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For me, this feels more like general discussion then game design to me, that's why i put it in this subforum.


The majority of RPG's throw puzzles or minigames in as a "diversification". Probably because they all read the book "Level up" by Scott Rogers and took everything in there for granted.


For me however, it is annoying


I prefer RPG's like Odin Sphere which are all about fighting and making your character stronger (Together with great story/lore/gameworld, gameplay, music and aesthetic of course). If i wanted to solve puzzles, i would play actual puzzle games. Furthermore, the argument that the mind needs change of pace... i can do that myself.


Mind you, there is a difference for me between a "single room puzzle" that you have to solve, and an "dungeon wide mechanic" that changes battles (Example: Valkyrie Profile:Silmeria). The later doesn't put up a wall that needs to be broken down to continue, but instead gives the gameplay more layers.


On another note, while i have no problem with completly seperate minigames, i do have a problem with them influencing the main game in an gamebreaking way (Tripple Triad) or having absurd conditions to get exclusive equips, items or achievements (Lightning dodging in FFX, 1000 jump roping in steam FFIX).


Fact is, every other playthrough a already solved puzzle is nothing more then a time waste. Also, why make non-battle puzzles when you could integrate puzzles into fights?


One of the things i like about RPG's is the flexibility it provides. Instead of trying over and over again at the same enemy/challenge, you could maybe level up a bit. Or change equipment or get new equips, etc.


Puzzles, on the other hand, are just "do or do not", because they don't provide flexibility.


No matter your opinion on this matter, at the very least i hope you guys consider to give the player an option to circumvent puzzles.

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