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Prof. Pier Luca Lanzi
Puzzles
Videogame Design and Programming
Prof. Pier Luca Lanzi
Readings
•  Jesse Schell. The Art of Game Design
(2nd Edition) Morgan Kaufmann 2015
2
Prof. Pier Luca Lanzi
puzzles are wonderful mechanisms
that form key parts of many games
Prof. Pier Luca Lanzi
sometimes they are visible
sometimes they are enmeshed into
the gameplay that become invisible
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
how to make good puzzles?
what are the best ways incorporate
puzzles into games
Prof. Pier Luca Lanzi
are puzzles really games?
jigsaw puzzle? Rubik’s cube?
Prof. Pier Luca Lanzi
“A puzzle is fun, and has a right answer.”
Scott Kim
Prof. Pier Luca Lanzi
once you figure out the best strategy, you can
solve the puzzle every time, and it is no longer fun
when a single strategy will always defeat a game
we say that the game has “dominant strategy”
“dominant strategies” should be generally avoided
as they reduce the replayability of a game
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
a puzzle is a game with a dominant strategy
Prof. Pier Luca Lanzi
Puzzles
•  A puzzle is anything that makes you stop and think,
and mental challenges can add significant variety to an
action-based game
•  In earlier games, puzzles required the players to stop
completely and sometimes appeared incongruous
within the game environment
§ 7th Guest has several puzzles like a giant
chessboard, etc.
•  Then, as gameplay became more fluid, puzzles
became less explicit and more woven into the
gameplay
§ Tombraider
§ Legend of Zelda: The Wind Waker
§ The Witness by Jonathan Blow
Prof. Pier Luca Lanzi
Puzzle Principle #1:
Make the Goal Easily Understood
13
Prof. Pier Luca Lanzi
Puzzle Principle #2:
Make It Easy to Get Started
14
•  Once players understood what is the goal of the
puzzle they should be be able to start solving it right
away
•  With some puzzles (like Sam Loyd’s 15) it is very
easy to start although a winning strategy is far from
being obvious
•  With other puzzles, the goal is very clear (e.g., identify
what digit each letter represents) but players might
be disoriented to start solving it
Prof. Pier Luca Lanzi
“To design a good puzzle,
first build a good toy.”
Scott Kim
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Players should be drawn toward
manipulating the puzzle
Even people who don’t want to “solve”
the Rubik’s cube wants to touch it, hold it, and twist it.
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Puzzle Principle #3:
Give a Sense of Progress
19
•  Riddles are questions that demand an answer
•  Puzzles also demand an answer but typically involve
manipulating something toward the solution
•  In puzzles, the players feel that they are getting near to
the solution and this sense of progress gives hope that
they will arrive to the solution
•  Early adventure games had riddles that created “stone
walls”
•  Riddles can be turned into puzzles using an approach
similar to 20 questions
•  Rubik’s cube provides this sense of progress (first solve
one side, then another one, etc.)
Prof. Pier Luca Lanzi
Puzzle Principle #4: Give a Sense of Solvability
When players suspect that your puzzle is not solvable,
they become afraid that they are wasting their time and give up
You need to convince players that your puzzle is solvable
Rubik’s cube was sold in its solved state J
Prof. Pier Luca Lanzi
Puzzle Principle #5: Increase Difficulty Gradually
Difficulty in games should increase gradually and
puzzles should follow the same principle
How can puzzles increase in difficulty?
They are actually solved or not solved…
Puzzles require a series of actions
that are small step toward the solution
These actions should be increase in difficulty (e.g. in jigsaw puzzle
one first looks for the corners, then the borders, etc.)
Giving players the control over the order of actions is one way
to ensure that the difficulty can gradually increase
Prof. Pier Luca Lanzi
Puzzle Principle #6:
Parallelism Lets the Player Rest
22
•  Puzzles make a player stop and think
•  What if players cannot solve the puzzle and they
are unable to make progress in the game? They
might abandon the game.
•  A way to safeguard against this is to provide
several related puzzles at once. This way players
can move between puzzles and rest.
•  “A change is as good as a rest”
§ Crossword and Sudoku do this naturally
§ Video games do this explicitly, it is rare that
a player has only one challenge to solve at
once
Prof. Pier Luca Lanzi
Puzzle Principle #7: Pyramid Structure Extends Interest
A series of small puzzles each giving some
kind of clue to a larger puzzle
Thus combining short-term (the easier puzzles) with
long-term goal (the overall puzzle)
Prof. Pier Luca Lanzi
© Tribune Media Services, Inc. All Rights Reserved.
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Puzzle Principle #8: Hints Extends Interest
When players are about to give up on a puzzle in frustration,
a well-timed hint can renew their hope and their curiosity
Prof. Pier Luca Lanzi
Puzzle Principle #9: Give Away the Answer!
You might consider saving your players the trouble of solving the
puzzle, and give them a way to find out the answers from
within your game, if they are truly stumped
Prof. Pier Luca Lanzi
Puzzle Principle #10: Perceptual Shifts
are a Double-Edged Sword
Prof. Pier Luca Lanzi
Puzzle Principle #10:
Perceptual Shifts are a Double-Edged Sword
•  “Can you arrange six matchsticks so they form four
equilateral triangles?”
•  Puzzles that requires a perceptual shift are double-edged
sword (either you get it or you don’t)
•  When players can make the perceptual shift, they receive
a great deal of pleasure and solve the puzzle
•  When they fail they, they get nothing
•  These puzzles have almost no possibility of progress or
gradual increase in difficulty
•  They are basically riddles and should be rarely used when
players should make continual progress
29
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org

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Designing Puzzles for Video Games

  • 1. Prof. Pier Luca Lanzi Puzzles Videogame Design and Programming
  • 2. Prof. Pier Luca Lanzi Readings •  Jesse Schell. The Art of Game Design (2nd Edition) Morgan Kaufmann 2015 2
  • 3. Prof. Pier Luca Lanzi puzzles are wonderful mechanisms that form key parts of many games
  • 4. Prof. Pier Luca Lanzi sometimes they are visible sometimes they are enmeshed into the gameplay that become invisible
  • 6. Prof. Pier Luca Lanzi how to make good puzzles? what are the best ways incorporate puzzles into games
  • 7. Prof. Pier Luca Lanzi are puzzles really games? jigsaw puzzle? Rubik’s cube?
  • 8. Prof. Pier Luca Lanzi “A puzzle is fun, and has a right answer.” Scott Kim
  • 9. Prof. Pier Luca Lanzi once you figure out the best strategy, you can solve the puzzle every time, and it is no longer fun when a single strategy will always defeat a game we say that the game has “dominant strategy” “dominant strategies” should be generally avoided as they reduce the replayability of a game
  • 11. Prof. Pier Luca Lanzi a puzzle is a game with a dominant strategy
  • 12. Prof. Pier Luca Lanzi Puzzles •  A puzzle is anything that makes you stop and think, and mental challenges can add significant variety to an action-based game •  In earlier games, puzzles required the players to stop completely and sometimes appeared incongruous within the game environment § 7th Guest has several puzzles like a giant chessboard, etc. •  Then, as gameplay became more fluid, puzzles became less explicit and more woven into the gameplay § Tombraider § Legend of Zelda: The Wind Waker § The Witness by Jonathan Blow
  • 13. Prof. Pier Luca Lanzi Puzzle Principle #1: Make the Goal Easily Understood 13
  • 14. Prof. Pier Luca Lanzi Puzzle Principle #2: Make It Easy to Get Started 14 •  Once players understood what is the goal of the puzzle they should be be able to start solving it right away •  With some puzzles (like Sam Loyd’s 15) it is very easy to start although a winning strategy is far from being obvious •  With other puzzles, the goal is very clear (e.g., identify what digit each letter represents) but players might be disoriented to start solving it
  • 15. Prof. Pier Luca Lanzi “To design a good puzzle, first build a good toy.” Scott Kim
  • 17. Prof. Pier Luca Lanzi Players should be drawn toward manipulating the puzzle Even people who don’t want to “solve” the Rubik’s cube wants to touch it, hold it, and twist it.
  • 19. Prof. Pier Luca Lanzi Puzzle Principle #3: Give a Sense of Progress 19 •  Riddles are questions that demand an answer •  Puzzles also demand an answer but typically involve manipulating something toward the solution •  In puzzles, the players feel that they are getting near to the solution and this sense of progress gives hope that they will arrive to the solution •  Early adventure games had riddles that created “stone walls” •  Riddles can be turned into puzzles using an approach similar to 20 questions •  Rubik’s cube provides this sense of progress (first solve one side, then another one, etc.)
  • 20. Prof. Pier Luca Lanzi Puzzle Principle #4: Give a Sense of Solvability When players suspect that your puzzle is not solvable, they become afraid that they are wasting their time and give up You need to convince players that your puzzle is solvable Rubik’s cube was sold in its solved state J
  • 21. Prof. Pier Luca Lanzi Puzzle Principle #5: Increase Difficulty Gradually Difficulty in games should increase gradually and puzzles should follow the same principle How can puzzles increase in difficulty? They are actually solved or not solved… Puzzles require a series of actions that are small step toward the solution These actions should be increase in difficulty (e.g. in jigsaw puzzle one first looks for the corners, then the borders, etc.) Giving players the control over the order of actions is one way to ensure that the difficulty can gradually increase
  • 22. Prof. Pier Luca Lanzi Puzzle Principle #6: Parallelism Lets the Player Rest 22 •  Puzzles make a player stop and think •  What if players cannot solve the puzzle and they are unable to make progress in the game? They might abandon the game. •  A way to safeguard against this is to provide several related puzzles at once. This way players can move between puzzles and rest. •  “A change is as good as a rest” § Crossword and Sudoku do this naturally § Video games do this explicitly, it is rare that a player has only one challenge to solve at once
  • 23. Prof. Pier Luca Lanzi Puzzle Principle #7: Pyramid Structure Extends Interest A series of small puzzles each giving some kind of clue to a larger puzzle Thus combining short-term (the easier puzzles) with long-term goal (the overall puzzle)
  • 24. Prof. Pier Luca Lanzi © Tribune Media Services, Inc. All Rights Reserved.
  • 26. Prof. Pier Luca Lanzi Puzzle Principle #8: Hints Extends Interest When players are about to give up on a puzzle in frustration, a well-timed hint can renew their hope and their curiosity
  • 27. Prof. Pier Luca Lanzi Puzzle Principle #9: Give Away the Answer! You might consider saving your players the trouble of solving the puzzle, and give them a way to find out the answers from within your game, if they are truly stumped
  • 28. Prof. Pier Luca Lanzi Puzzle Principle #10: Perceptual Shifts are a Double-Edged Sword
  • 29. Prof. Pier Luca Lanzi Puzzle Principle #10: Perceptual Shifts are a Double-Edged Sword •  “Can you arrange six matchsticks so they form four equilateral triangles?” •  Puzzles that requires a perceptual shift are double-edged sword (either you get it or you don’t) •  When players can make the perceptual shift, they receive a great deal of pleasure and solve the puzzle •  When they fail they, they get nothing •  These puzzles have almost no possibility of progress or gradual increase in difficulty •  They are basically riddles and should be rarely used when players should make continual progress 29
  • 31. Prof. Pier Luca Lanzi http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org