Puzzle Design – Narrative vs Challenge

If there’s one thing that you can expect from an adventure game, it’s puzzles. They’re part of the genre, and even the slew of choice-based adventures we’ve seen in the past few years have at least one puzzle in them, a little challenge to break the pace from the monotony of watching interactive cutscenes.

If the above sentence makes it sound like I don’t like choice-driven games, you’re getting close, though it’s not exact either. I like challenges and puzzles in my videogaming, and when it comes to adventures, I want puzzles, be it logic, inventory or even conversation based. It’s why I loved Life is Strange, it didn’t sacrifice the puzzling for the choices, finding a good balance between them.

But as I sit here contemplating adventure games I realise there are different approaches to puzzle design, and while this might a gross oversimplification and generalisation, I believe you can put the overall design approaches into two categories: Narrative Driven and Challenge Driven. Continue reading Puzzle Design – Narrative vs Challenge