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:
- The goal should be easily understood
- It should be easy to get started, and to "reset" the puzzle after solving it.
- The user should have a clear sense of progress toward the solution
- The user should have some sense that the puzzle will ultimately be solvable
- 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.
- 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
- Hints may extend interest, or they may "cheapen" the puzzle solving experience
- Sometimes, you just have to give away the answer
- 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.)