Last week I spoke of the two categories I separate puzzle design into, those being the story driven ones, the ones with a close tie to the game’s narrative and game universe common sense, and the challenge driven, those placed in the game just to give players something meaty to bite into, often tied to the game’s plot by theme rather than adhering to the plot, the locations, the character’s common sense, etc.
With those two in mind, I’d like to talk to you today about two other categories, but these are the ones in which I separate the games that feature these puzzles. Despite the article’s title, I don’t like to call them puzzle games, as puzzles in both categories can be in a variety of genres, with the puzzles being just another challenge offered to players, without them being the core of the experience—take the Resident Evil franchise for example, the first and latest titles heavy on complex puzzles but not their defining feature.
I base these two categories on how the players interacts with the puzzles in the world. They can be Sequential or Open.