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If there’s one episode of this show that
I’ve wanted to make, but have never had
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the guts to actually attempt, it’s this
one: puzzle design.
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Because I love puzzle games - like the time-travelling
platformer Braid, the comedy sci-fi gem Portal,
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and the cult hit Stephen’s Sausage Roll
- but I have no idea what actually goes in
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to making one of the puzzles for these games.
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How do you make something that leaves a player
stumped and scratching their head, and then
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makes them feel very smart when they finally
figure out the answer? What makes a puzzle
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too hard, or too easy?
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And so that’s what I’ve been trying to
figure out these past few months. I’ve been
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talking to the creators of great puzzle games,
tried making my own puzzles in different editors,
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revisited my video on Jonathan Blow’s puzzle
design philosophy, and have analysed loads
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and loads of different levels from different
games.
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And in this episode, I’m going to share
what I’ve found out. So this is Game Maker’s
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Toolkit, I’m Mark Brown, and here’s what
I think makes a good puzzle.
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Part One: The Mechanics
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Every puzzle game starts with its mechanics:
a set of ironclad rules that govern how the
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game works.
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So in a game like Cosmic Express, you can
draw train tracks on a grid - but you can’t
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cross over the tracks. One alien can jump
into each train car, and then hop out into
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the first box of the same colour they pass
by.
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These rules, and perhaps more importantly
these limitations, are used to create puzzles.
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The fact that you can’t cross over tracks,
for example, might stop you getting back through
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a tight gap - forcing you to find a different
approach.
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The overall… let’s say, cleverness, of
the main mechanic will ultimately decide the
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number and difficulty of the puzzles in the
game. And so this favours outlandish concepts
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like time travel and wormholes - as well as
funky movement controls like those found in
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Snakebird.
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The way these creatures move - how their body
follows their head, how they’re affected
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by gravity, the way eating fruit makes you
longer, which is both a blessing and a curse
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- all leads to creative puzzles.
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Of course, temporary tools can be used to
augment the main mechanic - like light bridges,
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coloured paint, and turrets in the Portal
games. And they can even be used in place
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of a main mechanic, as in a game like The
Talos Principle which generates all of its
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puzzles from external sources like jammers,
cubes, and repeaters. Mechanics that can combine
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together create even more possibilities.
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A puzzle game also needs a goal. This is usually
just an exit door, or some kind of collectible.
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The important thing is that it’s clear what
the player is trying to achieve. The player
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shouldn’t be figuring out what to do - just
how to do it.
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Okay. Now it’s time it’s time to actually
make a puzzle.
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Part Two: The Catch
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So I think a good puzzle is often built around
a catch. Which is a logical contradiction,
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where two things are seemingly in direct conflict
with one another.
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Here’s the absolutely most basic version
of that idea, just to help explain what I
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mean. There’s a door and a button. Standing
on the button opens the door, but when you
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walk to the door the button raises back up
and the door shuts.
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You need to stand on the button. And you need
to walk to the door. But you can’t do both,
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because doing one makes the other impossible.
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The solution, of course, is to put a box on
the button. So that’s a really crappy example,
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but I think you can find some version of this
conflict at the heart of every good puzzle.
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Here’s an example from The Talos Principle,
where, at this point in the game, we’re
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using these tripods to route coloured light
beams from these orbs, to these panels - which
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makes nearby doors open.
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So, after a bit of messing around we’ve
got the puzzle like this. Two tripods are
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being used to get blue light to this panel,
and open a door. And one tripod is being used
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to get red light to this panel, and open another
door.
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But, unfortunately, we need to put one of
those tripods on this pressure sensitive switch.
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Now the plan actually seems quite simple.
Send red light to panel C to open this door,
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and then use the opening to send blue light
to A with just one tripod, instead of two.
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Except... here’s that catch.
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You can’t get red light to panel C, without
already having blue light in panel A. So if
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you remove either of these tripods, this door
will shut and put a stop to your plan.
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Now, resolving a conflict like this can come
in many forms. Sometimes it’s about changing
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the sequence of events that led up to the
conflict. Other times it’s about rethinking
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your spacial position, perhaps starting the
puzzle from a different location. But there’s
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another way, that I think is the gold standard
that every puzzle designer should be shooting for.
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Part Three: The Revelation.
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So, the solution to that puzzle in The Talos
Principle is to make this tripod connect to
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the other tripod, and panel A - even though
the door is in the way. Because when you then
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open the door with the red beam, the connection
is made and you can remove the second tripod
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without breaking the link.
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This puzzle is incredibly simple once you
know the answer - and it’s effortless to
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actually execute the solution, which is always
a plus in my book. But it’s still really
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challenging. And that’s because it asks
you to think outside the box, reconsider how
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the game works, and approach the concept
in a lateral manner.
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And, beyond that, it also reveals a non-obvious
- but also totally logical consequence of
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the game’s rules that now becomes a part
of your toolbox going forward. And, in fact,
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this Talos Principle solution does crop up
in future puzzles as just one part of a larger
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conundrum.
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So solving the puzzle is like a revelation.
A discovery. An epiphany of some deeper understanding.
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And I think that’s, often, where those “eureka!”
moments come from.
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Now they can be quite significant revelations.
So in the time travelling puzzler P B Winterbottom,
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you’ve got this conundrum where you need
to record a clone to help you pick up pies
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in numerical order - but picking up pie three
cuts off access to pie four.
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After a lot of messing about, you’ll eventually
realise that clones loop when they reach the
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end of the recording. So if you have the clone
start at pie number four, it will appear there
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when it finishes its recording and loops back
around. Boom. Revelation.
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But often they’re just tiny, subtle things
that you might not even think of as being
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important lessons. Like, in Snakebird, where
you need to understand that the bird can change
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shape and fall in the same turn, to create
shapes that protect you from spikes.
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Now, this is actually a very delicate balance
to hit. Because when you’re asking the player
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to think outside the box and do things that
are perhaps not obvious, or not entirely intuitive,
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you could leave the player thinking “oh,
I literally didn’t even know I could do that”.
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Often after looking up the answer in a walkthrough.
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Here’s an example of that from Braid, which
largely has excellent puzzles but there’s
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one that stumps a lot of people. So in the
puzzle you essentially need to have an enemy
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bounce off your clone’s head, and then you
can bounce off the enemy to jump up very high.
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Ultimately, yes, it makes sense. It is a natural
consequence of a game where characters bounce
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up when they kill other characters. But for
many, it felt more like a trick than a revelation.
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And it really didn’t help that there’s
only one specific moment when it can happen,
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meaning players couldn’t easily experiment.
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So. Anyway. Lemme give one more example of
a puzzle with a catch, and a revelation.
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In Lara Croft GO, there are tiles that crumble
when you first stand on them - and then break
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if you stand on them again. And you can use
that to deal with lizards that chase after
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you - just lead one over a crumbling wall
tile, and it will fall to the floor below.
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That happens in this puzzle too, but if you
go to break the tile, the lizard will kill
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you before you can get back. That’s the
catch. The solution is to pre-break the tile
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once, then go taunt the lizard, and actually
use the tile’s falling effect to make Lara
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fall down, not the lizard. That’s the revelation.
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But here’s something else interesting about
that puzzle. This other lizard. It’s not
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really part of the solution. You could actually
remove all of these elements and the puzzle
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would still make sense. So what’s the point?
Is it just something to waste your time? No,
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I don’t think so.
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Part Four: The Assumption
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The first lizard is actually there, I think,
to trick you into making the wrong assumption
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about how the puzzle works.
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Because you will use the ol’ walk over a
tile trick to defeat the first lizard, and
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most players will assume that they need to
do the same on the second - which leads to
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failure. It’s only when they break that
assumption and start thinking about other
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avenues, that the solution can be found.
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And you can find this sort of cheeky misdirection
all over the place.
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Take this puzzle from Stephen’s Sausage
Roll. The goal of this game is to roll sausages
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over grills to cook them on both sides, and
like Snakebird, the weirdo movement controls
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leads to many tricky levels.
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So this puzzle, The Clover, looks really easy.
The player assumes that they can just roll
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the three sausages onto their closest grills
and finish the stage. But actually, no, because
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doing that means they cannot then manoeuvre
themselves onto the exit.
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The developer, Stephen Lavelle, has used an
assumption to walk the player right into the
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puzzle’s central catch. And it almost feels
like a joke at your expense, with this moment
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being a cruel punchline.
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But setting up the puzzle in such a way that
the player will make these wrong assumptions,
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actually offers some key benefits.
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One is that the player is not completely overwhelmed
when they start the puzzle. Luring the player
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into thinking they know how to solve the puzzle
gives them a starting point.
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And then, two, while they’re working on
this wrong assumption they’re actually seeing
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how the puzzle works and they get to build
a mental model of how this conundrum is put
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together.
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Three is that it largely ensures that the
player will fail the puzzle their first time.
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They’re not going to just waltz into the
solution, but will be carefully led astray
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to create that feeling of being stumped.
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And four is that it really focuses the player’s
attention on the catch at the heart of the
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puzzle. That Talos Principle puzzle isn’t
really about “how do I get to the collectible”,
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but it’s “how do I get these two doors
open simultaneously”.
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You want the player to be thinking critically
and logically about the situation. And getting
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them to walk themselves into the puzzle’s
catch is a good way to achieve this.
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So here’s an example of the assumption,
the catch, and the revelation working wonderfully
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together, in Snakebird level 10.
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So, to finish the level, you need to eat these
two fruits. You’re too short to get the
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bottom one, so the assumption is that you
should get the one on the left, go down, get
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the bottom one, and then turn around and come
back... except...
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You’re now too long to turn around.
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So that’s the assumption. Which focuses
us on the catch: that you’re either too
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short or too long to get the bottom fruit.
And this forces us to reassess what we know,
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and come at the puzzle from a very different
angle - and do this.
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Yeah. Not only is it a clever solution, but
it’s also subtly revelatory as it it teaches
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you important stuff about how Snakebirds move,
which you can use in future puzzles.
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Part Five: Presentation.
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Now all of this stuff we’ve learnt so far
can fall apart if you don’t present the
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puzzle properly. Check this out.
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There’s this really cool puzzle in Portal
2 where a laser beam powers up an elevator,
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and a button opens the exit door. It has a
small assumption, where you might think that
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you can just release the laser beam, and then
place the cube on the button. But then you’ll
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realise that the elevator has gone up without
you - revealing the catch.
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You need to use this cube to weigh down the
button. But you also need to use it to temporarily
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block the laser beam. Huh!
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Now the solution is pretty clever. You need
to place the cube on a light bridge so that
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it blocks the laser. Then stand on the elevator
and remove the bridge so the cube falls down,
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releases the laser, and lands on the button
- simultaneously lifting the elevator and
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opening the exit door.
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I really liked this puzzle. It had that revelatory
moment of being like “yeah - I can use gravity
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to move blocks from afar”. And while it’s
a very simple puzzle with very few moving
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parts, the lateral thinking needed meant it
took me a good few minutes to figure out the
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answer.
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It definitely took me longer than when I encountered,
essentially, the exact same puzzle in another
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game, called The Turing Test. Now it’s not
because I remembered the solution from Portal
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2. I played the games like five years apart
and didn’t recognise the set-up at all when
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I first played The Turing Test.
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No, the reason it’s so much easier in the
second game is because of how the puzzles
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are laid out.
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So in The Turing Test, the light bridge is
already over the button. You just have to
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remove it. Whereas in Portal, you have to
both make and remove the light bridge yourself.
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Also in The Turing Test, the button serves
two purposes: it opens one door and shuts
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the other. So it’s a lot more obvious that
you need to press it when you’re in between
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the two doors. In Portal, you’ve got to
juggle both a laser and the button.
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And finally, Portal requires a bit of manoeuvring
to get the cube up on the light bridge, whereas
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The Turing Test makes it obvious and effortless.
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So you’ve got two puzzles with almost the
exact same concept, but Portal’s presentation
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is just so much more effective than The Turing
Test.
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I mean, you could make Portal 2 even harder
if you wanted. The puzzle is actually full
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of pretty obvious hints like how the cube
starts off being in front of the laser, showing
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that you can use it to block the beam. The
only wall you can place a portal on will make
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a bridge right over the button. And when you
stand on the semi-transparent bridge, you’ll
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immediately see the button right below you.
But, hey, not every game needs to be as hard
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as Stephen’s Sausage Roll.
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So. Some other presentation tips. I think
a good puzzle is pretty minimalist, with almost
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no extraneous elements. If you ask me, the
best puzzles are those that are so small,
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with so few moving parts, that you can’t
believe that it’s not more simple to figure out.
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A puzzle with too many elements is either
too complicated, or - more likely - most of
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those elements aren’t actually part of the
core puzzle and are just busy work that will
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frustrate you when you need to reset the level.
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A puzzle’s presentation should also provide
clear feedback. Portal has lines running from
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buttons to doors, which change colour when
powered up, to clearly explain how the room
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is put together. The puzzle is not, after
all, just figuring out how the level is rigged up.
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But feedback is also really important when working
with assumptions. There’s a puzzle in Rise
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of the Tomb Raider where you make a platform
rise up and then run to the exit - but the
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platform drops before you get there.
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You definitely don’t want to make it look
like Lara could make it in time if she was
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just a bit quicker. Instead, the platform
is positioned significantly far away so it’s
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clearly impossible to get there in time - and
the player immediately knows to break this
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assumption and try a different approach.
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Part Six: The Curve
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No puzzle is given to the player in isolation.
Every conundrum is designed to build on top
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of the puzzles that came before.
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Because if you randomly jumbled up all the
levels in, say, Portal, the game would be
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practically impossible for a new player to
get into it.
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For one, puzzles use all of the stuff you’ve
learnt so far. From stuff that’s explained
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in clear tutorials, to the subtle revelatory
moments I discussed earlier. And secondly,
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puzzles should generally ramp up in difficulty
from one to the other.
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There are lots of ways to establish a puzzle’s
difficulty, but at Square Enix Montreal, where
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they make the GO games, they use four criteria.
The number of possible solutions - the more
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there are, the easier the puzzle is. The number
of steps required - more is more difficult,
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but too many is tedious. The number of options
the player can choose from at each moment.
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And which mechanics the player needs to be
familiar with beforehand.
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Those criteria help put the puzzles in a sensible
order - but that’s not to mention some heavy
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play testing - puzzle games perhaps need more
playtesting than most other genres, according
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to the devs I talked to
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So that’s what I learned.
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I think a good puzzle is derived from the
game’s rules, and has a catch that makes
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the puzzle seem impossible to finish at first
glance. The player can be made to stumble
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upon that catch, if the developer exploits
an assumption that the player will make. To
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overcome the catch, and resolve the conflict,
the best puzzles ask the player to think laterally,
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and uncover a hidden nugget of knowledge about
the game’s rules.
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Does every puzzle need to be exactly like
this? No, probably not. But I think you’ll
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find that any puzzle worth its salt will have
some version of this stuff.
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And puzzles that feel lacking are probably
missing a key aspect. Maybe they have a conflict
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that’s too easy to resolve. Maybe it’s
missing the assumption, so many players just
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stumble into the right answer. Maybe the puzzle
doesn’t offer enough of a revelation, and
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just feels like busywork.
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The main thing I’ve learned is that puzzle
design is a very difficult craft, and the
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very best examples of the genre require years
of design, iteration, playtesting, and ruthless
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cutting. If you’re a developer watching
and you want to make a puzzle game, be prepared
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to put in some hard work.
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Hey thanks for watching. And a huge thank
you to indie puzzle maker Alan Hazelden, Pierre
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Mongrain and Etienne Jauvin from Square Enix
Montreal, and some puzzle making Patrons of
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mine, who all took time to answer my questions
about making puzzles.