
Summary
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Some games in the open world make the world a puzzle itself.
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The looker, sensorium and witness offer puzzles of the bending of the mind in the absorbing environment.
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The islands of Insight, Quern and Outer Wilds organically integrate the puzzles into the world.
Most games with an open world are about a scale: massive maps, countless goals and a list of tasks that could drown a small village. However, some games occupy a different approach. Instead of dispersing dozens of small puzzles across the big world, the world makes the puzzle itself. These games do not only hide their secrets; It builds whole ecosystems of mystery where the understanding of terrain, structure and logic of the environment is the only way forward.
It is not a playground. They are locked rooms masked as islands, planets or temples. And the real challenge is not to solve a lot of puzzles. He realizes that you have gone through all the time.
Seeker
Joke so smart that it also overcomes you
At first sight, Seeker Feels like someone puts googly eyes Witness And he called it a day. But what starts as a parody, it quickly proves that it knows exactly how the puzzle design works and how players think in their solution. There is fun on line puzzles, ecological fraud and self -confident philosophical monologues, and all, while secretly offers solutions that are as smart as the games that parody.
The whole island is still a maze of panels and roads, but the puzzles are constantly submitting expectations. One has players drawing a line with a brand on the board. Other players force to think about their movement in the real world instead of visuals in the game. He plays with a meta mechanics, invisible ink, even his own sound protocols and turns the whole landscape into an incorrect routing course. Puzzles may look stupid but intentionally designed to make players feel like geniuses after get them to feel like fools.
Insight islands
5 -star resort for the mind of the stated puzzle
Floating archipelago Insight islands They are not just decorative backdrops for brain teasers; they they are brain teasers. Each island is full of hundreds of puzzles, from promising tricks and mazes to puzzles that stretch over several biomes. Genius, however, consists in how every puzzle is organically built into the environment. The random ruin on the hill? That could be a symmetrical puzzle from right angles. Those strangely shaped cliffs? They hide the alignment of the constellation.
There is no struggle, no clock ticking. Only players carry clouds and solve their own pace. The aspect of multiplayer also does not feel distracting. Other players travel around as ghosts, each watching their own track of puzzles. And because everything is open from the beginning, players can wander freely, come across a mystery that doesn't make sense yet, and return a few hours later when they finally click. The world does not tell players what to do. Awaiting to find out how to see.
Quern: Staging thoughts
Stone machine, memory and secrets
Quern It starts with a bridge that immediately breaks down behind the player. It's a quiet way to say, “You're stuck here and all around you care.” This is followed by a survey of the first person of an abandoned island, where each structure is handmade and each mechanism has a logic. And it's not just the logic of logic, it's physical, mechanical and sometimes philosophical.
The world is layered with interconnected contrapations that need to be understood before they can be used. Players mix chemicals, equalize gears, wire keys and manipulate the light paths. The island is not just homemade puzzles; It works as one, with each new area revealing how it binds to the rest of the environment. There is a difficult myst influence, but where Myst often felt deliberately dull, Quern He wants players to understand. He wants them to work first.
Sensorium
Every shape you see is a question waiting for a laying down
There are no offers Sensorium. No instructions, no goals, no teaching voice that holds the player's hand. Just an incredible, pulsating world that pulsates with strange geometry and shining architecture and tongue made exclusively symbols, patterns and logic. Initially, nothing makes sense. But the players are slowly aware: the world speaks in puzzles and the only way forward is to learn to listen.
The map is not huge, but is dense. The structures are circling in impossible directions. The creatures float and watch quietly. And as players solve puzzles, the environment reacts, transforms and opens ways that feel earned. Lack of spoken language or text means that everything must be derived through intuition and patterns recognition. It is a world in which progress is measured in miles of the traveled, but in mental gears it rotates. And as soon as the puzzles begin to synchronize with the rhythm of the environment, the whole world begins to feel like a symphony in motion.
Wilderness
What you don't know can still kill the sun
Time is a real puzzle in Wilderness. The entire solar system is reset every 22 minutes and gives players a narrow window to explore, experiment and slowly combines centuries -old secrets. But what does this job is not just a ticking clock; This is how the planets change over time. The sand flows from one planet to another. Structures of collapse. The roads appear and then disappear. And the only way to see it all is to carefully plan and learn from failure.
Each planet is handmade with a central idea. In the middle is a planet with a black hole that sucks the terrain. Another has a twin that steals Písek in real time and reveals his secrets a minute by minute. Brilliance Wilderness It is how it turns observations into progress. There is no collection of items, no trees. Just knowledge. The player's brain becomes an inventory. And at the time they repeated hundreds of times, this small system feels bigger than most galaxies.
Witness
It's just a line. Until you get married
Wandering around Witness At first they feel peaceful. Just a quiet island, bright colors and some harmless looking panels that ask players to draw lines over the grids. But the simplicity is the queue. Each area introduces new rules: reflection, symmetry, sound, and then slowly deteriorate the complexity until they draw a single line as a test. And then, Kicker: Environment itself is a puzzle and players did not even notice.
The trees form patterns from right angles. Shadows create hints of line. One whole section is hidden if players do not bounce in the pool. The puzzles are not just on the panels. They are in the field, architecture and even in island geography. And as soon as the player realizes it, they start scanning every edge of the cliff and the tree as a conspiracy theorist with a red string board. There are line puzzles, yes. But the real puzzle is an understanding of how deep rabbit hole actually goes. And the deeper it gets, a lonely and obsessed island begins to feel.