Puzzle Game Design Philosophies

The Witness

(The Witness, Thekla Inc.)

<p>This year has already seen one of the most highly-anticipated puzzle games come out to massive acclaim with <em>The Witness<&sol;em>&period; Jonathan Blow&&num;8217&semi;s isolated island of conundrums is a game that is structured very differently from a lot of puzzle games that come out&period; Most notably is its implementation of an open-world structure that makes it have to re-think a lot of typical puzzle game standards&period;<&sol;p>&NewLine;<p>I&&num;8217&semi;ve also been playing a game called <em>Monumental<&sol;em>&comma; by a smaller developer&comma; Whipstitch Games&period; While <em>The Witness <&sol;em>sticks with a central mechanic for its puzzles&comma; <em>Monumental <&sol;em>isn&&num;8217&semi;t afraid to throw a bunch of different types of puzzles at the player&period; The design philosophies behind these games are so different yet cross paths on multiple occasions&comma; which makes them worth comparing and analyzing on a deeper level&period;<&sol;p>&NewLine;<p>Let&&num;8217&semi;s begin with me saying that I have not finished either game&semi; I am pretty far into <em>The Witness<&sol;em>&comma; but not particularly far into <em>Monumental<&sol;em>&period; This being said&comma; I feel like I have seen enough in both games to understand what I do and do not like&period; More importantly&comma; the games are clever enough to set up a lot of the atmosphere and how the game will unfold in their first moments&period;<&sol;p>&NewLine;<p>Let&&num;8217&semi;s take the more traditional approach&comma; which <em>Monumental <&sol;em>is not shy in leaning heavily into&period; The game opens with you reading a written log welcoming you to a research station on a seemingly deserted planet&period; There is no one on the station&comma; but they were there at some point&period; I know this because the game has filled the entire station with diary entries from the main crew members&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;99982" aria-describedby&equals;"caption-attachment-99982" style&equals;"width&colon; 3072px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-99982 size-full" src&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;templeView&period;png" alt&equals;"Monumental" width&equals;"3072" height&equals;"1735" &sol;><figcaption id&equals;"caption-attachment-99982" class&equals;"wp-caption-text">&lpar;Monumental&comma; Whipstitch Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>These diary entries also serve as a way of solving puzzles&period; Often clues are within these logs&comma; making both the story and puzzle solutions dependent on you scavenging the entire station&period; The only things that can really be touched in <em>Monumental <&sol;em>are key pads and these written logs&period; The environment becomes stale and left behind by the game&comma; despite it being something that holds so many solutions&period;<&sol;p>&NewLine;<p>I found myself feeling like the ship itself was a puzzle in how it was designed because almost nothing in its architecture made sense&period; In order to unlock the research lab&comma; you have to go to the commons area&comma; then downstairs and input all five crew members&&num;8217&semi; codes &&num;8212&semi; just to unlock the control room which has a large panel that unlocks the research lab&period;<&sol;p>&NewLine;<p>Environment matters in an open-world puzzle game&semi; otherwise&comma; why is it open-world&quest; <em>The Witness <&sol;em>has the solutions to puzzles embedded in its environments&comma; but in ways that make tons of sense&period; It even has audio logs&comma; something which <em>Monumental<&sol;em>&&num;8216&semi;s diary entries become comparable to&comma; but those never feel as organic as <em>The Witness<&sol;em>&&num;8216&semi;&period;<&sol;p>&NewLine;<p>Hidden around the environment in places that are usually inhabited by an anomaly in the world &&num;8212&semi; somewhere that makes you go &&num;8220&semi;Hmmm&&num;8230&semi;I wonder why this is here&&num;8221&semi; &&num;8212&semi; these audio logs flesh out a story in a way that befits the atmosphere of <em>The Witness<&sol;em>&period; I&&num;8217&semi;m not going to spoil either of the games&&num;8217&semi; stories&comma; but <em>The Witness <&sol;em>has reveals in it that make you think about your place in the world and why you might be on an island solving puzzles&period;<&sol;p>&NewLine;<p>The other thing is that <em>The Witness <&sol;em>is truly open-world because it never forces you to go down one path in order to unlock another&period; Stuck on a puzzle&quest; Just move onto another one and come back to it later&period; You&&num;8217&semi;re constantly learning from the environment&comma; so it is often better to explore than to keep melting your brain on a single set of puzzles&period; Often I came back to the <a href&equals;"https&colon;&sol;&sol;sijoitusrahastot&period;org&sol;">listaamme parhaat nettikasinot<&sol;a> game after a little bit of a break and figured out the puzzle like that&period; There is an idea that the puzzle is not hard&comma; it just requires you to think about it in different ways&period; And other puzzles can help prepare you to do just that&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;99984" aria-describedby&equals;"caption-attachment-99984" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-99984" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;03234946&sol;screenshot15&period;png" alt&equals;"The Witness" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-99984" class&equals;"wp-caption-text">&lpar;The Witness&comma; Thekla Inc&period;&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>In <em>Monumental<&sol;em>&comma; it doesn&&num;8217&semi;t matter what puzzle you did before because it doesn&&num;8217&semi;t have any bearing on the next puzzle&period; They are isolated and when they are trying to be their most clever&comma; they feel more jarring and ridiculous&period; The first major puzzle I solved was one involving colours and trying to blend some colours with others to match a fixture on the wall that is a set of colours&period; There are multiple reasons why this is a terrible yet clever puzzle&period;<&sol;p>&NewLine;<p>First of all&comma; it is the solution to a puzzle which unlocks a crew member&&num;8217&semi;s door&period; This is an issue because the solution to the puzzle can be found by any crew member&comma; and yet it is specifically relegated to one member&&num;8217&semi;s door&period; The other reason this is a terrible puzzle is because there isn&&num;8217&semi;t any preparation for it&comma; nor any follow-up to it&period; Everyone locks their doors with a different code&comma; which can range from a mnemonic code to matching a melody found in a person&&num;8217&semi;s room&period;<&sol;p>&NewLine;<p>Tools are given to the player like a sound recorder that is used to record the melody&comma; or a camera so players can take pictures of solutions&sol;clues for puzzles&comma; but they ultimately feel like random provisions&period; Why do I have a sound recorder&quest; Why do I have a camera&quest; No explanation is really given to explain these tools and their purpose&comma; they just exist because the puzzle requires them to exist&period; But why does the puzzle exist in the way it does&quest; To provide something clever and nothing more&period;<&sol;p>&NewLine;<p>When I solved the colour puzzle&comma; I felt like a genius&period; I also felt like I had wasted my time because it didn&&num;8217&semi;t prepare me for anything&period; Even more basic puzzle games know that things need to amount to others&period; <em>Picross <&sol;em>follows one type of puzzle and just makes it harder&period; <em>Sudoku <&sol;em>is in a similar boat&period; <em>Braid<&sol;em>&comma; as well&period; <em>The Witness <&sol;em>gives you symbols you don&&num;8217&semi;t understand yet&comma; but because it&&num;8217&semi;s an open-world game you know to explore&comma; and maybe you&&num;8217&semi;ll find a solution&period;<&sol;p>&NewLine;<p>The other factor important to note is that there is no indicator in <em>Monumental <&sol;em>about where to go next or what to look for to help solve the puzzle&period; It is so dependent on written diaries that when it doesn&&num;8217&semi;t tell you what to do next&comma; it&&num;8217&semi;s confusing&period; The game knows it&&num;8217&semi;s obtuse because it even has a built-in hint system that tells you exactly what you need to do next &lpar;for example&colon; there is a melody in a room to record&comma; go do so&rpar;&period;<&sol;p>&NewLine;<p>This should have been an indicator that the environment and puzzles are not well-defined because there is still a fail-safe if you can&&num;8217&semi;t figure it out&period; The language of the puzzles are simply too varied to have a cohesive connection&period;<&sol;p>&NewLine;<p>I don&&num;8217&semi;t mean to beat <em>Monumental <&sol;em>into the ground&comma; especially against something like <em>The Witness<&sol;em>&comma; which may very well become a classic puzzle game in the vein of <em>Myst<&sol;em>&period; However&comma; <em>Monumental <&sol;em>showcases a lot of the problems in puzzle design philosophies that should be accounted for&comma; especially when trying to make a player want to continue through your world&period;<&sol;p>&NewLine;<p>Jonathan Blow understood with <em>The Witness <&sol;em>that story isn&&num;8217&semi;t important in a puzzle game&period; In fact&comma; it should probably always be secondary&period; The point of a puzzle game is to have puzzles&comma; and the reward in <em>The Witness <&sol;em>is a story as well as a sense of accomplishment&period; An overall understanding of <em>The Witness<&sol;em>&&num;8216&semi; world is more rewarding than figuring out what obtuse puzzle was randomly placed in <em>Monumental<&sol;em>&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A copy of Monumental was provided by Whipstich Games and used for the purpose of this article<&sol;strong><&sol;em><&sol;p>&NewLine;

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