In our current design of the
new version of 8, there's no puzzles nor combat. There are no obstacles to overcome. You simply do things.
It feels odd how this comes as a revelation. In
our original design, even though it was supposedly unconventional, we somehow ended up with all sorts of convoluted ways of doing those things. We had the typical adventure game puzzles where you need to find one object to make a certain event happen which allows you access to another object, etc, and at the end of the chain is the object that you really need to make progress. In our current design, that final object is simply there, immediately available. You just bring your avatar to it and she picks it up. Done.
The great advantage of such simple design is that it allows you, almost forces you, to focus on the
aesthetics of the world and things you do in it. Rather than figuring out all sorts of ways to make things complicated for the player, you try and make the experience beautiful, and emotionally impactful. It sounds obvious, but it took us 8 years to get here.
I think this approach makes sense for any game that is about experiencing a sort of adventure. That reminds me of the goal that Ernest Adams defined for such games:
to take you away to a wonderful place, and there let you do an amazing thing
So let's just take our players there and let them do this wonderful thing, and don't bother them with mundane puzzles or artificial obstacles. If the game becomes shorter that way: bonus! You've just saved your player a lot of time by giving them all of the experience in a smaller package. Games need to become shorter anyway.