This discussion of “freedom” in how you can solve puzzles is missing the forest for the trees. ![]() Whereas before the player was free to use whatever technique they could discover to turn the given input into the given output, now they also have to determine what inputs and outputs each reactor will need to take in order to be able to solve the problem later down the line. Instead of trying to come up with a process that works within a single reactor, you are tasked with making a set of many reactors connected by pipes that turns some inputs into more complex molecules that you load onto ships.īy adding this layer of complexity, SpaceChem becomes even more open ended. With the introduction of the second planet, this becomes even more complex. If we take into account that only only about 33% of players got past the 2nd planet, there’s a fairly decent chance that your solutions might be entirely unique. What happens in between is almost completely open-ended. Every time you load into a puzzle, the game gives you some inputs in the form of atoms or molecules, and you must work to create a network of “waldos” that turns these into some predetermined outputs. ![]() Unlike its contemporaries, SpaceChem is incredibly open ended. Your experience clearing each mission with each technique might be different from someone else’s, but you’re still fundamentally applying the same solution as any other player. Even puzzle games that are touted for the freedom they give to their players like the recent hitman games have their many solutions predetermined by its designers. ![]() Most puzzle games have you working through a series of puzzles with predefined solutions.
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