# Puzzle Types in Adventure Games A taxonomy of puzzle design patterns derived from analysis of King's Quest VI: Heir Today, Gone Tomorrow and The Secret of Monkey Island, focusing on mechanics of information conveyance and player action. ## Table of Contents | # | Puzzle Type | Core Mechanic | Game Source | |---|-------------|---------------|-------------| | 1 | [Multi-Faceted Plan Puzzle](./puzzles/multi-faceted-plan.md) | Requirements discovered incrementally; player synthesizes complete mental model | KQVI | | 2 | [Sensory Exploitation Puzzle](./puzzles/sensory-exploitation.md) | Character perceptual vulnerabilities exploited through item matching | KQVI/MI | | 3 | [Metaphor-to-Literal Translation](./puzzles/metaphor-literal.md) | Abstract language interpreted as literal game mechanics | MI | | 4 | [Information Brokerage Chain](./puzzles/information-brokerage.md) | Implicit NPC exchange network mapped through incremental interaction | KQVI/MI | | 5 | [Timed Consequence Puzzle](./puzzles/timed-consequence.md) | Narrative urgency without mechanical deadline; consequence is permanent story change | KQVI | | 6 | [Environmental Storytelling Discovery](./puzzles/environmental-storytelling.md) | Information hidden in environment; discovered through examination, observation | KQVI | | 7 | [Cross-Realm Logistics Puzzle](./puzzles/cross-realm-logistics.md) | Inventory management across multiple locations/realms; rewards forward planning | KQVI | | 8 | [Truth Revelation Mechanic](./puzzles/truth-revelation.md) | Items reveal hidden truth; truth itself is the solution | KQVI | | 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | MI | | 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI | | 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI | | 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI | --- ## Core Principles These puzzle types share common characteristics that define adventure game puzzle design: ### Limited Actions, Unlimited Combinations The standard adventure game action set (LOOK, TALK, USE, WALK, TAKE) is applied in novel ways. The puzzle emerges from the *combination* of actions, not from complex input systems. ### Information as Puzzle Element The puzzle is often "what does the game know that I need to find out?" rather than "what do I need to do?" Information discovery is the primary mechanic. ### Failure as Feedback Failed attempts reveal information about what's missing or wrong. The puzzle teaches through consequences, not explicit instruction. ### Synthesis Over Collection The solution often requires combining information from multiple sources. No single action completes the puzzle—player must synthesize. --- ## Documentation Structure Each puzzle type document contains: - **Information Architecture**: How information is conveyed to the player - **Player Action Pattern**: What the player does with that information - **Core Mechanic**: The underlying puzzle logic - **Variations**: Different ways this type can manifest - **Adventure Game Implementation**: How limited actions (LOOK, TALK, USE, WALK) map to the puzzle - **Example Structure**: Generic template showing how the puzzle works - **Game Examples**: Concrete instances from walkthroughs (KQVI or MI) - **Related Types**: Cross-references to similar puzzle mechanics