icycalm wrote:This is because "puzzle" is not a videogame genre. It is quite a complicated issue to explain, and it presupposes knowledge of videogames which no one other than me currently has, but I will get around to explaining it quite soon, and all the relevant issues that go with it.
I'll take a stab at it.
First, my working definition of "puzzle" is an atomic scripted section of a (usually single-player) game designed to exercise the player's reasoning skills. Icy probably has a more precise definition for which my argument may not work, but my definition will work for now.
Puzzles can fit into nearly every game - shooters have bullet patterns that require some reasoning to survive, jRPGs can have scripted bosses who require you to carefully plan your attacks, anything with a physics engine allowing you to move objects can make you play a sokoban variant etc. It's fairly unusual in several genres for a single-player game not to feature puzzles.
Then again, some games are heavier on puzzles than others. Portal, Zelda (any) and to some extent the Touhou series are puzzle-rich for their genre. Conversely, games like Tetris and Bejeweled don't really contain puzzles at all. After a bit of time figuring out the interface, they require very little reasoning.
Games designed for depth should try to make the player think all the time. The game should be some mixture between 'puzzle' and 'reflex', but with a near-constant puzzle-like component as different game elements come together to make you invent new tactics on the fly. They may contain explicit puzzles, but the player should be engaged in furious problem-solving everywhere else, too.
However, there are episodic games which test reasoning skills alone, which I can't classify as anything but puzzle games. Sokoban, Bridge Builder and a few others qualify.