The Puzzlemaker’s Survival 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 Character & Setting Challenge 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 GAME ACTIONS New block TICKS 1 4 New line Click group 12 36 Level up PLAYER ACTIONS Blow up bomb 300 2000 Reach top 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 mechanisms GAMES MUSICALS Ico – Quest Myst – Mystery Fool’s Errand -- Cards The Producers Singing in the Rain West Side Story 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! 2 1 2 1 2 1 2 1 2 1 2 1 2 1 20 2 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 {abcuvz(|M[} = 10 {abcuv} x {z(|M[} = 25 {abc} x {uvz(} x {|M[} = 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 But possible --- Mummy Random --- Solitaire Algorithmic– Lights Out Lesson 3: easy to learn Familiar – Solitaire Simple– Diamond Mine Self-demonstrating Discoverable -- Alchemy PROCESS Eight steps to a finished game The Eight Steps SPECIFY RULES BUILD PUZZLES 1. Inspiration 2. Simplify 3. Editor 4. Spec 5. Levels 6. Hinting 7. Testing 8. Presentation 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 BEFORE DURING AFTER Manual Demo Tutorial On-the-fly hints Camera angle Dialog Undo Adjusting difficulty BEFORE DURING AFTER Easy Medium Hard Alternate paths Shortcuts Steer the player Score Step 7. Testing Are the rules clear? How hard is it? Are there other solutions? Is it fun? Step 8. Presentation References Books 1000 Play Thinks (Moscovich) The Colossal Book of Mathematics (Gardner) Advanced Lingo for Games (Rosenzweig) Games Magazine Web sites Shockwave.com Mathpuzzle.com Puzzles.com Rubiks.com Game stores 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