Infinitron tuluse The funny thing is that while I played a decent number of adventure games before reading the OMM article (KQII, KQV, KQVI, QfG, SQI, SQIV, GK1, GK2, MI1, MI2, MI3, Indiana Jones 1 & 2, Zack McKracken, Loom, Dragonsphere, Full Throttle, Grim Fandango, TLJ, I'm sure I'm forgetting many), the accusations actually seemed dead on to me. But as you guys point out, when you really look at it, very few adventure game puzzles were outright illogical, OMM just picked glaring examples from games with weak puzzles. Some kind of psychological quirk is at work in making OMM's argument so persuasive, such as: (1) crappy puzzles standing out in our memory much more than great puzzles; (2) logical but not great puzzles almost totally disappearing from our memory; (3) and good puzzles that we couldn't solve or our being mentally repackaged as crap puzzles. I mean, by now it's practically an article of faith
even among adventure game fans that "adventure game logic" is/was terrible.
It may be that what hurt adventure games the most was not horrendously illogical puzzles but the fact that the failure state for being unable to solve a puzzle is (typically) being unable to progress in the game. While I am 100% sure that there is a kind of puzzle-solving skill that a player can develop, the way the player develops it is not like the way the player develops skill in other games -- it's more gradual by far. In Contra, for example, a bad player will be unable to progress past a certain point, so he'll have to keep replaying the first part of the game
but he'll get better as a result. As he gets better, he'll get farther. In a cRPG, a weaker player can typically grind his characters' levels up or save scum or just keep hoping for the perfect series of rolls from the RNG. Moreover, those games (and FPS games and RTS games, etc., etc.) typically offer a gradient from flawless playing to barely scraped by, all of which permit progress. But with puzzles in an adventure game, if a player gets stuck and can't, with a little thought, figure out the solution, it's not like he can go improve his skills by playing the start of game again. And he can't level up his character. And, often, there's no "scraping by" alternative path. He'll just be stuck until he gets a FAQ or item-spams (if that's a solution). Same with missing a hotspot or an exit or something.
As a result, I would suggest that adventure game players often have the experience, "I was stuck in the game, and there was nothing I could do about it until I cheated or solved the puzzle without any use of logic." When a player comes away with that reaction, he doesn't think "the game was challenging" so much as "the game is unfair." With that mindset, it's easy to adopt the OMM argument, even if it is objectively false, because it elegantly and reassuringly explains the player's subjective experience.
I had various fantasies for how to address these issues in Cloudscape, but I doubt I'll ever put them to practice. QfG is a great example of how to do it, though, albeit in the context of an RPG hybrid.