Hey there guys. I've been thinking on this for a while now and I'd like to share my thoughts with you. Keep in mind this is all opinion on my part and I'd just like to share a discussion.
How do you guys feel about puzzles in non puzzle-centric games? I'm not talking about exploration centred puzzles (where is the pathway that will let me scale this mountain?) or combat-based puzzles (what flow of attacks and abilities will let me defeat this enemy?). I'm talking about the puzzles where otherwise you'll be dungeon-crawling, exploring or fighting your way through a level and suddenly you will be locked in a room with no way to progress unless you solve a puzzle involving blocks and switches or similar.
Personally I'm a huge fan of focus and flow in game design. Some of my all-time favourites include Shadow of the Colossus, Dustforce and Dark Souls. These are games with a strong sense of focus on what mechanics they mean to base the game around and stick with it throughout the entire experience. They are also quite minimalist in essence, and personally I've found that is what I enjoy when it comes to gaming.
I'll give you an example of the opposite. I was playing Skyrim for the first time a while back. I'd been going at it for about 40 hours or so and was nearly finished the main quest line. Finally it came to the epic finale when you storm that keep to be transported to Sovngarde. I'm charging up these icy steps, killing draugr and dragons left and right, epic music playing, a real sense of urgency and purpose to the game at this point. I was having great fun, I had a sense of momentum and power. I stormed into the keep, blade and shield in hand, wondering what horrors would await me... And then they locked me in a little room until I could figure out another turning picture puzzle. All power and momentum I felt from the experience just drained away into frustration. It's not that the puzzle was difficult, it's the fact it was there in the first place.
Don't get me wrong, I love puzzle games when the game is built around it and has a clear focus. Portal is a fantastic example. Clever, intuitive and interesting. But a lot of game designers these days seem to feel the need to force these non-organic puzzles into games where they aren't needed. God of War is another good example of what I'm talking about. You're meant to be this unstoppable force of brutality and death, killing your foes in a miasma of gore, destroying enemies hundreds of times larger than you with your cunning wit... but sometimes Kratos gets stuck because he needs to figure out how to push a stone block onto a switch and sometimes the block is trapped under another block and he needs to pull this one over so he can climb up and get the other one off. It just makes no sense to me in terms of design or theme, and I've just stopped playing a lot of games because they keep doing this and I'm not having fun. I find Zelda games do this to me too, where all the joy of the exploration and fighting my way through baddies in a big creepy dungeon is just drained away by the monotony of figuring out where the water needs to go or how I transport this thing across this chasm.
A lot of people are going to disagree with me I'm sure. Puzzles do add a sense of variety to games (something I'm not particularly sold on as a concept myself) so you aren't just slashing your way through goons for the whole game, but at what cost to the flow and momentum of the design?
Anyway, I'd really like to hear your thoughts on this. How do you feel about puzzles in games where they are non-centric to the design?
How do you guys feel about puzzles in non puzzle-centric games? I'm not talking about exploration centred puzzles (where is the pathway that will let me scale this mountain?) or combat-based puzzles (what flow of attacks and abilities will let me defeat this enemy?). I'm talking about the puzzles where otherwise you'll be dungeon-crawling, exploring or fighting your way through a level and suddenly you will be locked in a room with no way to progress unless you solve a puzzle involving blocks and switches or similar.
Personally I'm a huge fan of focus and flow in game design. Some of my all-time favourites include Shadow of the Colossus, Dustforce and Dark Souls. These are games with a strong sense of focus on what mechanics they mean to base the game around and stick with it throughout the entire experience. They are also quite minimalist in essence, and personally I've found that is what I enjoy when it comes to gaming.
I'll give you an example of the opposite. I was playing Skyrim for the first time a while back. I'd been going at it for about 40 hours or so and was nearly finished the main quest line. Finally it came to the epic finale when you storm that keep to be transported to Sovngarde. I'm charging up these icy steps, killing draugr and dragons left and right, epic music playing, a real sense of urgency and purpose to the game at this point. I was having great fun, I had a sense of momentum and power. I stormed into the keep, blade and shield in hand, wondering what horrors would await me... And then they locked me in a little room until I could figure out another turning picture puzzle. All power and momentum I felt from the experience just drained away into frustration. It's not that the puzzle was difficult, it's the fact it was there in the first place.
Don't get me wrong, I love puzzle games when the game is built around it and has a clear focus. Portal is a fantastic example. Clever, intuitive and interesting. But a lot of game designers these days seem to feel the need to force these non-organic puzzles into games where they aren't needed. God of War is another good example of what I'm talking about. You're meant to be this unstoppable force of brutality and death, killing your foes in a miasma of gore, destroying enemies hundreds of times larger than you with your cunning wit... but sometimes Kratos gets stuck because he needs to figure out how to push a stone block onto a switch and sometimes the block is trapped under another block and he needs to pull this one over so he can climb up and get the other one off. It just makes no sense to me in terms of design or theme, and I've just stopped playing a lot of games because they keep doing this and I'm not having fun. I find Zelda games do this to me too, where all the joy of the exploration and fighting my way through baddies in a big creepy dungeon is just drained away by the monotony of figuring out where the water needs to go or how I transport this thing across this chasm.
A lot of people are going to disagree with me I'm sure. Puzzles do add a sense of variety to games (something I'm not particularly sold on as a concept myself) so you aren't just slashing your way through goons for the whole game, but at what cost to the flow and momentum of the design?
Anyway, I'd really like to hear your thoughts on this. How do you feel about puzzles in games where they are non-centric to the design?