Quote:
Originally Posted by Impossible3144
It wasn't until Telltale showed up with Sam & Max that Adventure games really became what they should be (although I loved the original S&M as well). You were far more likely to have a point B - or more often, C - to aim for, or a point A to start from, and it was possible to work it out with your OWN logic, not by reading the developer's mind. (Again, MI2 tended to make it worse because you had access to so many different places that you had no idea where you could currently make progress or if you were wasting time, or if you needed an item from a completely different place to progress in this one.) That's what makes a puzzle really fun.
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I fully agree, you really got the point there. I'm currently replaying
LeChuck's Revenge, and I keep wondering how on earth could somebody guess some of those. Many puzzles are cleverly designed (the whole first chapter works well,
rat in the vichyssoise included), but for a lot of others the player would just feel clueless (just think of
all the books you have to look for in the library; searching through it is fun, but only if you know what to look for, and the very existence of those titles isn't even hinted at by any character).
Anyway, despite all my love for Telltale, I have to say that smart puzzle design has a much older tradition. SoMI is a perfect example of an engaging adventure in which the solution to puzzles, though not obvious, never feels absurd or frustrating. I think that the difficulty of the first episode of the saga is exactly the balance Telltale should aim at.