Puzzle Dependency charts in game design help this (from Ron Gilbert/ Monkey Island etc...).
Very few modern adventure games bring any of that back.
A lot of early adventure games were Cruel - requiring the user to replay the game over and over because they got something wrong was a cheap way to extend play time without having to add more content. Thankfully, most modern developers have realized that players hate having to do that.
> It was created by the game's producer, Steven Hill, after a puzzle designed by the game's lead designer, Jane Jensen, was cut due to budgetary reasons.
> It came as a result of a puzzle created by the game's designer, Jane Jensen, needing to be removed due to budget concerns.
What an incredibly classic, braindead tragedy.
https://www.youtube.com/watch?v=xOPiSYUSrQ0
and the second, which is one of my favorite videos of all time (if you only watch one, I'd pick this one)
https://www.youtube.com/watch?v=tMVl5U3SlS0
I think he mentions Old Man Murray's piece in the second!
Just watch this: https://www.youtube.com/watch?v=si_iveNrUPo
And tell me if you can hear "Siera ga ookuri suru Thexder" (Thexder presented by Sierra) there. Even now, at most I can make out Sierra and a distorted bit of Thexder, even knowing how Thexder is rendered into katakana.
I laughed a bit too hard at this. Pure "follow my train of thought" puzzles aren't the most fun, and I think they fit best in the larger context of something like Uncharted. Just give me a skip button.