Level Design Workshop: Solving Puzzle Design
84,482
2017-12-19に共有
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コメント (21)
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43:03 • “So remember: puzzles are fun for the player, not the designer. Don’t get super excited about feeling clever — just make a good experience.” Such good advice, ah!
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"Think about it." I seriously only just realised this.
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For anyone struggling to solve the puzzle of Jumpy J at 5:15 ; the researcher Menzel talks about is called Jean Piaget.
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This talk is a really good starting point for puzzle designer, thank you. Her laugh is adorable :)
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4:02 I like this. Yes, games are designed to make you feel powerful. But no genre makes me feel more brain powerful than solving puzzles.
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Great talk! You can tell she has a passion for that she's talking about :)
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Very valuable talk. Thanks! :D
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This Talk has been extremely informative and well presented. Thank you very much!
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A puzzle can have more than one solution and can be competitive. Many great puzzle games in fact are. Puzzles also don't need to be about a sense of accomplishment but can just be an interesting exploration of an idea or system.
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Wonderful talk! Thank you so much.
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the awkward laughs make this such a charming talk
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Tremendous talk. Thank you.
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Half Life 2 is a good example of a FPS with puzzle elements during action and during calm settings.
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Great Talk!
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Great talk. Thanks!
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6:47 that would be a fun story of discovering the solution, but there are two pictograms there which spell it out before you can discover it on your own.
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Great talk.
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good talk! super informative
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Are there steps or points that we can follow/take to create a level with compound difficulties? (For example, having a puzzle with an easy, medium, and hard solution to the puzzle, each of which giving the player a different reward.) I'm looking to create a situation that can be testing or challenging to certain players, yet casual to those who just look to enjoying the playthrough.
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Grate video, its comment for Andrew