Puzzle dependency charts

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So. About puzzle dependency charts...

It's important to map the physical space or layout as much as possible. When playing I notice that games puzzles are always laid out in a way which takes account the most likely path of the player, or their eyes, or their thought processes. They use either statistics/probability, association/conditioning, or rail-roading/fencing.

Another technique is luring / deterring the player. This can be explicit or implicit.

You can do it by hinting, telling, tempting, framing, directing etc., the player in a direction or location, or a way of thinking.

This is a form of reasoning to/with the player, which somewhat creates a dialogue as the player interacts with the game. But it's one-sided really.

I find that composing a scene is infinitely more powerful than just listing its contents.