Puzzles, what are they good for?

I recently came a across this article from AdventureGamers about puzzles, and it got me thinking. The article covers the different ways in which puzzles have been swapped for other activities over the years, something that I am very interested in. There is so much great about adventure games that just seem to be held back by their puzzles. It always seem that they break the flow of the experience. I find that many adventure games are more engaging to play when you have a walkthrough close at hand. Of course, consulting a guide has it own share of problems, and is far from an optimal way to play. Some other solution must exist.

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Goals and Storytelling

Let’s talk about goals in storytelling games. Not really the far-reaching “save the princess” or “kill the evil dude” kind of goals, but the local and moment-to-moment goals that face a player throughout the experience. I have sort of touched upon this in the scene-approach to high level story telling story design post, but want to discuss it a bit further. I think this is another major reason why there still a need for either violence or puzzles to drive the story forward. The reason being that the player does not know what they should be doing otherwise.

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High-Level Storytelling Design

I recently started to play the demo for the upcoming adventure game Primordia. I really like the art-style, the setting, themes and the characters (perhaps with the exception of a somewhat annoying companion). Despite this I am finding myself not being that engaged when playing it. The main reason for this is that the game is in a very traditional point-and-click form, which means that it is mainly all about solving puzzles. Despite some good design and an in-game hint system, its gameplay back-bone is holding it back.

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Humble beginnings of the HPL Engine

I recently stumbled upon some really old videos with gameplay tests in the HPL engine and decided they would be fun to show off. This was not our first foray into 3D first person horror (Unbirth was), but it was the first time the the HPL engine was used. All of these are gameplay videos are from a student project then know as “The Hatch” and later became the “Penumbra Tech Demo”.

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