Quote:
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If any type of game is going to bridge the gap between games and storytelling, it is most likely going to be adventure games. They will become less puzzle solving and more story telling, it is the blueprint the future will be made from. The thing we cannot forget is that we are here to entertain, and for most people, entertainment does not consist of nights and weekends filled with frustration. The average American spends most of the day failing at the office, the last thing he wants to do is come home and fail while trying to relax and be entertained.
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I don't like that. I like challenging puzzles, that's the core draw to adventure games to me. They're like riddles. I never get them to just sit back and watch a story. I love a great story, but it's the challenge that is key to any game (thus why it's called a game).
I also think that sometimes having a puzzle solution be totally wacky in the sense of "I never would've thought of that!" is great, as long as your actions eventually lead to that solution. It's great when you think of the puzzles' logic yourself and then carry it out and it works, but not at the expense of it being obvious or easy logic. I'd rather have a really clever solution even if I found it with a little bit of trial and error or lateral thinking. Sometimes you discover what the solution logic is half way into solving it, and it's cool.
Also, that's from 1989 which is worth noting. He was laying out the ground rules, some of which seem obvious now, especially for LucasArts/Telltale players, but back then there were lots of games that weren't forgiving whatsoever. I think now people take some of that advice a little too far though, and make games for lazy, incurious, child-like minds.