I was gonna put this in my Blue Prince write-up, but it’s kind of its own thing, so I’m pulling it out real quick.
While playing Blue Prince I wasn’t hitting the same wall of frustration I’ve hit with other puzzle games like Type Help or Return of the Obra Dinn, or even things like Braid and Escape Simulator.
I think Blue Prince is uniquely designed to prevent puzzle game frustrating. It uses its new dual roguelike/puzzle structure. It’s also interesting enough that I want to talk about it for a bit, and make my best guess about how the design of the game leads to avoiding this common emotional experience that I’ve found in other puzzle games.
There are three main elements that make Blue Prince less frustrating than other puzzle games.
1. Puzzles in Blue Prince are a bit easier than puzzles in many other dedicated puzzle games.
This doesn’t mean they’re not challenging, but that they’re not quite as a evil as they could be. Instead, the difficultly is placed into finding the puzzle.
2. The roguelike nature of the game. Most of the games puzzles are self-contained… But many puzzles require combinations of multiple rooms and other manipulations, so it’s not always possible to find them on any given day. The result is that sometimes if you find yourself stuck with a puzzle, you’ll run out of steps, and be forced to take a break.
During that break, you’ll play the roguelike portion again, and get to experience some level of success and enjoyment, so that by the time you return to the puzzle that blocked you before, you’re not feeling frustrated.
3. Finally, because of the type of game Blue Prince is, you don’t need to solve all the puzzles to make forward progress. Solving puzzles helps! But unlike many of the games above, in order to get to the end of the game, you don’t actually have to solve very many things, if any at all. Instead, you mostly need to collect information.
SMALL SPOILER
In fact, I think it’s mechanically possible to find Room 46 on Day 1. That said, I don’t think anyone is actually capable of doing that completely blind, but I bet it can be done, because you mostly just need to know what you need to do, and how to do it. But it’ll also still be a challenge, because it relies on being a very effective drafter.
I have a very specific memory of absolutely losing my mind at Return of the Obra Dinn, and that one moment colored a lot of my experience with the game. But because of the way that Blue Prince is set up, the game actively prevents you from ending up in the sort of fugue/frustration state of just raging at a puzzle that refuses to be solved.
I only ended up slamming my head into a wall over and over when I actively chose to do so. If I didn’t want to, it was entirely possible to avoid any given puzzle and return to it later.
In This Essay, I will
So let’s put it all together.
First, the game splits the satisfaction of puzzle solving into two parts: spotting the puzzle, and then solving it, but cranks down the difficultly of the solution part.
Second, because the game is a roguelike, it actively forces you to restart in situations where you hit a wall, or cannot make progress on a puzzle, diverting your attention from a frustrating experience temporarily.
Finally, it minimizes the number of puzzles that are truly needed to make forward progress, with many providing bonuses or hints, but not stacking them in a truly linear fashion.
The end result is that making progress is mostly dependent on collecting information, not necessarily solving puzzles.
A Quick Caveat
I’m writing this having seen the credits for Blue Prince, but not having done… well, quite a large number of things actually. I have around 50 pages of notes for this game, and I suspect there are a huge number of things I haven’t put together yet!
So it’s possible I’m wrong about a few things above, especially the difficulty of later puzzles. But I still think the rest is a pretty fair observation about the roguelike nature of the game, and nature of forward progress lets Blue Prince avoid some of the frustration the genre is known for.