Today I want to talk about one of my favorite ludic genres: puzzles. Puzzles are a good format to structure interesting choices in your games.
Puzzle games, by definition, focus on logical and conceptual challenges, although occasionally the games add time-pressure or other action-elements.
We have pure puzzle games like Tetris (by the way, Tetris is credited for revolutionizing gaming and popularizing the puzzle genre), Bejeweled and Dungeon Raid. We also have a hybrid format that mixes puzzles with another gaming genres, as we can see in God of War and Resident Evil (action + puzzle). It seems that a balance between action and puzzle is a great way to structure a good narrative/gameplay to your game.
Fullerton says (2008, p.324) that puzzles are also a key element in creating conflict in almost all single player games. There is an innate tension in solving the puzzle. They can contextualize the choices that players make by valuing them as moving toward or away from the solution.
Ernő Rubik, the Hungarian architect and creator of the magic cube, said a long time ago that “the problems of puzzles are very near the problems of life, our whole life is about solving puzzles”.
Inside the puzzle genealogy we have many different examples: textual puzzles, puzzles with numbers, visual/color puzzles and much more.
I’m studying some puzzle logics for a new iPhone game design project. Soon, I want to share some impressions and sketches about the game with my readers.
Now on to your opinion.
Reference:
FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.
Puzzle games, by definition, focus on logical and conceptual challenges, although occasionally the games add time-pressure or other action-elements.
We have pure puzzle games like Tetris (by the way, Tetris is credited for revolutionizing gaming and popularizing the puzzle genre), Bejeweled and Dungeon Raid. We also have a hybrid format that mixes puzzles with another gaming genres, as we can see in God of War and Resident Evil (action + puzzle). It seems that a balance between action and puzzle is a great way to structure a good narrative/gameplay to your game.
Fullerton says (2008, p.324) that puzzles are also a key element in creating conflict in almost all single player games. There is an innate tension in solving the puzzle. They can contextualize the choices that players make by valuing them as moving toward or away from the solution.
Ernő Rubik, the Hungarian architect and creator of the magic cube, said a long time ago that “the problems of puzzles are very near the problems of life, our whole life is about solving puzzles”.
Inside the puzzle genealogy we have many different examples: textual puzzles, puzzles with numbers, visual/color puzzles and much more.
I’m studying some puzzle logics for a new iPhone game design project. Soon, I want to share some impressions and sketches about the game with my readers.
Now on to your opinion.
Reference:
FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.
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