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GDC 2011 Notes – Designing Limbo’s Puzzles

Focus on gameplay

Puzzle Design Principles in Limbo

  • Challenging problem-solving
  • There’s a difference between pretending to solve a puzzle (doing a puzzle) vs. actually solving a puzzle (thinking through, arriving at conclusion, executing)
  • Easy and quickly-understandable mechanics
  • As few elements as possible and simple elements
  • Discourage brute-force trial and error, it ends with the player not getting enough of a sense of achievement
  • Don’t repeat puzzles, puzzles do not have replay value
  • Solve complicated problems with simple explanation
  • Do not challenge player through volume of STUFF

Ideal play script

  • Arrive at puzzle
  • Attempt obvious solution
  • Fail
  • Learn by dying
  • Player stops, analyzes situation and derives strategies
  • Solve the problem

The more the player struggles, the more rewarding the solution will be

How can we predict the wrong strategies that players will attempt, and how can we let them know those strategies will be wrong?

Anticipate how the player will solve your puzzle through:

  • Playtesting
  • Thought exercises
  • Scripting it out

You can always count on the player to press the button

Intentionally mislead the player, which reveals some piece of information about the puzzle

Player needs to know what to do when they arrive at the puzzle (get to point B)

Two ways to think of player – you only want him to get stuck for a little bit

Enemy

  • Plant devious tricks and foils in the puzzle
  • Deliberately Frustrate the player

Friend

  • Environment is accessible and readable quickly

What is the core idea of the puzzle, keep focused on that?

Puzzle should be easy to execute. Once the player has figured it out, it should only take him one go to execute it.

Don’t let the player think the puzzle is impossible

 

Playdead’s Editor

  • Like a 2D unreal with kismet layered on top of it
  • Play-in-editor
  • Builder brushes
  • Kismet nodes link directly to objects in world
  • Joints and hinge actors
  • Physics
  • Prefabs (with scripts, particles, and “mesh”)
  • Encourages designers to keep puzzle simple by muddying their view with all their kismet linkages

By Ozzy

Graduated in May 2011 from Ringling College of Art and Design with BFA in Game Art and Design. Tech Artist with strong work ethic, organization and time management skills, initiative, adaptability, and communications skills.

Credits:
- Darksiders II (in production)
- Saints Row: The Third (Art Intern)

Specialties
3DS Max 2012
Maxscript
Python
Perforce
Unreal Development Kit
Maya 2011
xNormal
Photoshop CS5
3DS Max 2010
Unreal Kismet
Crazybump
Dreamweaver CS3
Premiere Pro CS5
MEL
Hansoft
Mudbox 2011
zBrush 4
Corel Painter XI
AfterEffects

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