NOTE: I am intending food for thought and not direct criticism in the process of discussing game interaction, there’s no one right way to do all this.
I get it - Ink is more specially aimed toward being a choice/dialogue component of another game so it provides more of a reading-flow paradigm than a world model which makes it more difficult to implement physical objects and discrete locations that aren’t just story narrative. Puzzling in that paradigm often is abstract: the player knows that a toaster can accept bread, so if they’ve encountered bread it’s implicit that they can make toast and get a choice for it.
I don’t know if that’s necessarily a problem. Feeding a fish to a seal is intuitive and likely the one logical choice to make in that situation.
I understand the concept of “puzzle” kind of trips people up that the player is supposed to “solve” obstacles thrown in their path by the author, but consider these gameplay scenarios:
- I’m in parser. I come to NPC who wants something “tasty” before they let me pass. I don’t know what they mean as I’m carrying a croquet mallet, some Spanish moss, a butter knife, some tweezers, an important note, and a vaguely-threatening brochure. Since I know what to do but don’t know what’s in the author’s head, I methodically offer each inventory item one at at time to see if the NPC accepts it even though it’s a non-sequitur.
- I’m in choice. I have the same objects and the same NPC and I must ‘equip’ each item in turn and nudge against the NPC to see if it causes a reaction. Same as 1, but I’ve got extra steps instead of just FEED TWEEZERS TO BOB. FEED SPANISH MOSS TO BOB; I’ve got to go to inventory, equip the item come back, and then talk to Bob again.
- I’m in choice. I run up against the NPC and don’t get any choices to offer something, so I realize without taking too much time I probably don’t have the correct item yet. When I get the pancakes I get a link to use those. I didn’t solve a puzzle, but it’s logical that pancakes are a tasty item that will work. There was no reason nor implementation for me to bother trying to feed him the croquet mallet and the glowing blue sword and…
- I’m in choice. I meet the NPC and this particular passage is aware of all my inventory items and allows me to offer each one in turn. Wrong items deliver a snarky message from the NPC, but maybe explains why each item is wrong “Spanish moss is too bitter” “The butter knife has no butter on it…”
In my estimation, options 3 and 4 are more intuitive. In 3 I know immediately I don’t have the right item to progress; in 4 the lawnmowering process is part of the story because you can tell the author wrote those wrong choices in and considered them, and they might be funny. If I have the ability to initiate “object interaction” anywhere instead of knowing where the author means it, I spend most of the game clacking the salad tongs against the tambourine, getting a refusal message, taking a step in a direction, clacking the salad tongs against the tambourine again…repeat ad-absurdium like a crazy person. That causes frustration - at least for me personally.
Options 1 and 2 basically bring the game to a standstill while the player fumbles in place through their keyring blindly offering each one - even though none of them make sense - but the game doesn’t clue that so the player must do the work to make sure, mashing objects together to see if a reaction is caused.
I’m not saying you can’t make your game any way you want, but always be asking yourself if offering numerous “wrong” interactions is fun for the player and supports the story. Are you making a puzzle whose wrong answers are also fun and interesting, or is it just a roadblock to make the game longer? Is there really any satisfaction to making the player decide that the “tasty” item the NPC wants from inventory is the pancakes rather than the tweezers or the pocket lint when once they’ve acquired a food item it’s obvious what to do and item management isn’t necessary? One of the advantages of choice is you can bypass some of that clunkery of item management and keep telling the story.
But that’s my personal choice. I never want to faff around with a game where it feels the author is smirking going “No, that’s not right!” “No, that’s not right either!” instead of just being like “Cool, you found the jade idol, you know it goes on the jade plinth. I’m not even going to suggest that the tweezers are the right object here.”