My gripe with that particular puzzle is that it is contrived: it does not look natural, but rather puzzle for the sake of puzzle. The puzzle, as may be recalled, requires Wallace to say something to console a distraught Mrs Gabberly, and he does so by making comments (on items on a table) which Gabberly somehow interpreted as sagely advices or words of encouragement. The task itself is easy enough, but the resulting conversation does not sound natural at all.
A difficult, bring crushing puzzle (or even a logic-defying one) does not necessary make a game bad, as long as the player feels he is still "in" the story. But puzzles that generate bad dialogues break the storytelling spell. I cannot say for anyone else, but I get no satisfaction or sense of achievement solving that particular puzzle.
I'm not criticizing its difficulty or the amount of thinking it calls for. There is no need to get defensive on a company's behalf.
Last edited by Randulf; 07/15/2009 at 04:26 am.
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