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Level Up.pdf

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Riddle Me This 349<br />

another player says, “ you ’ re hot ” and “ you ’ re cold ” depending on how close<br />

you are? Essentially, that ’ s what the game designer needs to do for the<br />

player. Make your hints relevant to the puzzle. Ask yourself “ what would I<br />

want to know at this point? ” Remind the player what their goal is. Use<br />

camera cuts to show cause and effects that happen during the puzzle. Use<br />

voice and sound effects to give positive reinforcement. There are really only<br />

four ways to solve a puzzle: reason, knowledge, skill, or plain ol ’ dumb luck.<br />

The best puzzles allow players to use all four of these in some capacity to<br />

solve the puzzle. Granted you don ’ t want the player to stumble onto the<br />

solution, but if that ’ s what it takes, then a stumped player should at least be<br />

able to do that.<br />

You need to give the player the “ A - Ha! ” moment<br />

(no, it ’ s not the moment when you realize that<br />

“ Take On Me ” is a pretty catchy song). It ’ s the<br />

moment when they realize how the puzzle fits<br />

together and the solution. They may still need to<br />

execute the puzzle, but that part should happen<br />

quickly; by that point, it ’ s just a matter of getting<br />

the grunt work done.<br />

However, if they don ’ t get that “ A - Ha! ” moment<br />

and fail to solve the puzzle, don ’ t make it a big<br />

deal. Find a way for the puzzle to be solved regardless of the player. Give<br />

the player hints or even the answer if you have to. Of course, getting the<br />

solution without solving the puzzle should cost the player something — a<br />

bonus or cash, as in the diminishing rewards in the Professor Layton games.<br />

Should you take hints or guess an answer wrongly don ’ t make the<br />

punishment or payment something so severe as losing a life. Let the<br />

decision to pay-to-progress be the player ’ s choice to pay the fine and skip<br />

ahead. Progression is a right, not a reward.<br />

Players are generally smarter than you think when it comes to solving<br />

puzzles, but don ’ t resort to cryptic or nonsensical solutions. An example of<br />

this is in an adventure game where the player had to disguise themselves

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