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DiGRA
Narrative puzzles act both as story events and as mental challenges with a single correct solution.
This paper argues that narrative puzzles, which function both as story events and as mental challenges with a single correct solution, merit analysis as storytelling devices rather than solely as mechanical game features. Its central aim is to construct an initial taxonomy of their narrative roles across story-driven games. Drawing on prior puzzle classifications, the authors observe that earlier scholarship has concentrated on the internal mechanics of puzzles rather than on how they shape players' experience of the narrative, and they propose a revised working definition to address this gap.
The analysis centers on single-player story-driven games, particularly detective adventures such as L.A. Noire, the Layton and Phoenix Wright series, and Sherlock Holmes titles, alongside the Uncharted series and the puzzle-platformer Braid. From these examples the authors identify four core functions: preparation and acquisition, advancement and guidance, plot variation through branching outcomes tied to puzzle performance, and pacing and structuring, including nested and metapuzzle arrangements. They find that puzzle design has changed little across recent console generations, with the first-person puzzle sequence in Sherlock Holmes: The Devil's Daughter singled out as a rare innovation that heightens player empathy.
The authors conclude that narrative knowledge can meaningfully inform puzzle design. They propose introducing puzzle mechanics gradually across the narrative arc, with easy-to-medium difficulty during exposition, medium during rising action, and hard at the climax, so that players are not deterred. They present these findings as preliminary, since their initial screening located few narrative puzzles outside the adventure genre. Future work is planned to broaden the catalogue across genres and to examine the psychological and emotional responses players have to narrative puzzles.
DiGRA · 2016