Puzzle Games

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    Puzzle Games - Presentation Transcript

    1. Puzzle Games
    2. Defining aspects of a Puzzle Game
      • Some sort of problem requiring thought or strategy
      • The puzzle is the main function of gameplay, unlike minigames which appear in all sorts of other game genres
      • Accessibility. Puzzle Games are thought driven, so they have straightforward gameplay. They don’t demand much skill
    3. Physical Influences
      • Rubik’s Cube
        • Popular Because: Simple, portable, challenging, addicting, doable
      • Slider Puzzle
      • Jigsaw Puzzle
      • Pegs
    4. What Kinds of Puzzle Game Are There
      • Repetitive
        • Simple, repetitive, and addictive more often
        • Similar to early arcade games in that respect
        • Challenge increases through time restrictions and speed, mainly
      • Designed
        • Encompassing story (perhaps)
        • Successive, designed levels
        • Challenge increases through difficulty, rather than speed
    5. Repetitive Puzzle Games
      • Repetitive
      • Addictive
      • Simple
      • Pick up, put down, come back later
      • Short play sessions
      • Constant sense of accomplishment
      • Infinite length
    6. Bejeweled
      • Cloned many many times because of its success
      • Flash game, ported to many portable devices, works great on cell phones
      • Every move is a rewarding action
      • Game goes on forever, basically, with no purpose other than playing for a longer time
        • (That varies slightly from clone to clone)
    7. Text Twist
        • Flash Game
        • Each “level” has the same form. Gameplay never changes.
        • Race against the clock creates difficulty.
        • Constant sense of accomplishment through guessing words
    8. Tetris
      • The classic addictive puzzle game
      • Major factor in the success of the original Gameboy
      • Inspired numerous spinoffs and clones, good and bad
      • Today, it’s one of the most profitable mobile games
      • Infinite game length. As long as you succeed in the game, the game keeps going
      • Constantly rewarding. Each time you clear a row, there is a sense of accomplishment
    9. Portable Games
      • Ever since Tetris, all new handheld systems look for a smash hit puzzle game to give the system “must have” status
      • Meteos and Lumines were Sony and Nintendo’s competing Tetrisy system sellers. Neither achieved quite that level
      • Every portable system has it’s share of puzzle games
    10. More Repetitive Games
      • Klax
        • Interesting combination of falling blocks and connect four
        • Surprisingly deep strategy
      • Minesweeper
        • Significantly varying difficulties
        • Ultimately random and repetitive gameplay
        • Challenge by level, Accomplishment by time
    11. Designed Puzzle Games
      • Can have a story or overarching purpose
      • Levels or challenges are specifically designed, not procedurally generated or based on random chance
      • Difficulty increases by being more challenging or complex, not by changes in speed
      • Beatable, but also limited
    12. Lemmings
      • Little Lemmings march to their doom and you have to force some of them do certain things to get the rest home safely
      • Designed levels
      • Sense of Sadness when they die.
      • Sense of Pride when they make it.
      • Sense of Humor when they die funny.
    13. Designed Flash Puzzle Games
      • Just as common in flash games as repetitive games
      • The only difference from level to level is the design of the puzzle, the rules don’t change, all the puzzles take the same form
      • You can’t play them for hours on end. You either run out of levels, or the game gets too hard
    14. Adventure Games
      • Classic point and click adventure games are all just a series of complex puzzles,
      • Unlike other casual puzzle games, the puzzles are not all the same style
      • Everything from the original Text Adventures to the point and click games from Sierra and Lucasarts, to the Myst games are all like this
    15. Flash Adventure Games
      • Crimson Room
        • You are trapped in a room and have to figure out how to escape it using the stuff inside it
      • LOGAN’s Mystery of Time and Space
        • Like Crimson Room, except a long series of different rooms to get through
        • Also, not sucky like Crimson Room is
      • Numerous other “escape the room” games
      • They all cater to a very different audience than more casual games, just like real Adventure Games
      • Not as accessible as abstract games like Tetris
    16.  
    17. Flash Hybrid Games
      • Lenny Loosejocks in space
        • Roam around 9 planets, and find out how to get to the bomb
        • Defuse the bomb by solving a minigame puzzle
      • Puzzle Pirates
        • MMO aspect, roam around in a world with other players
        • Actual gameplay consists of different puzzles, but all are tied together as tasks to do on a pirate ship
    18.  
    19. Portal
      • Portal
        • Source Engine
        • First Person
        • Use a special gun to make teleportation holes that you must use in a variety of ways to get through the room
        • FPS look makes it unique, because it is still, ultimately, just a designed puzzle game
      • http://youtube.com/watch?v=GWzmL05OlYA
    20. More Designed Puzzle Games
      • Block Dude
        • TI-83 Calculator Game
        • Math Class is perfect application for a pick up and play puzzle game
      • Snood
        • Very easy to understand mechanics, but it does take a bit of skill.
        • How well you do the level can be as motivating as just completing it
      • RoboBlitz
        • Like Portal, unique in being a 3D puzzle game. It gives the appearance of a platformer, and it partially is
    21. What Makes a Good Puzzle Game?
      • Simple, easy to understand gameplay
      • Accessible interface
      • Some sort of sense of involvement between the player and the game. Some sort of accomplishment or other motivation to continue playing
      • Even a clever and unique game isn’t very good if it’s just dull (See: Planned)
    22. What Makes a Wildly Successful Puzzle Game?
      • Repetition
        • Tetris, Bejeweled, Lumines, Text Twist- gameplay doesn’t change, even from start to end of a level
        • Mummy Maze, Planned, and others get old because they get harder and more complex, but that’s the only way to increase difficulty for static puzzles
      • Source of addiction: Continual progression with a continual sense of accomplishment
    23. Any Many More…

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