Quote from: RickJAdding Rube Goldberg type puzzles only frustrates the masses and only disrupts the players' experience of the game world IMHO.
With every statement there's a big fat of course that in some games a Rude Goldberg device can fit the in-game universe perfectly. After all, isn't adventure gaming's single most famous puzzle a Rude Goldberg?
Also, this feels like we're verging towards strawman territory. I haven't said that I WANT Rude Goldbergs in every game and I sure as hell haven't read that argument anywhere else. In fact, I have had a terrible time with the Runaway games because there is simply no way to describe the puzzle design other than 'retarded' when you're taping together wine bottles filled with sand, perching the resultant hour glass on a fork and trading the package for a blank piece of paper, apparently impossible to acquire in any other way.
I think it may be games like that, that simply have shoddy, horrifically programmed and devised puzzles that are causing this push in the amateur community for a lack or radical reduction of traditional puzzles out of a fear of making the same mistakes. I think if people sit down and think long, hard and sensibly about puzzle design it shouldn't be that hard to get it right.
(Of course, people on this thread could have been thinking of Runaway-style design from the beginning, in which case I suppose I'd be in agreement.)
Quote from: RickJI do, however, harbor a suspicion that the enjoyment of solving overly difficult and/or convoluted puzzles, for some folks, is derived from other peoples inability or difficulty in solving said puzzles.
That.. erm, sounds slightly paranoid to me. There seems to be a real 'us' and 'them' mentality forming over the fault line here..