48
CSE1GDT Puzzle Time Paul Taylor 2009 What do you call a zipper on a banana?

CSE1GDT Puzzle Time

  • Upload
    zavad

  • View
    39

  • Download
    0

Embed Size (px)

DESCRIPTION

CSE1GDT Puzzle Time. Paul Taylor 2009 What do you call a zipper on a banana?. A Fruit Fly. What are puzzles?. A puzzle is a problem or enigma that tests the ingenuity of the solver - wikipedia - Seems to be stolen by: http://www.statemaster.com/encyclopedia/Puzzle. - PowerPoint PPT Presentation

Citation preview

Page 1: CSE1GDT Puzzle Time

CSE1GDTPuzzle Time

Paul Taylor 2009

What do you call a zipper on a banana?

Page 2: CSE1GDT Puzzle Time

A Fruit Fly

Page 3: CSE1GDT Puzzle Time

What are puzzles?

A puzzle is a problem or enigma that tests the ingenuity of the solver

-wikipedia-Seems to be stolen by:

http://www.statemaster.com/encyclopedia/Puzzle

Page 4: CSE1GDT Puzzle Time

Are Puzzles Games?

Every game is a problem solving activity -> approached playfully!

But games can contain puzzles too!We end up with two (almost) distinct types of puzzle:• A puzzle that is a game• A puzzle that is not a game

Page 5: CSE1GDT Puzzle Time

Incorporating Puzzles

Puzzles can either be the game, or be used inside the game

A Rubik's Cube, is a puzzlePicking locks in Oblivion – is a puzzle inside a

game

Page 6: CSE1GDT Puzzle Time

Trying to define a Puzzle...

• Scott Kim – Puzzlemaster“A puzzle is fun, and has a right answer.”Once you know the answer to a puzzle it ceases

to be fun.

*Games don’t usually suffer this fate*

Page 7: CSE1GDT Puzzle Time

The Dominant Strategy Approach

• Once you figure out a puzzle, the fun stops– The same is true for a bad game!

• Puzzles are a game with a dominant strategy• Whilst games are designed with balanced play

in mind, puzzles are designed with the discovery of a dominant strategy as the answer

Page 8: CSE1GDT Puzzle Time

The Death of Puzzles

• Compare the adventure games of the 1980’s and 90’s to now.

Where have all of the puzzles gone?

Page 9: CSE1GDT Puzzle Time

Head vs. Hands

Remember this balance?The rise of Consoles and the ability of computers

to react in real time allowed us to shift from games purely built around head, to

incorporate hands too.

Have we gone too far?

Page 10: CSE1GDT Puzzle Time

All the puzzles are hiding....

Improved Integration

If you look a little deeper into games, you’ll see the puzzles, lurking in the darkness...

Page 11: CSE1GDT Puzzle Time

http://a248.e.akamai.net/f/248/5462/2h/images.gamezone.com/screens/28/6/52/s28652_pc_17.jpg

http://www.marcofolio.net/images/stories/fun/games/fps/tremulous_screen3.png

Page 12: CSE1GDT Puzzle Time

http://www.flatrock.org.nz/wolf/images/Sam_and_Max.JPG

http://www.shinegame.com/games/puzzle-quest/b1.jpg

Page 13: CSE1GDT Puzzle Time

http://files.xboxic.com/xbox-360/viva-pinata/viva-pinata-e3-2006-pic14.jpg

Page 14: CSE1GDT Puzzle Time

Implicit vs. Explicit Puzzles

• The elegance of your game is reliant on the puzzles being implicit.

• As game design has matured, we have gotten better at integrating the puzzles.

Page 15: CSE1GDT Puzzle Time

Why do lions eat raw meat?

Page 16: CSE1GDT Puzzle Time

Because they can’t cook!

Why do lions eat raw meat?

Page 17: CSE1GDT Puzzle Time

Principals of Good Puzzle Design

Why do we need good puzzle design?

Lets explore it!

Page 18: CSE1GDT Puzzle Time

Make the goal easy to understand

• The first thing people need to know is what to do!

http://www.mrpuzzle.com.au/images/cube12.jpg

Page 19: CSE1GDT Puzzle Time

http://faireandfowl.com/PuzzleCubes.jpg

Page 20: CSE1GDT Puzzle Time

• What occurs once in a minute, twice in a moment and never in a thousand years?

Page 21: CSE1GDT Puzzle Time

The letter M

• What occurs once in a minute, twice in a moment and never in a thousand years?

Page 22: CSE1GDT Puzzle Time

We know what to do here:

• Why?

Page 23: CSE1GDT Puzzle Time

We know what to do here:

• Why?• It looks like a key– Keys go in and out– This is extrinsic knowledge

• I think we can safely assume all players of a game know what a key looks like

Page 24: CSE1GDT Puzzle Time

Make it easy to start

• Knowing where to begin is the next important piece of the puzzle puzzle!

http://dizz.com/shop/images/Font_PuzzlePieces.jpg

http://www.mgcpuzzles.com/mgcpuzzles/images/-2004-images/2116_jigsaw_puzzle_pieces_A.jpg

Page 25: CSE1GDT Puzzle Time

• You don’t know the answer immediately, but can start solving it straight away!

http://bluebuddies.com/gallery/Smurf_Slide_Puzzles/jpg/Smurfs_Slide_Puzzle_Game_Happy_Smurf_Keychain.jpg

Page 26: CSE1GDT Puzzle Time

More Scott Kim

“To design a good puzzle, first build a good toy.”

This relates directly to Lens #15

Making it obvious and interesting to manipulate

Page 27: CSE1GDT Puzzle Time

Give feedback on progress

• More over, give positive feedback!– The player wants to know that they are getting the

puzzle solved.– Spending too much time with nothing happening

is frustrating

Page 28: CSE1GDT Puzzle Time

Riddles vs. Puzzles

• What is the difference?

Page 29: CSE1GDT Puzzle Time

Riddles vs. Puzzles

• What is the difference?– Puzzles require manipulation, and give the player

feedback– Riddles have two types of feedback:• Wrong!• Correct!

– Until a riddle is solved, there is no way to progress and no feedback indicating progress

– This effect is sometimes known as a stone wall

Page 30: CSE1GDT Puzzle Time

Let players believe they can solve it

• Staring off into the abyss of hopelessness is not very enjoyable...

• A Rubik’s Cube gives the player so much positive feedback, but is it real?

• If the player is not progressing, then what happens when the player realises?

Page 31: CSE1GDT Puzzle Time

Increase difficulty gradually

• Much like a game, you can balance the challenge within a puzzle so that players can improve their skills as they progress through the puzzle– Jigsaws are a perfect example– Some puzzles attempt to destroy the natural flow

of puzzles

Page 32: CSE1GDT Puzzle Time

Don’t force players to complete your puzzle immediately

• Parallelism– What happens if the player can’t solve your

puzzle?• This leaves use with three options:

– Let them skip it– Give the player a hint– Have other puzzles which the player can work on

» The solutions can interrelate too!

– Crosswords– Sudoku

Page 33: CSE1GDT Puzzle Time

Puzzle Hierarchies

• Give your players a sense of knowing– Having smaller puzzles that are clues to the longer

term puzzles– Batman Skills

• You must keep this tree in a pyramid– Or players will loose sight of the overall goal!!!

Page 34: CSE1GDT Puzzle Time

To hint or not to hint?

What does that sentence remind you of?

Page 35: CSE1GDT Puzzle Time

To hint or not to hint?

What does that sentence remind you of?Shakespeare - Hamlet• Hints will allow players through the game• They can cheapen the game– So how and when.....

Page 36: CSE1GDT Puzzle Time

• When do you want a hint?– As you begin the puzzle?– Half way through?– When you get stuck?– Just before you give up?

• Generally if the player is completely stuck they need help!– Do not give hints too early!• Uncharted!

Page 37: CSE1GDT Puzzle Time

Beware the Perceptual Shift!

• These puzzles create a divide.– You either Get It or you Don’t

Page 38: CSE1GDT Puzzle Time

Deliver your hints elegantly!

• If possible!– Uncharted uses Sully to give the player hints, not

removing the player from the world.– More obvious hints are stored in the characters

diary, still keeping the player in the game.

Page 39: CSE1GDT Puzzle Time

Why cheapen the game?

• If the puzzle is required to progress in the game, would you rather preserve your elegance, and have the player give up?

• The better the puzzles you build, the less you will need to cheapen the game!

Page 40: CSE1GDT Puzzle Time

Give the players the Answer!

Whilst some players will be able to figure everything out on their own, the majority will need that one moment of clarity when they can ‘see’ the answer.

You can’t do this with all puzzlesIf you think hard enough you can with most

Page 41: CSE1GDT Puzzle Time

Walkthroughs

• In the end the internet is full of walkthroughs and many players will read them.

• This is why puzzles that are fun to manipulate are so important!

• Even with all the answers you want players to have fun!– Some tomb raider puzzles

Page 42: CSE1GDT Puzzle Time

Stone Walls and Perceptual Shifts

• Arrange Six Matches so that they form 4 equilateral (perfect) triangles

Page 43: CSE1GDT Puzzle Time

Stone Walls and Perceptual Shifts

• Arrange Six Matches so that they form 4 equilateral (perfect) triangles

• Tetrahedron

http://www.coolmath.com/reference/images/polyhedra-tetrahedron.gif

Page 44: CSE1GDT Puzzle Time

Good Puzzles and Bad Puzzles

• What makes a puzzle fun?• What makes a puzzle frustrating?• What makes a puzzle boring?• What makes a puzzle interesting?• How do you integrate a puzzle into your

game?

Page 45: CSE1GDT Puzzle Time

What makes a good game designer?

• Feeding your mind• Take the next two slides of history, and see if

you can create a chilling game.

• This is a little bit of research I did last week...

Page 46: CSE1GDT Puzzle Time

Zombie HistoryAfrican trypanosomiasisSymptoms:fever, headaches, and joint pains. Parasites enter through both the blood and lymph systems, lymph nodes often swell up to tremendous sizes.Winterbottom's sign, the tell-tale swollen lymph nodes along

the back of the neck, may appear.The disease slowly overcomes the defenses of the infected

person,Symptoms spread to include anemia, endocrine, cardiac, and

kidney diseases and disorders. • Then comes the second stage:

Page 47: CSE1GDT Puzzle Time

The disease then enters a neurological phase when the parasite passes through the blood-brain barrier.

Confusion and reduced coordinationThe sleep cycle is disturbed with bouts of fatigue

punctuated with manic periods progressing to daytime slumber and night-time insomnia. Without treatment, the disease is invariably fatal, with progressive mental deterioration leading to coma and death.

Page 48: CSE1GDT Puzzle Time

References

• http://news.bbc.co.uk/2/hi/health/4683903.stm

• TAOGD• http://www.who.int/mediacentre/factsheets/f

s259/en/

• http://en.wikipedia.org/wiki/African_trypanosomiasis#Symptoms_and_clinical_features