The Psychology of Puzzle Solving: Game Design Fundamentals | Jack Wakem | Skillshare

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The Psychology of Puzzle Solving: Game Design Fundamentals

teacher avatar Jack Wakem, Video Game Designer

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

15 Lessons (36m)
    • 1. Course Intro

    • 2. The Purpose of Puzzle Solving

    • 3. Objective: Principle 1

    • 4. Ease of Start: Principle 2

    • 5. Progression: Principle 3

    • 6. Solvability: Principle 4

    • 7. Puzzle Flow: Principle 5

    • 8. Parallel Tasks: Principle 6

    • 9. Puzzle Hierarchies: Principle 7

    • 10. Hints: Principle 8

    • 11. Rewards: Principle 9

    • 12. The Puzzle Design Process

    • 13. Evaluating Puzzle Design

    • 14. Class Project

    • 15. Course Conclusion

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About This Class

About This Class

Learn how to develop amazing puzzles and take your video game to the next level!

Why should I take this course?

The video game industry is massive, worth an estimated $155 billion in 2020. And this industry is rapidly growing posing opportunity for anyone who dares to get involved. This course will provide you with a deep understanding of the puzzles within games, perhaps, the start you need to begin your career within the game industry?

For existing game developers, this course will take your abilities as a game developer to the next level, enabling you to develop puzzles that truly resonate with audiences. 

Who is this course for?

Anyone and everyone with an interest in game design and development. Whether you are a programmer, artist or game hobbyist, this course is for you. Anyone who wants to develop their understanding of what truly makes a video game work. 

Any requirements for this course?

Nope! Although some sort of familiarity with video games would help immensely. 

What will I learn?

In this class you will learn:

  • The purposes of puzzles within games and their relationship with the player
  • The anatomy of puzzles and the 9 design principles for good puzzle design
  • The link between puzzle solving and the flow state.
  • How to design puzzles and evaluate player enjoyment

So join this class today and learn how to design immersive puzzles within video games!

Meet Your Teacher

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Jack Wakem

Video Game Designer


Email: [email protected]

Discord: Alpenglow#1251

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1. Course Intro: Welcome to my new class that will teach you the psychology of puzzle-solving within video games and the processes of designing successful puzzles that will immerse plays into your game's world. In this class, you will learn the purposes of puzzles within games and their relationship with the player. The Anatomy of puzzles. Non design principles for good puzzle design. The link, twin puzzle-solving and the flow state. How to design puzzles and evaluate pleasure, enjoyment. Within this class, we will also be analyzing the puzzle-solving mechanics within successful video games, such as Monument Valley, Tetris and Kate Tolkien Nolan explodes, plus a bunch of others in parenting you with the tools to design your own puzzles. So join this class today and learn how you can design and implement puzzles of in your game to immerse pliers and encourage extended Python with maximum enjoyment. 2. The Purpose of Puzzle Solving: Thank you for enrolling within this class. Within this lesson, we will be exploring the purpose of puzzle-solving within games and the role puzzles play in shaping the experience of players within the game. Puzzles can be defined as mechanisms that make the pious stop and think. Problem-solving activities that the player must overcome to progress within the video game. Puzzles at a certain level of challenge to video games, forcing the player to think and trial new strategies. We didn't again, within my psychology class on Usha, I highlight the concept of player derive satisfaction from puzzle-solving and mastery. Solving puzzles is innately human and our brains are hardwired to seek out problems and find solutions. Puzzles could be explicit or cleverly integrated into the gameplay or video game. Perhaps supplier comes across a locked door with a clever locking mechanism that they must manipulate in order to progress. Or maybe the players required to kill a certain number of enemies within a specific timeframe and needs to adopt a specialized strategy of using an exact sequence of teleporters in order to beat the time limit. You say, puzzles are present within every single video game. Often in conspicuous because of recent video game trends of moving away from explicit puzzle solving. Modern designers favor these new styles of puzzle-solving, linking any puzzle within the game to normal gameplay to satisfy changing audience tastes. Although explicit puzzles are still justice relevant, we must update our definition of a puzzle to keep up with the rapidly changing puzzle mechanics within modern titles. Within the next lesson, we will begin to break down the components of a puzzle and dissect the anatomy of puzzle-solving itself. Thanks for watching, and I'll see you next lesson. 3. Objective: Principle 1: The first principle of puzzle design, clear objectives and goals. When designing puzzles in video games, the designer must strive to ensure that all players have a clear understanding of what they're actually trying to achieve. One of the key reasons that people are drawn to video games are the psychological effects of mastery. Essentially, pliers satisfaction is drawn from improvement in their own abilities and mastery of the game. Mastery requires clear pyre direction. Ie plies needs know exactly what they should be accomplishing in order to derive any source of satisfaction from their play through. The psychological concept of mastery applies to puzzle-solving as well. From the successful completion of puzzles, plays are rewarded with the satisfaction of mastery. In order to trick this feeling of mastery, players need to feel in control of their actions with a solid idea of what they should do to accomplish an in-game goal. In this case, the goal would be the successful completion of a puzzle. Place psychology isn't introducing compiler of game design. And one, I recommend researching further. Go Chicken Moscow share class on pi psychology for more information on the exact reasoning behind player actions within video games. Anyway, back to the principle implies do not easily understand the objective of a puzzle. They will lose interest very quickly. Gives the player a goal that they understand and given the necessary information to begin solving the puzzle. All right, let's look at an example of a puzzle within a video game that does this very well. 200, 48. It's a fairly simplistic puzzle game that can be found on just about every device. Within this game, the player must combined a similar valued tiles in order to obtain a higher value tile. For example, the playa commands to towels H with a value of two and obtains a fertile. Then they combined to four tiles to obtain an eight tile and so on. The goal of the puzzle was extremely straightforward. Obtain a tall with a value of 2048. How exactly does the designer of the game communicate this objective with the player? Well, we could say that the designer communicates it explicitly through the name of the game. But we can dig deeper, disregarding all visual representations of the message IA, the banner on top of the screen that says reached 2028. We could have a closer look at the actual mechanics of the game and the designers methods of indirect control. When playing around with the movement mechanics that video game, the playa is inevitably going to combine two tiles and obtain a new tile. This new Tal is visually different from the others. And prize will realize that it can only be combined with other tiles of the same value. After realizing these basic mechanic, the objective of the game should be immediately realized when the player inevitably asked themselves, what is the highest value tile I can get? We see how the game mechanics are. 2048 can point the player in the right direction. And also how that when this is combined with a visual reminder of the goal, the pyre instinctively can start to work towards a solution. If you'd like to learn more about game mechanics such as this, go check out my designing successful game mechanics class on Scotia. In summary, when designing your puzzles within your game, remember to ensure that the player has a clear understanding of their objectives, what they're actually trying to achieve in order to complete the puzzle. This helps foster the Paez feelings of mastery and inspires them to focus on the game and lose themselves for hours on end. Thanks for watching and I'll see you next time. 4. Ease of Start: Principle 2: The second principle of puzzle design make the puzzle easy to initiate. Essentially, this means aiming to give players a clear starting point from which they can begin to attempt to solve the puzzle. Humans are hard-wired in a way that makes us have a very short attention span. Essentially, a lot of people find it difficult to stay focused on one task at a time. This is especially true for videogames and puzzle-solving in particular. As a result of our short attention spans, we lose interesting puzzles when we fail to make progress, especially during the initial stages of the solve. Players who fail to make any sort of reasonable progress and all struggled to get started on a puzzle will simply abandon. Hardcore players may tend to lengthy trial and error approach initially, but even they may burn out in the face of limited knowledge. As game designers, we need to pay close attention to this. Putting special care into designing the initial steps for a puzzle solution to ensure pliers can easily get started and feel like they are actually progressing. Let's look at an example of a puzzle within a video game that does this very well. Monument Valley. The game can be described as simple pointing click puzzle adventurer with the biotech and control of the game's protagonist and moving them around the map while manipulating the environment to progress to the end checkpoint. So how's the design and make the player feel empowered to start solving the puzzles associated with the level. Interestingly, the designer doesn't give that much of any sort of explicit instructions, such as commands, tips, or hints, which is strange, especially during the tutorial sequences the game. Instead, the designer makes supplier figure things out for themselves and implements a very positive feedback sequence to empower the player with some sort of knowledge about specific mechanic phages. For example, early, within the early game, the player will encounter a pressure plate tile which went stood on, emit a special sound effect and activate another object within the same. These powerful feedback means the player can associate the pressure pilot with some sort of other game mechanic from Python experimentation with the games environmental mechanics, they can begin to develop a solid understanding of how they will go about reaching the end check point level, which is the puzzles objective. The clear feedback makes apply very comfortable in starting the solve and will find themselves making progress at an optimal right. In summary, when designing your games puzzles, in short, that the prior is made to feel comfortable manipulating the puzzles elements and they feel empowered to begin immediately, to start solving the puzzle. Thanks for watching, and I'll see you next class. 5. Progression: Principle 3: The third principle of design always aim to give the player a sense of progress when solving the puzzle. These principal ties in nicely with the first principle of clear objectives and goals. We humans are in pursuit of mastery within a video game to satisfy their own psychological cravings and indication of progress. And that distance from the objective is extremely powerful in stimulating pyre interest. The effect of a pious saying themselves and in closer and closer to a solution is an intoxicating feeling. And this concept of progress is what separates riddles and puzzles. Visuals can be defined as a one-stage puzzle where attempts to solve can be classified as right or wrong. With wrong answers, only telling players that they can rule out that answer. And because of that, puzzles are much better aspect of video games in my opinion, because of these feelings of progress. Let's look an example of a puzzle within a video game that does this very well. Mine sweeper and absolute classic video. Again, there is synonymous with computers. Within the video game, the player is tasked with clearing a mine field of minds by selecting task. They don't have minds on anthem and flagging the tiles, I suspect msb under each tile has a number on it that represents a number of mines adjacent to that tile. From this knowledge, the player must puzzle solver and deduce where the mines are located. As the player works away through the minefield, more and more land will be cleared, and the player has a visual indication of their progress towards the main objective of clearing the entire may minefield. As the prior culturally selects more land howls and flags man tiles, their progress is clearly evident. Additionally, the game recalls how many minds are left within the minefield and represents this number on the UI display. Another source of pyre progress view to the player. In summary, progression is extremely important feature that should be represented to the pyre in some way because it inspires Pintrest and motivates the payout to continue playing the video game. Thanks for watching, and I'll see you next time. 6. Solvability: Principle 4: The fourth principle of puzzle design gives the players the belief the puzzle can actually be solved. Within video games, players need to strongly believe that they are capable of solving a puzzle. Because if they don't, they will often lose all the motivation in solving it. Within your puzzle, you need to convince supplier can actually be solved. But how exactly can we do something like this? Well, first and foremost, visual progress is probably the best way. Actually letting the player see themselves getting close to an answer and feeling confident that as they try more and more, more components of the puzzle will be solved. Let's look an example within a video game that does this very well. Hang man. Hangman is very simple. And I assume that just about everybody has piloted at some point in their life. I'm going to give a quick rundown anyway there. Alright. So 15 thinks of a word and then rot several dashes representing each letter of that word. The other player then begins to guess letters. If they guess a letter that is within the word, the dashed corresponding with that letter gets letter written on it. If the player guesses a lead or not in the Word, then a segment of a stick man hanging is drawn. The game continues until either the word has guessed correctly or the stick man drawing is completed. Hangman has some very good mechanics that let the player know that the puzzle is solvable and lets the player see themselves getting closer to an answer. First thing, the visual indication that a correct led our guess is right. And that letter replacing a previously unknown dash. These mechanic allows the player to visualize the Word and to direct future guesses based upon the location of the word's letters. As the pipe progresses in the game and sees the letters coming together to form a word, they immediately realized that the puzzle is in fact solvable, spring future motivation to keep playing the game. In summary, convincing the player that the puzzle is solvable is an important component of sustaining player interest and can often be achieved through a visual indication of their own progress. Thanks for watching, and I'll see you next lesson. 7. Puzzle Flow: Principle 5: The fifth principle puzzle to link the difficulty of the puzzle to the flow state of the game. Game designers all agree on one thing. When planning the entirety of your video game, you should be aiming to increase the difficulty as it prolongs. This is the same mentality for puzzle-solving as the pipe regressors within a game is, is expected that the difficulty should increase so that they feel constantly challenge and don't get born lose interest. As discussed in my class psychology class on Scotia, the designers opt to create a constant flow state, which is a state of absolute enjoyment for players between the difficulties. As the pilot progresses within the game, we should increase the difficulty as this level of skill grows or AAT. So let's harvest concept of puzzle-solving. Within our puzzles in our game, we should aim to do two things regarding difficulty in flow state. The first being to link the general difficulty of a puzzle with the games flow. For example, imagine we have a dungeon crawler, RPG and the player is at level 34. The intimate enemies are significantly difficult to defeat with massive damage and health stats. So we fought through the first run of enemies and come across a puzzle room. The puzzle within this room should be significantly challenging, forcing the player to really think, maintain the game flooded with difficulty. The second thing that puzzles should aim to do, especially within multistage puzzles, is to increase the difficulty gradually throughout the puzzle itself. For example, our puzzle could involve three steps hypothetically. One, find three key cards within the Treasure Room. Two, insert the key cards into a machine and memorize the five digit sequence that flashes upon the screen. Three, enter another room and input the number sequence on a computer, then solve the riddle that appears. We can clearly see within this example how the puzzles steps gradually increase in difficulty. As the player moves throughout this puzzle sequence. They will be constantly challenged, which is crucial in maintaining higher interest. Let's look at an example of a puzzle within a video game that does this very well. Portal. Let's look at a particular puzzle sequence. To begin, the player must find two cubes, which is a relatively easy task. Then they must shoot their poll Portal Gun in a way to help assist them move the cubes onto two red buttons. A harder task, but still fairly straightforward. The door to the next area opens and the pilot progresses to a harder challenge. In order to complete the level the player needs to teleport themselves into a specific position that enables them to sneak through a wall. This is a definite step-up and challenge. Basically, the concept of increasing duty throughout the puzzle is present here and works well to build via conference while simultaneously keeping them engaged. In summary, remember to link the puzzle of in your game to the general difficulty of each stage and aim to increase difficulty gradually within the puzzle sequences to maintain player interest. Thanks for watching, and I'll see you next lesson. 8. Parallel Tasks: Principle 6: The sixth principle of puzzle to solve, minimize bottlenecks and let the player complete parallel tasks where possible. What exactly is a parallel task though? Within a lot of video games and their puzzle sections, designers have begun to give the player multiple tasks to be completed at the same time. This gives the player a sense of freedom, but also works to reduce the risk of player frustration. As price can simply start working on another task if they are unable to think their way past the first one. Some games taken a step further, let the player complete a puzzle with multiple different methods. This ensures that the player will not get frustrated as they will have many methods to try and to complete the puzzle. And it makes for a much more interesting and varied gameplay. However, you must pay close attention to the added complexity and ensure that the player doesn't become too overwhelmed with a variety of choice. Let's look at an example of a puzzle within a video again, that does this very well. Keep talking in own explodes. With Ms. video game two players, a task with disarming a Bob. One pi has access to an instruction manual that tells the players how to disarm the bomb while the other player has access to the actual bomb itself. The plasmas communicate between them and work together to disarm the bomb by solving various puzzles. The bomb is structured into modules, simply different sections of the bomb that requires separate attention to disarm. Each section is to be disarmed on their own by solving a unique puzzle. Often after the player has solved the separate sections of the bomb, the puzzle will be successfully solved and the bomb disabled. The designer of this game In short, the player has a variety of parallel tasks to work on to reduce PAPR, player frustrations and added degree of challenge as applies now need to decide the priority of tasks and in what order to complete them. Often within the game, pi's will fund selves quickly flipping back and forwards between separate modules of the bomb, tried to make use of their limited time and prevents stagnation. In summary, parallel tasks are an amazing way to give players a sense of freedom within your puzzles. Preventing players stagnation, and reducing the chance of player frustration. Some games take it a step further and incorporate modal solutions to a puzzle, ensuring that there are no bottlenecks within the solve. Thanks for watching, and I'll see you next lesson. 9. Puzzle Hierarchies: Principle 7: The seventh principle of puzzle design, design puzzle hierarchies to extend pi interests within the game. Building upon the last principle of parallelism, we can build something known as a puzzle hierarchy. Let's look at an example of a puzzle within a video. Again, that does is the classic escape room series on iOS devices, again, modeled after real life escape rooms, with a similar puzzle hierarchy. Essentially the game progression is modeled like a pyramid, with smaller puzzles being required to be solved to give hints and clues to larger puzzles. For example, the final puzzle in one room requires the player to successfully guess a four digit code and a sequence of shapes. Then input on the door in order to escape. The four digit code needs to be acquired by doing four different puzzles, all of which give a single-digit clue. The sequence of shapes is guessed by watching a sequence shapes on the television that can only be turned on after the player has acquired the remote and batteries. Again, a puzzle in itself. As you can see, these puzzle hierarchies are extremely useful in stimulating pyre interest by combining short and long-term goals and rewarding the player when they complete smaller puzzles, the clues to bigger ones. It is important to remember that the game has a single mean Foucault, which is escape the room. When constructing complex puzzle hierarchy is remembered to ensure that all the puzzles have a clear lineage and funnel into a single challenge at the end, which results in the achievement of the puzzles objective. And also remember that these complex hierarchies can be further broken down into smaller puzzle hierarchies. With the achievement of the final puzzle element of h being used to launch the player up the pyramid will get into way more detail regarding the puzzle hierarchies in future lessons, where we break down the intricacies of puzzle design. In summary, puzzle hierarchies are an amazing way to add complexity to your game and inspire player just playing a crucial role in goal-setting and extending the playtime of your game. Thanks for watching, and I'll see you next time. 10. Hints: Principle 8: The eighth principle of puzzle design and know when to give the pay hints in order to maintain interest within the game. Often within puzzle sections of video games, the player may begin to stagnate at some parts that is have limited progress and be stuck on a step of the puzzle solution. As game designers, we need to plan accordingly and work out how we can get the power back on track or help them out. Let's look at an example of a puzzle within a video game that does this very well. The Tomb Raider series. Within the Tomb Raider series, if the game realizes the pyres when stock within a certain section of the level of stage, it would display visual prompt with a text hint on what the players should do. The prompted hint maybe slightly vague. So if the pie is still doesn't figure out the puzzle, the game will give another more specific prompt, the exact instructions on what to do. This hint system is very good at directing the player towards solving the various puzzles in the game. While at the same time not being overly intrusive or overbearing on pi of freedoms to experiment. In summary, remember the importance of hints within puzzle-solving as a method of minimizing player stagnation and preventing excessive fire frustrations when deciding upon hints, attempt to structure them in a way that doesn't explicitly reveal the solution to a certain puzzle. Instead, simply opting to point the pirate in the right direction. Thanks for watching, and I'll see you next time. 11. Rewards: Principle 9: Linking the completion of the puzzle with reward systems. When players complete our puzzle, we want to reward them, sometimes in proportion to the duty of the puzzle itself. Within video against we have two primary types of reward, intrinsic and extrinsic. Intrinsic rewards are essentially inner feelings of accomplishment and the satisfaction of triumph from solving a puzzle. When pyres complaint a puzzle, we want to foster intrinsic reward. We can do this with messages of congratulations, exciting animations showing the pyre, the answer to the puzzle. Essentially, we are stimulating the player into simply recognizing that they have successfully completed the puzzle from which they derived this kind of intrinsic reward. Extrinsic rewards are external forms of Ward, Think points, money, the ability to travel to a new area, new cosmetics, etcetera. This is the bread and butter of rewards. And the tool designers often use to reward plays for completing a puzzle with the non-game. Extrinsic rewards can be as obvious as in-game currency rewarded to the pyre for completing a puzzle stage. Or simply the reward of unlocking another room for the player to explore. An extrinsic reward, not typically classified as reward in itself. When a player completes the puzzle, aimed to give them some kind of reward, perhaps a combination of both types. Essentially, we want to stimulate the player into feeling a sense of accomplishment and motivating them to continue playing and receive ever acclimating rewards. Let's look at an example of a puzzle within a video again, that does this very well. Candy Crush. Candy crushes an iOS freemium puzzle game where the player is tasked with matching similar candies to get points. The game is structured into levels with each individual level requiring the pyre to mix and match candies to get a certain number of points. The game rewards the pyre extensively, intrinsic rewards are stimulated wildly with colorful animations and encouraging audio bytes. And the game makes a big deal at a passing each individual level. The game also rewards extrinsically with power up, Autumns reward at the completion of the level and unlocking alternatively themed levels. Pio also receives experienced puts that go to leveling up their character within the game. As the player progresses within the game, the extrinsic rewards noticed an increase which is required to keep the pyre feeling as though they had been adequately Lee reward for their accomplishments. In summary, remember to give the player suitable rewards for completing Apollo within your game. Intrinsic or extrinsic, or sometimes a combination of both to stimulate pyre motivations to continue play and receive even more rewards from the video game. Thanks for watching, and I'll see you next lesson. 12. The Puzzle Design Process: All right, now that we have evaluated the non-disease on principles of puzzles, it is time to actually explore the design processes involved within puzzle design. When designing our puzzles, we first must determine the end check point. That is, we must define how the pious successfully solves our puzzle. I personally find it easy to think of the end point and work my way backwards when designing puzzles systems. As it allows you to design the other components, knowing what the player would be working towards. If your puzzle is a simple one stage puzzle, then you can begin to work out the exact mechanisms involved. For example, within a puzzle, I could decide that the purpose of it is to open a door for the player. Then, once I had decided that I would begin to devise the locking mechanism, perhaps an it's an electronic door that requires a key code. And the k code can simply be obtained from listening to Morse code sound effects that play outside the door. These one stage pose a very simplistic and easy to design once he know what you want your planet to be working towards. Multistage puzzles may be a bit harder and you should document the design with some sort of diagram. The dark room can be as simple flow diagram with boxes that represent each stage of the puzzle. You can use these kind of diagram to represent parallel tasks and easily designed, complicated puzzle hierarchies. You also need to detail the exact processes the player must undertake in order to successfully move from stage to stage from the LA puzzle hierarchy. In summary, remember to break up the puzzle into stage components and date how the conditions for the solve. Perhaps using a flow diagram to represent complicated puzzle hierarchies. Thanks for watching, and I'll see you next lesson. 13. Evaluating Puzzle Design: Now that we have designed our puzzle, it's time to actually evaluate it in terms of difficulty, player enjoyment, time to solve, and other metrics in order to inform ourselves of how his puzzle fits into the game and identify some areas of improvement. When evaluating puzzles, we could first examine the puzzle through the lens of our puzzle design principles. Evaluating a puzzle by answering the following questions. One, does the puzzle present the player with a clear goal or objective? To does the puzzle present the player with the clear way to start solving the puzzle? Three, does the puzzle give the player an indication of their progress in solving it? For? Does the puzzle give the player confidence that they can actually solve it? Five, is the puzzles difficulties successfully linked with the games floor? Six, Does the puzzle feature multiple parallel processes and minimize bottlenecks? Seven, is the puzzle structured as a hierarchy of smaller puzzles? And if so, does it work to extend player interest? Eight, does the game give good hints to prevent players stagnation during the process of solving. Nine is the completion of the puzzle rewarding to the player within the game. After asking these nine different questions, we should be able to quickly evaluate the quality of the puzzle and get an indication of pyre enjoyment. Although we can't be we can't know for sure unless actual playtesting is completed. So that brings us to another form of evaluation. Playtesting. Playtesting is the observation of pliers within a controlled environment. Essentially just a team of people watching people play your video game and making some general observations and collecting various metrics. Playtesting is immensely helpful. It gives you a tame and actual walk-through of pyre actions within the game, helping solidify your ideas of what the average player will do within the game strategy was playtesting will allow us to actively witness pyres trying to solve the puzzles in our game. Alright, so we sit down a couple of pies and begin to wash some pilot game and solve the AMS puzzles. What exactly should we be looking for? Play close attention to the time it takes to complete each stage of the puzzle and the strategies used to try and solve it. Also take note of the Pi's feelings during this time. Do they become frustrated or bored, or do they seem to be disinterested? It may also be useful to conduct the interview after asking plays questions surrounding their decision-making and general thoughts on the puzzle itself. In summary, it is extremely important to conduct some sort of evaluation on the design of the puzzles in your video game. First, by going through a specific set of questions based upon the puzzle design principles. And secondarily conducting a playtesting session to confirm the enjoy ability and difficulty scaling of that specific puzzle. Thanks for watching, and I'll see you next class. 14. Class Project: Now that we've completed the theory component of this class, it's hard to complete a short project on this classes content. For this class project, we will be designing our very own puzzle and evaluating it using the Nolan puzzle design principles. If you cannot think of your own unique puzzle you wished design, you may simply select a specific puzzle you've encountered within an existing video. Again, to begin, we will give a generalized description of the puzzles, functionalities, and explicitly outline the strategies involved for the player to successfully solve it. Perhaps also providing a diagram of the sequence of steps. Now that we have given a generalized blueprint of the puzzles functionalities, it's time to evaluate the puzzle using a non puzzle design principles. Within the previous video, I'll outline the specific questions you should ask yourself regarding the puzzle. Answer these questions to complete your evaluation. And if you find gaps or points of improvement, Be honest, I formatted the class project into a template that you can find within the project sexually this class to help get you started. Good luck. Thanks for watching and I'll see you next lesson. 15. Course Conclusion: Congratulations on completing this class. Thank you so much for watching. And I hope you've gained some new insights into the processes of designing puzzles in video games. Make sure to give me a follow on skill share if you want to watch more content like this. And keep in the loop for when I drop more classes on game design and other aspects of games development. Share this class through friends and please leave an honest review, letting me know what you thought of this class. I've gone over the coals project in the previous lesson, and I encourage you to completed as it will definitely help improve your abilities as a game designer. And solidify what you've learnt within this class. Upload your project to the project section under this class on skillset. And remember to check our other people's projects. Also, feel free to leave any questions you might have under the Discussions tab that I will be answering enactive. Once again, thanks for watching and I'll see you next time.