Showing posts with label Puzzles. Show all posts
Showing posts with label Puzzles. Show all posts

Monday, January 23, 2017

Danielle's Inferno: To Hell and Back

In this article, game designer Sande Chen takes a look at the game, Danielle's Inferno, from One More Story Games.

Greetings!  So sorry for the delay.  I was not among the souls who boarded Flight 666 bound for HEL on Friday the 13th, but I did get to visit a personal hell of sorts. The 9 levels of hell, to be exact, depicted in Danielle's Inferno, the game adaptation of the short story by Olivia Rivard. Released last December by One More Story Games, Danielle's Inferno was adapted by William Hiles and Blair Leggett using the company's proprietary software, Story Stylus. Luckily, I already had some experience with existential journeys from visiting the Ten Courts of Hell at Haw Par Villa, a Singaporean theme park about Chinese mythology.

Pudding the hellcat

The quirky vision of hell's circles portrayed in Danielle's Inferno is not as gruesome as the Ten Courts of Hell, which (students beware!) vividly prescribed eternal evisceration for exam cheaters and plagiarists.  Rather, aided by no-nonsense spirit animal Pudding, the player descends into the 9 circles of hell of Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, and Treachery, featuring demon waiters with Poors Light, the Lucifer-approved beer of Hell, and upwardly mobile demon workers ho-humming through BDSM whipping, gluttonous force-feeding, metamorphosing sinners into shit, your basic flaming pyres, and the like. The player must solve a puzzle and get through fart and elimination jokes to get to the next level.

It's a point-and-click adventure, but I would call Danielle's Inferno point-and-click adventure lite, because so much of it is text instead of AWSD action.  It's the next step after a visual novel and seems geared to players who are taking the leap from linear to non-linear media.  For instance, the limbo level gently guides the player through a hidden object clickfest to introduce the basics of what players need to do in further levels, but to the more savvy player, this is rather tiresome, especially when the interface with its inventory and Combine Items functionality clearly indicates that the platform has a lot more potential than a hidden object game.  There is mostly branching narrative that goes to the same outcome no matter the choice, but new conversations open up based on player actions and the branching does lead to additional dialog.  The key to Danielle's Inferno is exploration and that's really where the game shines.

So much of the enjoyment of Danielle's Inferno is from reading item descriptions.  Click on rocks, signs, clouds, whirlpools, oil slicks, etc. The background is full of new surprises. The limited sound effects and music also add ambiance.  I especially enjoyed the puzzle where I had to find Cerberus' doggy toys.  I played detective as I badgered demon waiters for clues.  In a later level, there is a logic puzzle. 

While Danielle's Inferno does not showcase the interactive dialog or the combine items puzzles of a traditional adventure game, the Story Stylus platform has that potential and indeed, there are other games from One More Story Games that go in that direction. Danielle's Inferno is more simple in story structure and may have more text than necessary, but what it does, it does well. For players who enjoy visual novels or point-and-click adventures but want a short complete game to play in an afternoon's time, Danielle's Inferno fills that void.

I would also add that I don't think Danielle's Inferno is appropriate for children. Even though it's mostly text, there are sexual themes and violence. And Hitler.  It's rated age 13+, but parents should play through first and decide.

For teachers who may be interested in using Story Stylus in classrooms to teach Shakespeare's Romeo and Juliet, check out One More Story Games' pilot program. Games in Ye Olde Classroom.

[Disclaimer:  I received a download code for the game from the developer as a gift. I was not obligated to provide a review. The above is my unbiased opinion. I may have future affiliation with the developers since I am evaluating the platform for my own game development purposes and may be listed on the site as a storyteller.]

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, November 18, 2016

A Look at Puzzle Games

In this article, game designer Sande Chen reflects on the level design of puzzle games and how allowing the player to win can help in the success of the game.

One year, at the Austin Game Conference, I was exhausted, not from partying, but because I had stayed up all night trying to progress through Puzzle Bobble.  My college friend had the original arcade machine and since I could use the same quarter over and over, I stayed with it.  I noticed almost immediately spikes in difficulty, remarking how I felt that one level was out of place because it was especially hard and the levels after it were easy in comparison.  Considering that the player also gains proficiency, gauging the increase in difficulty or challenge between levels must be an interesting exercise. 

Puzzle Bobble
In addition, there is a luck variable to these puzzles since colors can randomly get scarce on you.  It's the same way with Candy Crush Saga, that when you need red candies, you feel like all the other colors keep on showing up.  I especially hate using up moves while waiting for a certain color to show up in a line.  This probably contributed to my decision to delete Blossom Blast Saga.

I mean, I do have a certain amount of patience with difficult puzzles and in most free-to-play games, a player may have access to power-ups or boosters that can make uneven level design tolerable, but when my puzzle-solving efforts feel like frustration rather than fun, then I'll just quit.  Especially when I feel like it's a luck-related factor.

Candy Crush Saga showers me with free gifts, but that's not the only reason why I still play Candy Crush.  I fully realize Candy Crush Saga has that luck component but despite that, I still manage to have fun with it.  The way the levels are designed, I always feel like I have a chance at solving the puzzle because I'll be one or two moves out.  That motivates me to keep on playing because sooner or later, I'll feel like I'll solve it, even if it takes a long time.  If I don't see that possibility of winning, then I'll throw my hands figuratively in the air and mutter, "This is impossible!"  I can see why players are motivated to buy extra moves because it's almost ... just almost... there.  Unlike with Candy Crush Jelly Saga, another I deleted, I did have those boosters in Candy Crush Saga, so if I did feel like I had come across an impossible level, I could help myself out.

I also play Candy Crush Soda Saga, which I like better, even though there aren't free boosters given out there.  I've noticed that after I've been at a puzzle for a long time on Candy Crush Saga, something remarkable will happen such as a color ball and a color bomb ending up next to each other.  I have no idea if that was just the allotted time needed for this lucky occurrence to happen or if the designers were specifically thinking about helping me along.  It would be great if this were a matter of design.

In the past, I was in charge of designing a mah jong solitaire game.  In those types of games, there are the ones where it's possible for the player to have a puzzle without a solution. Alternately, there are the ones that use an algorithm to make sure there was always a solution to the puzzle.  I suppose in the former, a player would be able to get out of that unsolvable state with a booster.  I chose the latter because I always wanted players to be able to win without using boosters.  It seems unfair that the player could be presented with a puzzle that couldn't be solved without a booster.  After all, I wanted the player to stick around for the next level or game.

Challenge is great, but too much challenge leads to frustration, which can lose players.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.



Monday, January 11, 2016

Please Stop Sticking Things To Animals

In this article, game designer Francisco Gonzalez implores adventure game designers to avoid puzzles with sticky animals so that players can have a better gameplay experience.

Allow me to go on a bit of a rant, if I may. Adventure games have become infamous for their puzzles. I say “infamous” because when you ask most people what feelings they associate with playing games of this genre, they often respond with “frustration,” “annoyance,” or “hate.” The reason for this is mostly because many early adventure games featured puzzles with logic so obtuse, players wouldn’t be able to proceed unless they called the company-run hint lines (at roughly 75 cents per minute) to get the answers they needed. In fact, the founders of Sierra Online have admitted that at one point, revenue from hint books and hint lines far surpassed that of sales of the actual games. Once the internet became popular, this all went away, since finding solutions was just a Google search away. What didn’t go away, however, was ridiculous puzzle design. What’s worse, I’ve noticed a disturbing trend in recent adventure games that have all adopted a common solution: sticking things to animals.

“What on earth are you talking about?” you may be wondering. Allow me to enlighten you, dear reader, on the
intricacies of this terrifying new trope. In what can only be described as “creative desperation,” there are several games which feature this type of puzzle. In the interest of integrity, I will refrain from naming them, but I will describe the puzzles in detail so as to warn you in case you ever encounter them in your gameplay experiences.

We’ll begin with a recent release, which features not one, but TWO instances of the stick things to animals puzzle. In the first case, our protagonist finds himself in a mountaintop cable car station. The villains have stopped the cars from running by sabotaging a fuse box. Our job, as the player, is to repair the broken fuse and get the system running again. If the player attempts to look in the fusebox, they can see that the broken fuse is located at the far end of the box, out of the player’s reach (he doesn’t want to stick his arms in for fear of being electrocuted.)

Now, there are a number of ways this could have been handled, but this is how the game designers chose to go about it in this particular case: in the player’s inventory is a matchbox containing a live cockroach which we have been carrying all game, along with a crumbled tea biscuit, a paper clip, and several other items which serve no current purpose. In the station are a pair of large gears, on top of which is a lunch box. Activating the large gears crushes the lunchbox, which causes a jar of jam inside to explode and leak around the area. The player must then use the paperclip on the jam to make it sticky, then paste it on the back of the cockroach, toss the biscuit inside the fusebox, which then lures the roach to the exact spot where the paperclip on its back makes contact with the ends of the fuse and restarts the mechanism.

Take a moment to recover from that. As long as you need. Now, let’s move on to the second instance.

The second to last puzzle in this game features an ancient temple being guarded by some armed thugs. In the vicinity is a goat. To scare the thugs away, the player must take a piece of old sausage, stick a fuse in it so it resembles dynamite, light it, then tie it around the goat’s neck and lure it over to the guard with some fruit, scaring them away.

One might think this sort of thing was specific to this one game, but another one released in the mid 2000s did something equally ridiculous. In this game, the player is required to spy on a conversation being held inside a house, to which they have no access. Hanging around outside is a cat, and through some exploration the player can notice that the cat’s water dish is inside the house. In order to spy on the people talking inside, the player must tape their cell phone to the back of the cat, then feed it some extra salty tuna so it becomes thirsty and runs inside to drink water from its dish. The player then listens in via another phone.

One more example of this is a rather famous puzzle from a well-known game where the player needs to retrieve a key from some subway tracks. The solution requires you to tie a rope and clamp to an inflatable duck flotation device. The deflating duck causes the clamp to slowly close and grab the key. While technically not a living animal, this should be included for its sheer ridiculousness.

The lesson to be learned here is that animals should not be included as viable solutions to adventure game puzzles. Forcing the player to think up these outlandish and ridiculous solutions only hurts the genre and causes nothing but frustration and anger.

 Francisco Gonzalez has been writing and designing point and click adventure games since 2001. His favorite aspect of designing narrative based games is the writing process, and being able to create worlds and make characters come to life. He currently works at Wadjet Eye Games as a designer.

Saturday, July 11, 2015

Learning to love the narrative puzzle

In this article, Professor Clara Fernández-Vara argues that narrative puzzles don't need to be convoluted, but rather, they require a more conscientious and responsible game design strategy.

One of the recurring questions in narrative design is how necessary puzzles are, since they seem to be the staple of adventure games since their inception. There are plenty of examples of how adventure games may not need puzzles. Game makers such as Telltale Games or Choice of Games have explored how to engage players through choice design, while indie darlings such as Dear Esther, Gone Home, The Stanley Parable or Kentucky Route Zero show how exploration can also become satisfying gameplay. Some advocate leaving puzzles behind and focusing on problem solving.

Thing is, solving puzzles is problem solving. Puzzles get a bad rap because of years of players facing puzzles that only make sense to their designers, and the infinite patience of players who kept trying random things until they bumped into the hyper-contrived solution. Examples of bad puzzles are legion while, when a good puzzle is good, it is often seamless because it makes sense, so most players do not notice there ever was one. See for example how game critic John Walker mentions how the puzzles are perfunctory in Act 1 of Broken Age, pointing out that he may have expected something more complex but that the puzzles are there to help the narrative. Half of his review of Act 2, however, is a tirade against the tediousness of the convoluted puzzles.

We don't need to banish puzzles from our games. They can help us learn more about our world, set up character, and get the player to be in a specific place when we need it. What we need is conscientious and responsible puzzle design, understanding the range of what works and what doesn't.

Puzzles are problems that require a solution (hence invoking "problem solving" as an alternative may not be that useful), and most of the time there's only one valid solution. The issue with narrative puzzles is that they often have only one way to get to that solution, even if the player can think of multiple ways to tackle the challenge. In game design terms, we designers can follow three strategies:
  • Offering players more than one way to solve the puzzle: since puzzles in general have more than one way to achieve the solution - there are different strategies to solve mathematical and logic puzzles, jigsaws or crosswords. So why don't we try to provide more than one way to get to the solution? Games like Deus Ex or more recently Dishonored are famous for taking this design approach. Thing is, the challenges that the player faces tend to be physical problems; challenges that involve human behavior and psychology, for example, are out of the question. Puzzles that are more grounded in the narrative that have multiple paths are still a challenge. A glorious example of how multiple paths can backfire is Zack McKracken and the Alien Mindbenders, the one LucasArts game nobody remembers because it does offer several ways to complete it, but it does not tell the player that if you solve a puzzle a certain way, other paths will be locked out.
  • Setting up the puzzle so that solving it seems an adequate challenge: the key to satisfying puzzles is that the player achieves insight at the moment of solving them. Some puzzles feel invisible because their solution feels natural to the player; there is a problem but the solution seems logical. This was the case with most of the puzzles of Act 1 of Broken Age, for example. There is set of questions that will help us set up each puzzle: 
    •  How can the player tell there is a puzzle that they need to tackle? 
    •  What information does the player need to solve the puzzle? 
    •  If it's not information that relates to everyday life (such as opening a door, or doing an economic transaction), where in the world is that information? 
    •  Is the information available in one place or several? How close is it to the puzzle itself? Can the player revisit the information? The more pieces of information the player needs, and the further they may be from the puzzle (whether it is in terms of space or time), the more difficult the puzzle is. 
    • How can the player tell that they have found the wrong solution to the problem? Does the player get more information to solve it?  
    • How can the player tell they have solved the puzzle?  
    • What does solving the puzzle mean in the game? Does the player learn about the world / story? Does the player obtain something out of solving the puzzle? (I've talked about this topic before at length; you can watch one of my presentations here.
  • Design an esoteric puzzle for hardcore puzzle solvers: there are games that are geared towards hardcore players who want their puzzles to be extremely challenging. If you use the checklist above, it turns out that hardcore puzzles are missing one of these elements, from letting the player know that there is a puzzle, to requiring esoteric knowledge to solve it, for example. The line between a badly designed puzzle and a hardcore one is very thin; the definition depends on the audience. The rule of thumb is that the logic of the puzzle must still be there. You still get insight if you check the solution. That's why omitting elements can be okay, because it's up to the player to fill the gaps. When the puzzle feels random, unjustified, or the challenge consists of reading the designer's mind, then the puzzle falls apart. Examples of games with difficult narrative puzzles are The Hitchhiker's Guide to the Galaxy, Maniac Mansion or, more recently, Device 6. The puzzles in Broken Age Act 2 aim at being hardcore (perhaps because some players thought the puzzles in Act 1 were too easy), but often the logic seems absent: at one point, I had to go to a location in order to trigger a cut scene that allowed me to obtain an object, which is the kind of random access to information that infuriates players.
There may be other design options that technology may facilitate in the future. For example in the games Symon and Stranded in Singapore, we used procedural generation, so that whenever you started a game the puzzles would be different. Our method of generating the puzzles was not particularly complicated, so there was still one single way to solve each puzzle; perhaps in the future we can have AI that can create and check multiple paths. What worked in the design of Symon (a bit less so in Stranded) was that the game design focused on creating a system of relations between objects, rather than just specific puzzles. Players could not look up a walkthrough that gave details on each puzzle. Instead, they had to figure out the relationships between objects according to specific qualities, thus showing the potential to understand the world as a whole, rather than puzzle to puzzle. What I want to highlight here is not that future technology will solve our design problems - although it will probably help - but we that we need to change our paradigms and the way that we design narrative games. We need to shake off our nostalgia a bit and start pushing for new design patters - a sentiment that I'm not alone in sharing.

Puzzles in narrative games are just a part of the design lexicon, and we need to expand the vocabulary of narrative in games. The possibilities of choice and exploration are now gaining popularity - although they have been around for a while - and the future of narrative in games looks bright. But let us not completely dismiss narrative puzzles yet. We should banish badly set up puzzles with unsatisfying convolutedness that do not help the narrative. The solution is realizing puzzles also require game design.

Clara Fernández-Vara is a game scholar, designer and writer, and she is an Associate Arts Professor at the NYU Game Center. Her area of expertise is narrative in games and how it can integrate with game design, which she has explored both in games for research and in the commercial sphere. Her first book, Introduction to Game Analysis has been published by Routledge.

Friday, October 29, 2010

Designing Puzzles Backwards (Part II)

In Part I of this article, writer-designer Steve Ince gives an overview of how story, plot, and gameplay feed into puzzle creation in a game. In Part II, he gives an example of the process.

During my time at Revolution Software I was fortunate to work with some talented people and much of what I learned about developing and refining of puzzles comes from that period. When we developed the second Broken Sword game, The Smoking Mirror, the designers came up with one of my favourite puzzles (I was actually producer on that title).

The player character, George, arrives at the Marseilles docks at night and needs to find a specific warehouse. Unfortunately, there is a fence barring his way. The objective here is to get over that fence – it’s clear what the player needs to do and only by getting over the fence can the story progress.



Now we know the player character’s objective, how do we stop him from simply climbing over the fence? (We’ve started asking the questions.) A vicious dog is placed at the other side of the fence which makes its intentions clear as soon as the player interacts with the fence.

How will the player deal with the dog? It needs to be distracted in some way.

What can we use to distract the dog? There are biscuits inside the hut.

How do we make this more complex? There’s also a man inside the hut and the door to the hut is on the other side of the fence.

We now have two additional sub-objectives to complete that feed into the main objective of distracting the dog to climb the fence – the player must distract the man and find a way into the hut to get the biscuits.

Of course, it’s possible for George to talk to the guy in the hut, but although the conversation is fun and somewhat informative, it’s not the solution to this puzzle. What the conversation does, though, is to give the player logical options to try. If the player sees a guy in a hut it’s natural to tap on the window and have a chat.

As the details of the puzzle were expanded, not only did they add to the richness of the puzzle, they also helped define the geography of the location. For instance, the need for a trapdoor in the floor of the hut meant that we needed the player character to be able to get to the area beneath the hut without this giving a means to get to the other side of the fence.
Anyone interested in learning further details may like to play the game for themselves. :)

It may seem to make sense that, when working backwards in this way, you continue the process until you reach the previous objective conclusion. However, this only works if the game is completely linear.

It may be that you need to work backwards until you reach the point the player finds out what this objective is. During gameplay, reaching the previous objective could give the information to player about this objective, but there might be other ways the player gets such information. Half way towards an objective the player may discover information that gives him additional objectives that will now run in parallel to the current one.

With multiple objectives, working backwards must end up with the same starting point for each, which can be a good check that the puzzles are sound.

Like anything else used in the development of a game design, working backwards in this way is just a tool as part of a whole range. No matter how well used this tool is, it isn’t a complete solution.

The ultimate test of this kind of puzzle is to think it through forwards as if playing the game in your head, looking for potential problems, logic flaws, lack of clarity and ways to refine the steps of the puzzle.

Design it backwards, think it through forwards. Reiterate.

Steve Ince is a Writer-Designer with 17 years in game development. After 11 years with Revolution Software, Steve turned freelance in 2004. In 2008 he received an award nomination from the Writers’ Guild of Great Britain for the game, So Blonde.

Thursday, October 21, 2010

Designing Puzzles Backwards (Part I)

In Part I of this article, writer-designer Steve Ince gives an overview of how story, plot, and gameplay feed into puzzle creation in a game.

I’ve spent most of my game development career working on various story-based games; mostly traditional adventures but other types, too. Although there are different kinds of puzzles involved in the creation of such a game, the kind I find most satisfying are the ones that tie the gameplay directly into the story by the means of shared objectives.

When I’m fortunate to have the opportunity to create both the story and design of a game, as I did with So Blonde, for instance, I like to work in a very iterative manner. I get the basic structure of the story sorted before working up some detail, which then allows me to start defining the gameplay objectives based upon that story, which then feeds back into the developing plot. By working this way, the plot becomes a high level structure that gives both the gameplay and story the shape it needs and enables me to start working up the puzzle details.

When I’m in a position to work on an objective related puzzle, I find it’s best to start with the objective and work backwards. By taking this approach I ensure that each step of the puzzle – or other gameplay that feeds into the puzzle – links to the objective in a clear way.

As I work on such puzzles I loosely go through a series of questions that help with the process.
  • What is the objective?
  • What is stopping the player character from reaching that objective?
  • How will the player deal with that blockage?
  • How will the player get the items/skills needed to do so?
  • Are there separate or side objectives the player has to deal with in order to get what’s required?
  • How can I make this more complex?
  • How can I make this more fun?
  • Is this series of events logical?
  • Is it clear to the player what they need to achieve and what they need to do to achieve it?
There may be plenty more questions relating to the specifics of a puzzle or the objects used and even the user interface, but the main thing to remember is that if you’re not asking yourself these kinds of questions, you’ve got to ask yourself why not.

Steve Ince is a Writer-Designer with 17 years in game development. After 11 years with Revolution Software, Steve turned freelance in 2004. In 2008 he received an award nomination from the Writers’ Guild of Great Britain for the game, So Blonde.

Friday, October 8, 2010

October 2010: Puzzles

October 2010's topic, Puzzles, was submitted by postdoctoral researcher Clara Fernández-Vara.

She writes:


Puzzles are one of the most common design challenges in games, and yet their design practices remain largely undiscussed. This is because puzzles come in many shapes and sizes. Professor Layton includes a wide range of traditional puzzles (logic puzzles, riddles, jigsaws, etc.). Metroid, Zelda and Ico are packed with environmental puzzles where the player must make sense of the space and manipulate its objects in order to traverse it; adventure games bring together story and gameplay by having each puzzle be an event in the story of the game. There is also a whole genre we refer to as puzzle games, such as Zuma, Tetris or Bust-a-Move / Puzzle Bobble.

This month, Game Design Aspect of the Month wants to encourage everyone to think about their practices to create puzzles in their games, and realize that puzzles are much more common than most designers will readily admit.
  • How do puzzles contribute to the gameplay of the game? If the game is puzzle-driven, how is it fun? If puzzles are just one type of challenge in the game, how do they relate to the rest of the activities in the game?
  • How can the story be supported by puzzle design? How do the puzzles relate to world design?
  • How does one get started devising a puzzle? How can designers evaluate if it is a good puzzle? What practices should be avoided?
Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. Her work concentrates on adventure games, as well as the integration of stories in simulated environments.