 


|
Puzzles
and problem solving
(Back to TOC)
26 January 2006
by Mike Rozak
I decided that I need to understand puzzles and problems solving more, since they significantly affect
sub-games, which in turn, affect quest design. This
article is the result...
To put it simply, every puzzle (or problem to solve) has some
aspect(s) that makes it difficult or challenging to "solve". I was
originally going to produce a list of puzzle categories, but realised that the categories
can themselves be categorised into "what's the difficult part is", so I expanded
my mission.
This article doesn't deal with the appearance/dressing
of the puzzle, just what makes it challenging. Whether the puzzle is presented by
a machine, NPC, riddle, or natural occurrence is irrelevant to this discussion.
My list of puzzle categories and the categories'
categorisations follow:
- Puzzles where the challenge is to find or identify the
puzzle, "Is this a puzzle to be solved?":
- Disguised - The "jewel encrusted egg"
from Zork appears to be a treasure, and it is. However, it's also a puzzle. Normally, I'd
say that such puzzles are poor design because the player has no way of knowing they're a
puzzle. In the case of the jewel encrusted egg, there is a hint (see below) that it's a
puzzle, and not solving the puzzle doesn't significantly affect the game,
although you do lose a few points.
- Guess the NPC-conversation keyword - If a
player happens to mention the right phrase to a NPC, the NPC initiates the puzzle. This is
poor design, since how does the player know what they should speak in the first place?
- Pixel hunts - The puzzle isn't easily seen.
Only by moving the mouse slowly over the entire screen will the "pixel" be found
that the user can click, which then initiates the puzzle. Pixel hunts can also be used to
make actions difficult (see below). These puzzles are usually frowned upon.
- Puzzles where the challenge is to to know what to do,
"How do I know what I'm supposed to do?":
- Obfuscation - Eye candy can be used to hide
what's actually going on in the puzzle by providing animations and sound effects that
confuse the brain about the underlying puzzle "structure". For example: At
university, someone played a party game where he would arrange sets of forks and knives to
represent a number. He kept repeating the process with different numbers. The more astute
observers quickly exclaimed, "Ah!," chuckled, and stated the correct
number. I didn't figure it out; he was using the cutlery as a diversion and subtly placing
his hands on the table afterwards, revealing the actual value by the number of fingers he
exposed.
- Codes - Many codes can be cracked without
external hints, although they take time. For example: If a player knows (or assumes -
which is perhaps the important point) that a certain word appears in code they can begin
to guess the rules of the code. This helps them learn more rules about the code, which in
turn reveals yet more. You might also categorise this as experimentation, even though the
experimentation is with a hypothetical decoding machine that the player, not the author,
has created.
- Gestalt - The solution to specific puzzles
becomes apparent when the player understands/perceives "the big picture". This
category comes from Bob
Bates, who describes a puzzle in Brian Moriarty's Trinity: The player is
transported to a bizarre world. As they explore, they gradually realise they're wandering
around the face of a sundial they had seen previously. The puzzle cannot be solved without
this understanding.
- Lateral thinking - The solution is not obvious,
or the obvious solution is not possible/allowed. For example: One of Aesop's fables
describes a raven landing on the rim of jar of water. It wants a drink but it can't reach
down to the water level. The solution is to gradually fill the jar with small pebbles
until the water level rises.
- Riddle - Riddles (in my limited experience) are
about lateral thinking.
- Research - The only way to know how to solve
the puzzle is to research a solution, either inside or outside the world.
- Clues, hidden - The puzzle's solution can only
be discovered by looking for hidden clues scattered throughout the world. These clues are
usually in the form of notes, scribblings on walls, etc. The trick is knowing which
scribblings are red herrings and which are valid clues, as well as how the clues can be
applied, which is a combination of research and obfuscation.
- Clues, obvious - Some worlds have the solutions
to puzzles clearly written in far-away rooms. The only challenge is to keep copious notes
on all potential clues or their locations so clues are available when they're needed,
turning them into part research and part preparation.
- Codes - Coded messages are often decoded by
finding the clues about the code.
- Experimentation - Players encounter a machine
presenting several buttons and knobs. They are allowed to play around with the buttons and
knobs to figure out how they affect the machine or its output. Once players know the
effects, they must determine how the buttons/knobs should be set in order to produce a
desired outcome, a logic puzzle. The Hitchhiker's Guide babble-fish puzzle is another
example of experimentation. Experimentation is (distantly?) related to Gestalt.
- External knowledge - If a player knows Latin,
they can read the an inscription on a tombstone. If they don't, the need to find a Latin
dictionary on the Internet.
- Game cheats - If your puzzle needs a game cheat
to be solved, then it may be too difficult.
- Observing over time - Sitting back and watching
a NPC (or machinery) go through a routine provides the solution.
- Puzzles where the challenge is preparation:
- Key and lock puzzles - Somewhere
in the world is a locked door. Elsewhere is a key that unlocks the door. The solution to
the puzzle is to pick up every key in sight and carry it around until the appropriate door
is found. Keys do not always look like actual keys, and doors are not always actual doors.
This puzzle category is frowned upon.
- Buttons far away from doors - A button is
randomly placed in the world. Pressing it opens a door located far away. The solution is
to press every button you see.
- Buttons next to doors - A trivial "key and
lock" puzzle is to have a button right next to the door that it opens. The only
advantage is that the button alerts players that something bad might happen when they
press the button to open the door.
- Resource management - Inventory, skill-point
allocation, etc. are about resource allocation. The player must plan ahead and figure out
what items or skills would be wise to invest in. I'm not sure if this is a legitimate
puzzle category, since players need clues/experience (above) indicating how resources
should be allocated. Since some players inevitably misallocate resources, there must be a
way for players to undo their poor allocation, usually with a tedium penalty. Zork, for
example, used the flashlight as a resource to allocate, but didn't allow the a dead
flashlight to be recharged, which isn't acceptable design today.
- Puzzles where the challenge is in the action:
- Chance - There's a probability that even the
correct actions might fail. A failure could require the player to redo some work (tedium),
or just confuse the player as to whether they are performing the correct actions
(obfuscation).
- Difficult human tricks - These puzzles rely on
actions that employ parts of the brain that don't work as well as we'd like:
- 3D/4D spatial puzzles - The human brain can't
quite understand some complex spatial problems, making the the actions required to solve
problems difficult.
- Mazes - Some mazes are difficult because of the
spatial issues.
- Audio/music - Most people don't have perfect
pitch, and can't remember any more than a few notes.
- Colour matching - Humans aren't very good at
exact colour matching. While players can't take notes, they can use Alt-PrintScreen to
solve a colour matching puzzle.
- Logic puzzles - The rules of the puzzle are
known. There are too many permutations to try all combinations though. The player must use
logic and the process of elimination to determine the right inputs to the puzzle.
- Mathematical - Many mathematical calculations
are difficult (for most people).
- Memory - Puzzles that test the limits of
people's memory are possible candidates. Unfortunately, these don't work too well in
practice because players take notes on paper.
- Reading emotions - The way to win at poker is
to read your opponent's expressions.
- Pattern recognition - Humans are good at
recognizing some patterns (like faces), but others patterns are trickier to perceive.
- Jigsaw puzzles - Lots of tiny shapes that need
to be fit together. Jigsaws are a combination of pattern recognition and tedium.
- Time limits - Trying to complete a series of
actions in a fixed amount of time makes them more difficult.
- Twitch/dexterity - First-person shooters rely
on this.
- Understanding the mind of the enemy - The way
to win at chess is to understand what your opponent is thinking and planning, and this is
no easy task.
- Visual noise - Distractions (such as eye candy)
can make it difficult to act. For example: A character might get knocked on the head, have
blurry/spinning vision, and still need to complete simple tasks.
- Guess the verb - A player knows what they want
to do, but can't figure out how to phrase the command so the interpreter understands.
Guess-the-verb "puzzles" are not usually designed to be puzzles, but are
accidents of implementation.
- Pixel hunts - The player knows that press a
button that looks like a leaf to open a door. This isn't easy since the door-leaf is
hidden amongst thousands of real leaves. Unfortunately, pixel hunts are often intentional.
- Social - This only works in multiplayer worlds.
The solution is to convince other players to help solve the puzzle. Convincing another
player introduces a variety of challenges, not of the game's making though. For example: A
door that opens only when two buttons in separate rooms are pressed simultaneously.
- Time sync (tedium) - Time syncs just take a lot
of time to complete. They're not particularly fun. Adventure games (theoretically) avoid
these "puzzles", but CRPGs and MMORPGs often include them.
- Combinations - The solution to the puzzle is
easy to understand, but difficult to implement: Just try all possible
permutations/combinations. A variant includes trying to all possible permutations of
"combine item A with item B" and "use item A on
item B". Not a good puzzle.
- Maze (tedious) - Players know the process for
getting through the maze; they must tediously map it. Some mazes require clever solutions
instead of tedium. Tedious mazes are cliche and frowned upon.
- Puzzles where the challenge is to learn:
- Game (mastery) - A "puzzle" of this
category will be encountered many times throughout the game, but in slightly different guises. The puzzle's difficulty increases each time it is
encountered, counteracted by the player's mastery of the game, learned from previous
encounters. Often, players know the generalities of the rules, but not the exact details.
CRPG combat uses this sort of "puzzle".
- Twitch/dexterity - This is included both here
and under challenging actions, since hand-eye coordination must be learned for players to
succeed at most twitch games.
- Play a musical instrument - I thought I'd throw
this one in to demonstrate an alternate learning challenge. I've never seen it in an
adventure game though.
I'm not entirely happy with these categories. They don't seem
orthogonal enough to me. However, they're a start. I'll put this on the Internet and
perhaps come back to it in a few months.
PS - While I wrote down many of these puzzle
categories from my own gaming experience, some of them came from conversations, archived
and contemporary, on rec.arts.int-fiction, listed in ifwiki.com. |