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Puzzle Solving... or Problem Solving? | Game Maker's Toolkit

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    Infinifactory is one of the funniest games
    I've played this year. Which is pretty impressive,
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    considering that the fact that it's not really a comedy game.
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    To get the joke, you need to know how the
    game works. In each level, you must fabricate
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    some complicated structure - like this 5-piece
    cross thing - by building a production line
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    that transports and manipulates blocks that
    plop out of a hole in the wall.
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    You build your machine with chunky cubic blocks
    like conveyor belts, pushers, optical sensors,
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    rotators, and welders.
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    After spending an hour carefully building
    a machine to forge that 5-piece cross,
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    I finally got it to work...
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    But, Infinifactory wants you to
    make ten perfect copies of the structure,
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    to prove that your machine is actually a functioning
    production line.
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    So, I let the machine run a few more times,
    confident that it would spit out nine more
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    perfect crosses, and then this happened...
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    The sheer absurdity of it. The insane comic
    timing. The slack-jawed disbelief of how stupidly
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    crap my monstrously complicated machine was.
    It had me doubled over in stitches, laughing
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    at it. It was either that, or cry.
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    The opportunity for impromptu comedy is not
    the only thing that sets the games of Zach
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    Barth apart from other puzzlers.
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    In fact, they feel so fundamentally different,
    that to put a game like Infinifactory in the
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    same "puzzle" genre as games such as The Talos
    Principle and Snakebird might be doing it
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    a great disservice.
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    Because when you play Portal, you're trying
    to discover the solution to the puzzle.
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    Whereas in Infinifactory, you are literally
    inventing a solution. And the use of "the
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    and "a" in that sentence is important because
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    typical puzzle games have just one answer.
    Maybe there's a couple alternative solutions,
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    or you could tweak the main answer slightly,
    or there's a solution that the developer never
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    intended. But in Infinifactory, the possible
    solutions are... Infinite. Well, sort of.
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    There's a lot of them, at least.
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    Which is shown very clearly in these end-of-level
    histograms, that show you how efficient your
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    solution is compared to every other player
    on Steam - in both your use of time and space.
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    That also sets Barth's games apart from other
    puzzlers - it's practically pointless to play
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    the same puzzle twice in The Swapper
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    but it's genuinely enjoyable to return to
    a completed Infinifactory puzzle and try to
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    make your solution more productive.
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    So maybe we should stop saying these games
    are about solving puzzles, and say they're
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    actually about solving problems. These are
    games where you have a goal, some materials,
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    a limited work space, and some tools. Your
    job is to reach that goal - in any way you
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    can.
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    That is why these games feel less like unravelling
    contrived riddles, and more like solving real-world
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    problems - like making production lines in
    Infinifactory, plotting efficient train lines
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    in Mini Metro, making spaceships in Kerbal
    Space Program,
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    or writing code in Spacechem.
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    Yeah, Spacechem has actually got way more to
    do with coding than chemistry - right down
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    to the logic gates and subroutines and debugging.
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    And that's cool, for two reasons. One: programming
    is basically the best puzzle game in the world,
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    because it's truly open-ended and it's wonderfully
    satisfying to dream up, jot down, iterate
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    upon, and execute some totally unique solution
    to the overwhelmingly complex problem at hand.
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    And two: it means the game, and those like
    it, can be truly educational, without being
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    "educational games". SpaceChem was actually
    used in a few schools in the UK, according to the
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    trade association, TIGA.
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    Similarly, Minecraft's redstone - a mineral
    that lets player wire up mechanised contraptions
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    - is introducing tonnes of players to simple
    coding. Or, not so simple. Minecrafters have
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    used redstone to make a calculator, a GPU
    that can draw shapes, and an 8-track sequencer
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    that can belt out Pachelbel's Canon in D.
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    By the way, Zach Barth also made the blocky,
    competitive mining game Infiniminer that would
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    directly influence Minecraft so he probably
    dies a little inside every time you say that
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    Infinifactory controls like Minecraft. Just
    a heads up.
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    His other games, if you want to search them
    out, are also notable problem-solvers.
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    That includes games like The Codex of Alchemical
    Engineering, which is about programming commands
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    into rotating arms to transfer imaginary minerals.
    Bureau of Steam Engineering, which is about
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    connecting up boilers to steam-powered weapons
    on a robot. And KOHCTPYKTOP: Engineer of the
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    People, which is an almost impenetrable game
    about designing integrated circuits to meet
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    specifications.
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    And in the new game from his studio Zachtronics,
    which is called TIS-100, you literally write
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    simple assembly code into these blocks to
    manipulate data. You're even encouraged to
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    print out a PDF reference manual with all
    the commands and instructions that you need.
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    This seems to be part of a trend of programmers
    making games about programming. In 2DBoy's
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    next game, Human Resource Machine, you write
    commands for office workers so they can automatically
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    complete jobs. And in Quadrilateral Cowboy,
    by Blendo Games, you write commands into a
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    DOS-like interface to shut off alarms and
    unlock doors so you can break into highly
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    secure buildings.
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    The point is that if you play any of these
    games, you'll clearly see that by taking inspiration
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    from real-world problems, like programming
    or engineering games like Spacechem and World
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    of Goo can actually be more fun than those
    built from arbitrary puzzles.
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    You get the satisfaction of making something
    work (and the comedy of making something that
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    doesn't). The same problems can be played multiple times as you try to make a more efficient solution
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    And it might be easier to make the levels
    themselves. In a postmortem on Spacechem,
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    Barth revealed that his puzzle creation process
    was essentially to throw together interesting
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    inputs and outputs, make sure the puzzle can
    be solved, and then reorder all the levels
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    based on difficulty.
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    Don't take this as me saying that I want to
    bin traditional puzzle games.
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    The Witness, for example, is one of my most anticipated
    games at the moments. Take it more as a friendly
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    reminder that this is still a small, burgeoning
    group of games and there are still loads of
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    real-world problems to take inspiration from
    in your new, open-ended, problem solving game.
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    Thanks for watching! Let me know your favourite
    problem-solving puzzler in the comments. Also,
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    please like the episode, consider kicking
    in a few bucks a show on Patreon, and if you
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    want to know the second a new episode is out,
    subscribe to the channel on YouTube.
Title:
Puzzle Solving... or Problem Solving? | Game Maker's Toolkit
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Video Language:
English
Duration:
06:34

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