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Puzzle Research, Ideation and Design

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Feb 11, 2022
  • 4 min read

Article References



What is a puzzle?


A puzzle is something that is hidden with the intention of it being solved by someone that will give them a source of entertainment. This can be by the use of words, phrases, objects, images or even concepts. Each works in their way as people tend to solve puzzles around them to know their environment.


What makes a good puzzle?


To make a good puzzle means having mechanics and rules that keep the puzzle from falling apart. For instance, in portal 2, you can only use the portal gun on white spaces but if the puzzle designer decided to have the portal gun be used on any space then the rules would be out of place and other mechanics wouldn't be used because they wouldn't be necessary. Having rules restrict the player from having the upper hand and instead keeps the player engaged in the puzzle.


Game Reference: Portal 2 - Chapter 4 The Surprise

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Before I design some conception of these puzzle ideas I decided to start by creating somewhat of a flow chart on miro. Making my ideas shown to the team allowed me to receive feedback from my peer members of the group on what needed to be changed. I then decided to add the newest area of the level which is the basement because there was a lack of direction after the player escapes the vents from the collector's room. This gave room for breathing time and give some more narrative that will question the player's truth behind the porcelain doll.


What are the main types of puzzles and how are they used?

  • Cryptic Puzzle - This type of puzzle requires a lot of solutions to make to figure out the answer with some clues. An example could be figuring out the secret word and the clues can cover the question or phrase given or the environment around them can show hints of the answer.

  • Logic Puzzle - This type of puzzle has defined rules that limit the amount of trial and error by filling in parts of the grid. An example of this puzzle being used is Sudoku, a puzzle where the player has to fill in numbers from 1 to 9 and have each grid different from one another, meaning no duplicate number placements.

  • Math Puzzle - This type of puzzle is made out of math problems and these types of puzzles challenge the player's ability to figure out the answer.

  • Mechanical Puzzle - This type of puzzle is fairly common as it includes jigsaw and Rubik's cubes puzzles. Solving these puzzles required a lot of trial and error but others may need to figure out mathematical or logical methods of solutions.

  • Word Puzzle - This puzzle is similar to logic puzzles but with words instead and it could be trying to use a four-letter word and making as many words as you can out of it without repeating the same letters.

  • Pattern Puzzle - This puzzle is fairly set up in a pattern and it is your role to find that pattern, when it has been found, the puzzle is simple to understand.

  • Riddles - This type of puzzle usually has no definitive answer as it can be interpreted differently by someone else. However, the answer is somewhat similar as the outcome still stays the same.

How puzzles can be used in horror games?


Puzzles can be used in horror games as it allows the player to calm down from a chasing sequence, a jumpscare, really anything that pushes the temp to be high can be resolved by a puzzle. Unless it is a timed puzzle where the player has to escape a room within a certain time limit.


A good example of a timed puzzle is in Amnesia The Dark Descent as it has the player having to push a lever up then having to travel on and off water to the exit while dealing with a water monster. In terms of what category timed puzzles to fit into, I would say logic puzzles. For example in the same example, the idea is that a lever is pushed, it must mean there is an opening to the next area.


Game Reference: Amnesia The Dark Descent

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Another example of puzzles being used in horror games is in Poppy Playtime Chapter 1. In the first puzzle for this game, the player needs to get past a security door with coloured passcode. However, to complete this colour pattern puzzle, the player needs to explore what is possible to eventually stumble across a train with 4 colours moving round and round the train tracks. This is done cleverly as the player hears the train moving which pushes the player to go there and find a clue to the answer. The player presses the same colours from the train in order and the puzzle is solved.


Game Reference: Poppy Playtime Chapter 1


What puzzle ideas have I come up with using the research I've collected?


Puzzle Types Used

  • Riddle

  • Logic

  • Pattern

  • Cryptic

Math, mechanical and Word puzzles weren't being used as there were enough puzzles for the game and I believe that it wouldn't match what the team was going for.


Before developing these puzzle ideas, I decided to start by creating somewhat of a flow chart on miro. Displaying my ideas on miro allowed me to receive feedback from my peer members of the group on what needed to be changed. I then decided to add the newest area of the level which is the basement because there was a lack of direction after the player escapes the vents from the collector's room. The basement gives the player room for breathing time until it is time to escape the basement, that's when the teddy becomes alive. The basement also allows the narrative to shine that will question the player's truth behind the porcelain doll.


Before and After

Before and After


How can these puzzles be effective with level design and narrative?


These puzzle concepts come from using a small flow chart of navigation around the level as well as speaking to the narrative designer in my group about how this can help with combining the narrative with the puzzles. Making these puzzles work requires suitable mechanics.


These mechanics consist of;

  • Push and Pull

  • Pick/Drop Items

  • Crank/UV Flashlight

  • Interaction with toys/vents


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