Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts

Friday, October 12

Puzzles, Learning, Shifting Gameplay Dynamics, and Design Limitations

Do you like Half-Life 2: Portal? Of course you do; you'd be crazy not to. The team at Armor Games loved it so much they created a flash version, for all of you who don't have computers good enough to run the real deal. Obviously the flash game was created as a port of sorts of the first-person-shooter. Even so, Portal: The Flash Version stands on its own as a fantastic game. You should definitely play it.

Another awesome flash puzzle game is Launchball. Launchball almost has an edutainment feel, it teaches players about physics and power sources and all sorts of cool stuff. The goal is to get a ball from its launch point to the goal in a series of levels. Players must use a specifc palette of blocks to achieve this goal. The blocks come in the form of springs, wind turbines, batteries, and any number of other forms. Whats cool is that all the blocks interact in realistic ways, some having to due with force, others with power. The game is seriously fun.

Both of these games are fun, worthwhile investments of one's time. What makes them so fun, like all good puzzle games, is that genuine, powerful feeling of accomplishment you receive as a player as you work your way through the levels. Good puzzle games are, at their core, about learning. And learning is fun. Portal gives you a basic explanation of the portal gun's functions. Launchball gives you basic explanations of each block type. Its up to the player to figure out everything else. I will always argue that experimental learning is the best type of learning. From experimental learning is derived the greatest sense of satisfaction. In Portal players learn the properties of momentum and how concepts like right and up have to be percieved in a completely new way. In Launchball players learn how all the block types are interconnected, how they effect one another; then they must apply this knowledge to judge the placement of each block.

This is the beauty of these games. The process of learning. The games are fun for those "aha!" moments, when you figure out exactly how to use your knoweldge, and you think, "I'm a Friggen' Genius!" And you are. Good puzzle games make geniuses out of all of us. And thats an amazing feeling.

Before I let you while the hours away playing awesomeness, there one more thing I want to say about each game. Critiques, if you will.

Keep in mind I am discussing the flash version of Portal throughout this article, not Half-Life 2: Portal. As the levels progress in Portal (I'm on level 28, currently), a new gameplay dimension is introduced, requiring another set of skills on part of the player aside from critical thinking and problem solving. Later levels of Portal require timing and dexterity. This gameplay addition is interesting for a couple reasons. One, by the time you get to these speed required levels, you have mastered everything else the game has to offer. If mapped out, the game difficulty would look something like a snake curve: there are peaks of difficulty, then dips of simplicity. These valleys in difficulty result from players having already learned the concepts needed applying to the levels. Eventually, the game has taught players, or rather, players have taught themselves, everything they need to know about velocity and gravity and portal jumping. When the levels requiring problem solving alone reach their peak in difficulty, Portal introduces another dimension of gameplay, dexterity.

This design decision makes sense. The game has nothing new to offer, nothing new with wich to challenge the player. So, when critical thinking has already been mastered, the next obvious design choice is dexterity and timing. Players must now time their portal jumps to coincide with the flow of electrical fields and react quickly enough to avoid spiked walls. These physical challenges become more nad more difficult as the levels progress. My issue with this gameplay addition is that, once it hits, we're playing a completely different game. The challenge now is not to figure out how to solve the level's puzzles, you've already got that down; the new challenge is to portal jump quickly enough and at the right time, and to make sure you land on platforms correctly. What was once a game of learning mechanics and using them to solve each puzzle, is now a game that requires players to pass through the hole at the right time, and to jump and run the right distance quickly enough. You no longer have fun figuring out how to solve a puzzle. Now, you may or may not have fun trying to time a jump correctly. Regardless, the game really isn't the same anymore. I feel like this change completely alters the gameplay so much, that its really not even the same game anymore. Is this a good thing? A bad thing? Or is it neither? The game could have potentially thrown more criticial thinking problems at the player and then finished. But what the game did instead is to offer the palyer a new challenge. Weather or not you like this new face of Portal is, perhaps, a personal thing.

Launchball's gameplay does not change throughout the game, like Portal does. But Launchball has its own entirely different issues. The problem is that each block has a specific function, a very specific function, and usually a single function. Not only that, but the function is explicitly explained to players. Furthermore, the level layout sometimes lends itself to fairly obvious solutions. If there's a gap inbetween blocks you pretty much know where to put your spare blocks. Though the blocks are all interconnected, each only functions in a specific way, so if you have a wind generator you know you need to blow a wind turbine on it to work. Essentially,what makes the game so unique and fun, also limits its challenge. I think the game is awesome for its educational elements, and for its experimental learning. But sometimes the learning is hampered by the blocks functioning in such obvious ways. These games are awesome, but as a blog about game design, we want to look at how the games function, why certain things work, and why others don't. And then we need to learn from playing these games, learn what makes them successful, or otherwise, and apply them to our games.

But don't let me get you down. I've had so much fun, so much fun playing these games the last few days. I have no doubts that you will also. Open up some tabs and tear away at Portal and Launchball.

Source: Kotaku

Saturday, June 23

Flash Puzzle Games: Nodes and StarShine

There are a couple of interesting puzzle games over at Newgrounds today. One is Nodes, the other is StarShine. StarShine is nice graphically, and the radial control is also quite cool. But I think the game suffers in design because it is difficult to actually plan out each puzzle and therefore levels divulge into random guess work that will net you the win within a few trys. Nodes is better. As you play you begin to discover geometrical strategies for solving each puzzle. As the levels progress you can see patterns and almost intuitively move the lines where they should be. Check them out and let me know what you think.

Friday, June 1

Crush

Crush is not the first puzzle of game of its ilk for the PSP. You may recall, there was also Exit and Practical Intelligence Quotient. Players control characters in each of the aforementioned titles, unlike traditional puzzle games like Tetris of Lumines. But what seperates Crush from all of them is its perspective switching gameplay. Crush was developed exclusively for PSP by Zoe Mode. The closest video game comparison one can make to Crush is Nintendo's recent Wii title, Super Paper Mario. What makes both games special is the ability to switch perspective.

In Crush, players take control of Danny as he explores his unconscious. The nether-regions of the mind are manifested in elaborate three-dimensional floating block mazes. To complete each level, players must collect lost marbles while finding their way to the end. This, however, is impossible to achieve within the limitations of the three-dimensional world. Fortunately, players can switch the game's perspective at any time with the tap of a button, "crushing" it. What was once three-dimensional is now two. In Crush, Super Mario 64=Pac-Man. When the perspective is snapped from 3d to 2d. The whole world flattens to the plane on which Danny is standing. Foreground blocks and platforms fade backward, and background blocks come forward. Sometimes this means side-scroller style perspective, other times it may mean top down. This allows players to cross seemingly insurmountable obstacles. But what makes this gameplay mechanic so awesome?
This is what I like about Crush. The game has a single gameplay mechanic: switching perspective. This tool is simple enough to be understood, but complex and dynamic in use. The player understands this tool, what it does, how to use it, etc. Therefore, the game becomes a test of player skill. The question isn't how to use this gameplay mechanic, but how best to use it.

The fact that players can switch perspective is awesome, to be sure, but is a novelty compared to what else this game achieves. Crush successfully implements one of video gaming's greatest goals, challenge and player skill. The levels are a challenge, neigh, unbeatable without the perspective mechanic that Crush makes available. All thats left is how good is the player at using that mechanic. I'll tell you right now, this is what 90% of video games are, and what makes the best games so good. Think of any game you've ever played. Unless its built 100% on chance or luck, your game gives players a challenge along with tools to overcome that challenge. The best games figure out how to take these tools and make the game neither too easy nor too difficult for the player. The difficulty is dependant on how much player skill is required. Enter Crush. Players can crush the game world. Awesome. But the crushing is not what really matters, its the player's ability to use the mechanic that makes the game good.

Sources:
1up
Gamespy
IGN

Crush
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