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“That doesn’t seem to work.”A puzzle design cheat sheet for point-and-click adventure game designers
Christopher Sacchi
ROME - APRIL 13/14 2018
@LostTrainDude
christophersacchi.com
me@christophersacchi.com
ROME - APRIL 13/14 2018
ROME - APRIL 13/14 2018
http://www.christophersacchi.com/games
ROME - APRIL 13/14 2018
The Adventures of Willy Beamish (Dynamix/Sierra On-Line, 1991)
ROME - APRIL 13/14 2018
Broken Age (Double Fine Productions, 2014) deconstructed into a Puzzle Dependency Chart
Unpoint / Unclick
http://www.christophersacchi.com/unpoint-unclick
Puzzle Dependency Chart
http://grumpygamer.com/puzzle_dependency_charts
ROME - APRIL 13/14 2018
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
Use tape to hold
lever
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
Use tape to hold
lever
Get duct tape
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
Use tape to hold
lever
Get duct tape
Switch off other
lights
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
Use tape to hold
lever
Get duct tape
Switch off other
lights
Fix the broken switch
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
Restore power
Use tape to
hold lever
Get duct tape
Switch off
other lights
Fix the broken switch
Use knife to open the
stuck drawer
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
Get tools
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
● Keeps the game’s linearity under control
● Keeps the game’s linearity under control
● Is a puzzle too easy? Add more branches! Is it too hard? Remove them!
ROME - APRIL 13/14 2018
Puzzle Dependency Chart
“A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle
in an adventure game.” - Ron Gilbert
ROME - APRIL 13/14 2018
ROME - APRIL 13/14 2018
Chris Crawford’s First Law of Software Design
ROME - APRIL 13/14 2018
Chris Crawford’s First Law of Software Design
WHAT DOES THE USER DO?
What do players (usually) DO?
ROME - APRIL 13/14 2018
● Explore
● Pick up items
● Examine items / characters
● Use / Combine items
● Talk to other characters
● Give items to other characters
● Make choices (ethical or not)
● Think
ROME - APRIL 13/14 2018
What do players (usually) DO?
● EXPLORE
● PICK UP items
● EXAMINE items / characters
● USE / COMBINE items
● TALK TO other characters
● GIVE items to other characters
● MAKE CHOICES (ethical or not)
● THINK
ROME - APRIL 13/14 2018
What do players (usually) DO?
● EXPLORE
● PICK UP
● EXAMINE
● USE / COMBINE
● TALK TO
● GIVE
● MAKE CHOICES
● THINK
ROME - APRIL 13/14 2018
What do players (usually) DO?
ROME - APRIL 13/14 2018
Else Heart.Break() (Erik Svedäng, 2015)
ROME - APRIL 13/14 2018
LOOM (LucasFilm Games, 1990)
ROME - APRIL 13/14 2018
HOW are they going to do it?
ROME - APRIL 13/14 2018
HOW are they going to do it?
Mouse (and keyboard) Touch screen
VR
ROME - APRIL 13/14 2018
“Design to the Medium's Strengths
Instead of Struggling with its
Limitations”
- Greg Costikyan
#37 of the “400 Project” (Noah Falstein, Hal Barwood)
http://www.finitearts.com/pages/400page.html
ROME - APRIL 13/14 2018
4 levels of abstraction
ROME - APRIL 13/14 2018
9-verbs interface
Day of The Tentacle (LucasArts, 1993)
ROME - APRIL 13/14 2018
9-verbs interface
Day of The Tentacle (LucasArts, 1993)
Lower level of abstraction
ROME - APRIL 13/14 2018
Mobile
Early footage of Thimbleweed Park (Terrible Toybox, 2017) running on Nintendo Switch, recorded by Ron Gilbert
ROME - APRIL 13/14 2018
Mobile
Picture of a Nintendo Switch running ScummVM (taken by gbatemp.net user RichKK)
ROME - APRIL 13/14 2018
Icon bar
Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991)
ROME - APRIL 13/14 2018
Icon bar
Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991)
Use / Open / Close / ...
ROME - APRIL 13/14 2018
Icon bar
Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991)
Average level of abstraction
ROME - APRIL 13/14 2018
Verb coin
Full Throttle (LucasArts, 1995)
ROME - APRIL 13/14 2018
Verb coin
Full Throttle (LucasArts, 1995)
Average level of abstraction
ROME - APRIL 13/14 2018
2-clicks interface
Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994)
ROME - APRIL 13/14 2018
2-clicks interface
Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994)
Interact
ROME - APRIL 13/14 2018
2-clicks interface
Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994)
Interact Examine
ROME - APRIL 13/14 2018
2-clicks interface
Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994)
High level of abstraction
ROME - APRIL 13/14 2018
Single-click interface
Enigma (Bad Pixel Games, 2016)
ROME - APRIL 13/14 2018
Single-click interface
Enigma (Bad Pixel Games, 2016)
ROME - APRIL 13/14 2018
Single-click interface
Enigma (Bad Pixel Games, 2016)
ROME - APRIL 13/14 2018
Single-click interface
Enigma (Bad Pixel Games, 2016)
Higher level of abstraction
ROME - APRIL 13/14 2018
“Design to the Medium's Strengths
Instead of Struggling with its
Limitations”
- Greg Costikyan
#37 of the “400 Project” (Noah Falstein, Hal Barwood)
http://www.finitearts.com/pages/400page.html
ROME - APRIL 13/14 2018
Single-click interface
STASIS (The Brotherhood/Daedalic Entertainment, 2015)
ROME - APRIL 13/14 2018
Single-click interface
The Fickle Hands of Fate (2017)
ROME - APRIL 13/14 2018
Single-click interface
Unavowed (Wadjet Eye Games, TBA 2018)
ROME - APRIL 13/14 2018
VR
The Gallery - Episode 1: Call of the Starseed (Cloudhead Games Ltd., 2016)
● EXPLORE
● PICK UP
● EXAMINE
● USE / COMBINE
● TALK TO
● GIVE
● MAKE CHOICES
● THINK
ROME - APRIL 13/14 2018
What do players (usually) DO?
ROME - APRIL 13/14 2018
VR
The Gallery - Episode 1: Call of the Starseed (Cloudhead Games Ltd., 2016)
Un po’ di Puzzle Design
2017 / Tim Schafer
(Day of The Tentacle, Full Throttle,
Grim Fandango, Broken Age)
2009 / Noah Falstein
(Indiana Jones and The Last Crusade,
Indiana Jones and The Fate of Atlantis)
ROME - APRIL 13/14 2018
2017 / Brian Moriarty
(LOOM, Trinity, Wishbringer, The Dig)
ROME - APRIL 13/14 2018
ROME - APRIL 13/14 2018
Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992)
Puzzles!
ROME - APRIL 13/14 2018
Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992)
Puzzles!
!
● Quid pro quo
● Inventory Puzzles
● Timing Puzzles
● Distract-and-Grab
● Tracking Puzzles
● Mazes
● Escape Room Puzzles
● Disguise Puzzles
● Cryptograms
● Memory-based Puzzles
● Logic-based Puzzles
● Repeated Action
● Dialogue Puzzles
● Forced Dialogue Puzzles
● “Staircase To Nowhere”
● Riddles
● GUI-based
ROME - APRIL 13/14 2018
Puzzle Types
http://junk.dk/puzzle/ + more!
“Why Adventure Games Suck” - Ron Gilbert, 1989
https://grumpygamer.com/why_adventure_games_suck
There is nothing more frustrating than solving
pointless puzzle after pointless puzzle. Each
puzzle solved should bring the player closer to
understanding the story and game.
ROME - APRIL 13/14 2018
Puzzles should advance the story
ROME - APRIL 13/14 2018
Quid Pro Quo
The Librarian (Octavi Navarro, 2018)
ROME - APRIL 13/14 2018
Quid Pro Quo
The Librarian (Octavi Navarro, 2018)
ROME - APRIL 13/14 2018
Quid Pro Quo
The Librarian (Octavi Navarro, 2018)
+ Easy to implement
- Quickly become boring
ROME - APRIL 13/14 2018
Inventory Puzzles
Every adventure game ever
ROME - APRIL 13/14 2018
Inventory Puzzles
Lamplight City (Grundislav GamesApplication Systems London, TBA 2018)
ROME - APRIL 13/14 2018
Inventory Puzzles
Day of The Tentacle (LucasArts, 1993)
ROME - APRIL 13/14 2018
Inventory Puzzles
Day of The Tentacle (LucasArts, 1993)
+ Very rewarding if well balanced
- Hard to balance and make interesting
ROME - APRIL 13/14 2018
Timing Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
ROME - APRIL 13/14 2018
Timing Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
ROME - APRIL 13/14 2018
Timing Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
+ FUN! SO MUCH FUN!
- Harder to design well and to implement
ROME - APRIL 13/14 2018
Timing Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
+ FUN! SO MUCH FUN!
- Harder to design well and implement!
http://gameaccessibilityguidelines.com/
“Do not make precise timing essential to gameplay – offer alternatives, actions that
can be carried out while paused, or a skip mechanism”
ROME - APRIL 13/14 2018
Timing Puzzles
“Why Adventure Games Suck” - Ron Gilbert, 1989
https://grumpygamer.com/why_adventure_games_suck
The key is to use Hollywood time, not real
time. Give the player some slack when doing
time-based puzzles. Try to watch for intent. If
the player is working towards the solution and
almost ready to complete it, wait.
(...)
The player thinks they "just made it" and
consequently a much greater number of players
get the rush and excitement.
ROME - APRIL 13/14 2018
Real time is bad drama
ROME - APRIL 13/14 2018
Distract-and-Grab
Maniac Mansion (LucasFilm Games, 1987)
ROME - APRIL 13/14 2018
Distract-and-Grab
Maniac Mansion (LucasFilm Games, 1987)
+ FUN! SO MUCH FUN!
- Harder to design well and to implement
ROME - APRIL 13/14 2018
Tracking
The Secret of Monkey Island (LucasFilm Games, 1990)
ROME - APRIL 13/14 2018
Tracking
The Secret of Monkey Island (LucasFilm Games, 1990)
+ Can be used to show parts of the game world
- Harder to implement properly
ROME - APRIL 13/14 2018
Tracking
Grim Fandango (LucasArts, 1999)
ROME - APRIL 13/14 2018
Tracking
Thimbleweed Park (Terrible Toybox, 2017)
ROME - APRIL 13/14 2018
Mazes
Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988)
ROME - APRIL 13/14 2018
Mazes
Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988)
- Most players don’t enjoy them
- Very hard to design well
ROME - APRIL 13/14 2018
Mazes
Legend of Kyrandia: Book One (Westwood Studios, 1992) - Screenshots from: https://lparchive.org/Legend-of-Kyrandia/
ROME - APRIL 13/14 2018
Mazes
Legend of Kyrandia: Book One (Westwood Studios, 1992) - Screenshots from: https://lparchive.org/Legend-of-Kyrandia/
Escape Puzzle
ROME - APRIL 13/14 2018
Curse of Enchantia (Core Design, 1992)
Escape Room Puzzles
ROME - APRIL 13/14 2018
Escape Room Puzzles
Technobabylon (Technocrat Games/Wadjet Eye Games, 2015)
ROME - APRIL 13/14 2018
Technobabylon (Technocrat Games/Wadjet Eye Games, 2015)
Escape Room Puzzles
ROME - APRIL 13/14 2018
I Want Out! (Matthieu & Nicholas Fouache, 2017)
Escape Room Puzzles
ROME - APRIL 13/14 2018
I Want Out! (Matthieu & Nicholas Fouache, 2017)
Escape Room Puzzles
+ Easy to implement. Good tutorials. Good for storytelling.
- Hard to design well. Easy to overuse.
Escape Puzzle
ROME - APRIL 13/14 2018
A Homie Adventure (Sidney Sacchi, 2015)
Escape Room Puzzles
Escape Puzzle
ROME - APRIL 13/14 2018
A Homie Adventure (Sidney Sacchi, 2015)
Escape Room Puzzles
+ Easy to implement. Good tutorials. Good for storytelling.
- Takes longer to design well. Easy to overuse.
ROME - APRIL 13/14 2018
Disguise Puzzles
Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988)
ROME - APRIL 13/14 2018
Disguise Puzzles
Shardlight (Wadjet Eye Games, 2016)
ROME - APRIL 13/14 2018
Disguise Puzzles
Shardlight (Wadjet Eye Games, 2016)
+ Can prove to be interesting if well designed
- Easy to make them too cheap (or obscure)
ROME - APRIL 13/14 2018
Disguise Puzzles
Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (Sierra On-Line, 1999)
ROME - APRIL 13/14 2018
Cryptograms
Gabriel Knight: Sins of the Fathers (Sierra On-Line, 1993)
ROME - APRIL 13/14 2018
Cryptograms
Gabriel Knight: Sins of the Fathers (Sierra On-Line, 1993)
ROME - APRIL 13/14 2018
Laura Bow 2: The Dagger of Amon Ra (Sierra On-Line, 1992)
Cryptograms
Make them interesting, if you really want to implement them
ROME - APRIL 13/14 2018
Memory-based Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
ROME - APRIL 13/14 2018
Memory-based Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
+ Very rewarding
- Harder to implement and to design for accessibility
ROME - APRIL 13/14 2018
Logic-based Puzzles
Broken Sword II: The Smoking Mirror (Revolution Software, 1997)
ROME - APRIL 13/14 2018
Logic-based Puzzles
Broken Sword II: The Smoking Mirror (Revolution Software, 1997)
+ Can add plenty of atmosphere
- Hard to design well-hinted and balanced logic puzzles
ROME - APRIL 13/14 2018
Logic-based Puzzles
The Samaritan Paradox (Faravid InteractiveScreen 7, 2014)
ROME - APRIL 13/14 2018
Repeated Action Puzzles
Zak McKracken and The Alien MindBenders (LucasFilm Games, 1988)
ROME - APRIL 13/14 2018
Repeated Action Puzzles
Zak McKracken and The Alien MindBenders (LucasFilm Games, 1988)
+ Easy to implement and highly adaptable
- Players may not get them right away
ROME - APRIL 13/14 2018
Dialogue Puzzles
The Secret of Monkey Island (LucasFilm Games, 1990)
Blade Runner (Westwood Studios, 1997)
ROME - APRIL 13/14 2018
Dialogue Puzzles
ROME - APRIL 13/14 2018
Dialogue Puzzles
Resonance (xii gamesWadjet Eye Games, 2012)
ROME - APRIL 13/14 2018
Forced Dialogue Puzzles
Martian Memorandum (Access Software, 1991)
ROME - APRIL 13/14 2018
Forced Dialogue Puzzles
Grim Fandango (LucasArts, 1999)
ROME - APRIL 13/14 2018
Forced Dialogue Puzzles
Grim Fandango (LucasArts, 1999)
+ Great for storytelling purposes
- Bad for pretty much anything else
ROME - APRIL 13/14 2018
Staircase to Nowhere
Bear With Me (Exordium Games, 2016)
ROME - APRIL 13/14 2018
Staircase to Nowhere
Bear With Me (Exordium Games, 2016)
“A dialogue tree where none of the options is the correct one, but you still have to
choose them all” - Space Quest Historian
Riddles
King’s Quest VI: Heir Today, Gone Tomorrow (Sierra On-Line, 1992)
ROME - APRIL 13/14 2018
Riddles
King’s Quest VI: Heir Today, Gone Tomorrow (Sierra On-Line, 1992)
ROME - APRIL 13/14 2018
+ Can add plenty of atmosphere
- Players may just not get them if too obscure
ROME - APRIL 13/14 2018
GUI-based Puzzles
Blackwell Convergence (Revolution Software, 2009)
ROME - APRIL 13/14 2018
GUI-based Puzzles
Blackwell Convergence (Revolution Software, 2009)
+ Extremely resourceful
- UX rules may apply
“Faux” Puzzles
Primordia (Wormwood StudiosWadjet Eye Games, 2012)
ROME - APRIL 13/14 2018
A recipe for point and click adventures
ROME - APRIL 13/14 2018
● Start with a solid Escape Puzzle
● Integrate puzzles and plot as much as possible
● Show, don’t tell: avoid “info-dumps”
● Play, don’t show: these are games, after all
● Reward players’ curiosity and after each solved puzzle step with:
● Unexpected or funny dialogue
● Special-case animations
● Cutscenes
● New locations to visit
● New characters to meet or control
● …
● Acknowledge players’ intent: let them know they’re on the right track
● Provide multiple solutions for puzzles
● Provide hints, but don’t make players feel stupid
A recipe for point and click adventures
ROME - APRIL 13/14 2018
Ingredients to avoid
ROME - APRIL 13/14 2018
Pixel Hunting
Indiana Jones and The Last Crusade (LucasFilm Games, 1989)
ROME - APRIL 13/14 2018
Dead Man Walking / I forgot to pick it up
Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (Sierra On-Line, 1988)
ROME - APRIL 13/14 2018
Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992)
Wordplay or Pun-based Puzzles
ROME - APRIL 13/14 2018
Conspirocracy (Little Red Dog Games, 2013)
Fourth Wall Breaking Puzzles
ROME - APRIL 13/14 2018
Paper-Key Retrieval Puzzles
Clip from Richard Cobbett’s Shooting Crap episode about “The Mystery of The Druids”
ROME - APRIL 13/14 2018
@LostTrainDude
christophersacchi.com
me@christophersacchi.com
ROME - APRIL 13/14 2018

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"That doesn't seem to work." - A puzzle design cheat sheet for point-and-click adventure game designers - Christopher Sacchi - Codemotion Rome 2018

  • 1. “That doesn’t seem to work.”A puzzle design cheat sheet for point-and-click adventure game designers Christopher Sacchi ROME - APRIL 13/14 2018
  • 3. ROME - APRIL 13/14 2018 http://www.christophersacchi.com/games
  • 4. ROME - APRIL 13/14 2018 The Adventures of Willy Beamish (Dynamix/Sierra On-Line, 1991)
  • 5. ROME - APRIL 13/14 2018 Broken Age (Double Fine Productions, 2014) deconstructed into a Puzzle Dependency Chart Unpoint / Unclick http://www.christophersacchi.com/unpoint-unclick
  • 7. ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 8. ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 9. Restore power ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 10. Restore power Use tape to hold lever ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 11. Restore power Use tape to hold lever Get duct tape ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 12. Restore power Use tape to hold lever Get duct tape Switch off other lights ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 13. Restore power Use tape to hold lever Get duct tape Switch off other lights Fix the broken switch ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 14. Restore power Use tape to hold lever Get duct tape Switch off other lights Fix the broken switch Use knife to open the stuck drawer ROME - APRIL 13/14 2018 Puzzle Dependency Chart Get tools “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 15. ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 16. ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert ● Keeps the game’s linearity under control
  • 17. ● Keeps the game’s linearity under control ● Is a puzzle too easy? Add more branches! Is it too hard? Remove them! ROME - APRIL 13/14 2018 Puzzle Dependency Chart “A Puzzle Dependency Chart is a list of all the puzzles and steps for solving a puzzle in an adventure game.” - Ron Gilbert
  • 18. ROME - APRIL 13/14 2018
  • 19. ROME - APRIL 13/14 2018 Chris Crawford’s First Law of Software Design
  • 20. ROME - APRIL 13/14 2018 Chris Crawford’s First Law of Software Design WHAT DOES THE USER DO?
  • 21. What do players (usually) DO? ROME - APRIL 13/14 2018
  • 22. ● Explore ● Pick up items ● Examine items / characters ● Use / Combine items ● Talk to other characters ● Give items to other characters ● Make choices (ethical or not) ● Think ROME - APRIL 13/14 2018 What do players (usually) DO?
  • 23. ● EXPLORE ● PICK UP items ● EXAMINE items / characters ● USE / COMBINE items ● TALK TO other characters ● GIVE items to other characters ● MAKE CHOICES (ethical or not) ● THINK ROME - APRIL 13/14 2018 What do players (usually) DO?
  • 24. ● EXPLORE ● PICK UP ● EXAMINE ● USE / COMBINE ● TALK TO ● GIVE ● MAKE CHOICES ● THINK ROME - APRIL 13/14 2018 What do players (usually) DO?
  • 25. ROME - APRIL 13/14 2018 Else Heart.Break() (Erik Svedäng, 2015)
  • 26. ROME - APRIL 13/14 2018 LOOM (LucasFilm Games, 1990)
  • 27. ROME - APRIL 13/14 2018 HOW are they going to do it?
  • 28. ROME - APRIL 13/14 2018 HOW are they going to do it? Mouse (and keyboard) Touch screen VR
  • 29. ROME - APRIL 13/14 2018 “Design to the Medium's Strengths Instead of Struggling with its Limitations” - Greg Costikyan #37 of the “400 Project” (Noah Falstein, Hal Barwood) http://www.finitearts.com/pages/400page.html
  • 30. ROME - APRIL 13/14 2018 4 levels of abstraction
  • 31. ROME - APRIL 13/14 2018 9-verbs interface Day of The Tentacle (LucasArts, 1993)
  • 32. ROME - APRIL 13/14 2018 9-verbs interface Day of The Tentacle (LucasArts, 1993) Lower level of abstraction
  • 33. ROME - APRIL 13/14 2018 Mobile Early footage of Thimbleweed Park (Terrible Toybox, 2017) running on Nintendo Switch, recorded by Ron Gilbert
  • 34. ROME - APRIL 13/14 2018 Mobile Picture of a Nintendo Switch running ScummVM (taken by gbatemp.net user RichKK)
  • 35. ROME - APRIL 13/14 2018 Icon bar Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991)
  • 36. ROME - APRIL 13/14 2018 Icon bar Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991) Use / Open / Close / ...
  • 37. ROME - APRIL 13/14 2018 Icon bar Space Quest IV: Roger Wilco and the Time Rippers (Sierra On-Line, 1991) Average level of abstraction
  • 38. ROME - APRIL 13/14 2018 Verb coin Full Throttle (LucasArts, 1995)
  • 39. ROME - APRIL 13/14 2018 Verb coin Full Throttle (LucasArts, 1995) Average level of abstraction
  • 40. ROME - APRIL 13/14 2018 2-clicks interface Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994)
  • 41. ROME - APRIL 13/14 2018 2-clicks interface Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994) Interact
  • 42. ROME - APRIL 13/14 2018 2-clicks interface Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994) Interact Examine
  • 43. ROME - APRIL 13/14 2018 2-clicks interface Beneath a Steel Sky (Revolution Software/Virgin Interactive Entertainment, 1994) High level of abstraction
  • 44. ROME - APRIL 13/14 2018 Single-click interface Enigma (Bad Pixel Games, 2016)
  • 45. ROME - APRIL 13/14 2018 Single-click interface Enigma (Bad Pixel Games, 2016)
  • 46. ROME - APRIL 13/14 2018 Single-click interface Enigma (Bad Pixel Games, 2016)
  • 47. ROME - APRIL 13/14 2018 Single-click interface Enigma (Bad Pixel Games, 2016) Higher level of abstraction
  • 48. ROME - APRIL 13/14 2018 “Design to the Medium's Strengths Instead of Struggling with its Limitations” - Greg Costikyan #37 of the “400 Project” (Noah Falstein, Hal Barwood) http://www.finitearts.com/pages/400page.html
  • 49. ROME - APRIL 13/14 2018 Single-click interface STASIS (The Brotherhood/Daedalic Entertainment, 2015)
  • 50. ROME - APRIL 13/14 2018 Single-click interface The Fickle Hands of Fate (2017)
  • 51. ROME - APRIL 13/14 2018 Single-click interface Unavowed (Wadjet Eye Games, TBA 2018)
  • 52. ROME - APRIL 13/14 2018 VR The Gallery - Episode 1: Call of the Starseed (Cloudhead Games Ltd., 2016)
  • 53. ● EXPLORE ● PICK UP ● EXAMINE ● USE / COMBINE ● TALK TO ● GIVE ● MAKE CHOICES ● THINK ROME - APRIL 13/14 2018 What do players (usually) DO?
  • 54. ROME - APRIL 13/14 2018 VR The Gallery - Episode 1: Call of the Starseed (Cloudhead Games Ltd., 2016)
  • 55. Un po’ di Puzzle Design
  • 56. 2017 / Tim Schafer (Day of The Tentacle, Full Throttle, Grim Fandango, Broken Age) 2009 / Noah Falstein (Indiana Jones and The Last Crusade, Indiana Jones and The Fate of Atlantis) ROME - APRIL 13/14 2018
  • 57. 2017 / Brian Moriarty (LOOM, Trinity, Wishbringer, The Dig) ROME - APRIL 13/14 2018
  • 58. ROME - APRIL 13/14 2018 Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992) Puzzles!
  • 59. ROME - APRIL 13/14 2018 Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992) Puzzles! !
  • 60. ● Quid pro quo ● Inventory Puzzles ● Timing Puzzles ● Distract-and-Grab ● Tracking Puzzles ● Mazes ● Escape Room Puzzles ● Disguise Puzzles ● Cryptograms ● Memory-based Puzzles ● Logic-based Puzzles ● Repeated Action ● Dialogue Puzzles ● Forced Dialogue Puzzles ● “Staircase To Nowhere” ● Riddles ● GUI-based ROME - APRIL 13/14 2018 Puzzle Types http://junk.dk/puzzle/ + more!
  • 61. “Why Adventure Games Suck” - Ron Gilbert, 1989 https://grumpygamer.com/why_adventure_games_suck There is nothing more frustrating than solving pointless puzzle after pointless puzzle. Each puzzle solved should bring the player closer to understanding the story and game. ROME - APRIL 13/14 2018 Puzzles should advance the story
  • 62. ROME - APRIL 13/14 2018 Quid Pro Quo The Librarian (Octavi Navarro, 2018)
  • 63. ROME - APRIL 13/14 2018 Quid Pro Quo The Librarian (Octavi Navarro, 2018)
  • 64. ROME - APRIL 13/14 2018 Quid Pro Quo The Librarian (Octavi Navarro, 2018) + Easy to implement - Quickly become boring
  • 65. ROME - APRIL 13/14 2018 Inventory Puzzles Every adventure game ever
  • 66. ROME - APRIL 13/14 2018 Inventory Puzzles Lamplight City (Grundislav GamesApplication Systems London, TBA 2018)
  • 67. ROME - APRIL 13/14 2018 Inventory Puzzles Day of The Tentacle (LucasArts, 1993)
  • 68. ROME - APRIL 13/14 2018 Inventory Puzzles Day of The Tentacle (LucasArts, 1993) + Very rewarding if well balanced - Hard to balance and make interesting
  • 69. ROME - APRIL 13/14 2018 Timing Puzzles The Secret of Monkey Island (LucasFilm Games, 1990)
  • 70. ROME - APRIL 13/14 2018 Timing Puzzles The Secret of Monkey Island (LucasFilm Games, 1990)
  • 71. ROME - APRIL 13/14 2018 Timing Puzzles The Secret of Monkey Island (LucasFilm Games, 1990) + FUN! SO MUCH FUN! - Harder to design well and to implement
  • 72. ROME - APRIL 13/14 2018 Timing Puzzles The Secret of Monkey Island (LucasFilm Games, 1990) + FUN! SO MUCH FUN! - Harder to design well and implement!
  • 73. http://gameaccessibilityguidelines.com/ “Do not make precise timing essential to gameplay – offer alternatives, actions that can be carried out while paused, or a skip mechanism” ROME - APRIL 13/14 2018 Timing Puzzles
  • 74. “Why Adventure Games Suck” - Ron Gilbert, 1989 https://grumpygamer.com/why_adventure_games_suck The key is to use Hollywood time, not real time. Give the player some slack when doing time-based puzzles. Try to watch for intent. If the player is working towards the solution and almost ready to complete it, wait. (...) The player thinks they "just made it" and consequently a much greater number of players get the rush and excitement. ROME - APRIL 13/14 2018 Real time is bad drama
  • 75. ROME - APRIL 13/14 2018 Distract-and-Grab Maniac Mansion (LucasFilm Games, 1987)
  • 76. ROME - APRIL 13/14 2018 Distract-and-Grab Maniac Mansion (LucasFilm Games, 1987) + FUN! SO MUCH FUN! - Harder to design well and to implement
  • 77. ROME - APRIL 13/14 2018 Tracking The Secret of Monkey Island (LucasFilm Games, 1990)
  • 78. ROME - APRIL 13/14 2018 Tracking The Secret of Monkey Island (LucasFilm Games, 1990) + Can be used to show parts of the game world - Harder to implement properly
  • 79. ROME - APRIL 13/14 2018 Tracking Grim Fandango (LucasArts, 1999)
  • 80. ROME - APRIL 13/14 2018 Tracking Thimbleweed Park (Terrible Toybox, 2017)
  • 81. ROME - APRIL 13/14 2018 Mazes Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988)
  • 82. ROME - APRIL 13/14 2018 Mazes Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988) - Most players don’t enjoy them - Very hard to design well
  • 83. ROME - APRIL 13/14 2018 Mazes Legend of Kyrandia: Book One (Westwood Studios, 1992) - Screenshots from: https://lparchive.org/Legend-of-Kyrandia/
  • 84. ROME - APRIL 13/14 2018 Mazes Legend of Kyrandia: Book One (Westwood Studios, 1992) - Screenshots from: https://lparchive.org/Legend-of-Kyrandia/
  • 85. Escape Puzzle ROME - APRIL 13/14 2018 Curse of Enchantia (Core Design, 1992) Escape Room Puzzles
  • 86. ROME - APRIL 13/14 2018 Escape Room Puzzles Technobabylon (Technocrat Games/Wadjet Eye Games, 2015)
  • 87. ROME - APRIL 13/14 2018 Technobabylon (Technocrat Games/Wadjet Eye Games, 2015) Escape Room Puzzles
  • 88. ROME - APRIL 13/14 2018 I Want Out! (Matthieu & Nicholas Fouache, 2017) Escape Room Puzzles
  • 89. ROME - APRIL 13/14 2018 I Want Out! (Matthieu & Nicholas Fouache, 2017) Escape Room Puzzles + Easy to implement. Good tutorials. Good for storytelling. - Hard to design well. Easy to overuse.
  • 90. Escape Puzzle ROME - APRIL 13/14 2018 A Homie Adventure (Sidney Sacchi, 2015) Escape Room Puzzles
  • 91. Escape Puzzle ROME - APRIL 13/14 2018 A Homie Adventure (Sidney Sacchi, 2015) Escape Room Puzzles + Easy to implement. Good tutorials. Good for storytelling. - Takes longer to design well. Easy to overuse.
  • 92. ROME - APRIL 13/14 2018 Disguise Puzzles Zak McKracken and The Alien Mindbenders (LucasFilm Games, 1988)
  • 93. ROME - APRIL 13/14 2018 Disguise Puzzles Shardlight (Wadjet Eye Games, 2016)
  • 94. ROME - APRIL 13/14 2018 Disguise Puzzles Shardlight (Wadjet Eye Games, 2016) + Can prove to be interesting if well designed - Easy to make them too cheap (or obscure)
  • 95. ROME - APRIL 13/14 2018 Disguise Puzzles Gabriel Knight 3: Blood of the Sacred, Blood of the Damned (Sierra On-Line, 1999)
  • 96. ROME - APRIL 13/14 2018 Cryptograms Gabriel Knight: Sins of the Fathers (Sierra On-Line, 1993)
  • 97. ROME - APRIL 13/14 2018 Cryptograms Gabriel Knight: Sins of the Fathers (Sierra On-Line, 1993)
  • 98. ROME - APRIL 13/14 2018 Laura Bow 2: The Dagger of Amon Ra (Sierra On-Line, 1992) Cryptograms Make them interesting, if you really want to implement them
  • 99. ROME - APRIL 13/14 2018 Memory-based Puzzles The Secret of Monkey Island (LucasFilm Games, 1990)
  • 100. ROME - APRIL 13/14 2018 Memory-based Puzzles The Secret of Monkey Island (LucasFilm Games, 1990) + Very rewarding - Harder to implement and to design for accessibility
  • 101. ROME - APRIL 13/14 2018 Logic-based Puzzles Broken Sword II: The Smoking Mirror (Revolution Software, 1997)
  • 102. ROME - APRIL 13/14 2018 Logic-based Puzzles Broken Sword II: The Smoking Mirror (Revolution Software, 1997) + Can add plenty of atmosphere - Hard to design well-hinted and balanced logic puzzles
  • 103. ROME - APRIL 13/14 2018 Logic-based Puzzles The Samaritan Paradox (Faravid InteractiveScreen 7, 2014)
  • 104. ROME - APRIL 13/14 2018 Repeated Action Puzzles Zak McKracken and The Alien MindBenders (LucasFilm Games, 1988)
  • 105. ROME - APRIL 13/14 2018 Repeated Action Puzzles Zak McKracken and The Alien MindBenders (LucasFilm Games, 1988) + Easy to implement and highly adaptable - Players may not get them right away
  • 106. ROME - APRIL 13/14 2018 Dialogue Puzzles The Secret of Monkey Island (LucasFilm Games, 1990)
  • 107. Blade Runner (Westwood Studios, 1997) ROME - APRIL 13/14 2018 Dialogue Puzzles
  • 108. ROME - APRIL 13/14 2018 Dialogue Puzzles Resonance (xii gamesWadjet Eye Games, 2012)
  • 109. ROME - APRIL 13/14 2018 Forced Dialogue Puzzles Martian Memorandum (Access Software, 1991)
  • 110. ROME - APRIL 13/14 2018 Forced Dialogue Puzzles Grim Fandango (LucasArts, 1999)
  • 111. ROME - APRIL 13/14 2018 Forced Dialogue Puzzles Grim Fandango (LucasArts, 1999) + Great for storytelling purposes - Bad for pretty much anything else
  • 112. ROME - APRIL 13/14 2018 Staircase to Nowhere Bear With Me (Exordium Games, 2016)
  • 113. ROME - APRIL 13/14 2018 Staircase to Nowhere Bear With Me (Exordium Games, 2016) “A dialogue tree where none of the options is the correct one, but you still have to choose them all” - Space Quest Historian
  • 114. Riddles King’s Quest VI: Heir Today, Gone Tomorrow (Sierra On-Line, 1992) ROME - APRIL 13/14 2018
  • 115. Riddles King’s Quest VI: Heir Today, Gone Tomorrow (Sierra On-Line, 1992) ROME - APRIL 13/14 2018 + Can add plenty of atmosphere - Players may just not get them if too obscure
  • 116. ROME - APRIL 13/14 2018 GUI-based Puzzles Blackwell Convergence (Revolution Software, 2009)
  • 117. ROME - APRIL 13/14 2018 GUI-based Puzzles Blackwell Convergence (Revolution Software, 2009) + Extremely resourceful - UX rules may apply
  • 118. “Faux” Puzzles Primordia (Wormwood StudiosWadjet Eye Games, 2012) ROME - APRIL 13/14 2018
  • 119. A recipe for point and click adventures ROME - APRIL 13/14 2018
  • 120. ● Start with a solid Escape Puzzle ● Integrate puzzles and plot as much as possible ● Show, don’t tell: avoid “info-dumps” ● Play, don’t show: these are games, after all ● Reward players’ curiosity and after each solved puzzle step with: ● Unexpected or funny dialogue ● Special-case animations ● Cutscenes ● New locations to visit ● New characters to meet or control ● … ● Acknowledge players’ intent: let them know they’re on the right track ● Provide multiple solutions for puzzles ● Provide hints, but don’t make players feel stupid A recipe for point and click adventures ROME - APRIL 13/14 2018
  • 121. Ingredients to avoid ROME - APRIL 13/14 2018
  • 122. Pixel Hunting Indiana Jones and The Last Crusade (LucasFilm Games, 1989) ROME - APRIL 13/14 2018
  • 123. Dead Man Walking / I forgot to pick it up Leisure Suit Larry Goes Looking for Love (in Several Wrong Places) (Sierra On-Line, 1988) ROME - APRIL 13/14 2018
  • 124. Monkey Island 2: LeChuck’s Revenge (LucasFilm Games, 1992) Wordplay or Pun-based Puzzles ROME - APRIL 13/14 2018
  • 125. Conspirocracy (Little Red Dog Games, 2013) Fourth Wall Breaking Puzzles ROME - APRIL 13/14 2018
  • 126. Paper-Key Retrieval Puzzles Clip from Richard Cobbett’s Shooting Crap episode about “The Mystery of The Druids” ROME - APRIL 13/14 2018