Game Design Advance › Raymond Smullyan
february 2012 by infovore
"I would call him the greatest puzzle designer of all time, but that implies that there are lots of people who do what he does and he’s better than them, and that’s not quite right. What I mean is to say is that Raymond Smullyan is the Marcel Duchamp of puzzles, he’s the Brian Eno of puzzles. His work is singular, transformative, genre-defining, in a class by itself."
franklantz
raymondsmullyan
puzzles
play
maths
february 2012 by infovore
Crossword blog: A cryptic greeting | Crosswords | guardian.co.uk
august 2011 by infovore
Alan is writing the Guardian's crosswords blog, looking at crosswords from all publications. Brilliant.
crosswords
games
puzzles
words
august 2011 by infovore
Insult Swordfighting: Limboned -- Video Game Reviews and Rants
august 2010 by infovore
"The puzzles [in Limbo] aren't brain-busters, and even though you die a lot, it always puts you right back where you started. It's just so capricious. It never bothers to set limits or rules for the world you're in. Its sole concern seems to be killing you for no apparent reason. Instead of asking you to apply what you learned from your previous deaths, the game keeps changing the rules so it can kill you again. It's as though it's making things up as it goes, like a rambling first draft that could use a good revision."
mitchkrpata
limbo
games
puzzles
learning
august 2010 by infovore
Professor Layton (TopHatProfessor) on Twitter
june 2009 by infovore
"Critical thinking is the key to success!" Professor Layton is on Twitter. Officially. This is good.
professorlayton
games
marketing
twitter
puzzles
adventure
nintendo
june 2009 by infovore
Grumpy Gamer - Stuff and Things and Monkey Island
june 2009 by infovore
Ron Gilbert plays The Secret Of Monkey Island again, and takes notes. Nicely measured - neither grumpy nor jubilant, it reads like an interesting director's commentary. Good stuff.
games
lucasarts
adventure
design
rongilbert
monkeyisland
puzzles
june 2009 by infovore
GameSetWatch - Design Lesson 101 - Braid
august 2008 by infovore
"Each world has a specific mechanic and overlapping rarely occurs between world mechanics. Instead, the player is given just enough objects on the screen to solve the puzzle with the limited tools available. By being able to concentrate on one mindset of solving the puzzle, eventually the solutions make themselves apparent." A nice Manveer Heir piece on why the puzzles themselves in Braid are good: because the game creates complexity out of limited tools, rather than throwing every mechanic in all the time.
braid
game
design
mechanics
games
play
puzzles
problems
august 2008 by infovore
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