There is a design technique for adventure games that can help make the puzzles simultaneously more obtuse and more logical. Now, I came up with this realization recently, so I’m sure designers have been employing this technique for a while. I probably just didn’t notice.
That is to create puzzles that conform with the idiosyncrasies of a character. The player will be forced to get away from conventional thinking, because they cannot simply come up with their own logical interpretation of a circumstance. This could logically explain how puzzle solutions that seem reasonable to the player do not actually solve the puzzle (moving a chair across the room to reach higher would be ideal, except for the protagonist’s deadly fear of chairs).
It also benefits the story. If success is dependent upon understanding the character, you give the player that much more motivation to understand how the character thinks.
Personally, I’m also a fan of becoming someone interesting, and I feel much more absorbed in a game when I’m forced to think and act like someone else, than thinking and acting as I would. Not sure if this is the case for everyone else.
This does seem a little obvious, though. With the long history of adventure design, this theory has probably been implemented. But perhaps not to the level I have in mind.
I’d like to see the protagonist comment directly on how they view an obstacle, giving insight into how he or she views the puzzle. This isn’t to be confused with a hint (gee, I sure would love to have widget X right now!). Not an overt one, anyway. But maybe an indication of how the character would approach a problem. Take a locked door that the character must get through. Perhaps a shifty character would say something like “locks are made to be broken”. Maybe a more impatient/violent character, like Max, would say “This door fills me with loathing and disgust. It must be destroyed.” Neither gives away how to do a puzzle, but it gets the player thinking along the lines of the character. If the designer wants, they can make it more obtuse than that, though. Perhaps simply by speculating on the character, the player can deduce how that character would approach an obstacle. Whether subtle or overt, making puzzles character centric rather than player centric is a great way to make puzzles obtuse without making them illogical or impossibly difficult.
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