infovore + puzzles   7

Gamasutra: Adam Foster's Blog - Alternate Reality Game puzzle design
This is super-good - not just on ARGs, which aren't necessarily flavour of the month, but on designing difficult puzzles for a large number of people to solve, and how not to be surprised by how fast groups are at solving things when they have the network. Gating the experience with slow tasks - MD5 brute-forcing, for instance, is one nice idea; I also really like Adam's points about making sure players know precisely what is in-universe and what isn't, so there's never a question of whether something is right or not; just like a good cryptic crossword.
games  args  design  puzzles 
june 2013 by infovore
Game Design Advance › Raymond Smullyan
"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 |
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
"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
"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
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
"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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