Did you know there are TWO different Agatha Christie videogame series? They produced games at the exact same time, too. One series has done five adventure games, while the other has done four casual, hidden objects games.
I just started "Death on the Nile", the first hidden objects game. It is pretty regular in how it's set up.
1. You do a hidden objects challenge. 90% of the items are random. 1-2 items you find are clues related to the mystery.
2. There is a puzzle. The ones I've seen so far are simple jigsaw puzzles, where you swap pieces until each piece is in the correct place.
3. There is a cutscene, or you get an opportunity to talk to a character.
It looks like these three things repeat, in that order, about 10-20 times until the game is over. Basically, you get a little bit of story in between a series of hidden objects puzzles. I've seen games like this before.
It got me thinking. Why is it that these games always have hidden objects puzzles, in between the bits of story? Any type of puzzle would work, whether it's sudoku or match-3 or whatever. The game would be basically the same, either way! There's no particular reason why the game has to be mostly hidden objects. In fact, I'd like the game a lot better if it had the option of doing a different type of puzzle, because the hidden objects are tedious, and I'm only playing for the story.
Now I kind of want to make a game in this format, only with matching puzzles. Or mah-jogg. Or whatever.