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 Forum index » Meta » General META Discussion
ROTten puzzles
Moderators: imbri, ndemeter
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L.Boomer
Decorated


Joined: 15 Oct 2003
Posts: 170
Location: The Gym by the Beach, or the Beach by the Gym.

ROTten puzzles

Is it just me or is anybody else tired of seeing puzzles based on simple ROT and Vigenere!

WARNING: long rant follows

I am sorry but I think this is one of the major problems with the indie game scene at the moment. There is a major lack in the creativity of the puzzle design and context. Some of them (not all) seem to follow this simple cookie cutter design like they are making the game out of some workbook on ARG design. The thread about what we need to offer the indie community sparked a bit of a conversation with some friends of mine yesterday, and something funny happened. Someone was describing a game and we were unable to pinpoint which one they were trying to describe, because it could have been one of a number of them that did the same thing. How can you expect to get recognition for your game if it is unrecognizable from others?

As far as puzzle design and story content , try to be creative.
The following instances are being used to point out a few things that bother me, and are not meant to put down any game in particular, rather just to illustrate a point.

example 1 wrote:
Help me please! I have been taken hostage by some faceless organization. They currently have me locked in the trunk of a car, but I can't see where exactly we are. Thank goodness they forgot this laptop in the trunk. I knew I should always carry my copy of PHLAK around so I can find an open wifi signal.....


Huh? Are we really supposed to buy this scenario?

example 2 wrote:
I am not really used to writing in a blog, I usually don't have too much to say. Luckily something kind of interesting did happen today. I took my dog out for a walk in the snow so he could relieve himself, and to my surprise it actually kind of looked like he spelled something out whilst lifting his leg. It was just gibberish really but I did write down what I saw. IMTJA HOWAT FNYYS SBFSJ VWBLD SFJPO YJISP FYYWS PVSMK IGJUC IIKFY. He did let out his usual "woof" after he was done so I think he is fine. Maybe my new friends can help?


There are so many things that can be done to make an interesting puzzle (preferably one that is in context with the story being presented). I really don't care if I ever see another ROT/ Vigenere code again. They have been done to death, they are easily solvable, and in my opinion shows me that the PM is not putting much thought into the game design at all. In fact I will go so far as to say that with some of the games, I get the distinct feeling that they are being done by someone who is making the game more for the purpose of joining the "PM Club" than anything else.

step one: post launch with phony account.
step two: introduce half thought out main character
step three: character in trouble (vigenere puzzle)
step four: wrap-up, pop out from behind the curtain and take a bow as everyone basks in the glory of your PM power!!!!

Let me take a moment to dispel a few myths of the mysterious PM.

We don't have a super secret clubhouse. We don't get a retirement account, we don't have a union, there is no membership card that gets you 10% off of internet access and used computer parts, we don't get super classy blazers to sit around in while we reminisce about days gone by (although I do see in another thread that Ozy is trying out a prototype nacho-cheese suit but I will say right now that orange is not my best color), and most importantly we don't get handed the keys to the kingdom. Respect as always needs to be earned.

Most of us make games because we are passionate about the game, not because we want to be in some "PM club". If that is your motive then please do us all a favor and find a better way to earn your "look at me" badge. If you are doing this purely for the game, then by all means please do, just make sure you put in the effort that the project deserves. Take some time to research what puzzles in the past were interesting and innovative and try to create one even better. That hard work is what makes a game successful.
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PostPosted: Mon Jun 06, 2005 12:19 pm
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krystyn
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Joined: 26 Sep 2002
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My 'look at me' badge is made of nacho cheese. Ozy's also developing a line of accessories, see, and has asked me to be the spokesmodel.

/me poses sexily.
/me sniffs the air suspiciously.
/me runs away.
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PostPosted: Mon Jun 06, 2005 2:56 pm
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RobMagus
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Joined: 17 Jul 2004
Posts: 469
Location: Vancouver, BC

Damn, if my dog could pee ROT codes, I'd be pretty friggin' impressed.

Something to note concerning puzzle design: it's hard. Perhaps some would-be PMs just drop a cheap ROT or whatever into their tiny pseudo-ARG so that can say they made a game, but I think that the majority of people just have difficulty coming up with innovative puzzles. However, they still want to make a game, so they, for whatever reason, don't let boring puzzles get in the way. They're easy to make, take up some time to solve, they're a nod to old-timers, whatever.

I -am- annoyed by ROT puzzles if they're used in a situation in which they just don't make sense. To solve this problem, I suggest that we have a gigantic brainstorm about what makes puzzles innovative/interesting, rather than say that PMs which use cheeseball puzzles are annoying and just trying to get into the "PM club". Criticism transformed into construction.

So:

What makes puzzles good?
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PostPosted: Mon Jun 06, 2005 3:04 pm
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krystyn
I Never Tire of My Own Voice


Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I remember we busted out a Vigenere way back in Lockjaw ...

Well, rather, I should say it was ANDY that busted out that cipher, but he totally intended for it to be cracked. In-game, the character who received the encrypted message definitely needed to be able to crack it. The key word was "Prague," backwards, but since Vignere is one of those ciphers that's crackable without even using the key, it was simply a way to color the puzzle with some mysterious backstory. As well as being difficult. Because Andy was being a jerk that day. Smile

I don't mind stuff that's familiar, but the trappings can really make it innovative, interesting, and immersive.

F'rinstance, we used Morse code in Metacortechs, but it was used in a short video of a glitch that one character managed to catch in a subway tunnel in Chicago. It was a simple message, and it was a subtle sound cue in an unexpected place. I really liked that Steve came up with that one; it's one of my favorite bits of the whole game.
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PostPosted: Mon Jun 06, 2005 3:13 pm
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jamesi
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Joined: 25 Sep 2002
Posts: 2195
Location: Canadia

What has always interested me, as far as puzzle content in ARG goes, is how the use of the puzzle affects the story. In short, why is that puzzle being used?

In JMX1, we designed the game as a puzzle trail first, and made a decision during development to include a very thin story later in the game. However, the puzzles made sense in the context of the story because the puzzles were a test for players at first (to get the brightest of the bright on the characters' side), and then a series of puzzles that led to Endgame. So, while the story/character/interaction elements weren't at the forefront of the game, whatever elements there were made sense with the puzzles.

Fast forward a couple of years to the recent trend of IM-based gaming. How much sense does it make when a stranger finds you and sends you a vigenere-encrypted message? How does that puzzle fit into the story? Is the puzzle just there for the sake of puzzle inclusion? And it's not just the puzzles used in IM interaction -- there have been a few puzzles in other ARGs that I've seen that I've wondered why they were given in the first place.

I think an ARG will be at its most successful level if a few things happen. I've said before that if the story isn't believable, then the game is of a lesser quality, and I'll stick by that. I've also said before that character interaction has to be credible within the scope of the story, or the game will suffer. Now I'll add to all of that by stating that puzzles, regardless of difficulty or method, should coincide with elements of the story or of the character(s).

So there.
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PostPosted: Mon Jun 06, 2005 4:34 pm
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Phaedra
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Joined: 21 Sep 2004
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jamesi wrote:
I think an ARG will be at its most successful level if a few things happen. I've said before that if the story isn't believable, then the game is of a lesser quality, and I'll stick by that. I've also said before that character interaction has to be credible within the scope of the story, or the game will suffer. Now I'll add to all of that by stating that puzzles, regardless of difficulty or method, should coincide with elements of the story or of the character(s).


Preach it, brother.
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PostPosted: Mon Jun 06, 2005 5:01 pm
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GuyP
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Joined: 15 Sep 2004
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Location: London, UK

Ah, to craft a believable puzzle is surely a challenge - not too many of those in reality, and unfortunately the medium happens to demand a sense of realism. Hence the proliferation of mischevious hackers, AIs, and more recently alternate-societies that happen to really like their puzzles. Hmm.

My personal perspective it that puzzles don't have to be in a traditional format if you consider them as general "tasks." A commonplace example of this is steganography - it isn't hard to crack per se, but you need to guess that the file might be stegged, download the little widget, and so on. Alas, that's been done to death too, but hopefully you can see where I'm coming from - puzzles are fundamentally about player action and problem-solving, not cracking codes.

As Sean Stewart explained in the ILB post-game chat:

Quote:
ok
last time out, the answer to a puzzle was, OMGWTFBBQ! I'M a XENOBOTANIST!
this time, the basic solution to the puzzle was, OMGWTFBBQ! I LIVE IN TOPEKA!


To jump in the car and drive to a payphone doesn't require a PhD, but nonetheless it requires players to analyse the situation and take appropriate action. That said, a lot of the players of ILB felt differently, so perhaps I'm in the minority here.

The largest puzzle in any game should be to figure out what's going on. This isn't something limited to ARGs either - films like Memento or 2001: A Space Odyssey also exploit this strategy to engage the viewer. The piecing together of disparate information from different sources of varying reliability isn't just (SPEC) - IT'S A PUZZLE IN ITSELF! And what could be a more realistic challenge for players? After all, for journalists, scientists, researchers, detectives, historians, plane crash investigators - to name but a few - that kind of puzzle is all in a day's work.

PostPosted: Mon Jun 06, 2005 8:09 pm
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skilletaudio
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Joined: 17 Aug 2004
Posts: 515

A very good point on perspective, GuyP. Looking back, there was just as much catharsis from figuring out just WHO characters are, and not What Is Happening Next!

PostPosted: Tue Jun 07, 2005 1:49 am
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HaxanMike
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Joined: 03 Jan 2005
Posts: 76
Location: Brooklyn, NY

GuyP wrote:

The largest puzzle in any game should be to figure out what's going on. This isn't something limited to ARGs either - films like Memento or 2001: A Space Odyssey also exploit this strategy to engage the viewer. The piecing together of disparate information from different sources of varying reliability isn't just (SPEC) - IT'S A PUZZLE IN ITSELF! And what could be a more realistic challenge for players? After all, for journalists, scientists, researchers, detectives, historians, plane crash investigators - to name but a few - that kind of puzzle is all in a day's work.


I completely agree. Ultimately, traditional puzzles are a dead-end for ARGs.

It's all about the story and the interaction. If the main story is developed in a way that players can truly affect the outcome via their actions and interactions that just seems infinitely more interesting to me than a puzzle.

-Mike

PostPosted: Wed Jun 08, 2005 12:51 pm
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GuyP
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Joined: 15 Sep 2004
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Location: London, UK

(Disclaimer: My perspective may be influenced by my unmitigated suckitude at puzzles.)

PostPosted: Fri Jun 10, 2005 11:30 am
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C_Brennan
Decorated


Joined: 02 Sep 2004
Posts: 236
Location: Pittsburgh, PA

Re: ROTten puzzles

surferstick wrote:
We don't have a super secret clubhouse. We don't get a retirement account, we don't have a union, there is no membership card that gets you 10% off of internet access and used computer parts, we don't get super classy blazers to sit around in while we reminisce about days gone by (although I do see in another thread that Ozy is trying out a prototype nacho-cheese suit but I will say right now that orange is not my best color), and most importantly we don't get handed the keys to the kingdom. Respect as always needs to be earned.


Yeah. If we had a supersecret clubhouse with a retirement account, I'd be making at least 10 games a week.

*Strolls on over to the totally not secret PM clubhouse with the pre-retirement account.*

But, in all seriousness, THINK YOUR GAMES OUT. I know, I know... my first game could have been a bit more thought out. And you know what, I learned my lesson. I know better than to just jump in feet first. It's stupid, and it's too much work all at once.

And puzzles, in my book, come after the story. Make sure you're not making a game with crappy puzzles and a crappy story. At least make it with a good story and crappy puzzles, or great puzzles and a crappy story. As Jamesi said, JMX worked great with a thin story, because that's all it required for that particular game.

Know what you want to create. Don't pull a Black Awakening, where I'm sure the PM wasn't sure what he wanted to do.
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PostPosted: Mon Jun 13, 2005 1:10 am
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

I will jump in and parrot, but on all sides of the curtain, one thing is wanted. for EVERYONE to have a good time.

Entertain the players
engage and entertain the pm crew

but mainly entertain the players.

Keep the players guessing and go for new tricks. Do NOT fall into the trap of remaking The Beast over and over again or whatever hot trend is on for the moment. That leads to stagnation. Your game would also get tagged as a me-too kind of gig.

On storyline, one question which was coming up BIGTIME today was a single word: MOTIVATION.

Why is the character doing this?
Why are they interacting with the players?
Why is this puzzle a part of things?

When a puzzle appears, is it dropped out of thin air, or does it have a function that a character created it for a purpose? What is the PUZZLE's motivation and reason for being?
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PostPosted: Mon Jun 13, 2005 4:04 am
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