Episode Transcript
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0:00
I'm pulling my driveway. We all know what that
0:03
means. It's time for a third drive to work.
0:06
Okay, so today in
0:08
honor of all the puzzles in Murders
0:10
of Car Love Manor, I
0:13
decided to do a podcast about
0:15
puzzles. So today is about
0:17
puzzle design, not specifically the Murders
0:20
of Car Love Manor puzzles, but just
0:22
puzzles in general. So I'm going to
0:24
talk about the difference between game design
0:27
and puzzle design, how they're similar, how
0:29
they're different. But today is
0:31
all about designing puzzles. Okay,
0:33
so a little background on
0:37
my puzzle making background. I
0:39
grew up not just a giant fan of
0:41
games, which I did, but also a huge
0:43
fan of puzzles. I did lots and
0:45
lots of puzzles growing up, logic
0:48
puzzles and crosswords
0:50
and cryptocrosswords and all
0:53
sorts of different puzzles. I really am a huge puzzle
0:55
fan. In fact, for
0:57
those that know my history with Wizards,
0:59
my very first interaction with Wizards of
1:01
the Coast was making a thing called
1:03
Magic the Puzzling. And basically
1:05
those were magic puzzles where you take the
1:07
game of magic, you have a game in
1:10
progress, and then you have some goal. Usually
1:12
it's win the game that turn. But
1:15
anyway, the way I started
1:17
out in magic, my first foothold in
1:19
the door was making magic puzzles. Also,
1:23
I talked about this, I
1:25
had a podcast on it. My wife and I
1:27
really like throwing parties. One of the
1:29
things I always do at parties is I make paper puzzles, which
1:32
are things for people to solve at the thing.
1:36
My family also has a huge hobby
1:38
of escape rooms. Whenever
1:40
we go on vacation, even sometimes here in
1:42
Seattle, we'll do escape rooms. And we've done
1:44
20 plus escape rooms and
1:47
my family really enjoys it. It's a lot of fun. And
1:51
escape rooms are sort of a series of puzzles. For
1:53
those that have never done escape room, you get
1:55
put in a room, you have a time, usually
1:58
an hour, and then you have to to
2:00
solve a series of puzzles to get out of the room.
2:02
And the puzzles are sequential, and usually there's a meta
2:04
puzzle. But anyway, we do that. And
2:08
I mean, I'm just, I'm a frequent doer of
2:10
puzzles. I loved Games Magazine back
2:12
when that was a magazine that existed. And
2:15
I was part
2:17
of the team that made the puzzles for Murders
2:19
at Carl of Manor. I did a podcast with
2:22
Mark Gottlieb about it. So
2:24
anyway, so let me first talk about what
2:27
is the difference between game design
2:29
and puzzle design? And
2:32
there's one core difference, I think.
2:35
In making a game, you are
2:37
trying to make an experience that
2:39
each player has their own experience.
2:42
That I'm trying to like, both
2:44
puzzles and games are about sort
2:47
of mental challenge. Can you do
2:49
the thing provided? Games are
2:51
a little more open-ended, will give you a go in
2:53
rules, and then everybody in some
2:55
level does it their own way. That
2:57
usually a game isn't about doing it how everybody
2:59
else did it, is about forging
3:02
your own path. Puzzles are
3:04
a little more the opposite, which is a
3:07
lot of puzzles have a singular
3:09
answer. So real quickly,
3:11
there are what we call open puzzles and
3:13
closed puzzles. So a closed puzzle is, there's
3:15
a singular answer. Everybody gets to the same answer. We're
3:18
all trying to find the same thing. That's a more
3:20
traditional puzzle. An open-ended puzzle is
3:22
sometimes you're given a challenge, and then
3:24
you're trying to do the best you
3:26
can do. And the idea
3:28
is, it's how
3:30
well can I do within that? Mark
3:32
Gottlieb, who is a master puzzle designer, tends
3:35
to refer to the open puzzles as more
3:37
puzzle games. The good
3:39
example there is, think of the game Boggle. So
3:41
for those who have never played Boggle, it's a
3:43
Hasbro game. You roll a
3:45
series of cubes that have letters on them.
3:47
Normal Boggle is four by four, big Boggle
3:50
is five by five. And
3:52
then you are finding words
3:54
by connecting letters. Now
3:57
I have done Boggle puzzles, and usually a
3:59
Boggle puzzle. is you purposely
4:01
place the letters and then you've hidden, like there's
4:03
some theme you have to figure out. Like, oh,
4:06
it's all the Beatles or something. So
4:09
I would say sort of
4:11
the boggle game and a boggle puzzle,
4:14
it very much is a puzzle game. Really
4:17
the big question is like in boggle,
4:19
you're competing against other people. Puzzles
4:22
are normally in a
4:24
vacuum, puzzles tend to be more solitary, but
4:27
there are group puzzles. For example, the escape
4:29
rooms they talked about, my whole family does
4:31
them. Now in escape room there's
4:33
multiple puzzles and different people might be working at
4:35
different puzzles simultaneously or sometimes
4:37
you team up to work on puzzles. So
4:40
puzzles having can be a team experience. The
4:42
majority of puzzles are done solo, majority
4:45
of puzzles usually are done solo. Traditional puzzles
4:47
like you do in a magazine, usually those
4:49
are solo experiences, not always. Some people like
4:51
doing the crossroads with their
4:53
spots or something. Okay,
4:57
so the
5:00
key difference, like I said, is most
5:02
puzzles are more closed puzzles we're talking
5:04
and in a closed puzzle, there usually
5:06
is a singular answer or answers. Everybody
5:09
doing the puzzle is getting to the same place.
5:12
Unlike a game where you're all kind of getting
5:14
there from different places. Now, it
5:17
is possible to make a puzzle that has multiple
5:19
answers, there's multiple ways to get to the answer,
5:21
that is possible. But you
5:23
usually are going to a signified the same
5:25
answer in which games, games
5:28
more there's an open-ended goal. So let
5:30
me start getting into how we actually design puzzles. And
5:33
the structure I decided I'd use today is I
5:36
wrote an article many years ago called
5:40
10 Things Every Game Needs. I
5:42
then did a series of podcasts, one
5:45
podcast on each of the 10 things. So
5:48
I was gonna use that as a guideline for
5:50
talking about making puzzles and talking about a lot
5:52
of the core to puzzle
5:54
design. And it'll let me
5:56
talk a little bit about the differences between puzzles and
5:59
games. Not everything. I
6:01
mean the interesting thing is when you talk
6:03
about the ten things every game needs puzzles
6:05
are close There's a few differences, but they're
6:07
pretty close. Okay, so let's
6:09
start number one was a goal or
6:11
goals So in a game I
6:14
have to tell you what what it is you're trying to do Puzzles
6:17
are very similar when you start a
6:19
puzzle. I have to tell you what's the end state
6:22
of the puzzle How do you solve the puzzle? What
6:24
are you looking for? Now
6:26
there are some puzzles in
6:29
which understanding what the puzzle is doing
6:31
can be part of the puzzle There
6:34
are some puzzles where the goal is nebulous.
6:36
So most puzzles I tell you up front
6:39
It's a crossword puzzle still is fill in
6:41
this grid or you know, it's
6:43
a word search find these words You know most
6:45
of the time if the puzzle I'm telling you
6:48
what to do It is possible
6:50
to do a puzzle in which the goal
6:52
itself figuring out the goal is part of
6:54
the puzzle so Games
6:57
are a little clear in what the goal is Usually
6:59
puzzles are pretty clear But it is possible to
7:02
make a puzzle in which part of the puzzle's
7:04
figuring out what the puzzle is That's
7:07
one of the things that puzzles can do
7:09
the game games really need to be a
7:11
lot clearer from what you're doing Games don't
7:13
want to be nebulous where puzzles at times
7:15
can be a little more nebulous now that
7:17
said there needs to be a goal There
7:19
needs to be What are
7:21
you trying to do in the puzzle? You know you
7:24
even if the even if the puzzle doer
7:26
is sort of solving that along the way
7:28
there doesn't need to be like for Example
7:30
there is an answer to a puzzle maybe
7:32
multiple answers But there's an answer or answers
7:34
to a puzzle and a lot of times
7:36
the core goal of a puzzle is to
7:38
get the answer Or answers now
7:41
in a meta puzzle. So what a meta puzzle
7:43
is is you do puzzles and that leads you
7:45
to other puzzles? Normally
7:47
in a escape room that's a meta
7:49
puzzle you'll solve smaller puzzles that have
7:51
answers that help give you Give
7:54
you more things to solve other puzzles And
7:57
sometimes like emergency call of manner there
7:59
are 12 individual puzzles you do, you
8:01
get an answer to those 12 puzzles.
8:03
The answers to those 12 puzzles makes
8:05
a 13th puzzle. Traditionally,
8:08
that's how a meta puzzle works, is the answers
8:11
to the small puzzles are themselves a larger puzzle.
8:14
Sometimes what they do in escape rooms is in
8:17
order to solve some of the puzzles, you need
8:19
to solve other puzzles because they open up material
8:21
that you need to solve the other puzzles. So
8:25
technically a meta puzzle is where the answers give you
8:27
the solution to a new puzzle. There
8:29
are sequential puzzles where I have to solve one
8:31
puzzle before I can solve the other puzzle. A
8:34
lot of times like treasure hunts, for example, the
8:37
clues can be a little puzzle you have to solve that
8:39
sends you somewhere, then you get the next clue, which is
8:41
the next puzzle, for example. Okay,
8:44
so you do need goals, you're trying
8:46
to do something. Traditionally
8:49
with a puzzle, there's an answer. That's
8:51
something games don't inherently have an answer,
8:55
where puzzles by
8:57
default have an answer. There are puzzles that
8:59
sort of either don't have one answer or
9:01
are a little more nebulous. But mostly puzzles
9:03
have an answer. Okay, number
9:05
two, the rules. Now
9:07
in a game, the rules sort of
9:10
define what you can and can't do. In
9:12
a puzzle, the rules are
9:15
more set up by the str- I mean, A,
9:17
you can lay out a few rules if you want. For
9:21
example, when you're doing an escape room,
9:24
a lot of times they'll tell you a few things, mostly
9:27
to help you. You know, anything
9:29
you can't reach isn't part of the puzzle. You
9:32
don't have to, you know, pull anything
9:34
with any force that would break something. You
9:36
know, they give you a few guidelines and
9:39
there are some, um, what
9:41
I would have called them, there
9:43
are somewhat structural rules. So
9:45
a well-designed escape room,
9:47
for example, you use each item once.
9:49
Meaning once I've used something to solve
9:51
a puzzle, I know I don't need
9:53
that anymore. I can put it away.
9:57
And that way when you're like one of the things about sort
9:59
of the rules, rules of a puzzle is you
10:01
just want to make it clear to the audience
10:03
as a puzzle doer what it is they're
10:05
trying to do. For example,
10:07
I'll use one of my puzzles from my
10:10
parties. So at
10:12
last year, not not.
10:15
So right now we just said we're so not two months
10:17
ago, but 14 months ago, I
10:20
did we did a how every December
10:22
we do a holiday cookie, how to
10:24
cookie party. And last year
10:27
we did a puzzle where
10:29
we showed 50 Santas.
10:32
And each Santa was from a different
10:35
TV show or movie. And
10:37
the goal of the puzzle was identify
10:39
the TV show or movie. Now,
10:42
some of it was recognition.
10:45
Oh, I see that movie. Oh, that's
10:47
Papa else from else. Some
10:49
of it was trying to
10:51
like, even if you didn't
10:54
see in a specific episode, there were a
10:56
lot of animated shows, for example, oh, in
10:58
one of the parameters that I
11:00
talked about rules, one of the parameters of the
11:02
puzzle, they went on stated it was built. So
11:04
it was a rule that we
11:06
the puzzle builders followed that you the
11:08
puzzle doer could figure out, but we
11:10
didn't inherently tell you, which was all
11:13
our Santas were canonical Santas. What that
11:15
means is none of the Santas in
11:17
our puzzle were people who in the
11:19
story are a guy dressed up as
11:21
Santa in all of them, it was
11:23
canonically Santa, it was actually Santa Claus.
11:25
So as you start solving
11:27
the puzzle, that is a rule. So
11:30
there are stated rules and puzzles, right?
11:32
Tell you something about what's going
11:34
to happen. And then there's unwritten
11:36
rules, right? The puzzles follow, follow set of
11:38
rules that you might figure out along the
11:41
way that can help you solve it. And
11:43
we'll get more as we into strategy, we'll
11:45
get a little more into that. Okay, number
11:47
next is number three is interaction. So
11:51
interaction is where we deviate a little
11:53
bit, there is interaction in a puzzle
11:55
design for more than one player. escape
11:58
rooms, perfect example. A
12:00
lot of times, for example, there are
12:02
things in escape rooms that one person
12:04
can't possibly do. A
12:07
classic example is where one person has
12:09
to solve something, but the means to
12:11
solve it is somewhere else. So
12:15
somebody, like let's say there's an answer, and
12:17
then there's the pieces that you have to
12:19
put, like you have to put pieces in
12:21
a certain order. But the order itself is
12:23
somewhere that the person looking at the pieces
12:25
can't see. So somebody else has
12:27
to be, okay, it goes red, then
12:29
green, then blue, so the person solving it
12:31
can solve it, but you need to help
12:33
another person. I've also seen puzzles where two
12:35
people have to push buttons at the
12:38
same time. Things in which a
12:40
lot of times, if you're
12:42
designing a puzzle that is meant for more
12:44
than one person, you can have interactions, and
12:46
you can do things in which, in order
12:48
to solve the puzzle, you need multiple people.
12:51
Most puzzles are solitary, meaning there's
12:53
a single user. So
12:55
in those, there's less interaction.
12:58
One of the things I do, for example, in
13:00
my paper puzzles and my games is, one
13:03
of my rules, which is just a universal rule,
13:05
I do write this on the things, which is
13:08
you're not allowed to use the internet, meaning a
13:11
lot of my things are trivia based. But
13:14
one of the rules is you're allowed to talk
13:16
to people at a party. Why do I do
13:18
that? Well, it's a party. I
13:20
want to encourage people to interact with each other,
13:22
and so the games are meant not as a
13:24
means to pull people apart, but draw people together.
13:27
So the idea is, hey, if I don't
13:29
know the answers to something, one
13:31
of my routes to solving it might
13:33
be talking to other people and getting answers
13:36
from other people. Now, there
13:38
also is a little bit of competition. There's a prize for the
13:40
puzzles at a party. So some people
13:42
want to share, some people don't want to share,
13:44
so there's a give and take there. So
13:47
there is ways to build interaction in a puzzle, but once
13:49
again, it involves being beyond a
13:51
solitary puzzle. In a solitary puzzle, there's
13:53
less ways for interaction. Okay,
13:56
number four, the catch-up feature. In
14:00
games what that means is, no matter where it
14:02
is in the game, I want to feel like
14:04
I have a chance. If
14:06
I make a game in which I feel like I'm behind and
14:08
I can never catch up, you know,
14:10
it can be kind of demoralizing. So
14:14
puzzles isn't quite the same. I
14:17
will use this thing to talk a little bit about
14:19
how you want to make sure that
14:21
you build in
14:25
clues inside your puzzle. What
14:27
I mean by that is, you
14:29
want to make sure that you
14:32
are helping the puzzle doer on multiple
14:34
levels. And there's a bunch of ways to do
14:36
that. One of the ways I just
14:38
talked about is, maybe there's some
14:41
inherent structure that as you start solving
14:43
the puzzle, you start realizing there's internal
14:45
rules that were followed, which once you
14:47
understand that, it helps you figure out
14:49
what's going on. Once you know that
14:52
all the Santas are canonical Santas, oh,
14:54
you can say, oh, this can't be
14:57
trading places because Dan Aykroyd wasn't Santa,
14:59
he was his character dressed up as
15:01
Santa. Oh, I can eliminate that as
15:04
an option. That can't be an option. Another
15:07
thing that's very common, I'll use Jeopardy
15:09
for the sample. If you've ever seen
15:11
the Jeopardy clues, the people who make
15:13
Jeopardy clues are puzzle people. Normally,
15:16
in a lot of the clues, there's
15:18
a little extra clue within the answer,
15:20
or they give
15:22
you the answer Jeopardy, you have to give the questions. The
15:25
idea is, there's little subtle
15:27
nods, there's little subtle things to help you. If
15:30
you're really careful about reading a clue, a
15:33
lot of times, they give you extra information
15:35
that might be useful. The
15:38
other thing that can help with the
15:41
catch-up feature is, sometimes
15:44
there's a structure. You
15:47
can sort of, as you solve the puzzle, that
15:50
can remove options. A
15:52
classic example of this would be a matching
15:55
puzzle. What I mean by that is, For
15:57
example, I did the Santa Claus puzzle a
16:00
year later. or two months ago, we did
16:02
a similar puzzle with Als. The. Difference
16:04
is the Santa Claus puzzles. You were
16:06
trying to say what shows that like
16:09
they're all Santa Claus The Alfonso. We
16:11
did a slightly different thing we want
16:13
do a visual puzzle percent of ago,
16:16
don't overwhelm the we sure nothing was
16:18
thirty five Elves and pop culture or
16:20
movies, Tv shows, books, com cereal boxes
16:22
armed with this is Alison popular places
16:25
and the girl was not to identify
16:27
where they came from necessarily well. The
16:29
goals is identified who they want. But.
16:32
There was more complex than Santa Santa With
16:35
Santa to leave it on. This puzzle is
16:37
we gave you the fifty or the thirty
16:39
five answers for the thirty five pictures that
16:41
was is called a match and puzzle. I'm
16:44
telling you the answers. We observe: which answer
16:46
goes with which picture. On.
16:49
And so. That as had
16:51
a nice piece of to work and that let's
16:53
say oh that's Pop L from else and I
16:55
cross that off. well nobody else and Pop L
16:58
A now limit is an option. right?
17:00
I've eliminated a choice. Be so
17:02
on. Some. Puzzles are designed to
17:04
such a way says you start solving some
17:07
of them. It helps make major part of
17:09
the puzzle easier. Across was another
17:11
great example. Let's say, I don't know
17:13
Aclu? Well, there's there's something. other clues.
17:15
It starts giving me letters and now
17:17
I have a leg up to figure
17:20
that out. So. Is important
17:22
in puzzles that you build an qualities
17:24
that help people as they start solving
17:26
the puzzle. That does that help them
17:28
with other parts of the puzzle. That
17:31
that. The puzzle is
17:33
interconnected and that. Doing part
17:36
of it helps with other pets. Are
17:38
hidden under side is inertia. So.
17:42
In Vienna in a game with that means
17:44
is you need to finish the enemy you
17:46
need a measure that the out and playing
17:48
a game. Ends the game. And
17:50
at one of the real conversation beginning
17:52
game designers is they make things that
17:54
can't be some states that. The. The
17:56
game and the percentage used to stall so the
17:59
game doesn't end. You want to make
18:01
the game end. What you need
18:03
to do to win the game makes it end. So that
18:05
there... Inertia
18:08
basically means you just want to push forward. The
18:11
steps it takes to win is making the game
18:13
end. In a puzzle, there
18:15
is inertia. So one of the things you
18:17
need to do is what is sort of
18:19
called a ramped up challenge. So
18:22
the idea is... I
18:24
will use my elf
18:27
puzzle for a second. Okay,
18:29
so what I want to do is when you first come to
18:31
the puzzle, you want to make sure... If
18:34
the puzzle is too hard, unless your
18:37
audience is like die hard puzzle people. And
18:40
that's another important thing real quickly is you
18:43
have to design your puzzle to your audience.
18:45
For example, I do a lot of puzzles
18:47
at my parties. So one
18:49
time I did a... It was
18:51
a neighborhood party. It wasn't my normal audience, which is a lot
18:53
of R&D folk. It was people from
18:55
my neighborhood. And I made a puzzle for it. But
18:58
I aimed the puzzle like I did to a normal party in
19:00
which R&D is there. And R&D in
19:02
general, they're game players, they're puzzle people. They're much
19:04
better at puzzles. And it was too hard. One
19:07
of the things you want to do in
19:09
a puzzle is you want to make sure
19:11
there's part of the puzzle that draws people
19:13
in. That you want... Right away,
19:15
you want people to see some answers. So for example,
19:17
if I'm doing a visual puzzle, take
19:19
the elves as an example, I'm going to put some elves
19:21
in that I know you know. Papa
19:23
Elf from Elf is a good example. It's Bob
19:26
Newhart. Most people have seen elves. You're probably
19:28
going to know what that is. You want
19:30
some hard ones too. There definitely
19:32
were some elves from properties that I don't think
19:34
people had seen. But, as I'll
19:37
get into in a second, there
19:40
are ways to help people figure those out as well. But
19:43
I want to make sure when you look at a puzzle that
19:45
immediately there's some things you know. And
19:48
what you want to do is you want to
19:50
make the puzzle have a ramp to it. So
19:52
there's some things you can do right away so you
19:55
don't get discouraged. But The
19:57
puzzle has a range from some easy...
20:00
The thing is a medium. Things to
20:02
do. Hard things. That was progression to
20:04
the puzzle. Arm and a lot
20:06
of the inertia means that you wanna make
20:08
sure the person is ready for the part
20:11
of puzzles a rat. And. That
20:13
the way you finish the puzzle is
20:15
by having a ramp to and people
20:17
saw what they can solving and pushes
20:19
them for. An escape from some.
20:21
some are cloudy where. There's. Usually
20:23
easier puzzles up front and then as
20:25
you do them the puzzle starting a
20:27
little bit harder than you learn things
20:29
about the room you are reasons about
20:31
the puzzles as an excuse because of
20:33
a little bit easier. Okay,
20:36
Numbers. It is surprise. So there's an
20:38
important part in making a puzzle. What
20:40
we call the ah ha moments. With
20:43
the Aha moment is is. News
20:46
when the puzzle not necessarily
20:48
not always. But. In
20:50
a good puzzle I will say ah,
20:52
there's a moment other half will realize
20:54
something. You figure something out. Now
20:56
thirty one giant ah moment to
20:59
can be some small moments. Where.
21:01
There's a moment we sit or something about
21:03
the puzzle. Know some puzzle. What a bizarre
21:05
how moment is. Usually not sure what's going
21:07
on a metres one on for I figured
21:09
it out on the scale. Brooms do a
21:12
lot of the big ah ha where I
21:14
have component pieces, but then I just figure
21:16
out what the puzzle is and the ah
21:18
ha moment to see what the puzzle is.
21:20
Now like an escape room, there's clues
21:22
so that leaves away several Do the
21:25
work is a bunch of lox. this
21:27
lot as a four digit number on
21:29
it. this lot as a half five
21:31
letter word on it. This lot of
21:33
looking for directional or down like that
21:35
and so. As. He saw the position
21:37
to figure out. Oh what kind of puzzled as
21:39
in the net puzzle? Oh I get it. this
21:42
puzzles the answer is a find that we're not
21:44
going to sounds a lot and open up there.
21:47
On. So. There
21:49
is ah ha moments like how my
21:51
using this puzzle in a larger larger
21:53
thing on him adipose or stuff or
21:55
sequential puzzle on. Another are happening
21:57
like from have let's take my arm. The.
22:00
Santa Claus puzzle. I'm okay
22:02
some of the stop all recognize
22:04
because I just oh yeah that
22:07
that is Santa Claus from. Else.
22:10
The ah that's and as nervous as his
22:12
place and of was an alpha know that
22:14
on other times it might be okay. I
22:17
don't necessarily know the episode the same appeared
22:19
but all this is an animated show an
22:21
admin shows have a very stylized then. Oh
22:24
why can tell? The. People are
22:26
yellow and have four fingers and
22:29
like oh that's the Simpsons money
22:31
I've never seen the episode where
22:33
Santa Claus on the Simpsons God.
22:36
I can recognize in the style and then
22:38
this is how mama Goth kids as extra
22:41
set of who's I can use. Aren't
22:43
so small? has more are more live.
22:46
On. That. The.
22:48
There there can be handholds and organ more
22:51
to handle them second but that we hand
22:53
holds in the puzzle meeting little things that
22:55
help you solve the puzzle that can be
22:57
built then on. A lot of the ah
22:59
ha moments are either surgery of a larger
23:01
structural the puzzle maybe figure out what you're
23:03
trying to solve. All our neighbors are not
23:05
little things that help you out how to
23:07
solve the puzzle. Which leads
23:09
us into strategy. To the handled are
23:12
driven in part of strategy. So in
23:14
a game what you want is you
23:16
want people to learn things and playing
23:18
your game such that in future games
23:20
they're better at the game because of
23:22
things. They learned the idea that. Didn't
23:25
there's. Things to learn in the
23:27
game to win the game and the more
23:29
you understand strategy the better the better you
23:32
are Affleck smelling a game. there's a really
23:34
quality the doesn't always happen in a puzzle
23:36
often puzzle you solving and you're done without
23:38
puzzle or maybe go to a similar my
23:40
eyelids. i like crosswords and so
23:43
i do crossword i saw that roster
23:45
but that i go to another hawthorne
23:47
on were games you play the same
23:49
games a little different here on what
23:51
the same sense as you want some
23:53
strategy built into your puzzle with and
23:55
means is you want your audience to
23:57
figure things out that help them with
23:59
the puzzle Those are what we
24:01
call handholds, and that's something you, the
24:03
puzzle designer, put in the puzzle. For
24:06
example, when
24:09
we picked the picture, one of the pictures
24:11
of Santa was from SpongeBob. Now,
24:13
there's a couple different pictures we could have
24:15
picked, but one of the pictures we picked
24:17
had a certain little symbol in it, and
24:19
that symbol shows up in SpongeBob SquarePants. So
24:21
that was a little clue that, like, if
24:23
you recognize this symbol, another,
24:25
for example, the handhold is, when
24:27
I made my elf puzzle, one of
24:30
the things that I did was, we
24:33
tried to pick a bunch of female elves.
24:36
I think there were nine out of the
24:38
35. So if you see a name of
24:40
an elf and it's a female name, you
24:42
go, oh, that's probably one of the female
24:44
elves, and that narrows down, you know, or
24:48
when we gave you the name of the elf,
24:50
we also gave you the name of where they come from, the
24:52
movie or TV show or something. And so, maybe
24:56
as you look at it, you're like,
24:58
oh, this seems like a comic book.
25:00
Well, I know this is a movie,
25:02
and maybe I don't even know which one's
25:04
the comic book, but at least I can
25:06
eliminate the movies. So, handholds a lot of
25:09
time are trying to divvy up how you
25:11
have answers or how you design the answers,
25:13
or, I mean, how you build
25:15
the handholds can depend a lot on
25:17
the kind of puzzle you're building. But
25:19
what you want to do is, as
25:21
you're constructing it, think about how players
25:23
can figure things out along the way,
25:26
how there's contextual information that they can
25:28
figure out. Because part of a good
25:30
puzzle is, as you
25:32
start solving it, you learn things about it,
25:34
and that helps you solve it. And that,
25:37
it's not as if, like, there are trivia
25:39
puzzles. There are a few puzzles where, like, I
25:41
know it or I don't. But even a good
25:43
trivia puzzle, right, tries to work in clues or
25:45
tries to give you a larger structure, like a
25:47
crossword puzzle, where if I don't know the answer
25:50
immediately, I get things later that give
25:52
me more information to help me solve it. Because
25:55
it's puzzles in which I know it or
25:57
I don't know it. I mean, there
25:59
are some... things, but a good trivia is
26:01
not solely like do you know it or not know
26:03
it. There's stuff built in to help you maybe solve
26:05
it. Okay,
26:08
number eight is fun.
26:11
One of
26:13
the ideas there is that the
26:16
thing that you enjoyed playing the game, the thing
26:18
that's the most fun about the game, you want
26:20
to make sure that that is the avenue to
26:22
win. That one of a
26:25
common mistake game designers can make, or
26:27
amateur game designers, is that they make
26:29
a game in which the correct way
26:31
to win is boring and
26:33
that the fun thing about the game isn't the
26:35
correct way to win. So people, because people are
26:38
want to win the game, they're not doing the
26:40
fun thing, they're doing this boring thing and
26:42
then the end of the game like that wasn't fun. So
26:44
you want to make sure your fun is there. Puzzles
26:46
is very similar and that you want
26:48
to make sure when you build your puzzle
26:50
that the activity needed to solve the puzzle
26:53
is a fun activity. For example,
26:55
I'll take my Santa puzzle. Hey, it's kind of
26:57
fun to go, where's this from? I've seen a
26:59
lot of TV shows and movies. Oh, he looks
27:01
familiar. Where's he from? And you know, you could
27:03
chat with other people and get contextual clues and
27:06
it's fun to try to figure that out because
27:08
that's a fun thing. Recalling where you saw something
27:10
or your trivia can be fun. Or
27:13
let's say you're doing a crossword puzzle. It's fun to
27:15
fill in grades and you're like, like whatever you're doing,
27:17
or like my favorite thing is called the cryptic crossword.
27:19
So for those that have never, for those that have
27:21
done traditional crosswords but never done the cryptic crossword, cryptic
27:24
crosswords, the clues themselves are like little word games
27:26
and you have to solve the word or
27:28
the little word puzzles and you have to solve
27:31
the little word puzzle to understand the clue to
27:33
know what the word is. So like each
27:35
clue is itself is a little puzzle and
27:38
there's different kinds of clues but it's really fun
27:40
and it's like a little word, like it's each
27:42
clue is itself is a little word puzzle and then you
27:44
use that to solve the bigger puzzle. So it's a lot of
27:46
fun. But you have to
27:48
do that and make sure that you weave that in. Number
27:51
nine is Slaver. So
27:54
the idea of the game is that
27:57
one of the tools to help people understand the
28:00
game is to help them
28:02
understand. You
28:05
can use flavor as a way to help
28:07
make things easier to learn. Like
28:09
when you're learning how to play magic, flying
28:12
is very intuitive because flying is
28:14
a real thing. Birds fly.
28:16
Oh, I understand why
28:18
this bear can't block the bird. Oh, the
28:20
bird could fly over it. And so that
28:23
mechanic is easier to understand because it's relatable
28:25
to something, to a flavor that you get.
28:27
And so flavor does two things.
28:29
One is it helps make the puzzle
28:33
and or game easier to understand. The
28:35
second is it makes it more fun. You know, one
28:38
of the things, for example, about escape rooms is most
28:40
escape rooms or almost all escape rooms have a flavor
28:42
to it. Oh, I'm trying to
28:45
make a jailbreak or I'm in the
28:47
saloon or there's a zombie outbreak
28:49
and I have to find a clue to stop
28:51
the zombie outbreak. Like I'm
28:53
somewhere and that the puzzles
28:56
intertwine with the theme. You
28:58
know, my family and I have done
29:00
like Alice in Wonderland theme puzzle, Scooby-Doo
29:02
theme puzzle, you know, things in which
29:04
oh, there's something going on, there's some
29:06
mystery to solve, but the flavor really
29:08
can add a lot and sometimes
29:10
the flavor itself even might have
29:13
clues in it or you can use
29:15
that as a means to build something around.
29:18
And so flavor well,
29:20
it a actually the fun, which is
29:22
important. B, it can add structural elements
29:24
either to build around or to help
29:26
people understand something that can be very
29:28
valuable. Number
29:31
10 is a hook. So
29:33
one of the things I was talking about when
29:35
you make a game is that at least in
29:37
professional game making, you then have to sell the
29:39
game. And so one of the things about it
29:41
is there's something about
29:43
it that has to make people want to buy it. What's
29:45
special about this game? Why would I want to buy this game?
29:50
So in games and
29:52
I can in puzzles. I mean,
29:55
I want people to do the puzzle. So there might be a little
29:57
hook of what why this puzzle is fun. Usually
30:00
what a hook and a puzzle is, there's some
30:02
theme to the puzzle, there's something about the puzzle
30:04
that, you know, there's some
30:07
novelty. Now there's some traditional puzzles like
30:09
a Crusher puzzle that, but
30:11
even Crusher puzzles often will have some novelty
30:13
to it. Oh, there's a theme! Some of
30:15
the words all play into some theme together
30:17
that might make it a little fun. Like,
30:19
oh, it's St. Patrick's Day, so it has,
30:21
or Valentine's Day or whatever, so it has
30:23
some theme that plays into something. And
30:27
it's a lot of fun, like for example,
30:29
I'm talking about my parties. Well, I'm having
30:31
a holiday-themed party. Well, my games are holiday-themed,
30:33
you know. It just fits the mood and
30:35
the tone. And so, a lot
30:38
of times, and another thing about a
30:40
hook for a puzzle is, you want
30:43
someone to do the puzzle. So something
30:45
about the puzzle wants to draw them
30:47
in. So for example, you know, the Sand
30:49
puzzle is the Elf puzzle, like, it's just very visual
30:51
and you go, oh, I know who that is. And
30:53
all of a sudden, hey, I solved a little piece
30:55
of the puzzle. Maybe, you know, and then it makes
30:57
me want to look and see what else I know.
30:59
And so, a hook is valuable in the sense that
31:01
it draws you in and it makes you want to
31:03
do that. Now,
31:09
one last thing to talk about is, I did
31:12
talk about Magic the Puzzling, which
31:15
is a puzzle. So Magic the Puzzling, normally
31:18
there was a singular solution in the
31:21
sense that it's something you had to do. But there's something that I
31:24
did with it that I didn't really talk
31:26
about. So I'll use my last example of
31:28
Magic the Puzzling to talk about something, which
31:30
is that one of the
31:32
funds of a puzzle is you
31:34
want the puzzle user to have to
31:36
challenge something. Some
31:39
of this could be the aha moment, but
31:41
usually a fun part of a puzzle is
31:43
that you want the player in
31:45
the act of working on the puzzle
31:48
to realize something about the puzzle along
31:50
the way. For example, the way
31:52
I used to do it in Magic the Puzzling
31:54
is I would make you use a card in
31:56
the way you usually didn't use the card. Oh,
31:59
look! a card drawing spell, but to solve
32:01
a puzzle, you're going to give your opponent
32:03
cards. Or you're just going
32:05
to do something that's a little off the beaten
32:08
path. Because one of the
32:10
fun things about a lot of puzzles is
32:12
there's this mental challenge that goes into
32:14
it to say, okay, I've got to
32:17
solve it. That you want the person,
32:19
you want to push against preconceived notions.
32:21
And a lot of puzzles like to
32:23
play around with the idea that the
32:25
player has to challenge themselves. The
32:27
puzzle doer has to challenge themselves. That solving
32:29
the puzzles is sort of not taking anything
32:32
at face value all the time. And
32:34
figuring out the handholds and figuring out... There's
32:37
a lot of crafting to solving a puzzle. And that
32:39
a puzzle isn't just like you know it or you
32:41
don't know. That's
32:43
not a great puzzle where it's like, well, do I know it or not know
32:45
it? No. Okay. There
32:49
are people that really love trivia. But mostly a
32:51
good puzzle has to do with it
32:53
is a journey that you take the puzzle goer
32:55
on and that they have fun on the journey
32:58
and they do things on the journey and they
33:00
work their brain and they solve things. A
33:02
lot of making a good puzzle is you feel
33:05
proud for solving the puzzle. That the puzzle was
33:07
solved. That you would have figured it out. And
33:09
a lot of times part of figuring it out
33:11
is adding this element that might not be obvious.
33:15
That can be your aha moment. Aha
33:17
moments can function in a couple of different ways. But
33:20
that's an important part of the puzzle
33:22
is the idea that you're making something
33:24
that it's a challenge for someone to
33:26
solve and that it's solvable. Making
33:29
a puzzle that no one can solve isn't like you want
33:32
to make things that people can solve. You
33:34
can set difficulties and once again know your audience. Anyway
33:37
guys, so that is lots
33:39
of information about how to design a puzzle. So it's
33:41
a little off the beaten path. I've done a lot
33:43
of podcasts so I like to veer off a little
33:46
bit. This tied into our Murder is
33:48
the Color of Manner puzzle theme. So I thought it
33:50
was a good time to talk about it. And there's
33:53
a lot of similarities between designing games and designing
33:55
puzzles as hopefully you learned today. So
33:57
I think if you enjoy game
33:59
design. that hopefully you enjoy an
34:01
episode on puzzle design. Anyway guys,
34:03
I'm now at work. So although that means
34:06
instead of talking magic, it means it's the end of my
34:08
drive to work, sorry, instead of talking magic it's time for
34:11
me to be making magic. I'll see you guys next time.
34:13
Bye bye.
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