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Level Up.pdf

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Riddle Me This 347<br />

While Mr. Kim has designed waaaay more puzzles than I ever will 10 , this<br />

defi nition doesn ’ t feel quite right to me. What bothers me is the use of the<br />

word “ fun. ” Fun is completely subjective, like the words “ funny ” and “ sexy. ”<br />

What I think is fun may not be fun for you. And frankly, I don ’ t find many<br />

puzzles in video games to be fun. For me, there ’ s nothing worse than a<br />

puzzle whose solution I just can ’ t fathom. At least with a difficult boss<br />

monster, you can brute force your way through to victory. You just can ’ t do<br />

that with a puzzle. So, with apologies to Mr. Kim, I have created my own<br />

defi nition:<br />

A puzzle is a challenge that has a right answer.<br />

Scott Rogers<br />

The difference is the word “ challenge. ” That ’ s a puzzle ’ s job (and the entire<br />

game for that matter!) to challenge the player. And the challenge of the<br />

puzzle is “ solve me. ”<br />

The player first needs to know what reward is offered for solving the puzzle.<br />

It can be to open a door, create a picture, or translate a message; just<br />

make sure the player knows “ what do I need to do? ” I always think this very<br />

important thing applies:<br />

SHOW ‘ EM THE DOOR AND THEN SEND ‘ EM AFTER THE KEY 11<br />

When creating the puzzle, keep the puzzle ’ s pieces simple and modular.<br />

You only need a few pieces to create many combinations. Work with as few<br />

moving pieces as possible to prevent the player from getting confused.<br />

Make sure that when a puzzle piece is adjusted, the player can see that it ’ s<br />

10<br />

Go to http://www.scottkim.com for loads of puzzley goodness, including free games!<br />

11<br />

It doesn ’ t have to be a door. And it doesn ’ t have to be a key. I ’ m speaking metaphorically<br />

here.

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