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https://www.gamedeveloper.com/design/postmortem-zachtronics-industries-i-spacechem-i-
In the article, he cites a statistic from player data on his game: Only 2% of players reached the game's ending. Speaking from personal experience, I was in the other 98% and burned out on it before completing the game despite thinking it was among the best puzzle games I had ever played.
Having the ability to skip puzzles isn't just about accessibility, it's also about trying to provide a good player experience where people won't get sick of banging their head against a wall and find something else to do.
I mean I'm a huge fan of SpaceChem too. I played it over 100 of hours and I practically could return to it some time seeing how well I have improved. I never beat it but that's okay, obviously I got enough return value out of it.
I think these both games are generally very hard to compare. Arranger is a puzzle game with fixed solutions, Spacechem is an open-ended problem solving game. The complexity of problems in Arranger isn't even nearly comparable with those of SpaceChem. So where do we draw the line? Theoretically if you can get stuck I suppose it must be skipable? Zach Barth adressed the issue in next games but not by making you able just skipping everything altogether, but instead always offering choices of several level where you only needed to beat a few of them. Skipping the puzzles would basically defeat the premise as there was not much else going on in these games.
I suppose Arranger implemented the skip function so people could focus on the story and art, if they don't like puzzles altogether. Still it comes with that feeling that the sheer act of solving puzzles feels so... rejectable. And that is totally unnecessary in my opinion cause the internet still exists it would be very easy to look up solutions.
That's why I didn't buy the game so far i can't shake that feeling off, feels like the game is not respecting me as a player.