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The Puzzlemaker’s Survival Kit Scott Kim -- scottkim.com March 6, 2003 -- Game Developers Conference
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Puzzles are part of many games ¥ By themselves ¥ Within larger games ¥ On web and phones ¥ In education
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But how do you… ¥ Design a good puzzle? ¥ Get started? ¥ Produce levels efficiently? ¥ Match puzzles to your audience?
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The puzzlemaker’s survival kit !!! ConceptsGenresProcessRefs
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CONCEPTS Behind all puzzles !!!
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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
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The play pyramid Game Puzzle Toy Experience
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Motivation Deeper Meaning Challenge Character & Setting Distraction
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Modalities: Word, Image, Logic
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Modalities: Combinations
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Beyond pure reason ChanceKnowledgeDexterityPrizes
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Five genres
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GENRES 1. Action–Puzzle
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Action puzzle games ¥ = Puzzles + Time pressure ¥ Yes: Tetris, Collapse! ¥ No: Pacman, Mummy Maze ¥ Popular with women ¥ Popular on the web
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Key issue: Error recovery ¥ Tetris – clear lines ¥ Collapse! – clear clumps ¥ Pipe Dream – replace tile ¥ Q*Bert – reversible moves
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Demo: Collapse!
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Lessons from Collapse ¥ Nested rhythms New block Click group New line Blow up bomb Level up Reach top GAME ACTIONSPLAYER ACTIONSTICKS 2000 300 36 12 4 1
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Lessons from Collapse ¥ Easy to learn ¥ Randomness is addictive ¥ Business model: upsell
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GENRES 2. Story–Puzzle
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Story puzzle games ¥ Puzzles + storyline ¥ Yes: Myst, The Fool’s Errand ¥ Yes: Metal Gear Solid, Ico ¥ No: combat quest games
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Key issue: role of puzzles ¥ Branching narrative – choices
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Key issue: role of puzzles ¥ Branching narrative – choices ¥ Linear narrative – locks
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Key issue: role of puzzles ¥ Branching narrative – choices ¥ Linear narrative – locks ¥ Enhanced narrative – optional depth
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Demo: Ico
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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
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Other examples ¥ The 7th Guest ¥ Myst ¥ Metal Gear Solid ¥ Law & Order
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GENRES 3. Competitive–Puzzle
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Competitive puzzle games ¥ Puzzles + multiple players ¥ Yes: Jeopardy!, Boggle ¥ No: chess ¥ Almost: Scrabble
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Key issue: Scoring ¥ Score: Jeopardy! ¥ Board: Trivial Pursuit ¥ Race: Set ¥ Take turns: Battleship ¥ Social scoring: Boggle
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Demo: Boggle
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Lessons from Boggle ¥ Simple format ¥ Random content ¥ Short play cycle ¥ Scalable room Tangleword Jeopardy! 12121212121212 220
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GENRES 4. Construction–Puzzle
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Construction puzzle games ¥ Puzzles + Building Things ¥ Yes: The Incredible Machine, Pit Droids ¥ No: SimCity, Marble Drop ¥ Almost: Tetris, Lemmings
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Key issue: Modularity ¥ Few pieces, many combinations { } = 10 { } x { } = 25 { } x { } x { } = 54
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Key issue: Modularity ¥ Legos, furniture ¥ Too little structure ¥ Too much structure
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Demo: Incredible Machine
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Lessons from Incredible Machine ¥ Start with a tutorial ¥ Edit + Run ¥ Authoring = Build + Record
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GENRES 5. Pure Puzzle
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Pure puzzle games ¥ Puzzles are the focus ¥ Yes: Pandora’s Box, Mummy Maze ¥ Yes: FreeCell, Minesweeper ¥ Yes: Crossword, jigsaw puzzles
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Key issue: Larger Form Accelerating Linear Sawtooth Semilinear Ordered collection Metapuzzle
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Demo: Mummy Maze
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Things to notice ¥ Small board fits on phone ¥ Tutorial vs. on-the-fly tips ¥ Liberal undo ¥ Easy to get stuck
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Lesson 1: indulge one style ¥ Satisfy player’s appetite
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Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce
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Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery
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Lesson 1: indulge one style ¥ Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery ¥ Variety through content
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Lesson 2: generate puzzles ¥ It’s hard --- Pit Droids ¥ Random --- Solitaire ¥ But possible --- Mummy ¥ Algorithmic– Lights Out
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Lesson 3: easy to learn ¥ Familiar – Solitaire ¥ Self-demonstrating ¥ Simple– Diamond Mine ¥ Discoverable -- Alchemy
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PROCESS Eight steps to a finished game
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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
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Step 1: Inspiration ¥ Other computer games
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Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games
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Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games ¥ Art, mechanism
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Step 1: Inspiration ¥ Other computer games ¥ Noncomputer games ¥ Art, mechanism ¥ Subject matter
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Step 2. Simplify
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Step 3. Editor ¥ Programmer: reusable code ¥ Game designer: tweak rules ¥ Level designer: build levels ¥ Player: build levels
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4. Spec ¥ Board — grid, network, irregular, none ¥ Pieces — shape, image, attribute, supply ¥ Moves — sequential, side effect, primary ¥ Goal — exact match, partial, condition
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5. Level design ¥ Start with bang ¥ Teach techniques ¥ Paint a picture ¥ Develop a theme
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Start with a bang
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Teach techniques
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Paint a picture
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Develop a theme
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Step 6. Hinting ¥ Flow From the book Flow
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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
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Step 7. Testing ¥ Are the rules clear? ¥ How hard is it? ¥ Are there other solutions? ¥ Is it fun?
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Step 8. Presentation
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References
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Books ¥ Games Magazine ¥ 1000 Play Thinks (Moscovich) ¥ The Colossal Book of Mathematics (Gardner) ¥ Advanced Lingo for Games (Rosenzweig)
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Web sites ¥ Shockwave.com ¥ Mathpuzzle.com ¥ Puzzles.com ¥ Rubiks.com
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Game stores
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For slides from this talk, visit scottkim.com Scott Kim, scott@scottkim.com, 650-728-8582 Copyright 2003 Scott Kim Images of games copyrighted by their companies
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