['The Interactive Palette' is a biweekly GameSetWatch-exclusive column by Gregory Weir that examines the tools and techniques of the digital games trade with a focus on games as art, using a single game as an example. This time - a look at puzzle design in the Myst series.]
Puzzle. The word has many different meanings in the context of video games. The term "puzzle game" can refer to a game in the mold of Tetris; there are many shaped or colored blocks or jewels or bubbles that must be cleared by manipulating them within a time limit. In this context, the "puzzle" tests the player's coordination and reaction time.
However, the word "puzzle" is also commonly used in a broader and more conventional context to describe an intellectual obstacle in any video game. When the developers of Half-Life 2 break up the shooting-and-driving gameplay to have the player assemble a makeshift ladder, that's a puzzle. So are the ubiquitous sliding-block puzzles of Zelda infamy. In these cases, puzzles are intended to serve as pacing devices, allowing a moment to relax and think in the middle of all the killing.
However, there are categories of video games where the game is entirely composed of puzzles. One group is games like Chip's Challenge, 3D Logic, or Portal, which all present a sequence of similar puzzles differing only in complexity and scale. However, to the true puzzle connoisseur, the height of the art is to be found in the adventure game.
The Monkey Island series, the Infocom interactive fiction games, and escape-the-room games portray worlds in which puzzles are a fact of life. The developers try, with various degrees of success, to incorporate puzzles seamlessly into the game world, so that players can inhabit a character who thinks her way around difficulties rather than shooting her way through them.
In the adventure game category, few games are more maligned than Cyan Worlds' Myst series. Spanning five single-player games and one repeatedly-resurrected online game, Uru, the Myst series is often blamed for bringing about the death of the adventure game. It popularized the concept of a silent, faceless protagonist exploring an uninhabited game world, and led to a myriad of copycat games where the atmosphere was spooky but the puzzles were arbitrary and banal. These concepts were anathema to fans of the character depth and humor of the Sierra and LucasArts adventures.
However, it really is the puzzle-solving where the Myst series shines. By looking at the best (and worst!) puzzles of the series, we can gain an understanding of how to construct truly compelling intellectual challenges. For a puzzle to be effective, it must be three things: fair, novel, and integrated.
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