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Game Mechanics Support Puzzles

The concept of "puzzle" is close to that of game - it is a problem-solving activity that is done for amusements - and there is some argument of whether a puzzle is a kind of game, though it's most often a single-player game that has a single level and a single solution and, once solved, does not change.

It's also arguable that a puzzle is a kind of a toy rather than a kind of a game (see the earlier discussion of that difference). But at the same time, there are very popular "games" (Myst series) that are merely a collection of puzzles, and it could be argued that the earliest adventure games (Zork) were extended puzzles.

There are also instances where a "puzzle" is included in a game, so the principles of puzzle design are at least worth considering:

  1. The goal should be easily understood
  2. It should be easy to get started, and to "reset" the puzzle after solving it.
  3. The user should have a clear sense of progress toward the solution
  4. The user should have some sense that the puzzle will ultimately be solvable
  5. Puzzles are often best in "sets" - give the player a number of puzzles so that, when they are stumped on one, they can play another and return to it later.
  6. Consider a pyramid structure, in which several "smaller" solutions culminate in an overall solution (the newspaper "Jumble" game illustrates this - solve a number of anagrams, and the letters from the solutions form the "main" puzzle
  7. Hints may extend interest, or they may "cheapen" the puzzle solving experience
  8. Sometimes, you just have to give away the answer
  9. Be careful about perceptual tricks (arranging six matchsticks to form four triangles - the solution is a "trick" that ne must learn. It's amusing, but not fun for the player.)

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