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Features

Designing and Integrating Puzzles in Action-Adventure
Games
The Golden Rules for Integrating a Puzzle
Puzzles can be categorized into one of three large groups, regardless
of the games genre: investigation, movement, or goal puzzles. We have
also established the ground rules to follow in designing good puzzles.
Let's take a closer look at how these rules need to be implemented.
Integrating an Investigation Puzzle
The rules for integrating an investigation puzzle come as four basic
principles:
- Maintain consistency between game pace and gameplay.
- Use an appropriate game architecture.
- Respect the universe of the game.
- Assist the player in solving puzzles.
Maintain Consistency Between Game Pace and Gameplay
If the game alternates between investigation and action, the puzzles should
follow in line. Don't break up the pace of an action sequence with a puzzle
that requires concentration, such as opening a chest.
Resident Evil 2 does an excellent job implementing this principle.
The player reels between action and investigation. Investigation scenes,
however, retain the game's general atmosphere - the fear of being attacked
is permanent. The puzzles are simple and require the player to move a
lot, further exposing him to sinister encounters.
Investigation puzzles must rely on discovering, examining and manipulating
objects. Puzzles should encourage the player to explore, discover his
universe - instead of freezing solid in front of a brain twister. A lot
of puzzles in Myst - Riven are designed in this way. Most of the
riddles can be solved by examining the décor and associating it
with the clues.
Use an Appropriate Game Architecture
The game architecture, the synopsis, is the backbone of your product.
It determines the order in which players encounter puzzles, the way they
are integrated into the script, and how often they turn up. The following
rules serve as a guide to using the appropriate game architecture:
- Always design easy, gratifying puzzles at the beginning of your script.
To encourage the player to "step into" the adventure, he needs
a sense of initial success. Let's not forget that game débuts
are often turned into demos. Scaring the audience off with an impossible
puzzle is certainly not the best way to encourage potential buyers!
- Make sure the player can easily find the puzzles. Since puzzles are
potential dead-ends, they should be easily identifiable. Absolutely
avoid having the player stray around the game not knowing what to do
next. Many approaches are available, such as a cut scene highlighting
the puzzle when the player enters a particular location, or a visual
gimmick (reflection, blinking light, etc.) to draw his attention.
- Limit the investigation area around the puzzle. All the elements needed
to solve the puzzle (clues, objects, plans, etc.) should be found near
the puzzle itself. This way, the player won't be tempted to return to
locations explored long ago in the hope of finding a missing object
or clue.
- Design workaround puzzles: Solving one provides clues for another
- Since it's impossible to know which one will bring the player to a
halt, consider offering a choice of puzzles. If the player defaults
at one puzzle, he can always try another. Imagine our player attempting
to solve puzzle A, and failing. He then tries his luck with puzzle B
and succeeds. A clue is then offered concerning puzzle A.
- Avoid drowning the player in clues. To the designer, each piece of
information given out has an obvious meaning since he knows the script
inside and out. Not so with the player, who often cannot tell the essential
clues needed to solve puzzles, from background information. Information
of a general character should therefore be dispensed at appropriate
times. I already discussed this aspect of design in an article published
on Gamasutra.com: "Turning
a Linear Story into a Game: The Missing Link between Fiction and Interactive
Entertainment". Remember, there are software tools available
to help designers and script writers in this area.
- Stick with a more linear adventure. The better the designer controls
the order of discoveries, encounters, etc., the more likely the player
is to solve each puzzle. It's always a good idea to guide the player
throughout the entire adventure and keep the playing area limited. The
player won't have to wander aimlessly in search of clues.
Respect the Universe of the Game
Game designers often go to great lengths to create a rich, credible
other-worldly universe. Their reward is the famous suspension of disbelieve
which enables the player to become immersed into the history. It would
be a pity, then, to break up the illusion with a puzzle that takes the
player out of context. Too often, puzzles are seen for what they really
are: nothing more than obstacles in the player's way. Some simple strategies
can negate this effect.
Only use elements which are likely to be found at the location. The designers
of Resident Evil 3 took heed of this rule well. For instance, to
get past a public fountain, the player must manipulate the valves in the
right order to turn the water off and make way.
Use elements that are in line with the theme and time of the game. An
adventure game unfolding in the Victorian era should make use of objects
evoking the muffled atmosphere of secret cabinets: paper with writing
in invisible ink, concealed drawers, etc. In Journeyman Project - Legacy
of Time, part of the adventure unfolds in an amazing reconstruction
of Atlantis as it was depicted by the ancient Greeks. There is no advanced
technology and the player moves along in a setting reminiscent of ancient
Greece. Puzzles only involve objects and crafts from that era: control
a windmill, make a clay medallion, beg for a coin. The puzzles themselves
are simple but contribute significantly to the sense of immersion. They
are not merely an intellectual challenge, but also serve to enrich the
game environment and maintain the all-vital suspension of disbelieve.
Design puzzles that observe common sense. If the puzzle is to find a
key that's been concealed by the landlord, it would be absurd to hide
it on the other side of a brick wall! They key should be easily accessible
to the landlord himself. Likewise, if a secret is protected by some sort
of a mechanism, it would be obvious that its creator would not leave clues
to the puzzle just lying around. Don't expect the player to solve puzzles
that defy the rules of common sense.
Assist the Player in Solving Puzzles
A lot of players will lose interest and quit a game when a puzzle
is impossible to break. We are in the business of entertaining people,
not frustrating them. This should be on the mind of every puzzle designer.
Make sure the player has all the elements he needs to solve the puzzle.
The key elements needed to crack a puzzle - objects or clues - should
be found in the immediate vicinity. If a player fails at a puzzle, he
knows there's a chance of finding a solution by rummaging about. He can
concentrate his search on a small area and make sure to comb every inch,
thus increasing his chances of finding the missing element. Encourage
the player to use common sense when solving puzzles. The best way to help
the player solve a puzzle is to let him use his knowledge of the real
world. Finally, include help mechanisms.
Other helpful mechanisms might include extra clues. When the player spends
more than several minutes in front of a puzzle and then walks away without
solving it, we can reasonably infer he has been unable to break it and
has decided to look for clues elsewhere in the game. When the software
detects such behavior, it can help the player by adding a clue to the
scene. It could be a plan or a sheet of paper containing a phrase.
A hero's personal log can be provided to store everything the player
has learned during his encounters and discoveries. A convenient way to
draw attention to an important clue the player might have overlooked.
In Silent Hill, for instance, annotations and graffiti are added
to the player's diary.
Outside help can be offered. If the software determines the player is
unable to overcome a particular puzzle, a teammate may contact him by
radio and provide a clue. When the script allows it, a secondary character
may enter the scene. In Alone In The Dark - The New Nightmare,
we designed a "radio call" button. The player can page his teammate
and extract some sort of help. Alternatively, the player may request clues
from the game itself. In Byzantine - The Betrayal, published by
Discovery Channel, the player has access to a progressive help system
for each puzzle. The first level of help is a single clue. The second
level is direct assistance. Finally, the third level reveals the solution
flat out. As an interesting note, this system enables to player to break
through any type of puzzle, whether he has run out of ideas with a brain
twister, or doesn't know what to do and where to go.
As a last resort, the player can have a limited number of wildcards (jokers)
that let him skip puzzles altogether. This solution was pioneered by Urban
Runner, an action-adventure game developed and published by Coktel.
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