Session 3

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2nd week of game design and programming class at Bina Nusantara Computer Science school

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  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Session 3

    1. 1. Puzzle Design<br />Session 3<br />
    2. 2. What is a puzzle?<br />Wikipedia: <br />A puzzle is a problem or enigma that tests the ingenuity of the solver<br />Videogame:<br />find object X and put it in location Y<br />
    3. 3. What is a puzzle?<br />Puzzle definition in videogames:<br />Find object X and put it in location Y<br />Mini-games: games that offer brief interludes or challenges to be solved within the context of the larger game<br />very broadly defined as a noncombat event or series of events that requires<br />the player to complete a task or an action or some series of tasks or actions in order to progress play.<br />
    4. 4. Basic Puzzle Characteristics<br />“state” of the puzzle (similar to a game state)<br />mechanics for changing the state<br />a goal state = the victory condition<br />There is also usually a theme<br />
    5. 5. A Puzzle Has To Be<br />
    6. 6. Neccessary Traits to Design a Puzzle<br />Affordances = Easy to play, hard to master<br />
    7. 7. Neccessary Traits to Design a Puzzle<br />Identifiable patterns: players are ableto identify a series of possibilities required for the game to be solved<br />
    8. 8. Colors (1 of 3)<br />Primitive colors: red, yellow and blue <br />Theory of Colours<br /> Johann Wolfgang von Goethe<br />1810<br />
    9. 9. Colors (2 of 3)<br />Primary, Secondary and Tertiaty Colors<br />
    10. 10. Colors (3 of 3)<br />Warm and Cool Colors<br />
    11. 11. Shapes<br />The simpler the shape, the easier players recognize<br />
    12. 12. Memorable Simple Shape<br />
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    14. 14. Neccessary Traits to Design a Puzzle<br />Ease of use: Good user interface (UI).<br />How does a good UI look like ?<br />IDIOT PROOF<br />
    15. 15. iPhone UI<br />Its there when you need it, and not if you dont<br />-Steve Jobb<br />
    16. 16. Neccessary Traits to Design a Puzzle<br />Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.<br />
    17. 17. What is FUN ?<br />Sensation: Game as sense-pleasure<br />Fantasy: Game as make-believe<br />Narrative: Game as social framework<br />Challenge: Game as unfolding story<br />Fellowship: Game as obstacle course<br />Discovery: Game as uncharted territory<br />Expression: Game as self-discovery<br />Submission: Game as mindless pastime<br />
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    19. 19. What Makes Puzzles Fun ?<br />Has to match the game theme/genre<br />Help the whole game state move forward<br />Done poorly, puzzles can reduce or eliminate the fun in the rest of the game just like a<br />traffic jam can ruin a decent drive<br />
    20. 20. Puzzle Types<br />Riddles<br />Latheral Thinking<br />Spatial Reasoning<br />Pattern Recognition<br />Logic<br />Exploration<br />
    21. 21. Riddles<br />Riddles are questions that have one right answer, but that answer is not obvious<br />Riddles are far less common in games today than they were 20 years ago<br />No replay value<br />No sense of rewards<br />Players can be stuck for good<br />
    22. 22. Riddles Example<br />“if you've got it you can't share it, if you've shared it you haven't got it”<br />
    23. 23. Latheral Thinking<br />Lateral-thinking puzzles= riddles  have only one right answer<br />The different: play with people’s assumptions<br />players make assumptions that are nottrue, and solving the puzzle requires the player to question his or her assumptions<br />
    24. 24. Latheral Thinking Example<br />You are driving down the road in your car on a wild, stormy night, when you pass by a bus stop and you see three people waiting for the bus<br />An old lady who looks as if she is about to die.<br />An old friend who once saved your life.<br />The perfect partner you have been dreaming about.<br />Knowing that there can only be one passenger in your car, whom would you choose?<br />
    25. 25. Latheral Thinking Example<br />A man and his son are in a car crash. The father is killed and the child is taken to hospital gravely injured. When he gets there, the surgeon says, 'I can't operate on this boy - for he is my son!!!' How can this possibly be?<br />
    26. 26. Spatial Reasoning<br />Spatial puzzles involve the manipulation of objects, either in the mind or on the playing surface<br />
    27. 27. Spatial Reasoning<br />
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    29. 29. Spatial Reasoning Example (in RTS)<br />How qualitative spatial reasoning can improve strategy game Ais- Forbus, Mahoney and Dill<br />
    30. 30. Pattern Recognition<br />Pattern-recognition puzzles require the player to look for and identify a pattern when presented with information<br />
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    45. 45. Logic<br />Logic puzzles require the player to take a set of given information and derive additionalinformation to find the solution<br />single solution ..... So becareful<br />
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    50. 50. Exploration<br />Mazes, dungeons, world maps… exploring the environment is found in a wide variety of games<br />In FPS games, exploration and knowledge of a level is secondonly to player skill when it comes to survival<br />Adventure games like The Legend of Zelda arewell known for exploration-based puzzlesRPGs. <br />Katamari Damacy elevated level designby forcing players to consider levels in a new way—as subsets of even greater levels thatwould be revisited again and again at different sizes.<br />

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