So I was playing La Mulana, and once again had to go for a walkthrough, when it struck me that the puzzles in that game are almost unique in style compared with other games. After thinking about it, I think there's three ways to design a puzzle game:
1) Inside the boxAll the rules and interactions are stated in advance, but the content of the puzzle changes each time.
Examples: point and click adventures, chess puzzles
2) Edge of the boxThe game introduces new rules at a pace, so the majority of the difficulty is understanding the new consequences of each rule.
Examples: zelda dungeons, braid, space chem
3) Outside the boxThe puzzle solutions don't have preestablished rules or patterns. Often, you need to break some implicitly defined rule or trope, or apply real world knowledge.
Examples: La Mulana, ARGs, parts of Undertale and the Metal Gear series.
Obviously, games mix and match between the three, sometimes dabbling in outside the box for a single puzzle (often a
Guide, Dang It moment), but it's usually pretty clear which one a game is going for.
What do you think? I'm really struggling to think of any games that lean really heavily of outside the box puzzles except La Mulana.