Hi folks, This is my first general post, so hope it's in the right section and isn't too sprawling or ridiculous. Here goes! I've got a few games in development at the moment, but one that's causing a bit of a dilemma is a point and click style adventure game where you have various objects that you have to use to solve puzzles and interact with particular areas in the game to move the story onwards (like most point and click adventures, really). The point (no pun intended) that I'm getting to is, in my experience I find that some of the lateral-thinking puzzles in the classic point and click adventures such as Monkey Island, the Discworld games, Beneath a Steel Sky and so on are a bit too taxing on the old grey matter (for me, anyway) and I would prefer to make things a bit easier in my game. I wondered if anyone else thought that this would be a good idea. I don't know if it's just because I'm a lazy gamer, a bit dim, or that it isn't always completely logical to 'use lamp with orange badger to ignite firework', and so slows down the gaming to the point that I just end up trawling through walkthroughs to get through most of the game, sucking away some of the enjoyment, but it seems to be a sticking point for some, so I thought it was worth discussing to thrash out the dynamic and help to make the game as it should be. In my game, should I have it where if you try to action an object or part of the map, the choice appears for you to take the action that is required if you happen to have the relevant object in your inventory (a simple conditional eventing process), or does this potentially make the gameplay too easy? For me, this is a better way if you are a casual gamer and just want to see the story progress, but may be too simple for more hardcore gamers, and incur too much criticism from the 'serious' gaming community and its many detractors who know exactly what constitutes a 'real' game. In addition to this, it would also be far easier to event the first way, which would save me a lot of time and headaches... but I don't want to detract from the general enjoyment of the game for most potential players if I put it out on commercial release, so would go the extra mile of including specific item selection (and headache or two) if others thought that it would be worth it. I've played through the first 3 Space Pilgrims games which use an item selection system that works well, so would be something that I could try to implement, but I'm not sure that it's completely necessary, really. What are your thoughts?