The Puzzlemaker’s Survival Kit Scott Kim -- scottkim.com March 6, 2003 -- Game Developers Conference.

Slides:



Advertisements
Similar presentations
Game Objectives Provide Challenges Set the tone of the game
Advertisements

Video Game Design Game Maker Ms. Scales. What is game design? Is it art? It is all about artistic expression. Is it technical? Just follow some deign.
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
Congratulations! You have just installed the Presentation Game Add-In.
Technology Matrix EDU 521 Deborah Duffy. Lesson Planning Technology Matrix First Grade ~ Deborah Duffy Connecticut Standards Games Cooperative Small Groups.
Game Objectives Provide Challenges Set the tone of the game Affects formal game system Affects game dramatics.
GameSalad Fundamentals. Introduction to Game-Authoring System  Objectives  Define game-authoring system.  Understand the components of logic and assets.
Mathematics as a Creative Art Scott Kim Iolani School February 4, 2008.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 16 Slide 1 User interface design.
Computer Animation 2D Game Logic. What considerations should be addressed when designing a good game? What Makes A Good Game? (excerpts from Mark Overmars,
SELECT A LESSON 1. A WORLD AND CHARACTERS 2. PATHS AND ENEMIES 4. USING PAGES TO CHANGE THE RULES 5. GAME ANALYSIS AND DESIGN 6-7. CREATING YOUR OWN GAME.
Website Resources Putting students first to make learning last a lifetime Celebrating academics, diversity, and innovation.
Using Technology to Differentiate Instruction By Jeanetta K. Martin, B.S, M.Ed, NBPTS, Reading K-12.
Copyright © Allyn & Bacon 2008 POWER PRACTICE Chapter 6 Academic Software START This multimedia product and its contents are protected under copyright.
Created by NW 2012 – please note all copyright on images used is property of copyright holder. Note: some of the more complicated descriptions are taken.
Games 1.Have a reason to design a game. 2.Brainstorm 3.Sift, strain, and find the “good” ideas 4.Prototype 5.Playtest 6.Experience Doc.
PowerPoint 2007 © : The Power of Presentations How can Microsoft PowerPoint 2007 help you create professional-looking presentations?
Technology In Teaching &Learning By:- SACHIN PATEL.
1 CSC 427: Data Structures and Algorithm Analysis Fall 2011 See online syllabus (also available through BlueLine): Course goals:
Design re-useable modules CurriculumCoursesLessonsPages Content modules.
Developed by Kimberly Chastain
Game Design EST310/ISE340 Fall 2011 Tony Scarlatos.
Canyon Adventure Technology David Maung, Tristan Reichardt, Dan Bibyk, Juan Roman Department of Computer Science and Engineering The Ohio State University.
Primary Grade Math and Technology Integration Jennifer Sinisi Website:
EGGG: Automated programming for game generation J. ORWANT PRESENTED BY HANFENG CHEN MARCH 25, 2015.
Picking Up and Moving an Object
Herminia Wei-Hsin Din, Ph.D., University of Alaska Anchorage NMC Online Conference on Educational Gaming Play to Learn Designing Educational Games in Museums.
Meta-Knowledge Computer-age study skill or What kids need to know to be effective students Graham Seibert Copyright 2006.
10/5/20151 Game elements Game Design Vishnu Kotrajaras, PhD.
Game Objectives Provide Challenges Set the tone of the game Affects formal game system Affects game dramatics.
Teaching Students to Invent Puzzles Scott Kim shufflebrain.com Math Fair Workshop April 21, 2007.
Understand business uses of presentation software and methods of distribution.
McGraw-Hill Career Education © 2008 by the McGraw-Hill Companies, Inc. All rights reserved. Office Word 2007 Lab 2 Revising and Refining a Document.
1 CSC 427: Data Structures and Algorithm Analysis Fall 2010 See online syllabus (also available through BlueLine): Course goals:
CS160: Interactive Prototype Gary Wu - Jordan Berk - Mike Kendall - Mohammed Ali - Hao Luo.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
CS 8803 Design Game GamesRamkumar MS CS MS CS. Interesting Game(??!!??)  Tough task to choose   A game has to be both funny and challenging to make.
Family Game Night! High School (11 th /12 th grade) Statistics Task: Create a new board game which incorporates a respectable amount of measurable probability.
© 2009 All Rights Reserved Jody Underwood Chief Scientist
Problem Solving Online This power point contains links to key problem solving portals and potentially hundreds of “working.
Understanding Rigor in Reading: Text Complexity and Supported Struggle.
Myers-Briggs Typology and Gamers. The Model in Brief Four pairs of traits: – Extraversion vs Introversion (E vs I), (50-50) – Sensing vs Intuition (S.
1 x 2 Game 1: One Player Game If you select a number sentence, give the answer. If you select an answer give the number sentence that has that answer.
1 CSC 427: Data Structures and Algorithm Analysis Fall 2006 See online syllabus (also available through Blackboard): Course goals:
Introduction to Interactive Media Interactive Media Tools: Authoring Applications.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Kalpaware presents. Demo.
First experience – A REALITY TASK: design and implement a math lesson for student of another class. EXPECTED RESULTS Developing logical skills and organizational.
THE EQUALIZER Tia Holmes. THE GOAL  Design an interactive web app implementing a basic math concept.  Result: The Equalizer!
Presented by Luke Van Leuveren Thursday 11 th March, 2010 Wantirna Primary School.
What’s in a Game? Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars Your Game! Based On: “Tutorial: What is a good game? By Mark Overmars.
SFTW241 Programming Languages Architecture 2002~2003 Semester II Duration: 2003/2/11~ 2003/4/11 University of Macau Faculty of Science and Technology Computer.
Art 155 Information Architecture In-class Presentation Week 4B.
SCRATCH ScratchScratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share.
Topic 3 Exponents.  Each group is responsible a block of problems  Find the answers  Draw the matching picture on the poster.  If you notice a mistake.
Identifying the Target Audience Part 2. Target Audience The target audience is the group of people for whom the game is meant. To develop an effective.
Boxes. boxes- learning targets o I will be able to display buttons (boxes) o I will be able to organize boxes o I will be able to create an animation.
Session Two March Sharing Experiences n In your team, share your experiences trying out the strategies shared in February in your own classroom.
Mathematics as a Creative Art
Agenda Preliminaries Motivation and Research questions Exploring GLL
KAVYA SAMPATH KUMAR MS CS
MAKING HISTORY GAMES Not talking about: apps, PC games, online games, games FROM history.
BreakoutEDU.com/beta.
Developed by Kimberly Chastain
PUZZLES 1.
Game Art and Design Unit 3 Lesson 2 Objectives
BEGINNER EV3 PROGRAMMING Lesson
Tutorial 4 – Desktop Publishing
My Synoptic Project Pitch
Planning and Storyboarding a Web Site
Presentation transcript:

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