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Level Design
Puzzle Design – Sept. 25, 2012
          Fall 2012
         Seth Sivak
Summary
Definitions and History

Puzzle Solving Skills

Puzzle Games

Puzzle Types

Puzzle Structure

Puzzle Game Design
1. Definition of “Puzzle”
      A puzzle is fun and has a right answer.



           As opposed                                         As opposed to a
           to everyday                                        game (no answer)
           “problems”                                         or a toy (no goal)

Fun, as opposed to mundane problems like fixing your plumbing. Of course to a plumber, that might be fun. And as a puzzle
designer, I bet I could make a series of challenges that turn plumbing into a game.
Why is Puzzle Solving fun?
Nine Dot Puzzle
Nine Dot Puzzle




    Insight!
Progress Monitoring Theory
Representational Change
        Theory
Steps to Eureka Effect
Initial Confusion

Problem Solving

Cue or Tell

AHA! Moment
Exploring the Eureka Effect

The office was cool because
  the windows we closed.
     Air Conditioning
Exploring the Eureka Effect

The lady lost gold because the
      dentist pulled hard.
            Tooth
Exploring the Eureka Effect

The haystack was important
 because the cloth ripped.
        Parachute
Exploring the Eureka Effect

       Chopsticks
  The dinner was uneaten
because the wood was bent.
Puzzle Skills
Math

Physics

Visual Field

Language

Common Sense / Situation
Types of Puzzle Games
Falling Block

Advancing Block

Matching

Logic

Maze

Platformer

Construction

More?
Puzzle Types
Item Use (lock and key)

Environment

Navigation

Timing

Order of Operations

Item Combination

Conversation

Riddles

Factual Knowledge
Puzzle Structure
Problem

Solution(s)

Clues/Tells
TECHNIQUE
                   Puzzle Game Design
                                   In eight easy steps



How do you go about designing a puzzle game from scratch?
                                                            Scott Kim
The Eight Steps
                             SPECIFY                         1. Inspiration
                              RULES                          2. Simplification
                                                             3. Construction Set
                                                             4. Design Specification

                                                             5. Levels
                                                             6. Testing
                              BUILD                          7. Sequence
                             PUZZLES                         8. Presentation
Here are the eight steps in designing a puzzle game. The process splits into two halves: specifying the rules, and building the
1. Inspiration: Previous Game




Where do ideas come from? Here are six ways to get inspired. First, you can look to a previous game. Tetris was inspired by
an existing mathematical game called pentaminoes. Tetris in turn inspired Welltris and host of other Tetris spinoffs.
1. Inspiration: Technology
      1. Nonphysical moves (Tetris)
      2. Algorithmic levels (Pit Droids)
      3. Enforce the rules (Sokoban)
      4. Allow undo (Solitaire)



If you are going to design a computer puzzle, don’t just copy a puzzle from another medium. Instead, think about how the
computer can enhance gameplay. Eight ways are listed above. Thinking about the technology first can inspire ideas for new
types of puzzles.
1. Inspiration: Play Mechanic




Every computer game, at its core, has a play mechanic — a basic way that the player interacts with an object — that gets
used over and over. Endorfun, for instance, was inspired by the play mechanic of a cube rolling on a square grid, controlled by
the four cursor keys..
1. Inspiration: Subject matter
                                                     ¥     This puzzle was
                                                           inspired by thinking
                                                           about astronomy




Like songs, puzzles can be inspired by real life. Stephen Sondheim: A good clue can give you all the pleasures of being duped
that a mystery story can. It has surface innocence, surprise, the revelation of a concealed meaning, and the catharsis of
solution.
1. Inspiration: Story




Adventure games like Myst are built around the elements of story: plot, character, setting, and mood. When you design
puzzles for story-based games, look for puzzles that arise naturally out of the environments and situations, and help advance
plot or reveal character.
1. Inspiration: Art




The story game Obsidian started as a series of concept sketches for characters and environments. Story and puzzles came
later. Similarly, the puzzle game Spin Doctor (later renamed ClockWerx) started as a graphic concept by an artist on the
project.
2. Simplification




The second step is to whittle the concept down to manageable size. Say we wanted to make a puzzle based on the tricky core
skill of parking a car in a crowded lot. We eliminate irrelevant details and make pieces uniform by conforming them to a square
grid.
3. Construction Set
       ¥    Programmer: reusable code
       ¥    Rule designer: tweak rules
       ¥    Level designer: build levels
       ¥    Player: build levels



The only way to test a puzzle concept works is to play it. So the next step is to build a construction set that makes it easy to
build puzzles of a certain type. Sometimes a paper prototype is adequate. Once the rules are set, other people can use the
construction set to build levels.
4. Design Specification
      ¥     Board — grid, network, irregular, none
      ¥     Pieces — shape, image, attribute, supply
      ¥     Moves — sequential, side effect, primary
      ¥     Goal — exact match, partial, condition




Now it is time to write a detailed design specification. Most puzzle game specs will describe puzzles in terms of board, pieces,
moves and goals. In addition a design spec may also cover the user interface, scoring, story, art, sound and other aspects of
production.
5. Levels




Schematically, a puzzle challenges the player to get from a problem to a solution.
5. Levels




But of course the path is never simple. Every puzzle requires that the player make choices, some of which lead to dead ends.
5. Levels




Puzzles in a game have a larger situation that gives the puzzle meaning. Applying the solution lets you move forward in the
5. Levels




Good puzzles have require insight. The insight above is to walk around the outside of the maze. Obscure insights, however,
5. Levels




Different puzzles emphasize different parts of the journey. Persistence puzzles are a slow steady climb. Aha! Puzzles skip the
climb and go straight to the insight. Story puzzles work the setup into the story. Crossword puzzles are full of little insights:
each word unlocks more.
6. Testing
      ¥     Is it fun?
      ¥     How hard is it?
      ¥     Are there simpler solutions?
      ¥     Can it be improved?



The only way to find out whether a puzzle is fun is to watch someone play it. Often a puzzle you think is easy will turn out to be
hard, or vice versa. Sometimes players will find simpler solutions. Or you will realize that the puzzle needs some other
improvement.
7. Sequence
                                                              Accelerating
                                                              Linear
                                                              Sawtooth
                                                              Semilinear
                                                              Ordered collection
                                                              Metapuzzle
Next you must put the levels into sequence. Linear is simplest, but can get tiring. A better organization is the sawtooth, which
keeps going back to easy puzzles, or to give players freedom to play puzzles out of order. Metapuzzles motivate players to
complete the whole game.
7. Sequence: Transitions
      ¥    Learning the rules
      ¥    Recovering from failure
      ¥    One puzzle to the next
      ¥    One section to the next



You also need to think about the transitions between puzzles. Whenever the player moves from one place to another in your
game, there is an opportunity to lose the player’s interest. How can you bridge these gaps?
8. Presentation




Finally there are all the matters of presentation that turn an abstract puzzle into something people can see, hear and touch. I
won’t go into detail on production for puzzle games.
Questions?
Grim Fandango
Links
http://puzzlemuseum.com/class/pzcla2006a.htm

http://scottkim.com/thinkinggames/GDC99/index.html

http://gameshelf.jmac.org/2008/11/13/GrimPuzzleDoc_small.pdf

http://www.springerlink.com/content/d350372p72026102/fulltext.pdf

http://indiedevstories.com/2012/01/04/game-theory-applied-the-
puzzle-of-designing-a-puzzle-game/

http://www.untoldentertainment.com/blog/2009/08/26/12-types-of-
puzzles-in-graphic-adventure-games/

http://devmag.org.za/2011/04/16/how-are-puzzle-games-designed-
introduction/

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Puzzle Design Process

  • 1. Level Design Puzzle Design – Sept. 25, 2012 Fall 2012 Seth Sivak
  • 2. Summary Definitions and History Puzzle Solving Skills Puzzle Games Puzzle Types Puzzle Structure Puzzle Game Design
  • 3. 1. Definition of “Puzzle” A puzzle is fun and has a right answer. As opposed As opposed to a to everyday game (no answer) “problems” or a toy (no goal) Fun, as opposed to mundane problems like fixing your plumbing. Of course to a plumber, that might be fun. And as a puzzle designer, I bet I could make a series of challenges that turn plumbing into a game.
  • 4.
  • 5.
  • 6. Why is Puzzle Solving fun?
  • 8. Nine Dot Puzzle Insight!
  • 11. Steps to Eureka Effect Initial Confusion Problem Solving Cue or Tell AHA! Moment
  • 12. Exploring the Eureka Effect The office was cool because the windows we closed. Air Conditioning
  • 13. Exploring the Eureka Effect The lady lost gold because the dentist pulled hard. Tooth
  • 14. Exploring the Eureka Effect The haystack was important because the cloth ripped. Parachute
  • 15. Exploring the Eureka Effect Chopsticks The dinner was uneaten because the wood was bent.
  • 17.
  • 18. Types of Puzzle Games Falling Block Advancing Block Matching Logic Maze Platformer Construction More?
  • 19.
  • 20. Puzzle Types Item Use (lock and key) Environment Navigation Timing Order of Operations Item Combination Conversation Riddles Factual Knowledge
  • 22. TECHNIQUE Puzzle Game Design In eight easy steps How do you go about designing a puzzle game from scratch? Scott Kim
  • 23. The Eight Steps SPECIFY 1. Inspiration RULES 2. Simplification 3. Construction Set 4. Design Specification 5. Levels 6. Testing BUILD 7. Sequence PUZZLES 8. Presentation Here are the eight steps in designing a puzzle game. The process splits into two halves: specifying the rules, and building the
  • 24. 1. Inspiration: Previous Game Where do ideas come from? Here are six ways to get inspired. First, you can look to a previous game. Tetris was inspired by an existing mathematical game called pentaminoes. Tetris in turn inspired Welltris and host of other Tetris spinoffs.
  • 25. 1. Inspiration: Technology 1. Nonphysical moves (Tetris) 2. Algorithmic levels (Pit Droids) 3. Enforce the rules (Sokoban) 4. Allow undo (Solitaire) If you are going to design a computer puzzle, don’t just copy a puzzle from another medium. Instead, think about how the computer can enhance gameplay. Eight ways are listed above. Thinking about the technology first can inspire ideas for new types of puzzles.
  • 26. 1. Inspiration: Play Mechanic Every computer game, at its core, has a play mechanic — a basic way that the player interacts with an object — that gets used over and over. Endorfun, for instance, was inspired by the play mechanic of a cube rolling on a square grid, controlled by the four cursor keys..
  • 27. 1. Inspiration: Subject matter ¥ This puzzle was inspired by thinking about astronomy Like songs, puzzles can be inspired by real life. Stephen Sondheim: A good clue can give you all the pleasures of being duped that a mystery story can. It has surface innocence, surprise, the revelation of a concealed meaning, and the catharsis of solution.
  • 28. 1. Inspiration: Story Adventure games like Myst are built around the elements of story: plot, character, setting, and mood. When you design puzzles for story-based games, look for puzzles that arise naturally out of the environments and situations, and help advance plot or reveal character.
  • 29. 1. Inspiration: Art The story game Obsidian started as a series of concept sketches for characters and environments. Story and puzzles came later. Similarly, the puzzle game Spin Doctor (later renamed ClockWerx) started as a graphic concept by an artist on the project.
  • 30. 2. Simplification The second step is to whittle the concept down to manageable size. Say we wanted to make a puzzle based on the tricky core skill of parking a car in a crowded lot. We eliminate irrelevant details and make pieces uniform by conforming them to a square grid.
  • 31. 3. Construction Set ¥ Programmer: reusable code ¥ Rule designer: tweak rules ¥ Level designer: build levels ¥ Player: build levels The only way to test a puzzle concept works is to play it. So the next step is to build a construction set that makes it easy to build puzzles of a certain type. Sometimes a paper prototype is adequate. Once the rules are set, other people can use the construction set to build levels.
  • 32. 4. Design Specification ¥ Board — grid, network, irregular, none ¥ Pieces — shape, image, attribute, supply ¥ Moves — sequential, side effect, primary ¥ Goal — exact match, partial, condition Now it is time to write a detailed design specification. Most puzzle game specs will describe puzzles in terms of board, pieces, moves and goals. In addition a design spec may also cover the user interface, scoring, story, art, sound and other aspects of production.
  • 33. 5. Levels Schematically, a puzzle challenges the player to get from a problem to a solution.
  • 34. 5. Levels But of course the path is never simple. Every puzzle requires that the player make choices, some of which lead to dead ends.
  • 35. 5. Levels Puzzles in a game have a larger situation that gives the puzzle meaning. Applying the solution lets you move forward in the
  • 36. 5. Levels Good puzzles have require insight. The insight above is to walk around the outside of the maze. Obscure insights, however,
  • 37. 5. Levels Different puzzles emphasize different parts of the journey. Persistence puzzles are a slow steady climb. Aha! Puzzles skip the climb and go straight to the insight. Story puzzles work the setup into the story. Crossword puzzles are full of little insights: each word unlocks more.
  • 38. 6. Testing ¥ Is it fun? ¥ How hard is it? ¥ Are there simpler solutions? ¥ Can it be improved? The only way to find out whether a puzzle is fun is to watch someone play it. Often a puzzle you think is easy will turn out to be hard, or vice versa. Sometimes players will find simpler solutions. Or you will realize that the puzzle needs some other improvement.
  • 39. 7. Sequence Accelerating Linear Sawtooth Semilinear Ordered collection Metapuzzle Next you must put the levels into sequence. Linear is simplest, but can get tiring. A better organization is the sawtooth, which keeps going back to easy puzzles, or to give players freedom to play puzzles out of order. Metapuzzles motivate players to complete the whole game.
  • 40. 7. Sequence: Transitions ¥ Learning the rules ¥ Recovering from failure ¥ One puzzle to the next ¥ One section to the next You also need to think about the transitions between puzzles. Whenever the player moves from one place to another in your game, there is an opportunity to lose the player’s interest. How can you bridge these gaps?
  • 41. 8. Presentation Finally there are all the matters of presentation that turn an abstract puzzle into something people can see, hear and touch. I won’t go into detail on production for puzzle games.