-A very good question indeed,and i do not have any good answers for that but i can try a lttle, i liked this thread
-One thing ive heard is that all the tools to solve the puzzle should be availabe for the player.
-Puzzles tend to be somewhatcryptic(not necesarly)...well, atleast in the start, this means in many ways you can possibly hide the puzzle infront of the players face all the time, without the player searching for it.
-Allready in smw when we change the two main categories to kaizo and standard, I can see some issues appear.
-A puzzle that aint required to be beaten seem often to have a cryptic and very explorative nature, this makes the player go back`n forth searching,
This can probably be harder in the genre kaizo, were we have a often compressed level without any free space at all, were can the player search? Compared to standard were the free explorative nature is very apparent and you basically can just put a piece of the puzzle in the sky and it was hidden (please take my words with a grain of salt)
-Or if you make a way to hard&long of a level and put the Pieceof puzzle at the very end can maybe make it demotvating in the search for clues. (imagine hyper 6 with a grand puzzle)
-So lets narrow some of this down to core elements of what you are doing(the player)
-Searching and exploration
- Collecting pieces
- Pieces collected ad a greater soluition
-The new solution is now key for what you want, opening new levels...new door for new puzzle.. .or whatever....
-But making a good puzzle is some big brain stuff, it aint like pressing right. It encorages the player to want to solve it. So make sure you have a carrot of some sort, give them a glimpse of that there is something else here that can be achieved.
-And as far as i see from what ive written, I`ve onlyt written about a grand puzzle, what about tiny puzzles, with less achievement but still brainy, zelda games are usually good on that
okey...imma shut up now....hope this was some food for thought
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