Tuesday, January 13, 2015

Puzzles & Level Design

Hi everyone!

Today I've decided to talk about puzzles and how to make correct LD integration of them.

The best thing you can do to understand how to build good puzzles is watch the fantastic Randy Smith's talk from GDC 09 :)
>> http://www.gdcvault.com/play/1333/Helping-Your-Players-Feel-Smart

Please, do yourself a favor and watch the above presentation before going further.

For easy use, here is a quick "recap list" of key points from Randy Smith's talk.

USER INTERFACE

Visibility

  • Does the player see / understand the goal and steps to succeed ?
    i.e. I need to place the missing gears into the mechanism to open the doors.
  • Does the player see / understand what he can interact with ?
    i.e. I see some gears I can pick up and place on a pannel, I see a lever to activate the mechanism, I see the door that are supposed to open.
  • Are the states of the different puzzle parts/steps clear ?
    i.e. Switch is ON/OFF, There's a missing gear, This part is OK, this part is Not OK
  • Use Motion, Sound, Lighting, VFX, to catch attention.

Affordances
  • What are the logical functions of your puzzle ingredients and are they clearly presented / easy to guess ?
    i.e. A pressure plate. You understand that you can step on it, or drop some weight on it.
  • Be careful with hidden affordances >> player logically thinking an object is supposed to do something that isn't working in your game.
    If we take the example of  a crate. You could think you might be able to carry it, stand on it, drop it, open it, break it, push it, hide/take cover behind it, etc.
    Make the functions you need obvious, and provide signs and feebdack so it's clear for the player that those you don't need won't work.
    i.e. You can't destroy it >> It's made of steel.
  • Beware of affordances cluttering in scenes where too many visually appealing elements could create noise >> do the important parts clearly stand out or are they lost in the scenery ?
Visual Language
  • Avoid any confusing shape / size. If your player can jump 1,5m high max, any steps should be lower than 1,5m --> I can jump on it or greater than 2.5m --> it's clear I can't jump on it. 
  • You can use colors, shapes and visual materials to highlight key elements properties.
    i.e. I can destroy wooden crates, I can't destroy metal crate. In some cases UI might be part of the solution. i.e. red interdiction sign if you are trying to shoot a friend.
Feedback
  • Make sure there's positive feedback when the player does something good
  • ...and negative feedback if you are using elements incorrectly (as important!)
Mapping

  • Make hidden connections visible to the player
    • Create a direct physical link.
      i.e. A valve triggers a mechanism --> a pipe visually connects the valves and the mechanism.
    • Abstract Connection / Similar Design
      So the player can make a mental connection.
      i.e. A blue ball in the middle of 10 yellow balls might be the one going into the blue hole --> here, the color code create the mapping.
      i.e. Left switch command the left door, right switch the right door.
PUZZLE STRUCTURE
  • Write down the steps the player has to go through to solve the puzzle
  • For each step, identify the things the player needs to know
    i.e. Step = put a crate on a pressure plate (to further open a door) : does the crate exist? Can I move it? Is it heavy enough to trigger the plate? where is the pressure plate?
  • Try to work on the UI principles so they are OK for this step
  • Adjust according to playtests.
    i.e. players don't understand the door opens when they drop the crate on the pressure plate. Solution, make sure Plate>Door mapping is visible + Increase positive feedback when the pressure plate activates.

REUSE FAMILIAR STEPS

  • Basic chunks of puzzle that are enhanced by extra steps / mixed with other chunks.
    i.e. Puzzle 1 = Put crate on pressure plate to open the door >> Puzzle 2 = same but you need to find a way to reach the crate.

End of Randy Smith tribute :)


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Now, on top of this, I'd like to add a few extra points that can help when you integrate puzzles in your games.

I won't talk this much about game where puzzle is the main focus.
In this case, the "puzzle LD job" is mostly about breaking down the various puzzle systems / complexity, combination and think about when and how each new element should be introduced, if possible in a clever and exciting way ;)

Puzzle are usually more problematic when they appear as exotic system in other gameplay based games. (i.e. FPS, RPG, etc)

MAKE IT FIT INTO THE WORLD
A mission is often about living an experience, about being immersed into the game world.
So, even if a puzzle perfectly fits at a certain point in your macro LD excel sheet in terms of timing / pacing, think twice before forcing a puzzle into a place it doesn't belong / make sense ^^

TIPS TO DEFINE PROGRESSION STEPS
From the initial/basic puzzle design, you'll want to build up variations and complexity.
It usually starts by breaking down what mechanics you want to teach, and then removing some of the key needed functionality.
I've found the following to be recuring elements you'll want to play with.
  • Player Mobility / Puzzle ingredients accessibility
    What if I restraint player's mobility? What if he can't move freely around to solve the puzzle?
    i.e. I need to push a crate on a pressure plate...but the crate is on one side of a river while the plate is on the other >> extra step = lower the bridge.
  • Line of Sight / Visibility
    I need to see one of the puzzle element to solve it (shotting at trigger, or activating device at the right time) but there's something blocking my visibility, or I can't see my target (no light)
    i.e. I have to shoot a timed trigger when I'm next to the switch but wood planks are blocking my line of sight when I'm standing near the switch. >> extra step = Blow up the planks 1st.

  • Sequence and Anticipation
    What's the puzzle sequence? What's the correct order to do things?
    i.e. Step 1 = I clearly see the switch, I activate it, the platform moves but...that's it. Step 2 = I shoot a trigger and a crate falls in the river... Oh! I see I must first activate the switch (step 1) then shoot the trigger (step 2) so the crate falls on the moving platform.


You can also use action gameplay fundamentals if it fits in the game you are creating.
  • Synchro : you must do something at the right time. It's about rhythm and catching the frame.

  • Precision : you must be precise with your controller. Aim carefully, do a precision jump, etc. Time doesn't matter, just be precise.

  • Speed : you must react quickly and possibly learn how to chain multiple action in a way efficient enough to succeed.

And of course, all those can be mixed for extra complexity/difficulty


CONFINED SPACE
It's usually a good idea to constraint the player into the smallest viable area (smallest being a special screen :) ) to solve the puzzle so he knows the solution is there and he didn't miss any key elements before in case he gets stuck.


QUIET PLACE
It's usually a good idea to avoid any fighting or other mind disturbing gameplay while in a puzzle area so the player can focus on what he has to do.
I say this, but of course, it can be cool to present the exact same puzzle configuration a second time, but this time, there's the extra challenge of dealing with disturbing gameplay elements at the same time :) (but at least, the player knows what to do)


EMBEDDED SOLUTION 


Puzzles usually have this annoying problem that they are not open in nature : as a player, you fix the puzzle the way it has been designed...or remain stuck.
As a designer, you don't want to give the solution to the player, but you can find a way to provide hints directly in your level.
If the player is good enough : he won't need this optional extra challenge.
If the player is struggling with the puzzle, he 'll just need to do some "extra effort" that are not related to the puzzle and be rewarded with a hint.
I.e. Fix the pipe network to bring steam pressure to the cooker...and optionally, you can search the local desks and cabinets around to find "maintenance clues" left by the workers.
Always better than having to search the internet...or worse, give up the game because you are stuck there.


THE SPECIAL FLAVOUR IN YOUR LEVEL
It can be cool to introduce a simple "Puzzle element" concept in your level and then use it with incremental difficulty 4 or 5 times.
  • It gives a special flavour to your mission
  • It feels good for players to fix the "easy" puzzle at each step.
  • Feels more integrated in the mission flow and less like "that's the puzzle room".
  • Forces you to better think about the puzzle integration in your mission logic (rather than an one timer puzzle artificial plugged somewhere where it doesn't necessarily make a lot of sense)
  • Make sense on the production side : the system has been developed and tested >> better use it more than once !
i.e. High security building. Some doors only open when the scanner next to it is presented a valid magnetic key. Gates open when you stand in front of scanner, and close when you leave.
  • Step 1 : Learning : the scanner is right next to the gate. Just stand in front, and rush through the gate. 
  • Step 2 : This time the scanner is further from the gate...too far to rush.
    But patrolling robots are passing next to the scanner every 10s, triggering the opening of the door for you. Just wait and pass through.
  • Step 3 : No visible scanner next to the gate, but going on a platform slightly above you find a security console with a scanner. Player needs to walk up there and jump down / rush through the gate when it opens.
  • Step 4 : Scanner too far from the door and robot path to the scanner is stuck. Clean the robot path so it activates the scanner.
  • etc.

PUZZLE AS "ON DEMAND" CHALLENGE
I mentioned it in my Challenge on demand article, but due to their exotic nature, puzzles are good candidates to gameplay on demand / optional side content.
If the player doesn't like it (i.e. Your game is an FPS, and as a player you might just want to blow things out, not solve puzzles) he can skip it, and it's less of a problem if it's too hard.


AESTHETIC BEFORE COMPLEXITY

If your game is not about puzzle and they are the "exotic part", you should focus on keeping your puzzle easy but making them look super cool and having surprising / impressive effects on completion.
It will then provide this "breath of fresh air" + "Feeling smart" feeling you want without risking to block the player.


ANALOGUE SUCCESS vs 100% EXACT PUZZLE
Puzzles don't have to be 100% scripted in one single way to complete it.
You can measure success through some analogue meter (pressure, data transfer, energy level, etc) so there are more ways to solve the puzzle than needed.
i.e. Raise pressure level in a system to the green area (60% pressure min) by opening / closing valves.
In this kind of puzzle there can easilly be more than one solution to the problem. There might be a 100%  pressure solution (and the player should probably gain a bonus from finding it) but 60% is enough to pass.


PUZZLES = EXOTIC GAMEPLAY = $$$
Unless your game is about puzzle solving, be aware that puzzle are kind of "Exotic Gameplay" and therefore require extra mechanics, UI, scripting, etc...
Puzzle also require some extra QA and play testing.
All this doesn't come free :)


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