Upload
ethelbert-horn
View
215
Download
1
Tags:
Embed Size (px)
Citation preview
The Puzzlemaker’sSurvival Kit
Scott Kim -- scottkim.com March 6, 2003 -- 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
!!!
Concepts
Genres Process Refs
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
Modalities: Combinations
Beyond pure reason
Chance
Knowledge
Dexterity
Prizes
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 ACTIONS PLAYER ACTIONSTICKS
2000
300
36
12
4
1
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
mechanismsMUSICALSThe Producers Singing in the RainWest Side Story
GAMESIco – QuestMyst – MysteryFool’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
Demo: Boggle
Lessons from Boggle Simple format
Random content
Short play cycle
Scalable room
Tangleword
Jeopardy!
12 12 12 12 12 12 12
220
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
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
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. Inspiration2. Simplify3. Editor4. Spec
5. Levels6. Hinting7. Testing8. Presentation
SPECIFYRULES
BUILDPUZZLES
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
Teach techniques
Paint a picture
Develop a theme
Develop a theme
Develop a theme
Step 6. Hinting Flow
From the book Flow
Step 6. Hinting Sequence
Giving hints
Adjusting difficulty
EasyMedium
HardScore
BEFORE DURING AFTER
Alternate pathsShortcuts
Steer the player
ManualDemo
TutorialUndo
BEFORE DURING AFTER
On-the-fly hintsCamera 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.comScott Kim, [email protected], 650-728-8582
Copyright 2003 Scott KimImages of games copyrighted by their companies