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Point and Click Puzzle Design | How to Design Puzzles

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    Hi, this is Mark Brown with Game Maker's Toolkit,
    a series on video game design.
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    A few months back I played Broken Age - the
    point and click adventure from Double Fine
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    that raised 3 million bucks on Kickstarter,
    and became so bloated that it was released
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    in two halves, almost a year apart.
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    I generally enjoyed Broken Age's first half.
    It's funny and charming, and I liked both
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    of the main characters. There's Vella, who
    is an unwilling sacrificial offering to a
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    monster. And Shay, who wants to break free
    of his mollycoddling parents.
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    But when the second half came out earlier
    this year, I started to find puzzles that
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    had some seriously troubling design.
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    Like the puzzle where this grabby hand is
    obsessed with boots:
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    VELLA: Wow! It really seems to like boots.
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    But doesn't seem to care about Vella's shoes:
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    VELLA: It doesn't seem interested in me, or my clothing.
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    Or the one where these girls say they need
    food, but Vella just won't give them this
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    taco pill:
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    VELLA: I don't wanna touch that pill until I know
    what it is. Could be space poison.
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    Or the puzzle that you solve by doing absolutely
    nothing, or this baffling knot puzzle that's
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    more like a Rorschach test.
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    And then there's the puzzle that almost made
    me quit me the game for good.
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    There's this bit where Vella needs to figure
    out the right pattern to sew into this space
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    scarf. But the correct solution is not somewhere
    else on the spaceship.
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    It's not in Vella's story at all - it's actually hidden
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    deep within Shay's story.
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    That's despite the fact that in act one, there
    are zero puzzles that rely on information
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    gleaned from the other kid's story. And despite
    the fact that you're never told to expect
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    such puzzles in act two. And despite the fact
    that these two kids don't know each other
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    and can't communicate with one another in
    any way.
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    Its unfair, unreasonable, and - I say - poorly
    designed.
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    Which is par for the course with point and
    click adventures, right? These games are filled
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    with pixel hunting and moon logic and impossible
    conundrums.
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    Like the notorious puzzle in Gabriel Knight
    3 where you have to use masking tape and maple
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    syrup to turn cat hair into a fake moustache,
    so you can impersonate a guy who doesn't even
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    have a moustache. You have to draw some facial
    hair on his stolen passport with a marker pen.
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    Yes, point and click adventures had stuff
    like. Stuff that was indefensibly dumb. But
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    I don't think a few bad apples should doom
    an entire genre.
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    Especially a genre that has given us
    some of the best stories in gaming history,
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    and definitely some of the best jokes. A genre
    that moves at a different pace to many others,
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    and offers more grounded, Macgyver-style puzzles
    than the sort of abstract fare you find in
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    a game like Portal or Antichamber.
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    So, instead of always beating on stupid point
    and click puzzles - which would be easy, because
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    there are a LOT of them - let's look at some
    golden rules that can be used to make a good,
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    responsibly-designed puzzle. Maybe we can
    help save this genre from the scrap heap.
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    Rule one is to provide clear goals.
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    Before you even get to the puzzles, players
    need to know what they're doing. They should
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    always know what their short and long term
    goals are, so they know which puzzles to solve,
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    and have the motivation to do so.
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    In bonkers comedy Day of the Tentacle, for
    example, we know that our long term goal is
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    to get stranded time travelers Laverne and
    Hoagie back to Bernard's time in the present.
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    BERNARD: Well, hurry up and bring them back.
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    DR. FRED: I will, as soon as I get a new diamond. Then
    all your buddies have to do is plug in their
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    respective chrono-johns and...
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    BERNARD: Plug them in?!
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    Which means Laverne needs to get into the
    basement
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    LAVERNE: I can see Doctor Fred's old lab, and his generator is still there. Gee I could really use that
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    power.
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    And we know this means getting into that grandfather
    clock and past that purple tentacle, which
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    is our new short term goal.
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    This might seem obvious, but you'd be surprised
    how many adventure games mess this up and
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    leave players directionless, trying to solve
    puzzles for no good reason.
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    LucasArts would often give multiple goals
    at the same time, so players can go work on
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    something else if they get stuck on one of
    the puzzles.
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    MAUREEN: The front forks are wasted so you'll have
    to get some new ones. And someone stole my
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    welding torch. And last but not least, I patched
    up your ruptured gas tank but you're out of
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    fuel and I don't have any.
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    BLUE TENTACLE: Entrants will be judged in three categories: best smile, best hair, and best laugh.
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    SOPHIA: You'll need all three stones if you want to
    find Atlantis.
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    BEN: Where am I supposed to find all this stuff?
    MAUREEN: You can hack it, tough guy.
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    Rule two is signposting.
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    Once a player starts working on a puzzle,
    the single most important thing an adventure
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    can do is provide clear signposting.
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    Anybody who says that adventure games are about
    trying to guess what's in the designer's brain,
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    obviously isn't paying attention. The best
    point and clicks are littered with clues that
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    tell you what to do, often by looking at objects
    or talking to characters.
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    So in Day of the Tentacle, if we talk to this
    purple tentacle we get a nice clue that tells
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    us how to bypass him.
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    'TACHE TENTACLE: But no one gets to this clock while I'm here. And unless I have to go chase down some
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    escaped humans, I'm glued to this spot.
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    And if we chat to the guard looking after
    the human prisoners, he says:
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    GUARD TENTACLE: What are you doing for dinner? How about Club Tentacle? Ah, what am I saying, I can't afford
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    to take out the trash let alone a classy babe
    like you.
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    So, maybe we should try to win the human contest,
    then.
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    'TACHE TENTACLE: Why, the grand prize is dinner for two at Club Tentacle.
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    Signposting is like providing lots of little,
    subtle goals for those who are listening and
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    looking carefully.
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    Too subtle and the clue can be missed, of
    course. Too obvious and the player feels cheated.
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    But get it just right, and the player is set
    up for that all-important 'a-ha!' moment.
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    That rush of blood to the brain when you
    have a lead, and can start figuring stuff out.
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    Poor signposting leaves players not understanding
    the point of the puzzle. When Manny looks
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    at this pneumatic message tube, he just says:
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    MANNY: It's locked.
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    Which might make you think you need a key
    or to break the lock, when actually the solution
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    is to slide a card into this slot.
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    Trust me, even the most stupid puzzles, like
    one about how it always rains whenever you
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    wash a car, can be saved with good signposting.
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    BERNARD: Some people think that washing one's vehicle will make it rain.
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    THIEF: Oh?
    BERNARD: Uh huh.
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    THIEF: How about that?
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    Rule three is feedback.
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    A puzzle should help solve itself, letting
    you know if you're on the right track and
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    rebuffing you if you're not.
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    If you try to do something that makes some
    logical sense, it's utterly infuriating to
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    hear some generic line like
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    GABRIEL KNIGHT: Nope, those don't work together.
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    MANNY: I don't really wanna do that
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    So, instead, the player should get a explanation
    of why that specific combination is flawed,
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    and hopefully a small nudge towards the real
    solution.
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    LAVERNE: Stop chattering mummy.
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    LAVERNE: The judges will think you're chewing gum. Oh this will never work.
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    Follow those three golden rules and you should
    end up with good puzzles. Puzzles where the
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    player knows what they need to do, and has
    a good idea of how to solve it, and is helped
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    to come to the right answer.
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    Puzzles that, if you look them up, make you
    say "oh, I should have figured that out" and
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    not "are you kidding me?!" Puzzles that feel
    fair, and don't send the player rushing to
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    GameFAQs or the LucasArts hint line.
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    Of course, elevating a puzzle from good to
    great is where the real creativity comes in.
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    Play Day of the Tentacle when that promised
    remastered version comes out, and solve the
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    brilliant time-traveling puzzles that make
    use of the three characters being spread across
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    400 years of history to see how it's done.
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    Tentacle is not perfect, of course. It requires
    some real-world knowledge that not all players
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    have, it's got a tiny bit of pixel hunting,
    and if you don't listen carefully you'll miss
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    the signposting altogether and can't always
    hear it a second time.
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    But if LucasArts was making it today (or,
    making any games today), there are lots of
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    modern conveniences that it could use to make
    the experience even more palatable.
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    Many games today let you highlight all interactive
    objects to avoid pixel hunting. Telltale's
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    early games have characters spill hints if
    you fail to solve a puzzle in a certain amount
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    of time. Sci-fi noir Gemini Rue has multiple
    solutions to some puzzles and robot odyssey
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    Machinarium gives away the answer, but only
    if you can finish a mini game.
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    While many blame the death of the adventure
    game on these harebrained puzzles, others
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    have claimed that it was the genre's inability
    to evolve. 3D graphics only made the games
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    more clunky, and the addition of extra mechanics
    was rarely successful. They just couldn't
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    keep pace with other genres, critics say.
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    But I think there's lots of room for innovation,
    and reason to return to this genre. Adventure
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    game revivalist Wadjet Eye has games like
    Resonance that turn your memories into inventory
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    objects, and Technobabylon which lets you
    talk to electrical objects while you're in
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    a cyber trance.
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    And even before the genre kicked the bucket,
    games like The Last Express toyed with real-time
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    adventuring, and Blade Runner encouraged multiple
    playthroughs by randomly picking which characters
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    would be a replicant.
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    So there's plenty more for this genre to do,
    and I for one hope it lives on. But it does
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    need smarter, more player-friendly design
    to shake off that stigma of being the genre
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    of cat hair moustaches and nuisance goats.
    Until then, it might never come back in any
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    meaningful way. And I think that would be a shame.
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    Thanks for watching! What's the worst puzzle
    you've ever come across in a game? Tell us
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    why it sucked so bad in the comments down below.
    Also, please like the episode, subscribe on
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    YouTube, and consider supporting me and my
    ad-free videos, over on Patreon.
Title:
Point and Click Puzzle Design | How to Design Puzzles
Description:

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Duration:
09:40

English, British subtitles

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