When recently playing an adventure game (Dreamfall Chapters) it hit me that most adventure games I've played have had only a single solution to the "puzzles" they require you to solve. This frequently means a single clue the player has to "get" or they may be in for a long session of "brute force" combing through everything they can find in the game world. (I remember this happening to me several time in classics such as Sam & Max Hit the Road.)
In comparison, a frequently cited piece of advice for Game Masters that want the players to follow clues in a tabletop roleplaying game is the Rule of Three, which basically states that every conclusion should be supported by (at least) three clues that the players see. As a corollary, every "chokepoint" problem should have three ways to solve it.
Is there a game design reason for why a similar rule isn't necessary for video games? Or are single-solution puzzles just lazy design?