Files
puzzle-design-kb/src/resources/criticism/README.md
Bryce d926595135 Organize adventure game resources into 7 category subdirectories
Created category structure:
- criticism/ (5 articles) - Design critiques and anti-patterns
- defense/ (2 articles) - Praise and genre defense
- puzzle-design/ (7 articles) - Puzzle mechanics and methodology
- technical/ (4 articles) - SCUMM and engineering history
- history/ (6 articles) - Genre evolution and decline analysis
- moon-logic/ (5 articles) - Moon logic puzzle psychology
- community/ (2 articles) - Community discussions and analysis

Each category has README.md with summaries and key themes.
Main index.md updated to link to all categories.
2026-03-19 14:37:45 -07:00

2.0 KiB

Criticism & Self-Improvement

Articles critiquing adventure games and providing design guidance for making better games.

Articles

File Title Source Summary
10-things-hate-adventure-games.md 10 Things I Hate About Adventure Games Hande's Blog (Hannu Mäkinen) A developer's personal critique listing common adventure game design frustrations that frustrate both players and designers.
14-deadly-sins-graphic-adventure-design-filfre.md The 14 Deadly Sins of Graphic-Adventure Design FilFre (Jimmy Maher) Historical catalog of common adventure game design failures, using Space Quest and Uninvited as primary examples of what not to do.
seven-deadly-sins-adventure-games.md Seven Deadly Sins of Adventure Games Game Developer (Adrian Chmielarz) Modern analysis of how core adventure game mechanics contributed to genre death, examining issues from cinematic wannabes to undisciplined writing.
why-adventure-games-suck-ron-gilbert.md Why Adventure Games Suck Grumpy Gamer (Ron Gilbert) Ron Gilbert's original 1989 manifesto on adventure game design failures—the most influential critique ever written on the subject.
flaws-undead-genre-point-click-adventures.md Flaws of an Undead Genre Game Developer Modern Twitter-sourced critique examining why point-and-click adventures remain difficult to market and what players still dislike about the genre.

Key Themes

  • Dead ends and unwinnable states - Games that lock players out without warning
  • Moon logic puzzles - Solutions that require impossible-to-guess combinations
  • Pixel hunting - Hidden items that reward exhaustive clicking rather than logic
  • Poor feedback - Lack of clear goals and progression signals
  • Missing playtesting - Designs that work for creators but not players

Usage

These articles form the foundation of anti-patterns that the Puzzle Design Handbook documents. Each "sin" represents a failure mode designers should avoid.