Puzzles

* See also Mini-Games
* See also Mission/Quest
* See also Hacking
* See also Asset_Creation_Process PCA (Player_Created_Assets)
* See also BioShock_Game_Elements
With The MMORPG having Fabrication and Information Gathering, the Puzzles game element becomes more generalized.
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Puzzle Bits that Players Find Over Time :
* Assemble the pieces together to make useful things ( including neat decorations which might be considered 'useful' )
* Documents with clues to access some Goodie ( It is amazing what Splicers used for toilet paper ... )
* A "Painting" decoration ( lots of unique artwork to use ripped up and the pieces out there to be found )
* Some very useful mechanism ( enabling something the Player couldn't do/expand before )
* Trading of parts between Players (Have X, Seek Y)
* Use of Workbench and Bulletin Board (nifty interfaces) to keep pieces organized and easily visible ( not buried away in stacked inventory Containers )
* Can be a Group activity where many Players add their piece to the 'puzzle' that will be shared by the community ( or a 'Party'/'Association' ). "HEY LETS FIX THAT OLD TRAM -- WERE ONLY MISSING Parts A B C - X Y Z - and Q " ...
* Progressive Results - intermediate results (continuations)
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Randomization To Prevent "LOOK IT UP ON THE INTERNET SOLUTIONS" :
With auto-generation capabilities being fundamental to this MMORPG, then many 'Puzzles' can be made to be mutatable/semi-unique.
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Find All The Pieces :
Things do tend to fall apart, or are easier to 'take apart' THAT to 'put back together', so certain useful/valuable items would have a small Picker Puzzle type activity when 'found' somewhere -- Challenging the Player to 'get all the pieces' ( individual bits probably worth something, a COMPLETE whatzit is worth ALOT ... ). Possibly a timed puzzle to get something before its gone.
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Idea for Player Created Puzzle Scenarios Using Quest Generation :
Player Creators create situations the Quest-taker has to solve in-game. Many of them to exist, with all different kinds of Puzzles built in to them. Every game-making tool and trick/effect the players can think of is available for presenting the 'Puzzle' situation within the in-game play environment. ( Many may be largely interesting special effects ).
Names, identifiers and objects are randomized/genericized so Player cannot 'look up answer' on the internet. Combinatoric 'templated' elements would be used when possible to make the same scenario different - for different people or if ever repeated ( If not in the Puzzle itself, at least in appearance ).
The scenario is run with limited retries (possibly none) immediately and does not stop and cant be 'saved' ( this is online after all ) so Player has no time to 'look it up' and must make use of their real skill.
Ratings of difficulty ( and statistics of Player success ) would be recorded to allow Players to request what relative difficulty level (some metric) they want to play and see then how they stand against other Players.
As normal, full vetting is done before the scenario 'goes live'. Creation of each 'Scenario' has a point limit system for components to be included. Creators 'ramp up' in scale of their do-able scenarios as they prove their skill to make more complex ones. This prevents alot of trash Assets from being pushed to the Creation Community which must "vet" these things ( That Vetting is not just running the puzzle scenario, but has inspection of all data components to 'spot' the forbidden stuff some players might try to hide within them. )
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I was again playing thru Far Cry 3 and was impressed by the Tower Climbing puzzles ( effectively a 3 dimensional maze ) - where you climb to the top of damaged 'cellphone towers' to restore their operation, with a variety of visualizing/maneuvering you need to do to get to the top. The towers are damaged and have had ad hoc repairs, and infrastructure things like THAT would fit right well within Raptures environment.
In Rapture ... on/within machinery, climbing inside wall spaces/passages. Could have many additional actions of fixing things along-the-way, and various maneuverability 'tools' to assist passage ( to add to the basic move/duck/climb/jump/leap actions ).
As expected in THIS game, many building-block templated subsections/props would allow combinatoric auto-generation of variations ( scripted logic to recombine the pieces sufficiently ).
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A Disguise :
The masks fall off of many Splicers when you kill them. It might've been an interesting ploy for Jack to be able to put one on ( with the HUD effect of the eye-holes and breathing sounds ) to temporarily fool other Splicers ( The fancy Mask of Fitzpatrick laying there after 'The-Piano-Go-Boom' made me think of it ).
Even for the Plot - a made up makeup mask-face of Sander Cohen might've been used to escape Fort Frolic when a mob of Splicers start to chase you after you killed 'The Maestro', and you are holed up in his makeup room (or somesuch).
Of course, the customary mirror to look at yourself ( wearing the mask ) is needed.
A joke in BS2 would be Delta attempting the same trick ( and not exactly fooling any Splicers, but more a case of 'terribly confusing' them ).
Better graphics in the MMORPG would have such things ( They avoided mirror reflections of Jack/Delta/Sigma probably because it would look so awful ( even in BS2 we only got shadows of Delta ).
Seriously if it had been better, Infinite BS would, in at least one scene, have Booker assume a Disguise ( and stop waving a gun around ) to get past some obstacle in the game - a Policeman asking a question at a Checkpoint and requiring selecting the RIGHT answer as part of it also would be nice ( " THOSE INITIALS ON MY WRIST, OH THAT'S JUST A TATTOO I GOT ONE NIGHT WHILE DRUNK IN GALVESTON - YOU SHOULD SEE THE ONE I HAVE ON MY BUTT ... " ) 
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More Interactions :
We need more puzzle things - like where you have to shoot something to release the Goodie or activate the Door ( can have Templates for these things too ).
They shoulda had AT LEAST one metal pipe you tightened up ( As a 'Puzzle' ) to get past a story road block.
Switches repaired to get past the Portal, etc ...
Pipe Wrench + Pipe .... (so obvious). Even just setting a pipe valve. 
May need an interface 'hint' to indicate to the Player (for Missions) to point out the trigger props.
A general game Mechanism common enough to have Templates for these ( and thus easy to add ).
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Infinite BS - Degradations All Round - Puzzles ??? 
SEE : 
https://www.bing.com/videos/search?q=bioshock+infinite+puzzles&&view=detail&mid=BA9AB5AFFD9C63E72E4ABA9AB5AFFD9C63E72E4A&FORM=VRDGAR
Link Dead this is the one with the Sherlock overlay with the Bells 
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The Original BioShock Combination Locked Doors were just a matter of spotting Scrawled numbers or finding/listening to Audio Diaries. It was generally non-tedious.
Infinite BS with its Elizabeth-Pickable Door Locks were even less effort intensive. A few Special Locked-Boxes/Secret-Rooms required backtracking or clearing all opponents.
Others like the Lighthouse Bells or the Songbird control are barely even puzzles, with the solutions literally handed to you.
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