Riddles: Who can forget Betrayal at Krondor's chests, or that riddle the Baldur's Gate Genie made:
A princess is as old as the prince will be when the princess is twice as old as the prince was when the princess' age was half the sum of their current ages.
This particular example is a
bad puzzle and lazy puzzle design. Why? Because it has nothing to do with what is going on in the game. It is just an algebra problem in words, it could be on the PSAT and nobody would blink an eye. If it takes you out of the game to solve, it's not a good puzzle. Even
MRY is guilty of this sort of design IMO, some of his puzzles were only superficially related to the story and its characters, which is not much better than Tex Murphy disarming a bomb by doing a tower of babel puzzle.
The best adventure game puzzles require the player to pay attention to the game, synthesize information from the game, and come up with a solution. Since you mentioned BAK moredhel chests, my favorite moredhel chest riddle is the one that goes like "What will Prince Arutha do?" which solution is fairly simple (trivial to brute force, especially because of the rhyming structure) but solving it "normally" only makes sense if you've been paying attention to the game and know who Prince Arutha is and what the relationship is with the Moredhel elves.
Something else from BAK:
in-universe item descriptions. When the player inspects any item, it's not just the stats that show up, but a short prose paragraph about Gorath or Owyn commenting on how it looks/feels/tastes. Just a little detail like that makes the game world come alive, helps the player identify with the characters, and in this case also makes the player feel like he's reading a Feist (yes obligatory hallford mention) novel. But execution matters, it can't be some random loredump that nobody cares about reading, like in the Bioware titles.
I've just done that puzzle now with a pen and paper, though someone posted the ages of the prince and princess. And because my brain dosen't work well with algebra, I had to work it out a different way.
"A princess is as old as the prince will be when the princess is twice as old as the prince was when the princess' age was half the sum of their current ages."
A. Princess is 30, Prince is 20
B. Princess is 30, Prince is 40
C. Princess is 40, Prince is 30
D. Princess is 20, Prince is 30
I worked it using the grammer and by working backwards.
Half the sum of the current ages
A 50 /2 = 25
B 70/2 = 35
C 70/2 = 35
D 50/2 = 25
When the princess age
was half the sum. So that means we can discount D as it states the princess age is 20
As the prince was when the princess age was half the sum.
In the case of A that would make the prince 15
B The Prince would have been 35
C The Prince would have been 25
When the princess is twice as old as the prince was.
A 30
B 70
C 50
A princess is as old as the prince will be When...
A 20
B 80
C 40 So this is the right answer.
Just looking through the thread I find lot's of this interesting. But playing through the Wild Hunt, there is a lot of this stuff in there, tailored quests, good NPC's etc, interactions with some monsters, different paths. The only problem is that it's been streamlined so much and the game would be far more interesting if you actually removed things from it and relied more heavly on asking questions and studying lore.
For an example a monster hunt would be great if it was a monster that you didn't get to fight again in the game. You had to read the book to know it's weakness and remember it, not see it displayed on the UI, if you had to prepare for the battle, not just wing it and you didn't have the silly witcher detective vision and the beast wasn't level capped, it's just that early on you would be woefully unprepared without the best armours weapons oils potions or bombs to take it out.
They could have even reduced the content and made dungeons more branching and interesting, but instead it's a game packed with content telling you with big neon signs where to go and the quest log ends up being like a pokemon collect them all fest. All those bandit camps and buried tresures are completely pointless when there is nothing unique and you just end up gathering weapons and armour to flog to merchants.
All those side quests and every one of them would have been made more interesting by reducing the neon signs and stumbling over lore, maps, diaries etc and following the clues.
I guess what I'm saying is that they can still make games with these features it's just that they destroy them due to handholding and streamlining, the need to have quantaty over quality, "awesome" cinematics, which wreck intresting dialogue decisions and the lack of a quest fail state.