Matt put together several documents from articles about puzzles when making a game. The idea for this is that it's fairly conclusive research surrounding the theory of "what makes a puzzle fun and challenging". The idea that we wanted to have puzzles in the non-combat section of the game hinges on their success.
Preproduction is essential to get this game or any other game for that matter off the ground. In order to make sure pre-production as smooth as physically possible, Martin made this document outlining the goals and aims that we wanted to achieve before moving on from the prototype and therefore OUT OF PREPRODUCTION. Once out of preproduction - that's it, so the time for mistakes and major changes is before this tick-list is completed.