In fact, when it comes to “solving a puzzle,” you have to mention “strategy.”
From a narrow point of view, these two are different categories. For example, we will say that the room escape series is a puzzle game, and the civilization series is a strategy game. But in a broad sense, these two are actually similar. In my opinion, strategy and puzzle solving are homologous in a broad sense, and their purpose is to “make correct/optimal/reasonable choices”. There are two differences between the two:
First, the options in the puzzle are often endless, while the options in the strategy are limited.
In the puzzle game, the player is faced with a near-infinite range of exploration, from a small room to a whole virtual world. Players can make endless attempts. Of course, there may be various mechanisms to limit this “JB point” gameplay. . Therefore, the player needs to narrow down the near-infinite exploration according to the plot, suggestion, imagination, etc., so that “finding the correct answer” becomes possible.
In strategy games, the choices players face are often limited. Of course, this number may be very large, but it can be sorted, sorted, compared, etc. For example, various RTS games have various “genres”, the essence of which is the classification selected by the player, and a genre is combined according to the time of exertion, the selection of arms, the mode of operation, and the like.
Second, there are often only one correct answer in the puzzle, and it is the unconditional unique solution. The correct answer in the strategy is not unique, and the correct answer is usually different depending on the conditions.
For example, playing a boss, it is possible that the speed attack rush can be smashed, the high defense response can be slowly consumed, the wild road subcom can be bugged and so on. Some strategy games flexibly change their choices according to the random events (whether crit, equipment or not) in the game process, and there may be no “universal solution”.
In fact, if you leave the “achieve” element mentioned in the next issue, whether it is a puzzle or a strategy, its core fun is to find the correct answer, all through “known through the game. The element solves the problem of an unknown answer.”
For example, the boss battle in a turn-based game. In the first few attempts, we need to find out the skills of the boss and its fighting rules. Then, based on this information, we design a set of “tactics” based on the skills of our characters, and through continuous trial and modification. In the end, the boss is conquered, which is actually a process of “mystery.” And this kind of hit–finding flaws-try-successful process can bring great pleasure. For example, it is an exploratory pleasure to see a thing that is originally foggy.
As a kind of game core game, what kind of problems can you solve?
First of all, puzzle solving is a brainpower activity, which is exactly “intellectual activity”. It is different from the most typical reaction force and fineness of operation required in the “achievement” in the next article. The attribute of intelligence is It is difficult to get a more obvious improvement through short-time exercises. This means that the part of a puzzle in a game may be “destined to be overdone” for some players. This kind of “destined to go too far” is different from some games we often say are “hands and disability party nemesis”. The ridicule, the difficulty of many hand-killing games is the numerical setting, fault tolerance and proficiency requirements. The specific content is not covered in this article. Simply put, it is similar to the hand-removing party nemesis game like Black Soul and MH. By simplifying the number, increasing the number of archive points, etc., you can provide similar fun for the disabled players. The big touch has a big touch, and the weak chicken has a weak chicken.
However, there are almost no “solutions to reduce the difficulty of gameplay” in the puzzle elements of the game. For the puzzle element, reducing the difficulty is equivalent to redesigning the game, because you need to add the corresponding hints, clues, etc., it is not changed by changing the value, plus a mechanism.
Taking the reversal of the referee as an example, the core gameplay in the trial stage—inquiring the testimony is essentially a finite choice question, choosing an exhibit/witness to correct a testimony, SL Dafa and even the simulator’s instant archiving can do “any People have passed the test, but when they really find out the contradictions in the testimony by their own reasoning, and when they try to get the correct answer, they get two completely different game experiences.
This means that the “audience” of the puzzle element is limited and cannot be “sold and young” (of course the whole game may include multiple elements, not just puzzle elements). This is why puzzle games with the only correct answer and strategy games with many correct answers have become one of the reasons for the two games in the public mind, because pure puzzle games often only have brain holes and radio waves. It would be very interesting, but it would be no fun, or it would be too simple, or too difficult to see the Raiders, and it would be too boring to play according to the Raiders, thus gradually becoming a separate game field.
In fact, a closer look at the best of those puzzle games, all of them have excellent performance in non-core gameplay such as plot, picture, music, etc., so that even those who are not on the puzzle part can have Very good gaming experience.
The second point is that the design difficulty of the puzzle element is the highest among the three core elements. It can be said that the most difficult and most incapable part of the game core game design is the decrypted part.
For the narrow puzzle game (infinite option, the only positive solution), how to design a reasonable clue to let the player find the correct solution? Because the options are infinite, there are ways to get the player to focus on finding the right answer. For a generalized decryption game, let the player realize that “this is also an option”, such as:
Induced guidance: through the lighting, environment, and institutions to make the player notice an object in the game scene, such as placing the important organs on the wall that the player is facing when entering the room, instead of hiding in the corner
Before and after the connection: Through the plot, the pattern allows the player to pay attention to find an object or try a special “combination technique”, knowing that “it can still be like this”, for example, let the light beam hit the mirror at the beginning of the scene, so that the player knows Reflecting light through a mirror
Plot hint: highlight some content in the plot before the specific plot, increase its exposure, for example, give several tasks that can get water attribute props or skills before the fire property boss
Of course, all of the above are methods of “reduce difficulty”. These methods can also be used in reverse, such as giving a hint that is completely independent of the correct answer, emphasizing a skill that is useless, etc., to increase the difficulty of solving the puzzle. To express “the maliciousness of the producer.” The specific choice is as mentioned in the first point. It is very difficult to choose. If you are difficult, you will have a good time. If you are simple, you will be pleased. Where to do it depends on the producer’s own positioning and intention.
Therefore, the author of a puzzle in a game is good or not, and the level of relevance to the producer is too high. Even one or a few “level designers” determine whether the whole puzzle is not fun. This kind of feature is better to say that the puzzle element of the game is difficult to be “cottage” like the other two elements. If it is broken, it is not very “transfer of experience”, or it is very human. .
For example, game balance is actually an important issue in the puzzle element in a broad sense. The game is not balanced. The translation is that there are too many correct options in a big option in the game, so that everyone does not choose other big options. The option is to stare at this “strong” option. Why do some games do a good job of balance, and some games do not do well in balance, and even the balance of all games in a company is not doing well? Because this technology is really difficult to learn, many times producers are very important to the understanding, positioning, ideas, etc. of the game. It is definitely not clear and understandable in a few words.
The third point, thinking is a very tired thing. This is an obvious thing, but it really is not easy to put it in the game.
People play games for happiness, relaxation, and cool. Although the puzzle is really happy after the success, the process of solving the puzzle is very brain-burning, especially when the difficulty of solving the puzzle is very high, it is often necessary for the player to mobilize the mixed body. Wisdom to think, to guess, this is a very tired thing.
Everyone in the above paragraph must understand, but why is it not easy to put it in the game? Because of the “players are very tired”, many traditional settings are not necessarily good.
For example, trial and error costs, some games will have the setting of archive points, which means that the part from the archive point to the middle of the puzzle point is the wrong cost of the puzzle. And if there is not much fun in the middle of the journey, for example, simply running a section and watching a story, then this will bring a very bad experience to the player. This problem has been paid attention to in many traditional puzzle games. For example, many GALGAME will allow you to archive when selecting branches, but some games with puzzle elements in a broad sense have become the hardest hit areas, especially some of them contain puzzles. Elemental RPG game.
In the past, the game console was not popular. Many players at that time were quite hardcore. You may have a high degree of tolerance for the game. I feel that there is nothing to die for a long time. But in this age, players have a variety of choices, and any bad game experience will give a game a heavy stain. For example, the Devil City on PS – the moonlight night, every time you die, you will return to the main interface to let the player choose to read the file instead of automatically reading the most recent archive, resulting in an increase of 2 times for no reason. Time (Death – main interface, main interface – archive interface, archive – game interface need to read a total of 3 times), become a big stain of a classic game.
Another typical result of tiredness is that the experience threshold of the game is improved, because the fun of puzzle solving needs to be solved by the puzzle. The process may have a certain length. In the process, some do not like brain burning elements. Players who like fast-paced games are lost, especially in this era of fast-paced, heavy puzzle games are very disadvantageous to the audience.
Finally, although the shortest but sometimes the most important point, the exploration-based fun brought by the puzzle is only one time. When you find the correct answer for the first time, you will be very happy. If you play it for the second time, you will not have such fun. of.
This feature will bring a lot of shortcomings, so the game with more puzzle elements will have very limited limitations. For example, it is not suitable for online games, because online games require players to keep playing. So now we will see many times the puzzle elements (especially the traditional puzzle solution of the infinite option), which is often used as part of a game’s core gameplay or even a side dish, not a main element.
It can be said that the puzzle elements in the game attract a large number of players including me. The exploratory fun brought by the puzzle elements brings a strong sense of bringing in, so that players must substitute themselves into the game environment. Thinking, discovering, and solving problems, it brings unparalleled fun. Many times, the joy of defeating the boss is more from the victory itself, because I think of the method of defeating the boss, instead of dropping the gods. .
But on the other hand, the non-universal, difficult to control and other characteristics of the puzzle elements also make a good puzzle game (both narrow and broad) is rare for many years. Nowadays, under the fast-paced wave, the time-consuming and laborious development of a puzzle element with only one-time effect is not necessarily good for fast-food players. It is far less “economical” to “achieve” and “acquire” the two elements.
In the next article, I will say how “achievement” has made countless people sleepless.
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