02aaca25d9d15f271c9f6fd612d89a7c.ppt
- Количество слайдов: 84
The Puzzlemaker’s Survival Kit Scott Kim -- scottkim. com March 6, 2003 -- Game Developers Conference
Puzzles are part of many games ¥ By themselves ¥ Within larger games ¥ On web and phones ¥ In education
But how do you… Design a good puzzle? ¥ Get started? ¥ Produce levels efficiently? ¥ Match puzzles to your audience? ¥
The puzzlemaker’s survival kit !!! Concepts Genres Process Refs
CONCEPTS !!! Behind all puzzles
A puzzle is a problem that is fun to solve and has a right answer As opposed to everyday “problems” That can be confirmed by computer
The play pyramid Game Puzzle Toy Experience
Motivation Deeper Meaning Character & Setting Challenge Distraction
Modalities: Word, Image, Logic
Modalities: Combinations
Modalities: Combinations
Beyond pure reason Chance Knowledge Dexterity Prizes
Five genres
GENRES 1. Action–Puzzle
Action puzzle games ¥ = Puzzles + Time pressure ¥ Yes: Tetris, Collapse! ¥ No: Pacman, Mummy Maze ¥ Popular with women ¥ Popular on the web
Key issue: Error recovery ¥ Tetris – clear lines ¥ Collapse! – clear clumps ¥ Pipe Dream – replace tile ¥ Q*Bert – reversible moves
Demo: Collapse!
Lessons from Collapse ¥ Nested rhythms GAME ACTIONS New block TICKS 1 4 New line Click group 12 36 Level up PLAYER ACTIONS Blow up bomb 300 2000 Reach top
Lessons from Collapse ¥ Easy to learn ¥ Randomness is addictive ¥ Business model: upsell
GENRES 2. Story–Puzzle
Story puzzle games Puzzles + storyline ¥ Yes: Myst, The Fool’s Errand ¥ ¥ Yes: Metal Gear Solid, Ico ¥ No: combat quest games
Key issue: role of puzzles ¥ Branching narrative – choices
Key issue: role of puzzles Branching narrative – choices ¥ Linear narrative – locks ¥
Key issue: role of puzzles Branching narrative – choices ¥ Linear narrative – locks ¥ Enhanced narrative – optional depth ¥
Demo: Ico
Lessons from Ico Appropriate story ¥ Solve puzzle two ways ¥ In-game hints ¥ Re-use mechanisms ¥ GAMES MUSICALS Ico – Quest Myst – Mystery Fool’s Errand -- Cards The Producers Singing in the Rain West Side Story
Other examples ¥ The 7 th Guest ¥ Myst ¥ Metal Gear Solid ¥ Law & Order
GENRES 3. Competitive–Puzzle
Competitive puzzle games Puzzles + multiple players ¥ Yes: Jeopardy!, Boggle ¥ ¥ No: chess ¥ Almost: Scrabble
Key issue: Scoring ¥ Score: Jeopardy! ¥ Board: Trivial Pursuit ¥ Race: Set ¥ Take turns: Battleship ¥ Social scoring: Boggle
Demo: Boggle
Demo: Boggle
Lessons from Boggle ¥ Simple format ¥ Random content ¥ Short play cycle ¥ Scalable room Tangleword Jeopardy! 2 1 2 1 20 2
GENRES 4. Construction–Puzzle
Construction puzzle games Puzzles + Building Things ¥ Yes: The Incredible Machine, Pit Droids ¥ ¥ No: Sim. City, Marble Drop ¥ Almost: Tetris, Lemmings
Key issue: Modularity ¥ Few pieces, many combinations {abcuvz(|M[} = 10 {abcuv} x {z(|M[} = 25 {abc} x {uvz(} x {|M[} = 54
Key issue: Modularity ¥ Legos, furniture ¥ Too little structure ¥ Too much structure
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Demo: Incredible Machine
Lessons from Incredible Machine Start with a tutorial ¥ Edit + Run ¥ Authoring = Build + Record ¥
GENRES 5. Pure Puzzle
Pure puzzle games Puzzles are the focus ¥ Yes: Pandora’s Box, Mummy Maze ¥ ¥ Yes: Free. Cell, Minesweeper ¥ Yes: Crossword, jigsaw puzzles
Key issue: Larger Form Accelerating Linear Sawtooth Semilinear Ordered collection Metapuzzle
Demo: Mummy Maze
Things to notice Small board fits on phone ¥ Tutorial vs. on-the-fly tips ¥ Liberal undo ¥ Easy to get stuck ¥
Lesson 1: indulge one style ¥ Satisfy player’s appetite
Lesson 1: indulge one style Satisfy player’s appetite ¥ Economical to produce ¥
Lesson 1: indulge one style Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery ¥
Lesson 1: indulge one style Satisfy player’s appetite ¥ Economical to produce ¥ Daily delivery ¥ Variety through content ¥
Lesson 2: generate puzzles ¥ It’s hard --- Pit Droids ¥ But possible --- Mummy ¥ Random --- Solitaire ¥ Algorithmic– Lights Out
Lesson 3: easy to learn ¥ Familiar – Solitaire ¥ Simple– Diamond Mine ¥ Self-demonstrating ¥ Discoverable -- Alchemy
PROCESS Eight steps to a finished game
The Eight Steps SPECIFY RULES BUILD PUZZLES 1. Inspiration 2. Simplify 3. Editor 4. Spec 5. Levels 6. Hinting 7. Testing 8. Presentation
Step 1: Inspiration ¥ Other computer games
Step 1: Inspiration Other computer games ¥ Noncomputer games ¥
Step 1: Inspiration Other computer games ¥ Noncomputer games ¥ Art, mechanism ¥
Step 1: Inspiration Other computer games ¥ Noncomputer games ¥ Art, mechanism ¥ Subject matter ¥
Step 2. Simplify
Step 3. Editor Programmer: reusable code ¥ Game designer: tweak rules ¥ Level designer: build levels ¥ Player: build levels ¥
4. Spec Board — grid, network, irregular, none ¥ Pieces — shape, image, attribute, supply ¥ Moves — sequential, side effect, primary ¥ Goal — exact match, partial, condition ¥
5. Level design Start with bang ¥ Teach techniques ¥ Paint a picture ¥ Develop a theme ¥
Start with a bang
Teach techniques
Teach techniques
Paint a picture
Develop a theme
Develop a theme
Develop a theme
Step 6. Hinting ¥ Flow From the book Flow
Step 6. Hinting ¥ Sequence ¥ Giving hints BEFORE AFTER Manual Demo Tutorial ¥ DURING On-the-fly hints Camera angle Dialog Undo Adjusting difficulty BEFORE DURING AFTER Easy Medium Hard Alternate paths Shortcuts Steer the player Score
Step 7. Testing Are the rules clear? ¥ How hard is it? ¥ Are there other solutions? ¥ Is it fun? ¥
Step 8. Presentation
References
Books ¥ 1000 Play Thinks (Moscovich) ¥The Colossal Book of Mathematics (Gardner) ¥Advanced Lingo for Games (Rosenzweig) ¥ Games Magazine
Web sites ¥ Shockwave. com ¥ Mathpuzzle. com ¥ Puzzles. com ¥ Rubiks. com
Game stores
For slides from this talk, visit scottkim. com Scott Kim, scott@scottkim. com, 650 -728 -8582 Copyright 2003 Scott Kim Images of games copyrighted by their companies


