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       #Post#: 89--------------------------------------------------
       Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 1:28 pm
       ---------------------------------------------------------
       Bob Bates, 1997
       Game Developers Conference
       Source
  HTML http://web.archive.org/web/20160128131626/http://www.scottkim.com.previewc40.carrierzone.com/thinkinggames/GDC00/bates.html
       In the beginning… there were puzzles. At the dawn of adventure
       games, stories were practically non-existent, characters were
       heard from but rarely seen, and the measure of a game lay almost
       solely in the mental challenge it presented.
       Those days are over.
       As the genre has matured, people are more likely to
       evaluate a game by the quality of its story and graphical
       presentation than by the ingenuity of its puzzles. When today’s
       game buyer does think about puzzles, he is more likely to ask if
       they get in the way of the story. Are they so difficult they
       will prevent him from finishing the game? Do they make any
       sense? Are they fair? Are they fun?
       But puzzles still lie at the heart of adventure gaming.
       Good puzzles contribute to plot, character, and story
       development. Good puzzles draw the player into the fictional
       world. Good puzzles can make a game great. Bad puzzles, however,
       do none of those things. They are intrusive and obstructionist.
       Like bad writing, they draw attention to themselves and divert
       the player’s attention from the story, destroying the magical
       experience the author is trying to create.
       In this paper we’ll look at the different types of puzzles,
       what distinguishes good design from bad, how to adjust the level
       of difficulty, and how to use puzzles to enhance your story.
       #Post#: 90--------------------------------------------------
       Re: Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 1:47 pm
       ---------------------------------------------------------
       Types of puzzles
       The art of puzzle design lies in creating an original set
       of problems and solutions that are appropriate to the story you
       are telling. Even so, puzzles fall into recognizable categories
       and it is important to know what they are and when you can use
       them. Here are some of the categories:
       1. Ordinary use of an object in the way it was obviously
       designed
       This is the simplest puzzle of all. You enter a dark room
       and discover an empty light socket. You check your inventory and
       discover a light bulb. You screw in the light bulb, turn on the
       switch, and now you have light. This is the most straightforward
       kind of activity you can ask a player to perform.
       2. Unusual use of an object
       This takes advantage of secondary characteristics of
       objects. It relies on players recognizing that things can be
       used in other ways than their creator intended. Diamonds make
       pretty rings, but they can also cut glass. A candle can light up
       a dark room, but its wax can also be collected to make an
       impression of a key, or it can light a fire that will set off a
       smoke alarm, or the heat from its flame can be used to expose
       secret writing on a piece of paper.
       3. "Building" puzzles
       Sometimes you need to create a new object out of raw
       material that is available in the game. You can do this either
       by converting one object into another, or by combining two or
       more objects to create something totally new. In the first case,
       if there is a crevasse to cross and a tree growing next to it,
       perhaps you can give the player an ax to cut down the tree and
       create a bridge.
       In the second case (courtesy of designer Ken Rolston),
       let’s say there is a baby crying in a cradle and you want to
       calm her down. You can take a few strips of kindling, tie them
       together with thread, attach a few brightly colored trinkets,
       and hang the resulting mobile over her bed.
       The most common danger with "building" puzzles, however, is
       that a designer often assumes that players will automatically
       jump to the solution the designer wants them to. Perhaps the
       player thinks the baby is crying because she is hungry, or cold,
       or wants to be rocked, or just held? Building a mobile is far
       down on the list of things a player may think of to try to calm
       a baby. What you must do is give the player the information he
       needs to nudge him towards the solution. In this case, you can
       have the infant’s father tell you that the baby is well rested
       and fed, but that he left her favorite toy - a mobile - back
       home.
       4. Information puzzles
       These are puzzles in which the player has to supply a
       missing piece of information. It could be as simple as supplying
       a password, or as complex as deducing the correct sequence of
       numbers that will defuse a bomb.
       5. Codes, Cryptograms, and other "word" puzzles
       These are a subset of Information Puzzles that define the
       boundaries of the kind of information the player is looking for.
       It is important that the designer let the player know when he is
       trying to solve a word puzzle, as they are generally unrelated
       to the game’s mood and setting. One way to do this is to
       establish the character demanding the information as someone who
       relishes wordplay. In the case of cryptograms, anything more
       complex than a single letter substitution should probably be
       considered out of bounds.
       6. Excluded middle
       This is one of the hardest types of puzzles. It relies on
       setting up dependable cause-and-effect relationships, and then
       requiring the player to recognize that one particular action
       will kick off a chain of events that will culminate in the
       desired action taking place. Stated in terms of logic; "a"
       always causes "b", and "c" always causes "d". So when the player
       finds himself in a situation that requires "d", in a location
       where he has reason to believe "b" and "c" would be linked, then
       hopefully, he will perform "a".
       Preparing the way. A wrinkle on the excluded middle that
       makes it even more difficult is to require the player to create
       the condition that would cause the final link in the chain to
       occur. The longer the logical chain, and the more conditions the
       player has to create, the harder the puzzle gets. Be careful of
       this, however, because it can quickly become a case of asking
       the player to "read the designer’s mind," (see the discussion
       "What Makes a Bad Puzzle" later in this chapter).
       7. People puzzles
       The most satisfying puzzles are those which involve people.
       This is because while trying to solve them, the player
       inevitably learns more about the game’s characters, and good
       characters are the backbone of good stories. These puzzles
       usually involve a person who is blocking your progress or who
       holds a piece of information that you need. In order to progress
       in the story, you have to learn the "key" to their desires. If
       it is a guard, perhaps he can be bribed. If it is a spy, perhaps
       you can uncover the secret piece of information he has been
       seeking. If it is a megalomaniac, perhaps you can find something
       to stroke his ego. If it is a child, perhaps you can find a toy.
       8. Timing puzzles
       This is a difficult class of puzzle that requires the
       player to recognize he must take an action that will not yield
       an instant effect, but instead will cause something to happen at
       a particular point in the future. This gets even harder if more
       than one location is involved.
       9. Sequence puzzles
       These are puzzles that rely on performing a series of
       actions in just the right order. Mostly they are comedic, as in
       the Babble Fish puzzle in Hitchhiker’s Guide to the Galaxy by
       Steve Meretzky. Usually, the player is presented with a simple
       means of achieving a simple goal. When he performs that action,
       however, something suddenly pops up to prevent it. The situation
       then resets, and the player must put something in place to solve
       the new problem before kicking off the sequence again. This can
       get quite elaborate.
       10. Logic puzzles
       If Mr. Robinson is a dentist, and Mr. Smith drives a brown
       car, and Mr. Jones only opens doors on Wednesdays, then you get
       the idea.
       11. Classic game puzzles
       These aren’t true adventure game puzzles, but they seem to
       find their way into many games anyway. Examples are magic square
       puzzles, move-the-matchstick puzzles, or
       jump-the-peg-and-leave-the-last-one-in-the-middle puzzles. The
       thing to remember about them is that there should be an easy way
       to "re-set" them so that the player can return quickly to the
       opening position if he gets hopelessly tangled. I also believe
       they are sufficiently outside the genre that the designer should
       provide either a "help" system or an alternative to completing
       the puzzle so that players who are not adept at them (like me)
       don’t get stalled.
       12. Riddles
       This is one of the least satisfying kinds of puzzles,
       because if the player doesn’t get it, he doesn’t get it. If
       you’re going to do a riddle puzzle, be sure to include plenty of
       hints in nearby locations.
       13. Dialog puzzles
       A by-product of dialog trees, these puzzles require the
       player to maneuver a conversation down the correct path until a
       character says or does the right thing. The big advantage of
       dialog puzzles is that nothing brings out character like talking
       to someone. The big disadvantage is that the solution is always
       lying in front of the player if only he has the patience to
       pursue every option of every dialog. This is tedious at best,
       and promotes a feeling of player paranoia. ("Gee, I wonder if I
       missed some crucial piece of information because I didn’t go
       down every path of the dialog tree. Maybe I’d better restore and
       go back and do that.") The best solution to this problem is to
       acknowledge that you’re not really presenting a puzzle here, and
       to manage things so that the player cannot exit until he has
       acquired whatever crucial piece of information he needs to
       proceed.
       14. Trial and error puzzles
       A player is confronted with an array of choices, and with
       no information to go on, he must try one thing, find it doesn’t
       work, and keep trying new things until suddenly one of them
       clicks.
       15. Machinery puzzles
       These are puzzles in which the player must figure out how
       to operate the controls of a machine. Sometimes it involves
       trial and error, sometimes logic. In Mission Critical, by Mike
       Verdu, there was a rupture in the pipes that supplied coolant
       fluid to the spaceship’s nuclear reactor. The player had to
       manipulate the controls of the machine that pumped the fluid
       through the pipes to re-route the fluid past the rupture and
       prevent a melt-down.
       16. Alternate interfaces
       These can be anything from machinery puzzles to maps. You
       remove the normal game interface and replace it with a screen
       that the player has to manipulate in order to reach a
       pre-defined condition. The coolant fluid puzzle mentioned above
       provided an excellent opportunity to create an alternate
       interface.
       17. Mazes
       "You are in a maze of twisty passages, all alike." Mazes
       used to be a staple of adventure games. They required the player
       to take a pencil and paper and map the locations, usually by
       dropping inventory items in them. Over time, mazes have become
       cliché. Now I recommend doing them only if there is a unique
       twist to mapping or finding your way through the maze.
       18. Overall "gestalt" puzzles
       Sometimes a puzzle comes not from performing a specific
       action but from recognizing a general condition. The best of
       these that I recall is the "sundial" puzzle in Trinity, by Brian
       Moriarty. At the beginning of the game, you are standing next to
       a sundial in Kensington Gardens. After a sequence of
       extraordinary events, you find yourself transported to a
       completely bizarre world. As you explore, you find some parts of
       the world shrouded in darkness. Later, those same areas are
       bathed in light. After a while, the player realizes that this
       new world exists on the face of the sundial, and the darkness is
       the shadow cast by the gnomon as time passes.
       #Post#: 91--------------------------------------------------
       Re: Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 3:07 pm
       ---------------------------------------------------------
       What makes a bad puzzle?
       The key to the reasonableness of puzzles is to make their
       circumstances fit the world you have created. You wouldn’t have
       malfunctioning nuclear plants in a sword-and-sorcery fantasy
       game. Nor would you try to summon a magical wizard in a hard
       science fiction game. Good puzzle design involves looking around
       the world you have created, and using obstacles, objects, and
       characters that would naturally occur in that environment. Bad
       puzzles violate not only this, but potentially several other
       rules:
       1. "Restore" puzzles
       It is unfair to kill off a player for not solving a puzzle,
       and only then provide him the information he needed to solve it.
       For example, lets say a player innocently opens an unmarked door
       and walks into a room. The door swings shut and the room fills
       with poisonous gas. As he chokes and dies, he sees someone else
       entering the room wearing a gas mask.
       It may be reasonable enough to have a gas-filled room at
       that point. And it certainly is easy enough for the player to
       restore (or "undo") to the point before he entered the room and
       to find a gas mask. But it is not fair. You gave him no reason
       to think that opening the door was dangerous ahead of time.
       Ideally, a player should be able to complete a game without ever
       having to restore. In this case, you could put a warning sign
       outside the door, or show tendrils of smoke escaping from under
       the door, or any of a thousand other ways to avoid putting the
       player in a position where you say without warning, "Bang!
       You’re Dead."
       2. Arbitrary puzzles
       Effects should always be linked to causes. Events shouldn’t
       happen because the designer decides it’s time for them to
       happen. This happens most frequently when the designer doesn’t
       want to let the player leave an area until he has solved all of
       the puzzles there. So he simply waits until the last of these
       puzzles has been solved, and then magically allows the player to
       proceed, without explaining how solving that set of puzzles
       logically led to his new capability.
       3. "Designer" puzzles
       Avoid, too, those puzzles that make sense only to the
       designer. Just because the connections are clear in your head
       does not mean they will make sense to the player. The best
       defense against designing these kinds of puzzles is a good
       testing corps. Bounce your ideas off people. If you have to
       explain how the puzzle works (or why) more than twice, you
       should either simplify or abandon it.
       Problems also arise when the designer sets out to prove
       that he is smarter than the player. Perhaps you know some arcane
       bit of information, or are aware of a little-known relationship
       between two people or events. It is tempting to make this the
       core of a puzzle, and when the player fails to solve it, only
       then reveal the information. Resist this temptation. You are as
       much the player’s partner as his adversary. He is relying on you
       to give him the information he needs to play the game. He will
       admire you more for playing fair than for parading your
       storehouse of unusual knowledge.
       4. Binary puzzles
       Avoid binary puzzles. These are puzzles with "yes" or "no"
       answers that yield instant success or failure. If you open door
       #1, you die; if you open door #2, you win. It becomes but the
       work of a moment to try door #1, fail, restore, and open door
       #2. This is one of the most common errors that inexperienced
       designers make. They create "Lady or the Tiger" puzzles that
       gamers will blow right by without expending more than two
       seconds of creative thought. In cases where you give the player
       choices, give him lots of choices, and make it difficult to
       simply choose, fail, and restore.
       5. "Hunt the pixel" puzzles
       With the advent of graphical interfaces, another trap has
       been created for designers who don’t work closely enough with
       their artists - the "hunt the pixel" problem. Sometimes an
       important object on the screen is so small that it is easy to
       overlook. This is usually created by problems of scale. If the
       room is large and the object is small, the player may overlook
       it.
       Solutions to this problem are to:
       a) Make the object stand out against the background through
       contrasting color or animation,
       b) Move the object into the foreground, or as a last resort,
       c) Make the "hot spot" for the object larger than the object
       itself. Thus, when the player is "scanning" the screen (running
       the mouse back and forth across the picture to see what object
       names light up), he has a better chance of stumbling across the
       item. This will also help reduce player paranoia, which I
       discuss elsewhere.
       It is very unsettling for a player to worry that the reason
       he can’t solve a particular puzzle is because there is some tiny
       area of the screen he has overlooked. If he finds out that this
       is the case, he will get mad at you.
       #Post#: 92--------------------------------------------------
       Re: Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 5:51 pm
       ---------------------------------------------------------
       What makes a good puzzle?
       Many of the above design problems yield puzzles which a
       player not only fails to solve, but which he eventually learns
       he never could have solved. This leads to a "poisoning of the
       well," an unhealthy skepticism in players’ minds that the
       designers aren’t playing fair. It is essential to learn the
       elements of good puzzle design so that players will learn to
       trust you.
       Fairness. In a fair game, the answer to every puzzle is
       contained within the game. In addition, a player should
       theoretically be able to solve it the first time he encounters
       it simply by thinking hard enough (assuming he has been
       presented with all the information). Like a good mystery novel,
       it isn’t fair to wait until the last page, only to have the
       author reveal previously-withheld information that identifies
       the murderer.
       Natural to the environment. With due respect to games which
       plop logic or mathematical puzzles into the middle of the story,
       that is not the way to move a narrative along. The best puzzles
       fit naturally into the story and give the player the opportunity
       to learn more about the people, the setting, and the world they
       are exploring.
       If you enter a room and the first thing you encounter is a
       "magic square" puzzle that seems to have dropped out of nowhere,
       all suspension of disbelief is gone, all the magic of the
       environment evaporates, and the player might as well be reading
       Games Magazine.
       Instead, imagine that you enter a room and discover a door
       blocked by a woman whose head is bent in sorrow, tears falling
       from her eyes. To get through the door, you need to dislodge the
       woman, but she is so distraught that you cannot get past. NOW
       you’ve got something. Who is this woman? Why is she crying? What
       will it take to make her stop crying?
       To find the answers you will have to talk with her or
       someone else, learn a little about her background, or look
       around in other spots to find something that might mollify her
       grief. All these activities are drawing you into the story. They
       make you explore the setting and the motivations of the
       characters who populate this world. If the backbone of good
       fiction is character, the backbone of good interactive fiction
       is puzzles that involve those characters.
       Amplify a theme. Ideally, a puzzle should amplify the theme
       of the game, if there is one. You shouldn’t have the player
       taking actions contrary to the character you have set up. The
       actions must be reasonable things for his character to do. You
       wouldn’t expect an animal rights activist to gain access to a
       high-security compound by shooting the guard dog.
       The "V-8" response. The sign of a great puzzle is the V-8
       response. When the player finally gets the answer he hits his
       hand to his forehead and says, "A HA! Of COURSE!! How could it
       have taken me so long to figure it out?" The sign of a bad
       puzzle is when he says, "There is no way I could ever have
       solved that. I don’t even understand it now! Why does this work?
       Oh well, either I’m just stupid or this game is really unfair."
       #Post#: 93--------------------------------------------------
       Re: Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 6:05 pm
       ---------------------------------------------------------
       Levels of difficulty
       In the early days, games were difficult. Now games are
       easier. Whether it’s due to the advent of the mass market, the
       "poisoning of the well," or a shortened player attention span,
       you have to be very aware of how difficult your puzzles are.
       Fortunately, one of the easiest parts of designing a puzzle is
       adjusting its level of difficulty.
       1. Bread Crumbs
       One of the easiest ways to adjust the level of difficulty
       is to change the amount or directness of the information you
       give the player. Remember Hansel and Gretal walking through the
       forest, dropping bread crumbs behind them so that people could
       pick up their trail? The bigger the bread crumbs and the more
       frequent they are, the easier it is for the player to find his
       way through the woods.
       For example, Let’s say you have created a wall safe that
       the player knows contains vital information. If you tape the
       combination on the wall next to the safe, it is scarcely a
       puzzle at all for the player to read the combination and use it
       to open the safe. If you hide the combination under the rug in
       that room, the puzzle becomes a little more difficult, because
       the player has to lift the rug to find it. Still not all that
       difficult however.
       Now let’s say that instead of writing out the combination,
       you put a picture on the desk in the room of a smiling older
       couple with the inscription "Happy Anniversary: 6-9-93" It would
       be a little more difficult for the player to make the jump that
       the date on the picture might be the combination of the safe.
       Now let’s change the inscription to "Happy 50th Anniversary,
       June 9, 1993." It requires even more thinking for the player to
       think that the person owning the safe might consider the wedding
       day more memorable than the anniversary of it, and therefore he
       should subtract 50 from the 93 to get a combination of 6-9-43.
       The next step would be to put the picture not on the desk,
       but in the owner’s wallet, which you discover in a trash can on
       the other side of the city. Finally, if you really want to be
       cruel, you could make the man British, so the combination should
       be 9-6-43, because the English order their dates by
       day/month/year, rather than month/day/year. (If you don’t
       mention this idiosyncrasy elsewhere in the game, however, you
       are falling victim to the "designer puzzle" trap mentioned
       earlier.)
       2. Proximity of puzzle to solution
       Although in a fair game, the answer to every puzzle is
       contained within the game, how close the designer puts the
       answer to the problem will determine how easy the puzzle is.
       This is true both psychologically and geographically. If it’s
       late in the game and the answer involves remembering an arcane
       bit of information you supplied in a side comment back at the
       beginning of the game and half the world geography away, that
       puzzle will be difficult. The more attention you drew to that
       side comment, the easier the puzzle will be. When confronted
       with the puzzle near the end of the game, if a character pipes
       up and reminds the player of that side comment, the puzzle gets
       easier.
       3. Alternate solutions
       Another way to make a game easier is to provide alternate
       solutions to puzzles. The problem with this is that they can be
       expensive to implement because of the increased graphic
       requirements, and they may make the game too easy. Also, it’s
       hard enough for the designer to robustly handle one solution,
       much less two.
       4. Red Herrings
       One way to make a game harder is to include red herrings,
       although I seldom do. I believe players spend so much time
       making up their own scenarios that it is completely superfluous
       for me to do so as well.
       5. Steering the Player
       This brings us to responding to player inputs that don’t
       actually solve puzzles. You should constantly be steering the
       player toward the right answers to the puzzles by providing
       little (or big) clues in the responses you make to his inputs.
       Responses should contain little nuggets of information, so
       that the longer a player sticks to it and the more things he
       tries, the more knowledge he accumulates about what might work.
       You should help him circle in on the solution, never being
       entirely obvious, but providing enough bits of data that
       eventually a critical mass will be reached and he will realize
       what he is supposed to do, all without feeling he has cheated by
       going off and looking for a hint.
       #Post#: 94--------------------------------------------------
       Re: Designing the Puzzle
   DIR By: Pam
       Date: June 7, 2021, 6:17 pm
       ---------------------------------------------------------
       How to design the puzzle
       Having learned about different puzzle types, good and bad
       design, and adjusting levels of difficulty, how do you go about
       actually creating the puzzles?
       In any story, the author creates a character and gives him
       a goal. But in a good book, the path to the goal is never easy.
       Myriad opponents stand in the way - bad guys, nature, internal
       conflicts, fate - all these conspire to litter the hero’s path
       with obstacles. If the path were easy, the book would be dull.
       The same is true of adventure games. If the player can click
       through a game in two hours, he is not making significant
       choices, and he is not getting his money’s worth.
       Creating the puzzle
       So you begin where any author begins, with your story and
       characters. You create a setting and populate it with
       interesting characters. Then you create the role of the player,
       and give him an overall goal. As you break the story down into
       scenes, you establish a sub-goal for each scene that fits into
       the overall story. Within the scene, you must create obstacles
       that hinder the player from reaching the sub-goal. Those
       obstacles are the puzzles.
       Consider the opening sequence of the movie Raiders of the
       Lost Ark. In the movie, Indiana Jones emerges from the jungle to
       stand before a waterfall. He puts together two pieces of paper
       to form an old map. This establishes the goal - treasure!
       In the next few minutes he flicks a gun away from a man
       with his bullwhip, enters a cave full of poisonous spiders, puts
       his hand in a shaft of light to set off a booby-trapped wall of
       pointed spikes, swings on his whip over a bottomless pit, uses a
       torch to spring a paving stone trap, swaps a weighted bag of
       sand for the golden idol, and then runs for his life to
       outsprint a huge rolling boulder.
       In each of these cases, the hero was presented with threats
       or obstacles that were appropriate to the exotic setting. And in
       each case, he used the material at hand to overcome the problem.
       The job of the puzzle designer is exactly that, to create
       threats and obstacles that are appropriate to the story and the
       setting, and to give the player the means to solve those
       problems in a way that make sense within the story’s genre.
       So as you approach the problem of puzzle design, think of
       the character you have created. Think about where he is trying
       to go and what he is trying to do. Then think about reasonable
       obstacles to place in his path. Finally, using the principles of
       good design to make the task fair and reasonable, give the
       player the means to get past the obstacles.
       Player Empathy
       To determine what is "fair and reasonable" you need to be
       able to put yourself in the player’s shoes. You need to develop
       what I call "player empathy." This is the ability to look at the
       game from the player’s point of view, even though the game is
       still nothing more than a swirling design in your head. You
       must, as the potential player, be able to say, "This is the
       situation I’m in, and here is what I’ve been told. I know my
       long term goal, and I know my short term goal within this scene,
       but right now I’m being blocked by these two problems. Now… how
       am I going to solve them?"
       Once you can look at the game from the player’s point of
       view, you can anticipate the kinds of things he is going to want
       to try. And once you have learned to anticipate his moves, you
       can give him a better game experience by writing non-default
       reactions to them.
       Another part of player empathy is letting the player know
       where the puzzles are. In a game, anything the player can’t do
       is likely to be perceived by him as a puzzle. It’s up to the
       designer to let him know when this is true and when it’s not.
       Players have enough trouble solving the real puzzles in the game
       that we don’t need them chasing off to solve puzzles that aren’t
       really there.
       For that reason, it is sometimes useful to let the
       architecture of the game show through. "You can’t go that way"
       used to be a response that would annoy game players because they
       wanted a reason. But when the player has bumped up against the
       limits of the world, it is important to let him know, so that he
       doesn’t think this limit is just another obstacle to be
       circumvented. If you had said instead, "A large boulder blocks
       your path", it is reasonable for the player to think that his
       next task is to move that boulder. If this isn’t a puzzle you
       want him to be solving, you must say so in the most unambiguous
       language you can muster.
       This idea of player empathy is so important that I consider
       it to be the single greatest indicator of whether or not a
       person can be a successful game designer. If you cannot learn to
       put yourself inside the player’s head, you will never be able to
       design a game that will capture and hold someone’s attention.
       You must learn to "play the movie in your head" and anticipate
       what the player is going to try. Only then can you "steer" him
       towards the right answers, respond to his off-the-wall inputs,
       and ensure at every turn that he is always having fun.
       Summary
       As a puzzle designer, make sure your puzzles enhance the game,
       rather than detract from it. Use puzzles to draw the player into
       your story and learn more about your characters. Don’t withhold
       the information he needs to solve the puzzle. Develop player
       empathy and strive for that perfect level of frustration that
       drives a player forward instead of turning him away. And above
       all – Play Fair!
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