Skip Navigation

What are your favorite video games that force you to pull out the pen and paper?

Ever since the language puzzle in Tunic that got me to fill up 6 pocket sized pages of notes over multiple days while trying to puzzle it out as I tried to and, eventually, succeeded at translating the in-game "paper" manual, I've had a craving for games that force you to pull out a notebook and take notes/puzzle things out as part of the actual meta-gameplay mechanics, because the game doesn't just do that thinking for you.

What other games are like this, even a little bit, that you've loved?

And to be clear, I don't mean things like TTRPGs which are just inherently on paper. Those are cool and all, but aren't this thing. I want things that force me to engage my thinking beyond what the inputs of a controller and medium of a screen and my short-term memory alone can do for me.

73 comments
  • Factorio

    Gotta keep track of production balance somehow..

    • In the same vein, Satisfactory and Dyson Sphere Program. I love planning and optimizing and it feels great to plan it on paper then build it in the game, only to run into countless problems, distractions, and rabbit holes of things to do to achieve my goals, requiring taking countless more notes to keep track of it all. Definitely one of my favorite genres of games.

      • Satisfactory is the first game I thought of. It even made me craft little 2D building models to plan proper factory layouts.

  • Since you already said Tunic, I'll throw out Riven: The Sequel to Myst

    I played it several months ago for the first time and my desk was completely littered with sticky notes, most of which would have been incomprehensible to anyone else

    • Tunic is a BIG one. The language puzzles, and the math puzzles. SO MANY NOTES.

  • A bit different but The Painscreek Killings. You're a reporter investigating an abandoned village where years ago a couple of murders happened. There is no set ending to the game, you can leave at any time and answer a bunch of questions to see how much of the mystery you have solved correctly, a bit similar to what Obra Dinn does. Until then you can more or less freely walk around (there's a rough order enforced by keys and hints) and figure out what's important. I've filled close to 20 pages with notes, relationship diagrams and a few sketches and still feel like I've seen maybe half of what's there.

  • Oh man, last one that made me do that was probably Zork III. I was hand-drawing my own maps to navigate that game. I miss those days.

  • System Shock 2. Just the perfect amount of non-handholding and thinking required without being cryptic or tedious.

  • Oxygen Not Included. Gotta compute the rate at which dupes consume resources to adjust production. It's so hard yet so satisfying. The dupes are extremely stupid though

  • Signalis. Retro horror game with a really messed up plot; I had to write down radio codes and door diagrams in order to remember them.

  • Voices of the Void.

    Writing down the dish names and codes for the reports is a lot more fun than I thought.

    • I always keep a notepad in my inventory with the first page dedicated to my "dead fuckers list" of broken servers

  • Wasteland 2.

    There's a couple of places that need passcodes and figuring out riddles. Sometimes you team is smart enough to remember them, other times not so much.

    It also comes in handy with Dialog Options when no one in your team has 'talking' as a primary stat. You can still punch in the triggering word manually.

    You're basically the sixth member of the team if you can remember all that stuff. It's neat little feature. Pen and paper absolutely required.

    • I did the same for wasteland 3~! Had a bunch of pages of notes trying to remember where to come back to, etc... Love it!

  • Pillars of Eternity 2 for me. Had TONS of pages of notes of build ideas, locations, treasures, remembering to go to X at Y level, etc... Absolutely had a blast with that game.

73 comments