Mostrando postagens com marcador puzzle design. Mostrar todas as postagens
Mostrando postagens com marcador puzzle design. Mostrar todas as postagens

quinta-feira, 6 de junho de 2019

Recreating classic puzzle mechanics in a very new shape

One of the most classic puzzle mechanics that we can find in games (specially in mobile games) is to push certain elements to the right places; sometimes the movements are limited, so we need to carefully study the challenge, sometimes we have unlimited movements, but usually get an element stuck in a place, so we need to start over again.



Push Maze Puzzle and Rebuild Chile are excellent examples of this gaming mechanics (by the way, the last one was used in a social campaign to earn donations for earthquake victims in Chile few years ago). Below, you can check out the gaming trailers to understand how this kind of puzzle game works:





This is a very traditional puzzle mechanic and, what we regularly see in many games, is the change of elements: sometimes we need to move rocks, other times we need to move boxes, plants, zombies, elephants and (fill the blanks).

However, recently I played one interesting game that caught my attention completely: Baba is You. The game has the simplicity of this previously discussed pushing mechanics, but you can interact with elements and words; when you interact with words, you can change the order of some phrases and affect game’s ecosystem and dynamics. Check the trailer below to understand this clever idea:



Baba is you reaches a new level of experimentation and recreation of a classic mechanic. This game is an excellent example of how we can (re)think something that, apparently, was exhausted in terms of innovation. By using words as a key to the puzzle design, Baba is you invites the player to use his mind in a creative way. On this subject, Koster (2005, p.152) reminds us that the “toughest puzzles are the ones that force the most self-experimentation. They are the ones that challenge us most deeply on many levels – mental stamina, mental agility, creativity, perseverance, physical endurance, and emotional self-abnegation”.

#GoGamers



Reference:

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2005.

segunda-feira, 29 de agosto de 2016

Eight steps for great puzzle designing

Scott Kim is a designer who creates puzzles for print media, websites and computer games. He is a big reference in this very specific field of ludic studies. Ernest Adams, in his book Fundamentals of Puzzle and Casual Game Design (2014), references Kim’s work talking about the “eight steps to create a good puzzle”. I want to highlight some ideas in these eight essential points.

1. Find inspiration: seems obvious, but it’s a nuclear part of the process. To solve lots of puzzles could be a great inspiration, but to search for ideas in other fields is another interesting way to create enigmas. Literature, movies, comics, toys and TV series are some examples of where to find inspiration.

2. Simplify: “keep it simple” is a mantra for game designers. After creating the main idea of a puzzle, it’s important to remove the excesses. Exploring the features of the platform (console, board game, mobile media etc.) can give you creative solutions for puzzle design.

3. Create a construction set: this third item is about prototypes and fast tests. With an idea on your mind, start to construct models (analogical or digital ones) and test this initial version. Test, test, test and test it again. Test alone and call other players to test.

4. Define the rules: Adams (2014, p.10) says that rules are “the key part of puzzle design. Most puzzles are characterized in terms of four things: the board (Is it a grid? A network? Is it regular? Or is there no board at all?), the pieces (How are they shaped? What pictures are on them? Where do they come from?), the moves (What is allowed and what is not? Are they sequential or simultaneous? What side effects do they have?), and the good or victory condition (Does it have to be an exact match, or will a partial one do?

5. Build the puzzles: when the mechanics is ready and functional it’s time to create the final version of the puzzle (analogical or digital). Here we need to pay attention to the first aesthetical details, information architecture and clear instructions for the player.

6. Test: is the final version done? Then test, test, test, and test it again. To find zero faults is difficult but it is always the desired outcome.

7. Devise a sequence: in a game with many puzzles - or many levels with puzzles – it’s good to create a logical order for them. Raising difficulty with some hints between the challenges is an interesting way to work the challenges of your game.

8. Pay attention to presentation: sounds, graphics and other details will make the difference in the puzzle experience. A good puzzle folded in a poor layout could be terrible for the players. Here, multidisciplinary work is essential.

Finally, it’s important to remember that, especially in digital games, puzzles can reach a new level of challenge using some impossible features or breaking the laws of physics. But in analogic games it’s possible to find interesting solutions, like in the “Codex Silenda”, a wooden book that compels you to solve puzzles to turn the pages.



In the video below, the designer behind the idea shows us a little bit of his creative process for this product.



#GoGamers



Reference:

ADAMS, Ernest. Fundamentals of Puzzle and Casual Game Design. San Francisco: Pearson, 2014.