Scott Kim
Puzzle makers survival kit
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Fun Solvable
Ø Challenge
Ø Distraction
Action Puzzle
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.) |
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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
Lego – Modularity
| |
Too little structure <----------- ---------> Too Much structure
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