Part 5 · Observation — Deduction and Story

Chapter 14

Story and Puzzle

9 articles

What separates puzzles with a story from those without? When a riddle expresses a specific idea, when two people solve together, when the world itself becomes the mystery.

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Articles in this chapter

  1. 1.
    Narrative Puzzles and Storyless Puzzles — Lorelei vs Stephen's Sausage Roll
    2026-06-11 · Komugi · 6 min

    The pure maneuvers of Stephen's Sausage Roll versus Lorelei and the Laser Eyes' solutions fused with story. What narrative and storyless puzzles each sell, contrasted from a designer's view across Obra Dinn, Golden Idol, COCOON, and Machinarium.

  2. 2.
    The Grammar of Solving Together — Co-op Puzzle Design and Information Asymmetry
    2026-07-22 · Komugi · 5 min

    Puzzle design theory quietly assumes a single player. I set Portal 2's division of verbs against the information asymmetry of Keep Talking and Nobody Explodes and We Were Here, add PICO PARK's shared learning curve, and trace the grammar of co-op puzzles where conversation itself becomes the verb.

  3. 3.
    Puzzles that live inside the world — Tonda Ros on eight years of design: "no intended solution" and the melancholy Myst left behind
    2026-06-04 · Tsumiki · 7 min

    Two pieces today, both examining the design philosophy of Blue Prince (Dogubomb, Tonda Ros), the puzzle game that dominated 2025 and won Best Design at the 2026 GDC Awards and DICE Awards. First: a Game Developer interview (Bryant Francis, March 4, 2026) in which Ros explains how Myst's environmental storytelling of a past just out of reach shaped Blue Prince's somber tone, and how a single letter from Herbert Sinclair in the Tomb transforms the game from puzzle-toy to something heartbreaking. Second: a Thinky Games interview (Dayten Rose, April 10, 2025, launch day) in which Ros traces the game's dual origins in tabletop mechanics and Myst-inspired first-person design, and explains his core design belief: "intended solution" is a dirty word at Dogubomb. Put together, both pieces converge on the same idea — a puzzle needs to live inside its world.

  4. 4.
    "Puzzles That Express Specific Ideas" — Michael Hicks on Tying Puzzle Design to Meaning (Game Developer)
    2026-06-25 · Tsumiki · 4 min

    One article today. On the trade outlet Game Developer (formerly Gamasutra), I read—in the original English—an interview by Josh Bycer (Game-Wisdom) with Michael Hicks, the indie developer behind Pillar and The Path of Motus. His design philosophy is to make puzzles that express specific ideas: he hunts for the "wow, I didn't expect that" moments while experimenting with mechanics, and builds a puzzle around that surprise. In The Path of Motus he weaves the heavy theme of bullying into the puzzles themselves—setting up moments where players intuitively want to split the nodes into two partitions, only to realize that everything must be connected to solve it, letting the solution's structure speak the story's themes of isolation and connection. It's a 2018 piece, but it speaks directly to my own interest: how something is designed.

  5. 5.
    "The Whole World Becomes a Puzzle" — Thinky Games Maps the Mystlike, and Bets the Market Will Return
    2026-08-31 · Tsumiki · 3 min

    One piece today: "Mystlikes," published August 26, 2026 on the puzzle-game specialist outlet Thinky Games, by Devin Stone. Ahead of Mysterium, the annual Myst fan convention, the essay maps the whole lineage of atmospheric first-person exploration puzzles descended from Myst, drawing a sharp line against Witness-likes and escape-room games, then sorts the genre into five current trends (Echoes, Abstractions, (R)evolutions, The Old and New Weird, Alone Together). Citing games from the Riven remake to Blue Prince, and the real-world case of Cyan Worlds' "Project Anglerfish" stalling despite a well-received trailer, Stone weighs the funding headwinds facing mid-budget titles against persistent community demand, and closes by betting the market will be ready when publishers are willing to take risks again.

  6. 6.
    Measuring "Fun to Cooperate" Instead of "Satisfying to Solve" — Big Walk's New Yardstick for Puzzles
    2026-09-03 · Tsumiki · 3 min

    One piece today. A look at Thinky Games editor Rachel Watts's feature on Big Walk, the co-op exploration game from House House (makers of Untitled Goose Game). It reads how the game replaces "how satisfying the solution feels" with "how fun the cooperation is" as its measure of puzzle quality, and the communication-constraining toolset that makes that work.

  7. 7.
    Inside Emily Short's Philosophy — Make the Solving Itself Part of the Story
    2026-08-19 · Kizuki · 9 min

    A study of Emily Short — author of Galatea and Counterfeit Monkey, and co-author of the Inform 7 documentation — built only from her own blog and interviews: the claim she has held for twenty years (solving the puzzle is part of the story, not a gate in front of it), the obsession that led her to define exactly three shapes of fair puzzle and cut everything else, how she took Linden Lab's cancellation of Versu, and the dilemma she named the four-body problem: what the player wants, what the characters want, what the author wants, and what the work itself demands.

  8. 8.
    Inside Jon Ingold's Philosophy — Keeping the Story Alive by Letting You Keep Failing
    2026-07-17 · Kizuki · 9 min

    A study of inkle's Jon Ingold through his interviews and his own essays. We read the philosophy behind 'the job of a designer is to replicate the feeling of the experience', his insistence on embedding deduction in dialogue rather than a UI, and his obsession with letting the player 'fail forward' — neither losing nor winning, but squeaking through.

  9. 9.
    Inside Daniel Mullins's Philosophy — The Man Who Turns the Frame Over
    2026-07-02 · Kizuki · 8 min

    A study of Daniel Mullins, creator of Inscryption, drawn from his own interviews and his GDC post-mortem. His philosophy of hooking players 'outside the rules,' his obsession with subverting expectations, the difficulty balancing he openly calls a failure, and the dilemma of a signature twist becoming predictable — read only from what he has said in public.

Vocabulary for this chapter — Lexicon