I think this thread is going a bit off topic...
I don't mind discussions about the puzzles themselves, but it seems like it suddenly switched to something completely unrelated to the cool stuff that was said on here before...
That being said,
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In any case the secrets of MI is out...and its time to play it oldschool...you know back in the days when the makers didnt give a monkeyball about you being able to solve the puzzle or not! aah yes, the good ol glorious days of thinking for yourself instead of having it spelled out for you!
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That's kinda funny, because when you read what R. Gilbert has to say about adventure games in general, it seems like he DOES care about the player being able to figure out his puzzles solutions indeed

From what i read, he and a bunch of other old school adventure developpers, while not saying the player should be taken by the hand and gently guided through the game, seem to be in favor of "more logical, and LESS FRUSTRATING puzzles".
Add to this two facts : The need (which you'll agree on or not, that's up to you) to attract other people if one wants to see the genre get some success again (and don't forget that more success for the genre equals more developpers willing to get back on it), AND the episodic nature of Telltales' games (which, again, you can argue for or against if you want, but it ain't the point here) : Due to that, there's obviously less contents (locations, objects to pick up, etc), which means less interaction possible, which means "easier puzzles".
I do think that overall the balance is well done (remember, it's the first chapter here. Sam and Max HAS increased in difficulty along the way), and i do think the overall APPROACH to puzzles is the way to go.
I'm more interested in the story and writing than the actual puzzles myself anyway.