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Adventure video games
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Adventure video games
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===Puzzle-solving=== Adventure games contain a variety of [[Puzzle game|puzzles]], such as decoding messages, finding and using items, opening locked doors, or finding and exploring new locations.<ref name="game_development"/> Solving a puzzle will unlock access to new areas in the game world, and reveal more of the game story.<ref name="bergman"/> Logic puzzles, where mechanical devices are designed with abstract interfaces to test a player's deductive reasoning skills, are common.<ref name="fundamentals"/> Some puzzles are criticized for the obscurity of their solutions, for example the combination of [[clothesline]], [[clamp (tool)|clamp]], and deflated [[rubber duck]] used to gather an item in ''[[The Longest Journey]]'', which exists outside of the game's narrative and serves only as an obstacle to the player.<ref name="understanding">{{Citation | last1=Nielsen| first1=Simon | last2=Smith | first2=Jonas | last3=Tosca |first3=Susana | title=Understanding Video Games |year=2008 | publisher=Routledge | isbn=0-415-97721-5 |accessdate=9 June 2010 | page=189}}</ref> Others have been criticized for requiring players to blindly guess, either by clicking on the right pixel, or by guessing the right verb in games that use a text interface.<ref>{{Citation|title=Introductory Programming with Simple Games|author= B. C. Ladd, Christopher James Jenkins | publisher = Wiley}}</ref> Games that require players to navigate mazes have also become less popular, although the earliest text-adventure games usually required players to draw a map if they wanted to navigate the abstract space.<ref name="fundamentals"/>
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