Originally Posted by Lambonius
In an ADVENTURE GAME, you might come across that Triceratop puzzle, but maybe you'd need to go back to a DIFFERENT area to find something to help you solve it. It's really not that hard of a concept. What Telltale is designing is a clickable movie. Moreso with Jurassic Park than ever before (and that's really saying something, considering BttF.) This approach would be an utter DISASTER in a King's Quest game.
Well, technically you are using something from a different area to solve it, because the interior of jeep where you play as Jess counts as a separate room that you have to use the travel menu to go to. In text adventure terms, it's essentially one screen west of the screen where you can interact with the Triceratops as Harding.
But never mind that. That's beside the point. I wasn't trying to defended it as a good or complicated puzzle, I was simply arguing that it is, in fact, a puzzle. Using the horn and the headlights in combination in order to distract the dinosaur requires the same kind of logic as any simple inventory combination puzzle. I agree that having the two things you need to combine right next to each in the room adjacent to one with the problem you're trying to solve makes for an extremely easy puzzle, but it's still a puzzle.
Really, it's the exact same kind of puzzle as the amp puzzle at the beginning of It's About Time. You have to talk to Marty's dad and turn up the amp in one room in order to the solve the problem of Biff in the adjacent room.