The Puzzlemaker’s Survival Kit Scott Kim -- scottkim.com March 6, Game Developers Conference
Puzzles are part of many games ¥ By themselves ¥ Within larger games ¥ On web and phones ¥ In education
But how do you… ¥ Design a good puzzle? ¥ Get started? ¥ Produce levels efficiently? ¥ Match puzzles to your audience?
The puzzlemaker’s survival kit !!! ConceptsGenresProcessRefs
CONCEPTS Behind all puzzles !!!
A puzzle is a problem that is fun to solve and has a right answer As opposed to everyday “problems” That can be confirmed by computer
The play pyramid Game Puzzle Toy Experience
Motivation Deeper Meaning Challenge Character & Setting Distraction
Modalities: Word, Image, Logic
Modalities: Combinations
Beyond pure reason ChanceKnowledgeDexterityPrizes
Five genres
GENRES 1. Action–Puzzle
Action puzzle games ¥ = Puzzles + Time pressure ¥ Yes: Tetris, Collapse! ¥ No: Pacman, Mummy Maze ¥ Popular with women ¥ Popular on the web
Key issue: Error recovery ¥ Tetris – clear lines ¥ Collapse! – clear clumps ¥ Pipe Dream – replace tile ¥ Q*Bert – reversible moves
Demo: Collapse!
Lessons from Collapse ¥ Nested rhythms New block Click group New line Blow up bomb Level up Reach top GAME ACTIONSPLAYER ACTIONSTICKS
Lessons from Collapse ¥ Easy to learn ¥ Randomness is addictive ¥ Business model: upsell
GENRES 2. Story–Puzzle
Story puzzle games ¥ Puzzles + storyline ¥ Yes: Myst, The Fool’s Errand ¥ Yes: Metal Gear Solid, Ico ¥ No: combat quest games
Key issue: role of puzzles ¥ Branching narrative – choices
Key issue: role of puzzles ¥ Branching narrative – choices ¥ Linear narrative – locks
Key issue: role of puzzles ¥ Branching narrative – choices ¥ Linear narrative – locks ¥ Enhanced narrative – optional depth
Demo: Ico
Lessons from Ico ¥ Appropriate story ¥ Solve puzzle two ways ¥ In-game hints ¥ Re-use mechanisms MUSICALS The Producers Singing in the Rain West Side Story GAMES Ico – Quest Myst – Mystery Fool’s Errand -- Cards
Other examples ¥ The 7th Guest ¥ Myst ¥ Metal Gear Solid ¥ Law & Order
GENRES 3. Competitive–Puzzle
Competitive puzzle games ¥ Puzzles + multiple players ¥ Yes: Jeopardy!, Boggle ¥ No: chess ¥ Almost: Scrabble
Key issue: Scoring ¥ Score: Jeopardy! ¥ Board: Trivial Pursuit ¥ Race: Set ¥ Take turns: Battleship ¥ Social scoring: Boggle
Demo: Boggle
Lessons from Boggle ¥ Simple format ¥ Random content ¥ Short play cycle ¥ Scalable room Tangleword Jeopardy!
GENRES 4. Construction–Puzzle
Construction puzzle games ¥ Puzzles + Building Things ¥ Yes: The Incredible Machine, Pit Droids ¥ No: SimCity, Marble Drop ¥ Almost: Tetris, Lemmings
Key issue: Modularity ¥ Few pieces, many combinations { } = 10 { } x { } = 25 { } x { } x { } = 54
Key issue: Modularity ¥ Legos, furniture ¥ Too little structure ¥ Too much structure
Demo: Incredible Machine
Lessons from Incredible Machine ¥ Start with a tutorial ¥ Edit + Run ¥ Authoring = Build + Record
GENRES 5. Pure Puzzle
Pure puzzle games ¥ Puzzles are the focus ¥ Yes: Pandora’s Box, Mummy Maze ¥ Yes: FreeCell, Minesweeper ¥ Yes: Crossword, jigsaw puzzles
Key issue: Larger Form Accelerating Linear Sawtooth Semilinear Ordered collection Metapuzzle
Demo: Mummy Maze
Things to notice ¥ Small board fits on phone ¥ Tutorial vs. on-the-fly tips ¥ Liberal undo ¥ Easy to get stuck
Lesson 1: indulge one style ¥ Satisfy player’s appetite
Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce
Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery
Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery ¥ Variety through content
Lesson 2: generate puzzles ¥ It’s hard --- Pit Droids ¥ Random --- Solitaire ¥ But possible --- Mummy ¥ Algorithmic– Lights Out
Lesson 3: easy to learn ¥ Familiar – Solitaire ¥ Self-demonstrating ¥ Simple– Diamond Mine ¥ Discoverable -- Alchemy
PROCESS Eight steps to a finished game
The Eight Steps 1. Inspiration 2. Simplify 3. Editor 4. Spec 5. Levels 6. Hinting 7. Testing 8. Presentation S PECIFY R ULES B UILD P UZZLES
Step 1: Inspiration ¥ Other computer games
Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games
Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games ¥ Art, mechanism
Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games ¥ Art, mechanism ¥ Subject matter
Step 2. Simplify
Step 3. Editor ¥ Programmer: reusable code ¥ Game designer: tweak rules ¥ Level designer: build levels ¥ Player: build levels
4. Spec ¥ Board — grid, network, irregular, none ¥ Pieces — shape, image, attribute, supply ¥ Moves — sequential, side effect, primary ¥ Goal — exact match, partial, condition
5. Level design ¥ Start with bang ¥ Teach techniques ¥ Paint a picture ¥ Develop a theme
Start with a bang
Teach techniques
Paint a picture
Develop a theme
Step 6. Hinting ¥ Flow From the book Flow
Step 6. Hinting ¥ Sequence ¥ Giving hints ¥ Adjusting difficulty Easy Medium Hard Score BEFOREDURINGAFTER Alternate paths Shortcuts Steer the player Manual Demo Tutorial Undo BEFOREDURINGAFTER On-the-fly hints Camera angle Dialog
Step 7. Testing ¥ Are the rules clear? ¥ How hard is it? ¥ Are there other solutions? ¥ Is it fun?
Step 8. Presentation
References
Books ¥ Games Magazine ¥ 1000 Play Thinks (Moscovich) ¥ The Colossal Book of Mathematics (Gardner) ¥ Advanced Lingo for Games (Rosenzweig)
Web sites ¥ Shockwave.com ¥ Mathpuzzle.com ¥ Puzzles.com ¥ Rubiks.com
Game stores
For slides from this talk, visit scottkim.com Scott Kim, Copyright 2003 Scott Kim Images of games copyrighted by their companies