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Categorizing Puzzles In Adventure Games

MarkN writes "There's hardly a video game made nowadays that doesn't involve puzzles in some sense. In some games they serve as occasional roadblocks to break up the action, and in the genre of adventure games the whole focus of the game is solving a set of related puzzles. I've written a piece for AdventureClassicGaming describing and categorizing puzzles in adventure games. Adventure games make use of explicitly designed abstract puzzles — they're explicitly designed rather than being randomly or procedurally generated, and abstract in the sense that all you need to do is figure out the right actions to perform, rather than making the performing of those actions be a challenge in and of itself. My classification makes distinctions at two levels: you have self-contained puzzles, which can depend upon using your basic verbs of interaction, solving some minigame based around achieving a particular configuration, or providing an answer to a riddle. On the other side, you have puzzles that require some external key: this could be an item, a piece of information, or an internal change to the game's state triggered somewhere else. From there, I talk about some of the possibilities and pitfalls these puzzles carry, as well as their use in other genres. I'd be interested to hear the community's thoughts on the use and application of puzzles in adventure games, and games in general."

11 of 44 comments (clear)

  1. Missing Option by Deltaspectre · · Score: 5, Funny

    Fscking jumping puzzles

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    1. Re:Missing Option by Fluffeh · · Score: 2, Funny

      Fscking jumping puzzles -- My UID is prime... is yours?

      And those fscking puzzles that require you to find a prime number or some sort. Those ones give me the willies!

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    2. Re:Missing Option by fuzzyfuzzyfungus · · Score: 2, Insightful

      Luckily, adventure games make up for their (typical) lack of jumping puzzles by means of giant heaps of "move your cursor in a search pattern over the entire screen, waiting for the cursor to change, indicating that that particular blade of grass, although identical to all 5,000 others of its kind, is the one that triggers the action that you'll need to have triggered 5 screens later" puzzles.

      To be fair, not all adventure games do this; but second rate adventure games are even worse (and this takes real skill) than second rate platformers in terms of "the requirements are obvious, the interface will drive you to suicide" type challenges. The best examples of the genre do this even better by making the requirements completely counterintuitive and brutally illogical.

  2. Vague goals by Gruff1002 · · Score: 3, Interesting

    Many games don't have a clearly enough defined goal.

    1. Re:Vague goals by Haoie · · Score: 4, Funny

      You mean like being trapped in a burning house, tied to a chair, with a deadly spider about to pounce on you, when you only have a pair of panties to help?

      Note: This is an actual opening scenario. I won't spoil which game it is.

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    2. Re:Vague goals by BigCow · · Score: 2, Informative

      Leisure Suit Larry 7? I think I remember briefly panicking from the horrifying urgency of it all before realizing that they weren't about to let you die, just giving you a simple puzzle they could talk you through at the start.

    3. Re:Vague goals by Opportunist · · Score: 3, Funny

      What do you mean game? Hey, do I judge your sex life? Now get offa my case!

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  3. Professor Layton by cootuk · · Score: 4, Interesting

    Here in the UK, the Nintendo DS game "Professor Layton and the Curious Village" appears to be a big hit.
    This is really a small storyline to hold together over a hundred small puzzles.
    Perhaps the appeal of this is that people can dip in and out, leave what they can't do, and progress without one puzzle or action blocking progress along the whole.

    1. Re:Professor Layton by pushing-robot · · Score: 2, Interesting

      I've heard of the game, and I've been meaning to try it, though I'm not sure it's quite as big a hit on this side of the pond.

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    2. Re:Professor Layton by sorrowsjudge · · Score: 3, Informative

      If you actually read any of the newsposts related to that game, you would have realized that the comic was supposed to be FUNNY, and the Penny Arcade guys (Tycho, at the very least) love the game. It gets my thumbs-up, by the by.

  4. Linear puzzles by arth1 · · Score: 2, Interesting

    Nothing irks me as much as linear puzzles, where you have to solve A to get to B to get to C to get to D... Granted, some gates may be useful when they make sense -- i.e. you must figure out how to get on the space plane before you are given access to the puzzle of how to do an space walk.
    Even then, many of the puzzles would benefit from a way to go back to the puzzles. Like if you didn't go EVA and retrieve the broken antenna needed later in the game, you should be able to go back and do a second space trip, not being stalled on the first space trip until you have done that puzzle.

    The most successful Infocom games (apart from those that played on sex) were those that had a minimum of linearity, and where you could go back and get a missing piece later. Similar with games like Baldur's Gate -- where BG and BG II succeeded due to having non-linear puzzles within each chapter, the higher amount of linearity of Planescape: Torment and Icewind Dale was probably their downfall.
    Oh, and let's not forget the Ultima series. Not only did bugs and bad copy protection ruin the later games, but the greatly increased linearity of the puzzles made the games tedious.

    Worst of all was an adventure game (no name, no shame) that I bought based on blazing reviews. It turned out that I got to play it for about an hour, stuck on one of the very first puzzles, which (I later found out) required knowledge of American sitcoms to get past. Being European, and never having had a chance to see the sitcom in question, there was no way to solve that puzzle. Since this was also before the advent of Internet, there was also no easy way to find a walkthrough to get past it. So it went in the garbage. If the puzzles hadn't been linear, I might have enjoyed the rest of the game, and could have come back to that one puzzle later, once I had obtained the needed information.