzzles easy. if your characters have depth then I will actually want to take the time to figure it out. Or, alternatively, make the puzzle extremely intriguing. Im thinking Shadow of the Colosus here, the characters weren't really anything out of the ordinary, but DAMN! how am I going to climb onto that guys FACE?

    I think a lot of the downward spiral of puzzle games can be contributed to bad design. You really need to think about storyline, character and excecution to make a good puzzle or puzzle game. In a FPS you only need to think about a good excecution (har har).

  172. puzzles have just moved elsewhere by Anonymous Coward · · Score: 0

    any of you guys played not pron? (www.deathball.net/notpron/) a good puzzle

  173. A little something for everyone by Analogy+Man · · Score: 1

    I have enjoyed Runescape (a Jagex browser game). The combat certainly doesn't rival console gaming experiences but it is there as a complement to quests - many of which are of the puzzle variety.

    --
    When the people fear their government, there is tyranny; when the government fears the people, there is liberty.
  174. Puzzles and gameplay by Anonymous Coward · · Score: 0

    What about Tomb Raider? Brilliant franchise, excellent puzzles. Anniversary brought back the difficult larger-than-life puzzles into the mix and Underworld has no way to go but up.

  175. RE: Tram-ride in Myst by interactive_civilian · · Score: 1
    I assume you are talking about the underground tram in the Selenetic Age (or whatever it was called). Stupid question, as I haven't played the game in years. Is there an actual "solve the puzzle" solution to that part?

    .

    When I first played the game, I noticed the sounds at each intersection, but I could never find any rhyme or reason to them. Nor did I ever find any clues anywhere else as to an order of the sounds. I eventually found my way through that by trying every direction (and ended up with a pretty nice, detailed map in my notebook) and brute-forcing my way through.

    That always seemed like such an un-MYST-like way of solving the puzzle, so I was wondering if there is an actual solution other than brute-force. Is there? Anyone know?

    --
    "Empathise with stupidity, and you're halfway to thinking like an idiot." - Iain M. Banks
  176. Trust me by FeepingCreature · · Score: 1

    it really is n.

  177. Re: Tram-ride in Myst by Sigma+7 · · Score: 1

    I assume you are talking about the underground tram in the Selenetic Age (or whatever it was called). Stupid question, as I haven't played the game in years. Is there an actual "solve the puzzle" solution to that part?

    The sound played whenever you were on the right track, and indicated the direction at which you should be heading. It can either be a pure sound for one of the cardinal directions, or a combined sound if it's NE/SE/NW/SW. This is the same sound that you hear when in the spinning fortress (where that sound indicates the orientation.)

    Even with the walkthrough in the masterpiece edition, I still didn't understand the significance of the sound until later in the game. Based on that maze, I felt that it was critical to use the walkthrough in order to proceed because it would take an excessive amount of time to go through the maze for the first time.

  178. Maniac Mansion... by wikthemighty · · Score: 1

    ...had plenty of cut scenes!

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  179. things change by Anonymous Coward · · Score: 0

    In stead of paper you now have wikies for various games.

    Part of the problem with games is that the intended audience is very large and has difference skill sets that need to be accounted for in games; otherwise those people might not want to play. For example, some one that is dyslexic might not want to play a word game to unlock the next step.

    However, I do think most puzzles are well hidden in the game. As for the complexities of the puzzle, it depends on the game. I have seen some nice puzzle ideas in Guild Wars and other games. However, they are not complex and are all figured out for you on various wikies or guide books. Which brings up the next point, the balance between the puzzle and the amount of fun someone is having with the game because the game is suppose to be fun.

    Another note, if you spend all day solving problems do you want to go home and pop a game in to do more solving or do you want to do something else?

    So yes, the game industry has

  180. Re:You are lost in a maze of twisty little threads by jackchance · · Score: 1
    I had an Incredible Hulk text *with pictures* adventure game on the C64

    The game begins with you trapped in a room, tied to a chair.
    You could hit yourself and turn into the HULK! but gas would immediately fill the room and you would wake up as bruce banner again.
    If you left the room you were crushed by gravity.
    apparently i wasn't the only one thwarted by this piece of crap

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  181. Damn kids. by FazzMunkle · · Score: 1

    Damn kids... ;)