posted 09-09-2002 21:27 BST
IN DEFENSE OF PUZZLESWell, a good game has sort of a mix of both. No puzzles and it's a book, no story and it's a pinball machine.
The term INTERACTIVE fiction implies that you want both. Fiction as a story. Interaction can be in a few different types, but puzzles are best. At least when they are done well.
Puzzles have a bit of a bad name. Probably because they are the hardest part to do well. but done right they make the game.
A well designed puzzle should make you think hard when looking for a solution. A good example is one from Zork II where you have to kill a dragon to get past it. The dragon is too big to kill outright, and starts chasing you once you try, so you have to work out another way of killing it. Another is in "John's Fire Witch" where you have to defeat Satan to get past him. The way you do it is really clever, and logical. I won't say here so i don't give them away to anyone that might be playing them, but you can find them on the web.
The types of puzzles that aren't any good are ones that make you read the author's mind, or the no-brainers where you really only have to find the key to a door, or the right sword to kill the dragon. Obscure ones that are LOGICAL, so you can work them out are OK, and can be good, even when really hard.
So, i guess my position is an IF game is both, and the best games combine them so that the puzzles 'grow' out of the story.
The trend has been towards story, but i think that is only half the game(literally!)