Quote:
Originally Posted by Squinky
What we term as "puzzles" in a well-designed adventure game are actually an aspect of its plot, rather than a discrete gameplay element.
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Sometimes yes, and sometimes no.
To use a specific game as an example, granted an old one, there were puzzles in Black Dahlia that contributed to the plot. And there were puzzles that were there simply for puzzle's sake.
I can't think of a puzzle in any of the
Myst games that actually contributed to "plot"
Yet almost all of the puzzles in
Still Life were related to "plot". or at least getting the story to the next level.
Take your choice.