Continuing the discussion from Anyone here a fan of logic puzzles?:
I think we are going in a derailing-adjacent direction, and I also think I very much want to continue talking about it, so I split it into this new topic. ![]()
It’s an excellent question, and to be honest, I phrased my original position using very clear examples (towers of hanoi, lights out) on purpose, because I can clearly point at those and say “this is preventing me from continuing the game that I am enjoying, like I stopped playing an adventure game and started playing this other thing instead.” Now, this can be a deal-breaker for me, but not for many people, just like very specific puzzles (nonograms, cryptograms) are not a deal-breaker for me because I find them fun. I actually don’t enjoy most logic puzzles, for some reason. Grid logic happens to be something I like.
I could try and go into why, possibly it’s because the ones I like are like incremental deduction and the ones I don’t are figuring out a sequence of moves, but it may not be useful. But it’s probably useful for an author to know that including a puzzle like this, like including an arcade section in an adventure game, is likely to annoy some (not all) players. It’s best if the author is aware of this; then they can choose whether they want to go ahead with that or not.
I actually hate safecracking puzzles and riddles, not so much because they distract from the story (in a sense, when you’re stuck on a puzzle, it’s generally true that the experience has somehwhat ground to a halt while you try to solve it; it that were my problem, I’d have no tolerance for getting stuck at all), but because they often ask you to come up with a solution by giving you clues that may be interpreted multiple way. Combinations are like… wow, do I try adding these numbers up? Subtracting them? Multiplying them? Alternating them? This is just a brief example to show that what the author may think is a reasonable set of clues may actually have the player go in a wildly different direction.
I should pause here and comment that, for many people, this is the appeal. Try a hypothesis. It didn’t work. Try another one until you find the one that works. In a sense, this is how puzzles work. But, crucially: these combination-style puzzles have no feedback. All you have is “no, try again”. What I consider to be a good puzzle is one that doesn’t necessarily handhold me or spoon-feed me the solution but does acknowledge what I am trying to do, and crucially detects if my thought process is going into wild territory (“Maybe I need to multiply these by “pi” because there is a pie nearby?”) and gently nudges me back into sanity.
And this is where I think the art really is, because this nudging doesn’t have to be explicit. This is difficult to apply to safecracking puzzles (hence my dislike), but as I experiment wildly when fun, it means volumes to me when the game elegantly responds to certain interactions with a response that makes me think “ah, I guess I should move away from trying to use this object”, or even better, a certain response clicks in me what that item would best be used for. I remember having just that experience in Mulldoon Legacy. More recently, Arborea was very satisfying, and, surprisingly, so was A Paper Moon.
To get back on track: self-contained little puzzling moments like finding combinations (or towers of hanoi
) usually don’t have this feedback. It’s like playing the first Discwolrd game. My strongest memory of that game is Eric Idle saying “That doesn’t work”. And when you put it like that, it does seem like something didn’t really go great.
So I think that, to be honest, every puzzle can potentially detract from the story - and, more importantly, the experience. Preventing that from happening isn’t a checklist, so it’s not like one can say “do this, don’t do that, it’s gold”. It varies from game to game, experience to experience. But these self-contained puzzle moments have a lot more potential to stop the story until you get it. Like an arcade sequence. And if you’re invested in the experience that the story was giving you, and now are stuck on a puzzle that may not reflect that experience…
I’ll even make another point, that a game that commits to that experience, like Ad Verbum or Andrew Schultz’s chess-puzzly and/or wordplay games, is a totally different beast, because those puzzles are the experience, as opposed to taking you out of them. So for those, I’d say it’s totally fine.
As usual, though, this is just my opinion.
What undercuts everything I am saying is that tons of people do enjoy what I don’t.