One unfair puzzle convicts a genre
8 min read
By Eduardo Orellana ·
Broken Age, Double Fine, 2014, is charming, and a few puzzles were enough to make players decide the whole genre was broken. Fairness is the repair.
The genre is on trial in one room
A handful of unfair puzzles can convict an entire genre. Broken Age, Double Fine, 2014, is funny and well acted, and players still walked away talking about the moon-logic: a combination that is obvious only after you have been told. The reasonable defense is that adventure games have always been like this. The defense is how the reputation survives.
A fair puzzle can be strange. It cannot be private. The player needs a way to have seen the connection, in the room, before they are punished for missing it. One moon-logic gate in an otherwise kind game is the gate they will quote. Designers who love the genre do it no favours by treating that quote as a badge. The repair is local. Make the leap visible, or do not ask for the leap.
When weak puzzles give a whole genre a bad name
A handful of unfair puzzles can convince players that an entire genre is broken, and Broken Age shows how quickly that happens. The game itself is funny and charming, carried by two likeable leads: Vella, offered up as an unwilling sacrifice to a monster, and Shay, a kid trying to escape parents who smother him.
The trouble starts in the second half. A grabby hand fixates on boots and ignores Vella's shoes. Hungry girls cannot just be handed a taco pill, because Vella will not touch it until she knows what it is. One puzzle is solved by doing nothing at all. A knot puzzle plays less like logic and more like a Rorschach test.
Worst of all is the space scarf. Vella has to sew a particular pattern into it, and the pattern is not somewhere else on the ship. It is not anywhere in her story. It is buried in Shay's.
A player might forgive that if the game had trained them to look across the two stories. It never did. Nothing in the first act asks you to carry knowledge between the two kids, and the characters cannot even talk to each other. So the answer lands as unfair rather than clever.
Baffling leaps of logic are not the price of the genre
Point-and-click adventures have a reputation for pixel hunting and unreasonable leaps, but nothing about the format requires either. The reputation was earned by specific bad puzzles, not by the form itself.
Gabriel Knight 3 supplies the famous one. You collect cat hair with masking tape and maple syrup, then build a fake mustache out of it. You use it to impersonate a man who is clean-shaven. Then you ink facial hair onto a stolen passport with a marker pen.
That puzzle is indefensible. It is also not an argument against the genre. Adventure games produced some of the best stories and best jokes in games, plus a slower, more grounded style of problem solving than the abstract puzzle boxes of Portal or Antichamber.
The more useful question is not which adventure puzzles deserve mockery. It is what a responsibly designed one actually does.
Rule one: make the goals clear
A player cannot solve a puzzle until they know what they are trying to achieve. That means both the immediate objective and the larger one, so they can tell which obstacles matter and why the effort is worth it.
Day of the Tentacle handles this cleanly. The long-term aim is stated plainly: get Laverne and Hoagie, stranded in other centuries, back to Bernard's present. Doing that needs power. Getting power means Laverne has to reach the basement, which means getting past the grandfather clock, which means dealing with the purple tentacle standing in the way.
Every link in that chain points somewhere. The obstacle in front of you is visible, the reason you care about it is already established, and the puzzle sits inside a plan instead of floating on its own.
It sounds basic, and plenty of adventure games still skip it, leaving players poking at problems with no idea why. LucasArts tended to avoid the trap by keeping several goals live at once. Get stuck on one, switch to another, and the game keeps moving.
Rule two: leave a visible trail to the answer
The best thing an adventure game can do once a player commits to a puzzle is signpost the solution. A good puzzle is not a guess at what the designer was thinking; it is assembled from clues planted in object descriptions, dialog, and the environment.
Day of the Tentacle scatters three of them. The purple tentacle says nobody reaches the clock while he is standing there, unless escaped humans give him something to chase. A guard grumbles that dinner at Club Tentacle is beyond his budget. The human contest happens to be offering dinner for two. None of those lines is an instruction, but together they sketch a plan.
Think of signposting as a run of quiet goals laid out for anyone paying attention. Pitch them too faintly and players walk past them. Pitch them too loudly and the game has solved its own puzzle. Get it right and you produce the a-ha moment, where the player holds one thread and reasons out the rest.
Weak signposting leaves players solving the wrong problem entirely. When Manny in Grim Fandango examines a pneumatic message tube and reports only that it is locked, players start hunting for a key or a way to force it. The real move is to slide a card into a slot.
Rule three: answer wrong guesses with real information
A well-built puzzle helps solve itself. It confirms when a player is circling the right idea, and when it turns an idea down it explains what was wrong with it.
The most frustrating moment in an adventure game is trying a combination that genuinely makes sense and getting a canned brush-off. "Those do not work together" and "I do not want to do that" tell the player nothing they can act on.
Name the specific flaw instead, and if possible let the rejection push the player a step closer to the real answer. Handing over the solution is not the goal. Keeping the conversation between player and puzzle going is.
Clear goals, careful signposting, and informative feedback let a puzzle stay hard and still feel fair. The test is what a player says when they finally look up the answer. You want "I should have seen that," not "you cannot be serious."
What separates a fair puzzle from a memorable one
Fairness gets a puzzle to good. Getting it to great takes an idea that only this game could have had.
Day of the Tentacle finds its best material in time travel. Its three characters sit across 400 years, so an action in one century reshapes another. The premise of the story becomes the logic of the puzzles.
It is not flawless. Some solutions lean on real-world knowledge a given player may simply not have. There is a bit of pixel hunting. Signposting can slip past you, and not every line is easy to hear a second time.
The foundation holds anyway, because the puzzles grow out of the fiction. The goals make sense, and the answers usually read as things the world would allow rather than commands the designer decided on.
Modern comforts that remove friction without removing challenge
Adventure games now have a toolkit for smoothing the genre's rough edges that costs them nothing in difficulty.
Highlighting interactive objects takes pixel hunting off the table. Timed hints let a character offer a clue after a long run of failure. Some games build in more than one valid solution; others park the answer behind an optional challenge, so asking for help is not the same as giving up.
None of this concedes that the puzzles are bad. These are ways to protect the pacing, the story, the humor, and the grounded problem solving that draw people to adventure games, while cutting the friction that adds nothing.
Hard and fair are compatible. What changes is where the difficulty comes from: reasoning it through, rather than finding a three-pixel hotspot or anticipating a leap nobody could anticipate.
Where adventure design can still go next
The genre has more room to invent than its decline suggests. Plenty of people pin that decline on harebrained puzzles; others argue it stalled because it stopped evolving, with 3D making the games clunkier, bolted-on mechanics rarely helping, and faster genres pulling ahead.
Both criticisms have something to them, and neither closes the door. Resonance treats memories as inventory items you can carry and use. Technobabylon lets you talk to electrical objects from inside a cyber trance. The Last Express ran its adventure in real time, and Blade Runner randomized which characters were replicants so a second playthrough was worth having.
Cat-hair mustaches and nuisance goats are not the genre's destiny. Adventure games can still deliver stories, jokes, atmosphere, and practical problem solving that almost nothing else offers.
A real comeback depends on puzzle design that treats the player as a collaborator. Goals, signposts, and feedback do not cap what a designer can invent. They are the conditions under which the invention reads as clever instead of cheap, and the only way to know which one you built is to play the thing yourself and watch where you get stuck.
Build it in Flockbay
In the Flockbay app, build one puzzle and show it to the description of a player who has not read your intent. If the only solution is a combination you cannot justify from the objects on screen, change the objects. Do not add a hint that admits the puzzle was unfair.
An AI point-and-click maker and a point-and-click template are the genre on trial. One screen.
Keep reading
- A puzzle is two rules in conflict
- How Baba Is You Makes Brain-Busting Puzzles
- Make the player show the work
- Design fair inventory puzzles in a point-and-click adventure made with AI
A fair puzzle never asks the player to read your mind. Give them enough footing to earn the answer, then play your own build and see whether they could.
More notes on designing puzzles