Leroux: Which game was it, btw?
KneeTheCap: Alpha Polaris. It's literally after the first puzzle, I got the polar bear in a cage, then the other guy told me that he's gonna take a leak and left. I have no clue where to go next. I am very certain that I'm just too dense.
Hm, I haven't played that one, so I can't judge its puzzle design. Good point and click adventures usually give you hints on what they expect from you; if you really don't have a clue at all, it might just be badly designed. And like others have pointed out, a lot of them are. There hasn't been that much progress in the genre anymore since the early 90's, many just repeat the same tropes and faulty designs*. Then again, there are actually people complaining when the games are "too easy" because the puzzles are logical, as if getting stuck was half the fun in playing point and click adventures, which is something I don't really get ...
* At the time I played though Gabriel Knight, whenever I got stuck and had to use a walkthrough, I wrote down the reason why I hadn't managed to solve the puzzles myself, just to see if it was actually my fault or due to the design. It turned out to be a good case study on what's often wrong with point-and-click adventures and/or their puzzle design, like:
- pixel hunting
- very far-fetched and illogical solutions without in-game hints
- lack of consistency, sudden change of rules / commands without reason or warning
- railroading, making areas or items inaccessible at certain points in the game, and then have them accessible all of a sudden without giving any notice or hints about that
- messed up chronology (e.g. in dialogues the player character suddenly knows things the player hasn't discovered yet, because the developers didn't take into account that someone might do things in a different order than they had planned)
- labyrinths
- dead ends (to be fair, I didn't notice any dead ends in GK2, but all the other issues were present)