And some game recommendations by me to add on to the post:
Taiji
A 2D puzzle game where you slowly unravel how to solve each different element of the puzzles, eventually culminating in a massive puzzle gauntlet. Basically identical in concept and execution to The Witness, but still very much its own unique and fun game.
The Golden Idol
A puzzle game where each level you must examine a scene to figure out exactly what happened, eventually piecing together the full story over several levels. Don't let the art style put you off, it's an incredibly well done game. Most similar to Return of the Obra Dinn in concept.
Stories: The Path of Destinies
an action RPG with a branching choice-driven storyline, but not every story has a happy ending... You'll piece together the true story over multiple playthroughs and eventually find the one true path. It wasn't a particularly life-changing game but it was still a lot of fun and worth checking out if it sounds interesting!
I tend to not get into these types of games because the progression is often a time-limited loop, and a lot of the time you have to go to the same place or do the same thing multiple times before you can finish it because those are places or actions that don't persist through a loop.
Similarly, games setup like Mario 64 where every level is intended to be played 5 or 6 times to get all the stars instead of just having it designed in a way that you can get everything in one go if you're good enough.
I call these puzzle box games because that's what they remind me of and nobody else has a name for them yet. There's one called Void Stranger that nobody ever talks about. Baba Is You is popular but nobody has mentioned it here yet. I think it's sad as hell that people let their dislike of Phil Fish ruin Fez for them. That's a really good game.
For those looking for more. Fez is a delight and a classic in the genre. The very last puzzle is more interesting from a community lore standpoint than actually being a decent puzzle, though. So be kind to yourself on that one.
Curiously Deep Rock Galactic is about practical knowhow. At least that differentiates greenbeards from greybeards.
The oppressor is nearly immune to bullets but melee attacks are super effective
The Driller will overheat digging about 12 meters (depending on the upgrades used) Digging ten clicks then pausing to cool will prevent overheat
Cave leeches make a distinct yummy noise before attacking. You can escape by seeking cover again. Cave leech attacks are often facilitated by a distraction such as minerals or glyphid ambushes
The Scout's grappling hook does not account for safe perch or landing. Scouting to a sheer cliff is a good way to just get hurt. Mind where you're going to land.
On the other hand minerals embedded in a cliff face often protrude enough to get purchase. This can be facilitated with a flying pickax attack. Practice, practice!
Likewise, dwarves can scamper up steep slopes like mountain goats with forward movement and spamming jump.
Then again, gravity is the number one killer of dwarves, seconded by common Glyphid Grunts. Don't underestimate them.
The Driller's Collette Wave Cooker can defuse unfuzed Exploders when it deals the killing damage (defuse = doesn't explode). The Driller's Cryo Cannon can defuse fuzing Exploders...sometimes.
Overhanging cliff-sides are the nemesis to the Engineer's platforms. If you dont want to carve out headroom, extend them out a layer or two.
The Engineer / Scout team (platforms and grappling hooks) can quickly exploit the high-positioned minerals in a cave.
That said, platforms can make for great bridges. Do so at whimsy for starters and learn where it's useful.
And yet, the engineer has the most trouble traversing sheer incline, especially in tight quarters. Make sure your Engie can get to the drop-pod safely.
Speaking of extraction, Simple Mining missions are the most linear and require the most attention regarding preparing traversal back to the droppod. Escort is also linear but naturally comes with a big tunnel which makes it easy (when Dotty doesn't carve a vertical drop). Other missions feature a rounder, unlinear complex and a shorter exfiltration. Sometimes the pod will drop onto a crap place, with the ramp in mid air, or embedded in hard rock.
Drillers should watch for adjacent chambers to connect by tunnel. Engineers should bridge chasms and seal holes. Engies can also create safe steps to traverse hot slag and slime. Both can level out arenas where fights are expected (say when prepping for a dreadnought or powering up a salvaged drop-pod)
In escort the Engineer's grenades make short work of rocks and beamers. (The latter needs something that chips into rock, even a scout with a pickaxe power attack). The Gunner's hurricane rocket launcher manages both nicely.
Dotty, Hack-C, Steeve, lootbugs, Hexawings, Breathers, Cave Vines can all be petted and should be. Bosco can be saluted. Using the laser pointer, other Dwarves can be talked to.
These are all off the top of my head. There are dozens of others one learns on the path to Greybeard enlightenment. Rock and Stone.
I’m interested in these types of games but fear that as I don’t have a a lot of time to play and don’t have regular times to play, I’d get half way through and just forget what’s going on.
I hear you’re taking reccos. May I suggest The Forgotten City? It’s not quite the same, but has a very similar “learn wtf is happening* as you go” mechanic. Also it’s one of my favorites.
Probably not for everyone here but 'I was a Teenage Exocolonist' is one of the best games in that category I ever played. You feel the developer's love in every character and storyline and being able to have so many different outcomes really made it feel special.
Try Deathloop. It's actually a lot of fun once you get into it. Though the game will outright TELL you progression information every so often which can be annoying.
I'm always having to learn new practical skills for work, and getting into things I know nothing about and having to learn them to be successful.
The difference is that the skills you learn from playing games usually are not transferable to the rest of your life. There's some exceptions to this but most of the stuff you learn from complex games are completely fabricated for the game and have very little bearing on real life.... Though, am argument can be made in many cases, such as kerbal. I haven't played kerbal, but I understand there's some reasonably accurate orbital mechanics and rocket science involved. This is just one fairly obvious example that I know of. Not to be confused with a comprehensive list of games with practical educational value.
For me though, I usually don't want to learn anything useful while playing a game, since that's basically what I do for work. So any game, like our example of kerbal will, in all likelihood, feel like more work to me, which is decidedly not the objective I'm going for by playing a game.
I dunno. Different games for different folks or whatever.
Trying frantically to remember some recs too but nothing that fits exactly comes to mind except those already mentioned. Probably Cultist Simulator? Though it has frustrating moments where you seem to exhaust all available options and hit the wall without noticing some seemingly random option you have to try. Maybe also Sorcery! series — the more branches you try, the more complete picture of the world you get.
I have some suggestions that fit this category with varying degrees so I will include some justifications so you can decide if you want to include them in your own playlists
Her story/the stanley parable :: fit the category perfectly
subnautica :: Survival game with heavy exploration. Unusually for this genre it has a story which you can only progress by finding some clues and piecing them together
the witness :: This one has been mentioned already but I just wanted to reiterate that although it may seem like a simple puzzle game it's a good fit for this category. Here's an excellent analysis of it that you can watch after playing https://www.youtube.com/watch?v=KZokQov_aH0
The talos principle :: the main part of this game is just a puzzle game so it seemingly doesn't fit very well. However, along with those there are some characters which ask you some philosophical questions which you unintentionally end up mulling over while solving the puzzles. By the end of the game you have understood some things that can make the ending very meaningful and emotional.
antichamber/gorogoa/superliminal/baba is you :: Simple puzzle games but they are solved by lateral thinking where you're constantly pushing the boundaries and rules of the puzzle itself
into the breach :: rougelike tactics game. Someone else mentioned how roguelikes in general fit this category and this is my honorable mention
hacknet :: You are given some tools that can open some doors but you have to learn how to exploit those doors to open the remaining ones