{"id":382,"date":"2017-04-10T03:24:43","date_gmt":"2017-04-10T03:24:43","guid":{"rendered":"http:\/\/www.etc.cmu.edu\/projects\/tiny\/?p=382"},"modified":"2017-05-04T21:36:43","modified_gmt":"2017-05-04T21:36:43","slug":"week-10-play-test-week","status":"publish","type":"post","link":"http:\/\/www.etc.cmu.edu\/projects\/tiny\/index.php\/2017\/04\/10\/week-10-play-test-week\/","title":{"rendered":"Week 9 (3\/20 – 3\/24)"},"content":{"rendered":"

Puzzles!<\/h2>\n

At the beginning of the week 9 we had our halves presentation. Following this we met Jesse Schell<\/a> on Tuesday, and presented our thoughts on how we would go about designing our puzzles. His suggestion was simple.<\/p>\n

JUST MAKE PUZZLES.<\/strong>\u00a0Worry about the details later.<\/p>\n

So that is what we did.<\/p>\n

\"\"<\/p>\n

The inspiration for our puzzles came from a combination of two sources:<\/p>\n

    \n
  1. The teaching material that our client used<\/li>\n
  2. A map of element complexity against time<\/li>\n<\/ol>\n

    Elemental Complexity<\/h3>\n

    The process of considering elemental complexity began with a consideration for the interest curve of the experience. Essentially we wanted an initial large peak then a period of rest, followed by ascending peaks with rests until a climax at the end.<\/p>\n

    \"\"<\/p>\n

    When designing puzzles\u00a0Level Design for Games by Phil Co<\/a>\u00a0<\/span>suggested listing the elements of a game, and systematically designing puzzles with incrementally harder arrangements of elements.<\/p>\n

    In our case we intended to use the elements to increase complexity, but explore fundamentally the same (problems related to the 360 angle system). The elements of our game were:<\/p>\n