Podchaser Logo
Home
#1111: Puzzle Design

#1111: Puzzle Design

Released Friday, 16th February 2024
Good episode? Give it some love!
#1111: Puzzle Design

#1111: Puzzle Design

#1111: Puzzle Design

#1111: Puzzle Design

Friday, 16th February 2024
Good episode? Give it some love!
Rate Episode

Episode Transcript

Transcripts are displayed as originally observed. Some content, including advertisements may have changed.

Use Ctrl + F to search

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.

Rate

Join Podchaser to...

  • Rate podcasts and episodes
  • Follow podcasts and creators
  • Create podcast and episode lists
  • & much more

Episode Tags

Do you host or manage this podcast?
Claim and edit this page to your liking.
,

Unlock more with Podchaser Pro

  • Audience Insights
  • Contact Information
  • Demographics
  • Charts
  • Sponsor History
  • and More!
Pro Features