Friday 3 February 2012

Scott Kin Notes

Scott Kim


Puzzle makers survival kit
                                                                   |                        |
                                                                   |                        |
                                                                  \/                       \/
Fun                  Solvable

Ø  Challenge
Ø  Distraction

Action Puzzle
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        \/
Error Recovery (players deliberately makes the puzzle more difficult to get the bonus prize but then they don’t know what to do so they temporarily fix it then they find a way).
Easy to learn - To draw the player in by making the controls simple but after increase the twitch skill so you don’t eliminate your audience (e.g. mentally challenged).
Story Puzzle – Use the puzzle to tell a story. Possibly use as decision points in the game but they have to re relevant with in the game. (About the line between story & puzzle and the link you make between them.)                                                                                |
                                                                                          \/
                                                                                      Relevant
Certain genres are more readily acceptable to story puzzles.
Competitive puzzles
They are similar to game, but in game they are more like battling an opponent.
E.g. Boggle
A
L
Z
E
S
O
Q
I
K
D
K
O
M
P
M
A

Shshvehon puzzles
    LegoModularity
                                                      |                         |
Too little structure       <-----------                         ---------> Too Much structure

Intensity ramping in puzzles
Different mechanisms

___________>

- - - - - - - - ->        Accelerating



   Semi linear ordering (Insert diagram)

Ordered (Insert diagram) – be careful, because you’ll get to a puzzle you can’t solve and get stuck and can’t progress.
Meta puzzles
(Insert stuff)

How should you start?
Enjoying the manipulation of the puzzle
Ø  Start them with the familiar
Ø  Specifying rules – making clear what the player can’t do.
Ø  Building up puzzles – so the player will play for a long period of time otherwise they will be baffled by the puzzle and they’ll dump it.
Ø  Simplifying the puzzle – boiling the core component of the puzzle, making it easy so you know what you’re doing. (Getting the car out of the car park).
Ø  Editor – Puzzle must have the same assets each level and can be easily edited and tweaked each step easily.
Ø   
Ø  Sub rules for level editing – Level Design
Ø  Start with a bang
Ø  Teach techniques –you teach through intensity
Ø  Paint a picture
Ø  Develop a theme