thinking about puzzle design
I reckon puzzles have most of these:
- a goal
- a solution
- clues/evidence/observations
- rules for combining the clues to reach the solution
- hints
- a reward
take Minesweeper:
Goal: uncover every cell that does not have a mine in it
Solution: the specific cells that contain mines
Clues: the numbers shown in cells that do not have a mine
Rules: fixed number of mines, fixed grid, the number in a cell is the count of mines in the adjacent cells, first cell clicked is always empty
Hints: none
Reward: game ends
(this isnāt a comprehensive definition, just what Iām using to work out what I donāt like about the puzzles in The Blue Prince)
games sometimes have puzzles. usually the goal is obvious, the solution hidden, clues given, rules known, no hints. and the reward may be known or not. this is the āpurestā type, like in Simon Tathamās Puzzle Collection. plenty of games mess with this, concealing rules or clues or goals. when the rules arenāt known, the player uses inductive reasoning to discover them. when the goal isnāt known, the player guesses.
sometimes games have something else like puzzles
mysteries have goals but donāt have rules or clues (evidence). they can be explicit mysteries, like finding the secrets in Doom E1M1, or implicit, like finding the red keycard in E1M2. you see somewhere you want to get to, and you take regular actions without having to be too intentful, and you get to it. these barely register as puzzles, more like problems?
trivia is when you have to know something to proceed. if you know the answer, theyāre trivial. if you donāt, theyāre impossible. theyāre like a puzzle with no goal, rules, or evidence. you have to find the right sequence of hints. a lot of real-life puzzles are like this, like indexed messages in text. or keys in games (opening the red keycard door, or 0451 keycodes). or work. sometime the hint isnāt available in the game, and you have to find it in an external source (real-like trivia quizzes)
treasure hunts are just rewards. you look, you find it. you donāt look, you donāt find it.
I think good puzzles are self-contained, where everything you need to solve it is available to you. maybe not recognised yet, or hidden, but easily at hand. and that the best puzzles start off looking like trivia questions, completely stumping the player āhow could I possibly work this out?ā. and that solving the puzzle is enjoyable. how fun is it to close the line on a snub-square game of Loopy? I get some small satisfaction
the opposite of good puzzles are brainteasers, like puzzles but not at all interested in if you solve them or not. good puzzle designers want you to solve their creations, by working them out and hitting that āa-ha!ā moment. and the player can rely on their good intentions to rule out impossible solutions
back to Mt Holly Manor
so far Iām finding most of the things in The Blue Prince are mysteries solvable by playing the game as normal (opening the Garage) or trivia, where you hunt for the hint that gives the solution (safe codes), or both (music sheets). the main puzzle is drafting a floorplan that gets to an open side of the Antechamber, and the operation is so difficult from random tiles in the draft. managing the randomness like a deck builder is a bit effective, but itās not much of a puzzle
puzzles are successful when they can be solved by the intended audience. I think The Blue Prince has an audience in mind who arenāt true murder puzzle heads, and relies on hints to make puzzles solvable. rather than leaning on the playerās insight āthis puzzle is solvable, the designer has intended it to beā. because of the random draw, you might not see the evidence needed to solve a puzzle. and may not know thereās a goal to strive for. lots of the puzzles are hidden, and lacking much evidence to find, and the rewards so underwhelming
putting hints everywhere helps make puzzles solvable, since if someone keeps playing eventually theyāll see all the draftable rooms and presumably read all the notes. hints also work instead of evidence (which may be overlooked), since they tell you: thereās something to do, and what. but they remove the āa-ha!ā
most of the game so far is treasure hunting