I am a fan of the Gilbert puzzle style where you have a wide world to explore in parallel. (So the difficulty does not come from the puzzle being illogical, but from the fact that you have so much choice and the amount of possibilities is overwhelming. This creates the sensation to be “in a world”.)
What I don’t like, though, is that as you solve puzzle after puzzle, the game becomes easier and easier. You start thinking “clearly in this location there’s nothing more to do… here there’s only this one thing to do”. And also, 2) the game feels “emptier” and emptier. And it stops being real, it stops feeling like “a world”, because there are too few objects left to interact with. 3) Also, you get a sense of “desolation” that comes from realizing that the game is about to end.
In other words, I like when the game widens, but not when it “narrows down”.
I thought that it does not need to be so. Can the game widen without ever narrowing down? I can think of two solutions:
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in each location, you should put many, many useless things. So, after you solve puzzle after puzzle, the number of apparent puzzles does not decrease in a significant way. Even when you are about to finish the game, it looks as if there are dozens of things still to do, even if it isn’t in fact so. You don’t feel that “emptiness” in the rooms that you usually feel when you have solved most puzzles. That sense of “desolation” when things are about to end.
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you don’t put a lot of useless things, but, each time you solve a puzzle, you also add an apparent new puzzle (red herring puzzle). You add some character in some location, even if it’s useless. Or a new character behavior. Or a new object. So you keep constant the amount of apparent puzzles you still have to solve.
Thoughts?