The bottom line
| Rule | Fair puzzle | Unfair puzzle |
|---|---|---|
| Clear goals | Bring time travelers back, get past tentacle | Directionless, solving for no reason |
| Signposting | 'I'm glued to this spot unless…' | Manny: 'It's locked.' |
| Feedback | 'The judges will think you're chewing gum.' | 'Nope, those don't work together.' |
Point and click puzzles are fair when they give clear goals, clear signposting and helpful feedback. Follow those three rules and the genre can shed its reputation for moon logic and earn a comeback.
Key takeaways
- Unfair puzzles come from bad design, not from the genre itself. 1:33
- In Broken Age act two, the correct scarf pattern is hidden in the other kid's story, though the two never meet and act one never used cross-story clues.
- Gabriel Knight 3 asks you to turn cat hair into a fake moustache with masking tape and maple syrup.
- Players must always know what they are trying to achieve. 2:54
- Day of the Tentacle sets a long term goal of bringing the time travelers back, and a short term goal of getting past the purple tentacle.
- LucasArts often gave several goals at once, so a stuck player can work on something else.
- Clues in objects and conversations should point to the solution. 3:33
- The purple tentacle says he is glued to his spot unless he chases escaped humans, and the guard's dinner talk hints at the human contest.
- Manny's vague line It's locked misleads, because the real solution is to slide a card into a slot.
- Feedback should explain why a wrong attempt fails and nudge toward the answer. 6:22
- Generic lines like Nope, those don't work together infuriate players who tried something logical.
- Laverne's remark that the judges will think the mummy is chewing gum explains the failure and hints at a fix.
- Modern conveniences and fresh ideas can make the genre friendlier and keep it alive. 7:59
- Games now highlight interactive objects, give timed hints, offer multiple solutions, or trade a mini game for the answer, as Machinarium does.
- Resonance turns memories into inventory objects, and Technobabylon lets you talk to electrical objects.
Puzzles that, if you look them up, make you say "oh, I should have figured that out" and not "are you kidding me?!"
Mark Brown
Chapter summaries
0:00 Broken Age's second half breaks its own logic
Broken Age's second half is full of puzzles that ask for guesses, not reasoning.
- The first half is charming, but act two brings troubling puzzles. 0:20
- Vella is a reluctant sacrifice, and Shay wants to escape his smothering parents.
- A grabby hand loves boots but ignores Vella's own shoes.
- Vella won't give the hungry girls the taco pill, saying Could be space poison.
- One puzzle is solved by doing nothing, and a knot puzzle plays like a Rorschach test.
- The game raised $3 million on Kickstarter and came out in two halves, almost a year apart.
1:53 A few bad apples shouldn't doom the genre
Adventure games have earned their moon logic reputation, but the genre is worth saving.
- Adventure puzzles can be fixed with a few golden rules. 2:23
- The genre gave gaming some of its best stories and jokes.
- Its grounded, MacGyver-style puzzles differ from the abstract ones in Portal or Antichamber.
- The cat hair moustache is only for a passport photo of a man who has no moustache. You draw the facial hair on with a marker.
- Beating up on silly puzzles would be easy, since there are a lot of them.
2:54 Rule one: clear goals
Players need to know what they're working toward before any puzzle can make sense.
- Players should always know their short and long term goals. 2:58
- Goals tell players which puzzles to solve and give them a reason to try.
- Many adventures leave players directionless, solving puzzles for no reason.
- Dr. Fred needs a new diamond before the chrono-johns can be plugged in.
- Laverne needs the old lab's generator power, so she must reach the basement.
- Several goals at once let a stuck player move on. 4:03
- Full Throttle's Maureen lists three jobs: new forks, a stolen welding torch and fuel.
- Fate of Atlantis sends you off to find three stones.
- Day of the Tentacle's contest is judged on best smile, best hair and best laugh.
- Ben asks where to find it all, and Maureen answers You can hack it, tough guy.
4:50 Signposting as small goals
Good signposting hands out small hints at the right strength, so the player gets an a-ha moment.
- A clue must be neither too subtle nor too obvious. 5:33
- Too subtle and the player misses it. Too obvious and the player feels cheated.
- Done right, it gives the rush of having a lead.
- Poor signposting leaves players not understanding the point of the puzzle.
- Even a silly car wash puzzle works once a character says Some people think that washing one's vehicle will make it rain.
6:58 From fair puzzles to great ones
The three rules make puzzles fair, and creativity and modern aids take them further.
- Following the rules gives puzzles that feel fair. 6:58
- The player knows the goal, has an idea how to solve it, and is helped to the answer.
- Looking up the answer brings I should have figured that out.
- Great puzzles need more. Day of the Tentacle spreads three characters across 400 years of time travel.
- Tentacle still needs real-world knowledge, has a little pixel hunting, and its signposting can't always be heard twice.
- Modern conveniences can ease the old frustrations. 7:59
- Telltale's early games spill hints after a set time.
- Gemini Rue offers multiple solutions to some puzzles.
8:21 Can the genre evolve?
Adventure games can still innovate, but they need friendlier design to lose their stigma.
- Critics blame the genre's decline on its failure to evolve, but there is room to innovate. 8:21
- 3D graphics made games clunkier, and extra mechanics rarely worked.
- Without smarter design, the genre stays the home of cat hair moustaches and nuisance goats.
- The Last Express toyed with real-time adventuring.
- Blade Runner randomly picked which characters were replicants, encouraging multiple playthroughs.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Point and click adventure puzzles feel fair when they follow three rules: clear goals, good signposting and specific feedback. Day of the Tentacle is the model for all three, set against Broken Age's scarf puzzle and Gabriel Knight 3's cat hair moustache as the unfair counterexamples.
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