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设计解谜游戏的30堂课笔记

设计解谜游戏的30堂课笔记(I)

本文是Elyot Grant - 30 Puzzle Design Lessons, Extended Director’s Cut 的笔记,其授权中译可以在这里找到。

Introduction

traditional puzzle designers and vedio game designers.

  • Puzzle design has a rich history
  • Puzzle design knowledge is siloed
    • Many sub-areas with their own
      • vocabulary
      • construction techniques
      • best practices
      • aesthetic inclinations

Game designers:

  • designing rulesets
  • iterating via play-testing
  • creating interesting sequences
  • adjusting difficulty
  • fun through flow and challendge

Puzzle designers:

  • Identifying powerful Eureka Moments
  • Crafting maximally impactful setups for them

Eureka Moment

An Eureka moment1 is a sudden, pleasureful, fluent, confident feeling of understanding.

Puzzle

A puzzle2 is anything that conseals a Eureka Moment.

Eureka Moments are the atoms of puzzles

Puzzles are isomorphic to humor

Phychology of eureka moments:

  • Positive affect
  • Highly dopaminergic
  • Up-regulate memory formation
  • Buffer norepinephrine
  • Reduce stress
  • Increase persistence

Maximize the amount of sparkle

Sparkle

sparkle is the apmlitude of Eurika

Crosswords

  • lively answers
  • clever clues3

Avoid Chaff

Chaff

  • The boring part of puzzles
  • No sparkle
  • Eg: crosswordese
  • Bad clues
    • Green Paint (meaningless word combination)
    • rewaters (strained entries)
    • natric (cross of 2 unguessavle names)
    • ALDI(regional words)

Surprise is a key source of sparkle

Sam Loyd

Interesting truths are the root of surprise

Smothered mates are possible

Convey this truth to the solver.

Why this example4?

  • Victory in tough positions
  • Enemy 1 move from winning
  • Queen Sacrifice
  • King’s protection is its downfall
  • Lone knight delevering mate

Unexpected

More Unexpected = more dopaminerginc5

Dopamine

  • Reward
  • Memory formation
  • Seek more of the same

The human brain evolved to:

  • find novel and unexpected things interesing
  • remember them strongly
  • seek more upon discovering them

Eureka is not fiero

Fiero: the emotion of overcoming a tough challendge

Fiero6 approach to puzzle design

  • Create puzzle
  • Make it challendgeing
  • The player will feel smart

The Fiero approach is not bad per se.

But any challendge can confer Fiero.

Only puzzles confer Eureka.

Underwhelming reasons for including puzzles

  • Increasing playtime
  • Controlling pacing
  • To insert an obstacle
  • Pelief when it’s over

“It’s not a good idea to just be trying to make the player feel smart. You want to communicate to them an actual substance of something.” - Jonathan Blow

Different solvers seek different solving experiences

  • Low dose vs hign dose
  • Low difficulty vs high difficulty
  • Novelty vs repetition
  • Flow vs rollercoaster

Eureka is shareable

Eureka can be fuuly experienced by an audience.Eureka is not spoilable.

Create many eureka moments

Create many eureka moments7.

Escape rooms


  1. 传说阿基米德为国王鉴定王冠,发现阿基米德浮力定律的那一天,他正泡在浴盆里面。看到溢出的水,阿基米德脑子里面想到了计算浮力的办法,高声喊出“Eureka”。在《文明6》中,也有“尤里卡时刻”的说法,游戏“尤里卡时刻”里的含义是,文明在一些先验的实践中,发现了后续科技的一些关键突破点,降低了科技研究所需时间的过程。 ↩︎

  2. 西方流行的puzzle形式包括但不限于:国际象棋残局、填字游戏以及数独等。电子游戏出现后,puzzle的形式大幅扩展,一个典型的例子是《塞尔达传说》里的“呀哈哈”。呀哈哈的谜题通常需要玩家基于林克的能力,以及一些物理知识的理解进行操作。中国传统的puzzle有九连环、谜语等。 ↩︎

  3. 这样的标准可以迁移到中国传统的文义谜上。谜语双关的特性是文义类puzzle的典型代表。 ↩︎

  4. 中象残局具有类似的特点 ↩︎

  5. 举了小鼠的例子,惊喜越多,多巴胺水平越高。多巴胺奖励是人类的本能。 ↩︎

  6. 作者认为,Fiero和Eureka像两个完全不同的维度,带给玩家的感受是不一样的 ↩︎

  7. 关于这一点,还是举《塞尔达传说》为例。呀哈哈从发现的那一刻就是一个Eureka时刻: “原来这里藏着一个‘呀哈哈谜题’”是玩家和制作组心照不宣的默契。玩家想到解决呀哈哈的关键思路之后,又收获一个Eureka时刻。两个时刻构成一个递进。 ↩︎

四月月报 & 自我介绍

关于我

雨霁天晴二重虹,可以叫我虹虹。 在这个四月,我终于理清手头的事情,开始对自己接下来的3-5年进行规划。短期工作是日语爬级和游戏资讯整理,目前还属于知识输入阶段。 不定期分享学习、生活、游戏、阅读与技术。 第一步是恢复博客系统的畅通。

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格言

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以上です。