What Makes a Good Puzzle?

Game Maker's Toolkit
14 Mar 201817:41

Summary

TLDRIn this episode of Game Maker's Toolkit, Mark Brown explores the art of puzzle design in video games. He delves into the mechanics, the importance of clear goals, and the creation of 'catches' that challenge players. Brown discusses the concept of 'revelation' in puzzles, where players experience an 'aha' moment upon solving them. He also emphasizes the role of player assumptions and the presentation of puzzles for effective gameplay. The video concludes with insights on the difficulty curve and the iterative process of puzzle design.

Takeaways

  • šŸ§© Puzzle design is challenging and requires a deep understanding of mechanics and player psychology.
  • šŸŽ® A puzzle game's mechanics, which are the core rules and limitations, dictate the potential puzzles and their difficulty.
  • šŸšŖ The goal of a puzzle must be clear, ensuring players know what they need to achieve.
  • šŸ§  Good puzzles are built around a 'catch,' a logical contradiction that creates a challenge.
  • šŸ’” Revelatory moments are crucial in puzzles, where players discover deeper aspects of the game's rules.
  • āŒ Wrong assumptions are often used to lead players astray, forcing them to rethink their approach.
  • šŸ•¹ļø Presentation is key: clear feedback and minimalist design help players focus on the puzzle itself.
  • šŸ“ˆ Puzzles should be presented in a sequence that builds on previous knowledge and gradually increases in difficulty.
  • šŸ” Playtesting is essential in puzzle design to ensure balance and avoid frustration.
  • šŸ› ļø Puzzle design involves iteration, feedback, and cutting unnecessary elements to refine the experience.

Q & A

  • What is the primary focus of this episode of Game Maker's Toolkit?

    -The primary focus of this episode is puzzle design in video games, exploring what makes a good puzzle, how to balance difficulty, and the elements that contribute to a satisfying puzzle-solving experience.

  • Why does Mark Brown find puzzle games fascinating?

    -Mark Brown finds puzzle games fascinating because they challenge players to think critically and creatively, providing moments of satisfaction when they solve complex problems.

  • What are some examples of puzzle games mentioned in the script?

    -Examples of puzzle games mentioned include Braid, Portal, Stephenā€™s Sausage Roll, Cosmic Express, The Talos Principle, P B Winterbottom, and Snakebird.

  • What is a 'catch' in puzzle design, according to the script?

    -A 'catch' in puzzle design is a logical contradiction or conflict that makes the puzzle seem impossible to solve at first glance, requiring the player to think critically to find a solution.

  • How does Mark Brown describe the concept of 'revelation' in puzzles?

    -Mark Brown describes 'revelation' as a moment when the player discovers a non-obvious but logical consequence of the gameā€™s rules, leading to a deeper understanding and a satisfying solution to the puzzle.

  • What is the importance of 'assumptions' in puzzle design?

    -Assumptions in puzzle design are used to lead players into making an initial, often incorrect, hypothesis about how to solve the puzzle. Breaking these assumptions forces players to rethink their approach and discover the actual solution.

  • How does puzzle presentation affect the player's experience?

    -Puzzle presentation affects the player's experience by providing clear feedback, minimizing extraneous elements, and ensuring that the puzzle is not overly complicated. Effective presentation helps players focus on the core challenge without unnecessary frustration.

  • What are the criteria used by Square Enix Montreal to determine a puzzle's difficulty?

    -Square Enix Montreal uses four criteria to determine a puzzle's difficulty: the number of possible solutions, the number of steps required, the number of options available at each moment, and the mechanics the player needs to be familiar with.

  • What role does playtesting play in puzzle design?

    -Playtesting is crucial in puzzle design as it helps identify areas where players might get stuck, ensuring that the puzzles are challenging but fair, and refining the design based on player feedback to improve the overall experience.

  • Why is puzzle design considered a difficult craft according to the script?

    -Puzzle design is considered a difficult craft because it requires a deep understanding of game mechanics, creative thinking to devise clever puzzles, extensive iteration and playtesting, and the ability to cut elements that don't contribute to the core puzzle experience.

Outlines

00:00

šŸ§© The Art of Puzzle Design

The script introduces the complex and fascinating world of puzzle design in video games. The narrator expresses a deep appreciation for puzzle games, citing examples like 'Braid,' 'Portal,' and 'Stephenā€™s Sausage Roll,' and discusses the challenge of creating puzzles that are both challenging and satisfying to solve. The speaker outlines their journey to understand the principles of puzzle design, including discussions with game creators, hands-on experience with puzzle editors, and an analysis of various game levels. The goal is to share insights on what constitutes a well-crafted puzzle, starting with the fundamental mechanics that dictate how the game operates.

05:03

šŸ”§ Mechanics and Goals in Puzzle Games

This paragraph delves into the importance of mechanics in puzzle games, which are the foundational rules that govern gameplay. It uses 'Cosmic Express' as an example to illustrate how limitations can actually foster creativity in puzzle creation.

Mindmap

Keywords

šŸ’”Puzzle Design

Puzzle Design refers to the process of creating challenges within a game that require players to solve problems using a set of rules or mechanics. In the context of the video, it is the central theme where the speaker discusses the intricacies of crafting puzzles that are both challenging and satisfying to solve. Examples include the design of mechanics in games like 'Cosmic Express' and the use of tools in 'Portal'.

šŸ’”Mechanics

In the video, Mechanics are defined as the foundational rules that dictate how a game functions. They are crucial to puzzle design as they set the parameters within which players must operate to solve puzzles. For instance, the speaker mentions that in 'Snakebird', the mechanics involve the unique movement of creatures influenced by gravity and eating fruit, which affects the length of the creatures.

šŸ’”Catch

The term 'Catch' in the video describes a logical contradiction or a point of conflict within a puzzle that seems to make the solution impossible at first glance. It is a key element that makes a puzzle engaging, as it requires players to think creatively to overcome the obstacle. An example given is a scenario where a player needs to stand on a button to open a door but cannot do both simultaneously.

šŸ’”Revelation

Revelation in the context of the video is the 'eureka' moment when a player discovers a solution to a puzzle, often involving a deeper understanding of the game's rules. It is the goal of good puzzle design to lead players to such moments, which are satisfying and enhance their experience. The speaker uses 'The Talos Principle' as an example, where connecting tripods in a non-obvious way is the solution to a puzzle.

šŸ’”Assumption

Assumption in the video refers to the initial, often incorrect, understanding or belief a player has about how to solve a puzzle. Developers use these assumptions to guide players into the puzzle's catch, creating a more engaging experience. For example, in 'Lara Croft GO', players might assume they need to break a tile to defeat a lizard, leading to a realization that a different approach is needed.

šŸ’”Presentation

Presentation is how a puzzle is laid out and explained to the player, which greatly affects the puzzle's difficulty and the player's ability to understand and solve it. The video emphasizes the importance of clear and minimalist presentation, providing feedback, and avoiding unnecessary complexity. A comparison is made between 'Portal 2' and 'The Turing Test' to illustrate the impact of effective presentation.

šŸ’”Game Maker's Toolkit

Game Maker's Toolkit is the name of the show being discussed in the script, hosted by Mark Brown. It is a series that explores various aspects of game design, and in this particular episode, it focuses on puzzle design. The show serves as a platform for the speaker to share insights and analysis of game design elements.

šŸ’”Puzzle Difficulty

Puzzle Difficulty is a measure of how challenging a puzzle is for players to solve. The video discusses factors that contribute to this, such as the number of possible solutions, steps required, and the complexity of mechanics involved. Balancing difficulty is key to creating puzzles that are neither too easy nor too hard.

šŸ’”Playtesting

Playtesting is the process of testing a game by potential players to identify issues and gather feedback. In the context of the video, it is highlighted as a critical part of puzzle game development, helping to refine puzzles and ensure they are well-balanced and engaging.

šŸ’”Epiphany

Epiphany, similar to 'Revelation', refers to the sudden realization or understanding that comes with solving a puzzle. It is a moment of insight that the video argues should be a goal of good puzzle design, as it provides players with a sense of accomplishment and deeper engagement with the game's mechanics.

Highlights

The episode focuses on the intricate process of puzzle design in video games, exploring the balance between challenge and player satisfaction.

Mark Brown discusses his personal interest in puzzle games and the motivation behind creating this episode.

The importance of game mechanics as the foundation for creating puzzles is emphasized, with examples from games like Cosmic Express and Snakebird.

The role of limitations within game mechanics in fostering creative puzzle solutions is highlighted.

The use of temporary tools to augment main game mechanics, as seen in Portal and The Talos Principle, is examined.

The necessity of a clear goal in puzzle games to guide the player's objective is stressed.

The concept of a 'catch' in puzzle design is introduced as a logical contradiction that challenges the player.

An example from The Talos Principle illustrates how a catch can lead to a moment of revelation for the player.

The idea that the best puzzles encourage lateral thinking and a deeper understanding of the game's rules is presented.

The episode discusses the balance between making a puzzle challenging yet solvable without external help.

The role of assumptions in puzzle design is explored, and how they can lead players to the puzzle's catch.

Examples from games like Lara Croft GO and Stephenā€™s Sausage Roll demonstrate the use of assumptions to guide player thinking.

The importance of puzzle presentation in making the puzzle's mechanics clear and understandable is underlined.

A comparison between Portal 2 and The Turing Test shows how presentation can affect puzzle difficulty and player experience.

The episode emphasizes the minimalist approach in puzzle design, focusing on core elements without unnecessary complexity.

The necessity of clear feedback within puzzles to guide the player and avoid frustration is discussed.

The concept of a 'puzzle curve' is introduced, explaining how puzzles should build upon each other in increasing difficulty.

Criteria used by Square Enix Montreal for establishing puzzle difficulty are shared, including the number of solutions and steps required.

The importance of playtesting in puzzle game development is highlighted, with insights from developers.

The episode concludes with a summary of the key elements of effective puzzle design and a call to action for developers to invest time and effort.

Transcripts

play00:00

If thereā€™s one episode of this show that Iā€™ve wanted to make, but have never had

play00:04

the guts to actually attempt, itā€™s this one: puzzle design.

play00:08

Because I love puzzle games - like the time-travelling platformer Braid, the comedy sci-fi gem Portal,

play00:14

and the cult hit Stephenā€™s Sausage Roll - but I have no idea what actually goes in

play00:18

to making one of the puzzles for these games.

play00:21

How do you make something that leaves a player stumped and scratching their head, and then

play00:25

makes them feel very smart when they finally figure out the answer? What makes a puzzle

play00:29

too hard, or too easy?

play00:31

And so thatā€™s what Iā€™ve been trying to figure out these past few months. Iā€™ve been

play00:35

talking to the creators of great puzzle games, tried making my own puzzles in different editors,

play00:40

revisited my video on Jonathan Blowā€™s puzzle design philosophy, and have analysed loads

play00:45

and loads of different levels from different games.

play00:48

And in this episode, Iā€™m going to share what Iā€™ve found out. So this is Game Makerā€™s

play00:54

Toolkit, Iā€™m Mark Brown, and hereā€™s what I think makes a good puzzle.

play00:58

Part One: The Mechanics

play01:01

Every puzzle game starts with its mechanics: a set of ironclad rules that govern how the

play01:06

game works.

play01:07

So in a game like Cosmic Express, you can draw train tracks on a grid - but you canā€™t

play01:12

cross over the tracks. One alien can jump into each train car, and then hop out into

play01:17

the first box of the same colour they pass by.

play01:21

These rules, and perhaps more importantly these limitations, are used to create puzzles.

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The fact that you canā€™t cross over tracks, for example, might stop you getting back through

play01:30

a tight gap - forcing you to find a different approach.

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The overallā€¦ letā€™s say, cleverness, of the main mechanic will ultimately decide the

play01:38

number and difficulty of the puzzles in the game. And so this favours outlandish concepts

play01:43

like time travel and wormholes - as well as funky movement controls like those found in

play01:48

Snakebird.

play01:49

The way these creatures move - how their body follows their head, how theyā€™re affected

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by gravity, the way eating fruit makes you longer, which is both a blessing and a curse

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- all leads to creative puzzles.

play02:00

Of course, temporary tools can be used to augment the main mechanic - like light bridges,

play02:04

coloured paint, and turrets in the Portal games. And they can even be used in place

play02:09

of a main mechanic, as in a game like The Talos Principle which generates all of its

play02:12

puzzles from external sources like jammers, cubes, and repeaters. Mechanics that can combine

play02:18

together create even more possibilities.

play02:20

A puzzle game also needs a goal. This is usually just an exit door, or some kind of collectible.

play02:26

The important thing is that itā€™s clear what the player is trying to achieve. The player

play02:29

shouldnā€™t be figuring out what to do - just how to do it.

play02:33

Okay. Now itā€™s time itā€™s time to actually make a puzzle.

play02:35

Part Two: The Catch

play02:38

So I think a good puzzle is often built around a catch. Which is a logical contradiction,

play02:43

where two things are seemingly in direct conflict with one another.

play02:47

Hereā€™s the absolutely most basic version of that idea, just to help explain what I

play02:51

mean. Thereā€™s a door and a button. Standing on the button opens the door, but when you

play02:56

walk to the door the button raises back up and the door shuts.

play03:00

You need to stand on the button. And you need to walk to the door. But you canā€™t do both,

play03:04

because doing one makes the other impossible.

play03:06

The solution, of course, is to put a box on the button. So thatā€™s a really crappy example,

play03:11

but I think you can find some version of this conflict at the heart of every good puzzle.

play03:16

Hereā€™s an example from The Talos Principle, where, at this point in the game, weā€™re

play03:20

using these tripods to route coloured light beams from these orbs, to these panels - which

play03:24

makes nearby doors open.

play03:26

So, after a bit of messing around weā€™ve got the puzzle like this. Two tripods are

play03:30

being used to get blue light to this panel, and open a door. And one tripod is being used

play03:35

to get red light to this panel, and open another door.

play03:39

But, unfortunately, we need to put one of those tripods on this pressure sensitive switch.

play03:44

Now the plan actually seems quite simple. Send red light to panel C to open this door,

play03:49

and then use the opening to send blue light to A with just one tripod, instead of two.

play03:55

Except... hereā€™s that catch.

play03:57

You canā€™t get red light to panel C, without already having blue light in panel A. So if

play04:03

you remove either of these tripods, this door will shut and put a stop to your plan.

play04:08

Now, resolving a conflict like this can come in many forms. Sometimes itā€™s about changing

play04:13

the sequence of events that led up to the conflict. Other times itā€™s about rethinking

play04:17

your spacial position, perhaps starting the puzzle from a different location. But thereā€™s

play04:21

another way, that I think is the gold standard that every puzzle designer should be shooting for.

play04:27

Part Three: The Revelation.

play04:29

So, the solution to that puzzle in The Talos Principle is to make this tripod connect to

play04:33

the other tripod, and panel A - even though the door is in the way. Because when you then

play04:39

open the door with the red beam, the connection is made and you can remove the second tripod

play04:44

without breaking the link.

play04:46

This puzzle is incredibly simple once you know the answer - and itā€™s effortless to

play04:50

actually execute the solution, which is always a plus in my book. But itā€™s still really

play04:55

challenging. And thatā€™s because it asks you to think outside the box, reconsider how

play04:59

the game works, and approach the concept in a lateral manner.

play05:03

And, beyond that, it also reveals a non-obvious - but also totally logical consequence of

play05:10

the gameā€™s rules that now becomes a part of your toolbox going forward. And, in fact,

play05:14

this Talos Principle solution does crop up in future puzzles as just one part of a larger

play05:19

conundrum.

play05:20

So solving the puzzle is like a revelation. A discovery. An epiphany of some deeper understanding.

play05:26

And I think thatā€™s, often, where those ā€œeureka!ā€ moments come from.

play05:30

Now they can be quite significant revelations. So in the time travelling puzzler P B Winterbottom,

play05:35

youā€™ve got this conundrum where you need to record a clone to help you pick up pies

play05:38

in numerical order - but picking up pie three cuts off access to pie four.

play05:44

After a lot of messing about, youā€™ll eventually realise that clones loop when they reach the

play05:48

end of the recording. So if you have the clone start at pie number four, it will appear there

play05:54

when it finishes its recording and loops back around. Boom. Revelation.

play05:59

But often theyā€™re just tiny, subtle things that you might not even think of as being

play06:03

important lessons. Like, in Snakebird, where you need to understand that the bird can change

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shape and fall in the same turn, to create shapes that protect you from spikes.

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Now, this is actually a very delicate balance to hit. Because when youā€™re asking the player

play06:17

to think outside the box and do things that are perhaps not obvious, or not entirely intuitive,

play06:23

you could leave the player thinking ā€œoh, I literally didnā€™t even know I could do thatā€.

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Often after looking up the answer in a walkthrough.

play06:30

Hereā€™s an example of that from Braid, which largely has excellent puzzles but thereā€™s

play06:35

one that stumps a lot of people. So in the puzzle you essentially need to have an enemy

play06:39

bounce off your cloneā€™s head, and then you can bounce off the enemy to jump up very high.

play06:45

Ultimately, yes, it makes sense. It is a natural consequence of a game where characters bounce

play06:50

up when they kill other characters. But for many, it felt more like a trick than a revelation.

play06:56

And it really didnā€™t help that thereā€™s only one specific moment when it can happen,

play06:59

meaning players couldnā€™t easily experiment.

play07:01

So. Anyway. Lemme give one more example of a puzzle with a catch, and a revelation.

play07:08

In Lara Croft GO, there are tiles that crumble when you first stand on them - and then break

play07:13

if you stand on them again. And you can use that to deal with lizards that chase after

play07:18

you - just lead one over a crumbling wall tile, and it will fall to the floor below.

play07:23

That happens in this puzzle too, but if you go to break the tile, the lizard will kill

play07:28

you before you can get back. Thatā€™s the catch. The solution is to pre-break the tile

play07:34

once, then go taunt the lizard, and actually use the tileā€™s falling effect to make Lara

play07:39

fall down, not the lizard. Thatā€™s the revelation.

play07:43

But hereā€™s something else interesting about that puzzle. This other lizard. Itā€™s not

play07:48

really part of the solution. You could actually remove all of these elements and the puzzle

play07:53

would still make sense. So whatā€™s the point? Is it just something to waste your time? No,

play07:58

I donā€™t think so.

play08:00

Part Four: The Assumption

play08:02

The first lizard is actually there, I think, to trick you into making the wrong assumption

play08:07

about how the puzzle works.

play08:09

Because you will use the olā€™ walk over a tile trick to defeat the first lizard, and

play08:14

most players will assume that they need to do the same on the second - which leads to

play08:18

failure. Itā€™s only when they break that assumption and start thinking about other

play08:23

avenues, that the solution can be found.

play08:25

And you can find this sort of cheeky misdirection all over the place.

play08:29

Take this puzzle from Stephenā€™s Sausage Roll. The goal of this game is to roll sausages

play08:34

over grills to cook them on both sides, and like Snakebird, the weirdo movement controls

play08:39

leads to many tricky levels.

play08:41

So this puzzle, The Clover, looks really easy. The player assumes that they can just roll

play08:46

the three sausages onto their closest grills and finish the stage. But actually, no, because

play08:52

doing that means they cannot then manoeuvre themselves onto the exit.

play08:56

The developer, Stephen Lavelle, has used an assumption to walk the player right into the

play09:01

puzzleā€™s central catch. And it almost feels like a joke at your expense, with this moment

play09:06

being a cruel punchline.

play09:08

But setting up the puzzle in such a way that the player will make these wrong assumptions,

play09:12

actually offers some key benefits.

play09:15

One is that the player is not completely overwhelmed when they start the puzzle. Luring the player

play09:20

into thinking they know how to solve the puzzle gives them a starting point.

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And then, two, while theyā€™re working on this wrong assumption theyā€™re actually seeing

play09:29

how the puzzle works and they get to build a mental model of how this conundrum is put

play09:33

together.

play09:34

Three is that it largely ensures that the player will fail the puzzle their first time.

play09:39

Theyā€™re not going to just waltz into the solution, but will be carefully led astray

play09:43

to create that feeling of being stumped.

play09:46

And four is that it really focuses the playerā€™s attention on the catch at the heart of the

play09:51

puzzle. That Talos Principle puzzle isnā€™t really about ā€œhow do I get to the collectibleā€,

play09:56

but itā€™s ā€œhow do I get these two doors open simultaneouslyā€.

play10:00

You want the player to be thinking critically and logically about the situation. And getting

play10:04

them to walk themselves into the puzzleā€™s catch is a good way to achieve this.

play10:09

So hereā€™s an example of the assumption, the catch, and the revelation working wonderfully

play10:14

together, in Snakebird level 10.

play10:17

So, to finish the level, you need to eat these two fruits. Youā€™re too short to get the

play10:22

bottom one, so the assumption is that you should get the one on the left, go down, get

play10:27

the bottom one, and then turn around and come back... except...

play10:32

Youā€™re now too long to turn around.

play10:35

So thatā€™s the assumption. Which focuses us on the catch: that youā€™re either too

play10:39

short or too long to get the bottom fruit. And this forces us to reassess what we know,

play10:45

and come at the puzzle from a very different angle - and do this.

play10:52

Yeah. Not only is it a clever solution, but itā€™s also subtly revelatory as it it teaches

play10:57

you important stuff about how Snakebirds move, which you can use in future puzzles.

play11:02

Part Five: Presentation.

play11:05

Now all of this stuff weā€™ve learnt so far can fall apart if you donā€™t present the

play11:09

puzzle properly. Check this out.

play11:11

Thereā€™s this really cool puzzle in Portal 2 where a laser beam powers up an elevator,

play11:16

and a button opens the exit door. It has a small assumption, where you might think that

play11:21

you can just release the laser beam, and then place the cube on the button. But then youā€™ll

play11:26

realise that the elevator has gone up without you - revealing the catch.

play11:30

You need to use this cube to weigh down the button. But you also need to use it to temporarily

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block the laser beam. Huh!

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Now the solution is pretty clever. You need to place the cube on a light bridge so that

play11:41

it blocks the laser. Then stand on the elevator and remove the bridge so the cube falls down,

play11:48

releases the laser, and lands on the button - simultaneously lifting the elevator and

play11:52

opening the exit door.

play11:54

I really liked this puzzle. It had that revelatory moment of being like ā€œyeah - I can use gravity

play12:00

to move blocks from afarā€. And while itā€™s a very simple puzzle with very few moving

play12:05

parts, the lateral thinking needed meant it took me a good few minutes to figure out the

play12:09

answer.

play12:10

It definitely took me longer than when I encountered, essentially, the exact same puzzle in another

play12:16

game, called The Turing Test. Now itā€™s not because I remembered the solution from Portal

play12:20

2. I played the games like five years apart and didnā€™t recognise the set-up at all when

play12:25

I first played The Turing Test.

play12:26

No, the reason itā€™s so much easier in the second game is because of how the puzzles

play12:31

are laid out.

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So in The Turing Test, the light bridge is already over the button. You just have to

play12:37

remove it. Whereas in Portal, you have to both make and remove the light bridge yourself.

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Also in The Turing Test, the button serves two purposes: it opens one door and shuts

play12:47

the other. So itā€™s a lot more obvious that you need to press it when youā€™re in between

play12:51

the two doors. In Portal, youā€™ve got to juggle both a laser and the button.

play12:55

And finally, Portal requires a bit of manoeuvring to get the cube up on the light bridge, whereas

play13:00

The Turing Test makes it obvious and effortless.

play13:02

So youā€™ve got two puzzles with almost the exact same concept, but Portalā€™s presentation

play13:08

is just so much more effective than The Turing Test.

play13:11

I mean, you could make Portal 2 even harder if you wanted. The puzzle is actually full

play13:16

of pretty obvious hints like how the cube starts off being in front of the laser, showing

play13:21

that you can use it to block the beam. The only wall you can place a portal on will make

play13:25

a bridge right over the button. And when you stand on the semi-transparent bridge, youā€™ll

play13:30

immediately see the button right below you. But, hey, not every game needs to be as hard

play13:34

as Stephenā€™s Sausage Roll.

play13:36

So. Some other presentation tips. I think a good puzzle is pretty minimalist, with almost

play13:41

no extraneous elements. If you ask me, the best puzzles are those that are so small,

play13:47

with so few moving parts, that you canā€™t believe that itā€™s not more simple to figure out.

play13:51

A puzzle with too many elements is either too complicated, or - more likely - most of

play13:56

those elements arenā€™t actually part of the core puzzle and are just busy work that will

play14:00

frustrate you when you need to reset the level.

play14:03

A puzzleā€™s presentation should also provide clear feedback. Portal has lines running from

play14:08

buttons to doors, which change colour when powered up, to clearly explain how the room

play14:13

is put together. The puzzle is not, after all, just figuring out how the level is rigged up.

play14:19

But feedback is also really important when working with assumptions. Thereā€™s a puzzle in Rise

play14:25

of the Tomb Raider where you make a platform rise up and then run to the exit - but the

play14:29

platform drops before you get there.

play14:32

You definitely donā€™t want to make it look like Lara could make it in time if she was

play14:35

just a bit quicker. Instead, the platform is positioned significantly far away so itā€™s

play14:41

clearly impossible to get there in time - and the player immediately knows to break this

play14:45

assumption and try a different approach.

play14:47

Part Six: The Curve

play14:50

No puzzle is given to the player in isolation. Every conundrum is designed to build on top

play14:55

of the puzzles that came before.

play14:57

Because if you randomly jumbled up all the levels in, say, Portal, the game would be

play15:02

practically impossible for a new player to get into it.

play15:05

For one, puzzles use all of the stuff youā€™ve learnt so far. From stuff thatā€™s explained

play15:10

in clear tutorials, to the subtle revelatory moments I discussed earlier. And secondly,

play15:16

puzzles should generally ramp up in difficulty from one to the other.

play15:20

There are lots of ways to establish a puzzleā€™s difficulty, but at Square Enix Montreal, where

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they make the GO games, they use four criteria. The number of possible solutions - the more

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there are, the easier the puzzle is. The number of steps required - more is more difficult,

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but too many is tedious. The number of options the player can choose from at each moment.

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And which mechanics the player needs to be familiar with beforehand.

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Those criteria help put the puzzles in a sensible order - but thatā€™s not to mention some heavy

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play testing - puzzle games perhaps need more playtesting than most other genres, according

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to the devs I talked to

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So thatā€™s what I learned.

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I think a good puzzle is derived from the gameā€™s rules, and has a catch that makes

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the puzzle seem impossible to finish at first glance. The player can be made to stumble

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upon that catch, if the developer exploits an assumption that the player will make. To

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overcome the catch, and resolve the conflict, the best puzzles ask the player to think laterally,

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and uncover a hidden nugget of knowledge about the gameā€™s rules.

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Does every puzzle need to be exactly like this? No, probably not. But I think youā€™ll

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find that any puzzle worth its salt will have some version of this stuff.

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And puzzles that feel lacking are probably missing a key aspect. Maybe they have a conflict

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thatā€™s too easy to resolve. Maybe itā€™s missing the assumption, so many players just

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stumble into the right answer. Maybe the puzzle doesnā€™t offer enough of a revelation, and

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just feels like busywork.

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The main thing Iā€™ve learned is that puzzle design is a very difficult craft, and the

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very best examples of the genre require years of design, iteration, playtesting, and ruthless

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cutting. If youā€™re a developer watching and you want to make a puzzle game, be prepared

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to put in some hard work.

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Hey thanks for watching. And a huge thank you to indie puzzle maker Alan Hazelden, Pierre

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Mongrain and Etienne Jauvin from Square Enix Montreal, and some puzzle making Patrons of

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mine, who all took time to answer my questions about making puzzles.

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Related Tags
Puzzle DesignGame MechanicsCognitive ChallengesGaming StrategiesPlayer EngagementLogical ThinkingGame TutorialsPuzzle SolutionsGame DevelopmentCreative Problem Solving