Ryan333: I personally found that the logic in most of Hitchhiker's puzzles actually made sense...
but only after the fact.
That's *exactly* how I felt playing La-Mulans remake. In fact, it was sometimes fun figuring out the logic after knowing the solution.
That game did, however, have one late-game puzzle that I liked, and which I solved without having to look up the solution. I won't spoil it, but I'll just say that figuring out the solution involved getting hit on purpose.
dtgreene: Like that one Hitchhiker's Guide to the Galaxy text adventure?
Ryan333: I personally found that the logic in most of Hitchhiker's puzzles actually made sense...
but only after the fact. My problem/frustration in many cases was that you often couldn't fully understand the parameters of a puzzle until you had already passed the point of no return where a puzzle was then unsolvable and you had no choice but to RESTORE. Many of the puzzles were designed so that you essentially had to go in and fail the first few times (or quite a few times) so that you could learn what's going to happen and then go back to a saved game and take steps to prevent that failure condition from happening. The problem, though, is that there was often no way to know ahead of time that these failure conditions exist until you encounter them, no matter how much you LOOK, EXAMINE, SEARCH, etc.
I've played a few games that have used this technique as an intentional design decision, but those games (at least the ones I found fun) also had some elegant means to "rewind time" so that your failure wasn't actually presented as a failure, but rather: "Here's your challenge -- now figure out how to overcome it."
I actually like the way Wizardry 4 handled its "dead man walking" situation:
* The game has 8 save slots, lets you save into any of them, and allows you to back them up. This is very different from other early Wizardry games, and is rather unusual for its era. (Remember, this game originally came on 5.25 inch floppies.)
* It's already obvious that the game is made for experts, so players should have good habits regarding saving. (The game even mocks the player for trying to get an event item with a full inventory.)
* There is a very clear warning before the point of no return, as well as the hint "Have you forgotten something?" (This should be a cue for the player to save in a separate slot.)
* In this game, when you encounter a party of doo-gooders, they have a battle cry. One of the groups that appears after the point of no return gives you the solution to the puzzle for the item you probably missed in that battle cry (in case you weren't able to solve it before).