Title: Puzzle Design
1Puzzle Design
2Puzzle Design
- After a hero is created and given a goal, you
will not have a game until obstacles are put in
the way. - Good puzzles contribute to plot, character, and
story development. - Bad puzzles, on the other hand, are intrusive and
obstructionist in nature. - Good puzzles can help establish immersion. Bad
puzzles can throw you out of immersion just as
quickly.
3Types of Puzzles
- The art of puzzle design lies in the ability to
create an original set of problems and solutions
appropriate to the game world. - Despite similarities, there are several different
classifications of puzzles. - The best games will use a variety of different
kinds of puzzles to engage the player.
4Types of Puzzles
- Ordinary use of an object.
- One of the simplest puzzles of all.
- The player simply uses an object in the way it
would ordinarily be used. - The challenge in these puzzles usually comes from
finding the object, rather than figuring out what
is needed. - To make things interesting, sometimes these
objects are protected by another puzzle, or an
enemy that must be defeated first.
5Types of Puzzles
Screen shot from Doom. Collecting the keys was
critical to unlocking doorsto continue in the
game, but wasnt a very difficult problem to
figure out. Actually getting the keys could be
a bit of a trick though!
6Types of Puzzles
- Unusual use of an object.
- Unusual use takes advantage of objects secondary
characteristics. - It requires players to recognize that things can
be used in ways other than their creator had
intended. - In this case, the trick is not so much in
acquiring the objects to use, but in figuring out
how to make appropriate use of them.
7Types of Puzzles
Screen shot from Splinter Cell. Sticky cams were
not only good for surveillance. A well aimed shot
to the head would knock a guard out, and the
cameracould be reused again and again! Bonus!
8Types of Puzzles
Screen shot from Psi-Ops The Mindgate
Conspiracy. In this game, guards can also be
used as handy dandy glass breakers. Sweet!
9Types of Puzzles
- Building puzzles.
- In this case, the player is required to create a
new object out of raw materials that are
available in the game. - This can involve converting one object into
another, or by combining two or more objects
together to make something new. - Be careful not to assume the player will know
what to build and how to build it. Some guidance
might be necessary here.
10Types of Puzzles
Screen shot from Maniac Mansion. One puzzle in
this game had you build a ladder by feeding a
man eating plant Pepsi. This caused the plantto
hiccup and extend itself up to the floor above.
11Types of Puzzles
- Information puzzles.
- In these puzzles, the player must supply a
missing piece of information. - It could be as simple as providing a password, or
as complex as deducing the sequence of numbers to
deactivate a bomb. - Finding the information might require talking to
other characters, searching through documents, or
deducing the information based on who or what is
requiring it.
12Types of Puzzles
Screen shot from Zork. Later in the game, you
encounter a Cyclops.Entering the name Odysseus
or Ulysses will cause the otherwise
unfriendlyCyclops to run away. You could figure
out this bit of information if youread the
prayer book, or if you recall Greek mythology
13Types of Puzzles
- Excluded middle puzzles.
- This puzzle involves creating a reliable cause
and effect relationship. - It requires the player to recognize an action
will kick off a chain of events that leads to the
desired results. - In terms of logic, you have a causes b and c
causes d. When the player is in a situation that
requires d, hopefully the player will realize b
and c are linked, and perform a.
14Types of Puzzles
Screen shot from Maniac Mansion. The chandelier
contains a key you need laterin the game. It is
made of glass and appears fragile. Elsewhere,
you discovera record with glass shattering
properties. By recording the sound to a
blanktape, and playing the tape here, you can
shatter the chandelier and get it to fall to
give you the key! A tricky excluded middle
puzzle.
15Types of Puzzles
- People puzzles.
- Involve dealing with game characters to remove
the obstacles they present. - Typically work by giving the character something
they want, talking to them, or some other
interaction. - Timing puzzles.
- Require the player to take an action without an
immediate desired effect, but causes something to
happen at a particular point in the future.
16Types of Puzzles
Screen shot from Stolen. Among Anyas gadgets is
the sonic emitter. When deployed, it can later
be activated to distract guards. If timed
properly, this can lure them away from their
posts, allowing her to sneak by undetected.
17Types of Puzzles
- Sequence puzzles.
- Rely on the player performing a series of actions
in just the right order. - Usually starts with the player trying a simple
action to solve a puzzle, and something pops up
to prevent that solution from working. - The situation then resets.
- The player must then try again, putting something
in place to deal with the new problem before
restarting the sequence. - This can become quite elaborate!
18Types of Puzzles
Screen shot from the Hitchhikers Guide to the
Galaxy 20th Anniversary Edition. Depicted here
is the result of solving the babel fish puzzle
a classic example of a sequencing puzzle.
19Types of Puzzles
- Logic or deduction puzzles.
- The player must formulate a deduction by
examining information and ferreting out a hidden
implication. - Classic gaming puzzles.
- Things like the magic square, tile sliding, peg
jumping, matchstick moving, and so on. - These are not true action or adventure game
puzzles, but they often find their way into these
games in various forms.
20Types of Puzzles
Screen shot from Death Gate. In this adventure
game, you had tomanipulate a device, crafted by
Dwarves, into a certain configurationbefore you
could gain entrance to a cave. Much like a
classic puzzle game.
21Types of Puzzles
- Riddles.
- Riddles require plenty of clues and hints.
- If the player cannot get the riddle, they can get
stuck feeling stupid, which is a bad thing. - Dialogue puzzles.
- Dialogue puzzles require the player to follow a
conversation down the correct path of a dialogue
tree until the player says or does the right
thing to remove the obstacle.
22Types of Puzzles
Screen shots from Law of the West. This game
consisted of traversingthrough a series of
dialogue trees and gunfights, if necessary,
depending onthe conversation. Or, if youre
like me, even when they werentso necessary
after all!
23Types of Puzzles
- Machinery puzzles.
- The player must figure out how to correctly
operate machinery for some purpose. - Sometimes it involves minor trial and error,
along with a dose of logic and deduction. - Mazes.
- Mazes used to be a staple of adventure games,
requiring people to map them with pencil and
paper. - Over time, they have become a cliché, and so you
should only create one if you have developed an
interesting and unique twist to the idea (for
example in mapping, navigating, and so on).
24Types of Puzzles
Screen shot from Advanced Dungeons and Dragons
for the Intellivision. This classic game
consisted of navigating multiple dungeon mazes,
fightingmonsters, and looking for treasure and
items. Very good foreshadowingand hints to
enemies too in its randomized level design!
25Types of Puzzles
Screen shot from ADD Treasures of Tarmin for
the Intellivision. Another game with lots of
randomly generate mazes to navigate through,this
time from a first person perspective.
26Types of Puzzles
Screen shot from Legacy of the Ancients. Another
adventure gameheavily consisting of maze
navigation. Still a pretty fun game though!
27What Makes a Bad Puzzle?
- Good puzzle design involves looking into the
world created and using obstacles, objects, and
characters that would naturally occur in that
environment. - Puzzles that do not do this do not fit well into
the game and break immersion. - A puzzle requiring the player to fail first in
order to succeed later is a bad one. - The player should be given all the tools needed
to solve a puzzle in advance.
28What Makes a Bad Puzzle?
- Effects should be linked to causes. If you can
remove an obstacle and not know why, that is
indicative of a bad puzzle. - Puzzles that make sense only to the designer must
be avoided. - Good play testing should uncover these.
- Avoid binary puzzles that yield only instant
success or failure. - Give the player lots of choices and let them
explore. - Avoid hunt the pixel problems. If something is
important, make it reasonably hard to miss.
29What Makes a Good Puzzle?
- Fairness.
- The answer to every puzzle should be contained
within the game. - A player should be able to theoretically solve a
puzzle on its first encounter if enough thought
is put into it. - Appropriateness.
- A good puzzle fits the setting and advances the
story upon completion. - Amplifying the theme.
- A good puzzle should work with the theme of the
story, not against it.
30Levels of Difficulty
- There are several ways to tune the difficulty of
a puzzle. - Change the amount of information provided to the
player, or how it is presented. - Change the distance between the solution to the
puzzle and the puzzle itself. - Allow for alternate solutions to a puzzle to make
it easier. - Include red herrings to increase difficulty.
- Change how much the player is steered towards the
puzzles solution.
31How to Design a Puzzle
- A game is broken down into levels, each with its
own goal. By completing all goals, the game
itself is completed. - Each goal must have an obstacle preventing the
player from easily reaching it. - These obstacles can be the puzzles thatwould
occur in the game. - They should fit into the story and in the
setting, and the player should have reasonable
ways of solving them.
32How to Design a Puzzle
- The easiest way to develop puzzles in a game is
to think about the villain. - The villain is actively opposed to the player
succeeding, and will be the one using obstacles
to try to stop them. - Think of how the villain would actually try to
stop the player. - Keep in mind what raw materials the villain would
have in creating the obstacle. - Keep in mind what the villain knows as well.
33How to Design a Puzzle
Screen shot from Rune. This is a puzzle to cross
the lava pit, something Hel might just make you
do.
34How to Design a Puzzle
- Player empathy is a key factor in puzzle design.
- You must be able to see things from the players
point of view to determine what is reasonable and
what is not. - This will also let you see how the player would
attempt to solve a puzzle, so the game can react
appropriately. - The game should be set up so that it is clear
when the player is facing a puzzle, and when the
player is just going in the wrong direction. - With empathy, you can provide appropriate clues
and steering to help the player out.