So something that’s been bugging me for a few days is how to make puzzles for nonlinear games.
What started this whole escapade was an innocent comment about how Ocarina of Time might have been better if its dungeons could be done in any order. I immediately struck this down because it means there is no longer any capacity to build puzzles that are expanding on each other. You end up with a bunch of dungeons that are mostly of uniform difficulty (for the puzzles). Zelda 1 has this issue as far as I remember.
This naturally got me into thinking about how to actually pull this off. The main way to do this that stuck out was to focus on dungeon specific mechanics. Any specific items needed could either be procured on-site, or, if any items are required, the player is tested at the entrance whether they already posses the item (ideally to avoid hours of rubbing you junk against a pedestal of plot progression mid dungeon). Instead of puzzles based on items, the puzzles become more about manipulating the dungeon itself.
The potential third option in all of this might just be nonlinear puzzles, or puzzles with more than one way to solve it. Instead of thinking you need a fire arrow, you end up needing fire and a point of force, with the difficulty of pulling off any given method being the gating mechanism. This way any new item found opens up new properties that can be combined. This seems doable, but also like a logistical nightmare. It’s pros are basically that it fits the spirit of nonlinear exploration, but the number of design considerations are astronomical. Comparatively, nonlinear level design is easier than this since it allows players the option to completely ignore a puzzle to look for a route that fits their aptitude better.
So any clues how this can be done?