Title: Designing the Puzzle
1Designing the Puzzle
- From Game Design by Bob Bates
- Chapter 6
2A Good Puzzle
- A good puzzle fits into its setting and presents
an obstacle that makes sense. When the player
solves it he knows why what he did worked.
3Types of Puzzles
- Ordinary Use of an Object A door with a golden
lock. The player has a golden key. - Unusual use of an object A candle can light up
a dark room, but its wax can also be collected to
make an impression of a key, it can light a fire
that sets off a smoke alarm, or heat from its
flame can expose writing on a piece of paper.
4Types of Puzzles - Continued
- Building Puzzles Time Traxx is based on
building computers, robots and programming them.
In Eric the Unreadytheres a key on a chain
which is too Short to reach the lock. But, there
is also a wax seal that can be used to create an
impression of the key.
5Types of Puzzles - Continued
- Information Puzzles - These puzzles could be as
simple as supplying a password, or as complex as
deducing the correct sequence of numbers to
defuse a bomb. - Codes, cryptograms and other word puzzles A mad
scientist has
6Types of Puzzles - Continued
- Excluded Middle Puzzles This involves creating
a reliable cause-and-effect relationship and then
requiring the player to recognize that a
particular action will kick off a chain of events
that will culminate in the desired action.
Example Rubbing a lamp, summons a large bull,
the bull sees something red he charges. Put the
player in front of a locked RED door. The bull
breaks it down.
7Types of Puzzles - Continued
- Preparing the way A wrinkle on the excluded
middle puzzle that makes it even more difficult
is require the player to create the condition. In
the proceeding example, lets say the door is
green but the player has a bucket of red paint.
8Types of Puzzles - Continued
- People Puzzles Here, the player needs to learn
the key to a persons desires. If he is a guard,
perhaps he can be bribed. If he is a spy, perhaps
the player can uncover the secret piece of
information he is seeking. If he is a child
perhaps the player can find a toy.
9Types of Puzzles - Continued
- Timing Puzzles This is a difficult class of
puzzle that requires the player to recognize he
must take an action that does not yield an
instant effect, but instead will cause something
to happen at a particular point in the future.
10Types of Puzzles - Continued
- The Classic Diversion If a player sees that a
guard will always leave his post to investigate a
noise, he can go to a different location and set
up a noise-making device there.
11Types of Puzzles - Continued
- Sequence Puzzles Usually the player is
presented with a simple means to achieve a simple
goal. However, suddenly when he performs the
action something pops up to prevent his achieving
that goal.The situation then resets, and the
player must put something in place to solve the
problem before kicking off the sequence again.
12Types of Puzzles - Continued
- Logic Puzzles The player must deduce a
particular bit of information by examining a
series of statements and ferreting out a hidden
implication. - Classic Game Puzzles In Death Gate the
entrance to a cave is controlled by a mechanical
device built into the wall that requires the
player to manipulate its elements into a certain
configuration before the door will open. -
13Types of Puzzles - Continued
- Riddles
- My first name comes before a duck,
- My last names found in fences.
- Some days I have to bring a truck,
- To bring home all my pences.
- Answer Bill Gates
14Types of Puzzles - Continued
- Dialog Puzzles These puzzles require the player
to follow a conversation down the correct path
until a character says or does the right thing.
(Paranoia) - Trial-and-Error Puzzles Make the player try
everything until something works. (Bad Idea)
15Types of Puzzles - Continued
- Machinery Puzzles In Companions of Xanth the
door that controls access to the magicians
castle is operated from a panel with several
levers. The player has to learn how to manipulate
the levers, and when he does so bcorrectly, the
door opens.
16Types of Puzzles - Continued
- Alternative Interfaces In Mission Critical
theres a rupture in the pipes that provide the
coolant fluid to the spaceships nuclear reactor.
The player has to manipulate the controls of the
machine that pumps the fluid through the pipes,
to reroute the fluid past the rupture and prevent
a meltdown.
17Types of Puzzles - Continued
- Mazes You are in a maze of twisty passages,
all alike. You should create a maze only if you
have developed an interesting unique twist to
mapping. - Gestalt Puzzles In Trinity has a sundial
puzzle where the player is transported to a
half-light, half-dark bizarre world. Its the
face of a sundial.
18What Makes a Bad Puzzle
- Good puzzle design involves looking around in the
world you have created and using obstacles,
objects, and characters that would naturally
occur in the environment. Bad puzzles violate
this rule, and they frequently break other rules
as well.
19What Makes a Bad Puzzle(Continued)
- Restore Puzzles Its unfair to kill off a
player for not solving a puzzle and only then
provide him with the information he needed to
solve it. (Room with gas.) - Arbitrary Puzzles Effects should always be
linked to causes. Events shouldnt happen just
because the designer decided that its time for
them to happen.
20What Makes a Bad Puzzle(Continued)
- Designer Puzzles Avoid those puzzles that make
sense only to you, the designer. Just because the
connections are clear in your head doesnt mean
that they will make sense to the player. - Binary Puzzles Avoid binary puzzles. These are
puzzles with yes or no answers that yield
instant success or failure. When you give the
player choices, give him lots of choices.
21What Makes a Bad Puzzle(Continued)
- Hunt-the-Pixel Puzzles Sometimes an important
object on the screen is so small that its easy
to overlook. This is usually created by problems
of scale. If the room is large and the object is
small, the player might overlook it.
22What Makes a Good Puzzle
- Fairness In a fair game, the answer to every
puzzle is contained within the game. In addition,
a player should theoretically be able to solve it
the first time he encounters it simply by
thinking hard enough (assuming that he has been
presented with all the information).
23What Makes a Good Puzzle(Continued)
- Appropriate to the Environment The best puzzles
fit naturally into the story and give the player
the opportunity to learn more about the people,
the setting and the world they are exploring. - Amplifying the theme The actions must be
reasonable things for his character to do.
24Levels of Difficulty
- Bread Crumbs One of the easiest ways to adjust
the difficulty is to change the amount or
directness of information you give the player. - The solutions proximity to the Puzzle How
close the designer put the answer to the problem
determines how easy the puzzle is.
25Levels of Difficulty(Continued)
- Alternative Solutions Another way to make a
game easier is to provide alternative solutions
to puzzles. - Red Herrings (Misinformation) One way to make a
game harder is to include red herrings. - Steering the player You should constantly be
steering the player toward the right answers to
the puzzle by providing clues in the responses
you make to his input.
26How to Design the Puzzle
- Creating the Puzzle You begin where any author
begins, with your story and characters. You
create a setting and populate it with interesting
characters. Then you create the player and give
him an overall goal. Within each scene, you
create obstacles that hinder the player from
reaching the goals. Those obstacles are the
puzzles.
27How to Design the Puzzle(Continued)
- The Villian Something is there that does not
want your hero to succeed. Whether its a person,
the gods, the government, or the ultimate bad guy
whatever that thing is, thats the villain.
When you are designing a puzzle, ask yourself why
it should be there. Who would have put it there?
Who is this bad guy, and why is he threatening
your hero?
28How to Design the Puzzle(Continued)
- Player Empathy This is the ability to look at
the game from the players point of view. When
you do this, you can anticipate the kinds of
things he will want to try. When you learn to
anticipate his moves, you can give him a better
game experience by creating interesting reactions
to them.
29Summary
- Make sure that your puzzles enhance the game
rather than detract from it. Use puzzles to draw
the player into your story so that he learns more
about your characters. Dont withhold the
information he needs in order to solve the
puzzle. Develop player empathy and strive for
that perfect level of frustration that drives a
player forward rather than turns him away. Above
all play fair!