I'm bored. So...
This topic hasn't been discussed in at least a month, so I'm going to bring it up again:
What would you like the puzzle focus for Doom 3 to be?
Basically, there aren't many puzzle types that you can include in a FPS. The 'types' come to mind: logic, jumping, and 'take X to X'.
Well, you very rarely see these in FPS's. This catagory usually takes you of of direct action for a few moments while you test your mind as opposed to your trigger finger. I think the only implementation I've seen would be certain keypad puzzles in Deus Ex and SS2, though they are more strategy/RPG based than most straight FPS's tend to be (and what I imagine Doom 3 will be). As far as straight FPS's go... I think a button puzzle in a Half-Life mod is the most I have seen.
These began, in their most basic form, back in Quake. They were little more than jumping over lava onto a platform that you don't want to fall from. More than half of the FPS's out today that incorporate jumping have jumping puzzles ranging from as simple as land on the area not in toxic fluid, to as aggrivating as, well, episode 2 of They Hunger. I gather that not many people like them, but there are those like myself who don't mind or even enjoy these detours. THey mainly test your ability to control your movement.
Take X to X
You could also call it: Take X to Y, or: Find Key, Unlock Door. This is pretty much the granddaddy of all the FPS puzzles, and it comes in a variety of flavors.
The basic principle is this: you have 2 points, A (start) and B(finish). In order to prevent you from just jumping from point A to point B, killing enemies along the way, a distraction is incorporated. Lets add C. From A go and get item C and take it to point B so you can finish the level. Or you could take it to point D, a door perhaps, that blocks B.
Let's jump ahead to Half-Life and the tentacle monster. From point A (control room), go to either point C,D, or E (switches). Once C, D, and E are achieved, return to A, hit switch F which kills the beast allowing you to get to point B, the next level.
The trick is in the variation. It amuses me that people (myself included) hate the simplicity of find the key and take it to the matching door, but if you change the variables (such as the metal barrel to complete the electrical circuit from Blue Shift), the puzzle is fun and new again.
I am interrested to hear what kinds of puzzles you guys would like to see (including the ones I haven't mentioned), as well as how you would like to see them.
Oh... and this is my 200th post. };>)