Jesse Schell uses this chapter of her book to discuss how puzzle mechanics can affect games and how the relationship between the pair is often tricky to explain.
There is an argument that asks the question 'are puzzles really games?' The paragraph uses a rubik cube and crossword puzzles as examples for puzzles that are not games, but explains that they do involve conflict like other games, simply between the player and the system like Solitaire for example.
Schell mentions Chris Crawford and he says that puzzles are not games because they do not respond to players, but Schell argues against this. She also mentions that other people say that games with an ending and a pre-determined outcome that does not change are considered a puzzle, but this would mean that the Legend of Zelda games would be a puzzle and this is not true.
She then relates puzzles to penguins, mentioning how explorers wanted to classify penguins as birds but were unable to because they could not fly.
Scott Kim says 'A puzzle is fun and has a right answer' The issue that is raised is that when the puzzle has been solved it is no longer fun, and relates this to another chapter which mentions the 'dominant strategy' and how this ruins puzzles.
Puzzles are dead?
Schell mentions how students believe puzzles to be 'old-fashioned'. This continues to explain how puzzles are now more woven into the gameplay, instead of being stand-alone sections of games and often take part in the environment of the game. The example given in the book relates to
The Legend of Zelda: The Wind Waker, and how it utilises the dungeon environment to inspire the puzzles.
There are
TEN principles to remember when designing a puzzle game:
Make sure the goal easy to understand
The idea is to make the player understand what they are supposed to be doing, otherwise they will lose interest quickly and not want to play the game.
Make the puzzle easy to get started
Simply make a puzzle in which it is simple for the player to discover what they are supposed to do in order to begin solving the puzzle.
Give a sense of progress
The player needs to see that they are making progress in the puzzle or they will get bored and quit.
Give a sense of solvability
The player must see that the puzzle can be solved or they will give up in frustration.
Gradually increase the difficulty
Make the puzzle more difficult for the player as it plays. An example to make the puzzle more difficult is to give the player control as to the order they do the tasks in, such as a crossword.
Parallelism is a good thing
By giving players multiple different puzzles that are related. It allows players to continue onto a different puzzle if they are unable to complete one.
Pyramid structure extends interest
By giving the player lots of smaller puzzles it can lead to solving a larger puzzle, this makes it more interesting for the player.
Hints extend interest
By giving a player a hint at a desperate time it allows them to kindle their curiosity and continue playing the puzzle.
Give the answer
The player takes pleasure in discovering the answer to a puzzle, not necessarily from solving it.
Perpetual shifts are a double-edged swords.
The perpetual shift is the idea of 'getting it or not getting it'. If a player 'gets it' they will enjoy the pleasure or understanding the puzzle but if they 'don't get it' they will be frustrated and walk away disappointed.
Below allows me to explain what Pery wrote about and show his understanding of puzzle games. He begins in a similar fashion to Schell by posing the question "What is a puzzle game?" and offers a similar answer to Schell. A puzzle involves a problem and a solution.
Below it lists all of the potential 'Dilemmas' that Pery mentions within his writings, showing off the 'problem and solution' of the puzzles.
Putting pieces together
-Finding the pieces and putting them together
Missing Persons, creatures or things
-Find a person, creature or thing that has been taken or lost.
Hard Choices
-Making an important decision in which the outcome is unknown.
Kill Tasks
-Kill important targets or creatures.
Getting it right
-Making the correct choice of something to say/give/do to an NPC
Unusual Object to carry/move
-An object you can carry around or move in certain ways.
Ordering things
-Putting things in order.
Buttons and Switches
-Utilising buttons or switches to solve the puzzles.
Keys
-Using the keys to open locks that are blocking your way.
Configurations
-Moving things into specific positions.
Sequence of tasks
-A sequence of tasks.
Follow the leader
-Following some form of leader, such as events or NPC
Timing challenges
-Adding time pressure
Obscure Object of desire
-An object you are unable to attend
You cant do that...yet
-Delaying the character to prevent them doing tasks for now.
Barrier
-Similar to You cant do that...yet
Thinking outside the box
-Thinking in an unconventional method
Managing Chaos(too much, too fast)
-Things happen quickly and the player must deal with this
Dilemmas
-Different solutions can deal with different moral issues.
Riddles
-Clues and such.
Signs and Wonders
-Signs and landmarks in the environment
Devices
-Objects to use.
Sudden Responsibilities
-Being told you must do something you dont feel good for something
Sudden Loss of Power
-Having all/some of the abilities of a character taken away
Whodunit
-Discovering who commited the crime.
Mental Puzzles
-Mental effort will be required.
In relation to dealing with puzzle games I understand that as gaming has evolved puzzles need to evolve alongside it. Having played the Legend of Zelda games I understand the integration of puzzles into the game environment.
The chapter helped clarify some aspects of puzzle games, allowing me to understand more about their creation and hopefully make some myself.