Showing posts with label portable games. Show all posts
Showing posts with label portable games. Show all posts

Friday, April 12, 2013

Accessible Puzzle Design in Pushmo


Pushmo is a puzzle game released in late 2011 on the Nintendo 3DS. After the 3DS suffered without a great exclusive game for the better part of the year, Nintendo's Pushmo came on the scene and seemed to succeed on every front: it was charming and accessible, had a lower barrier to entry than most 3DS games (it could be downloaded straight from the eShop for only $7), and its gameplay  nicely demonstrated the system's 3D screen. On the recommendation of a friend, I picked up Pushmo last year and played it on my commute for several months. While it's not perfect, I found it contains some important lessons about design puzzle games for a broad audience

Pushmo does a few things extremely well to achieve broad appeal. It selectively borrows from platformers while keeping the player's focus entirely on puzzle-solving. Its more challenging puzzles start off simple and accessible to avoid scaring off the player. Lastly, Pushmo enables players to develop advanced strategies for completing puzzles, by providing visual checkpoints to help break a puzzle into its component pieces. These elements come together to ease casual players into the game and encourage some to play though and complete its most difficult puzzles.

A puzzle game, not a platformer.
Pushmo appears to benefit from being designed as a puzzle game first, and everything else second. On its surface, the game controls like a platformer - players run, jump, and grab blocks in 3D space. However the game smartly avoids becoming a platformer by placing all of the challenge in its puzzles, and removing any pportunity for the "platforming" to cause unnecessary friction.

Whenever the player accidentally falls or makes a bad move in Pushmo, they can rewind time to undo, and a reset button allows the player a fresh start whenever they'd like. The game prevents players from accidentally walking off of ledges by pausing Mallow at the edge of a block. It even prevents the player from accidentally landing on the "reset" button when jumping from the puzzle. These details often go overlooked in puzzle-platformers, but Pushmo's developers knew they wanted to test a player's mastery of puzzles, not their manual dexterity. Pushmo successfully encourages experimentation by making sure players are never punished by the controls.

The first step is always the hardest, except in Pushmo.
Puzzle games can often seem impenetrable to players, especially when they are just starting out. Consider, for example, a Sudoku puzzle in its starting state:


There are 459 potential starting moves (51 squares x 9 digits) in this puzzle, and an inexperienced player has no frame of reference for which ones to prioritize. Advanced Sudoku players know how to quickly sort this information and focus on just a few potential moves. They know that the first or last columns are good places to start, because each has only four empty spaces. That narrows down the number starting of moves to a manageable 16 (4 squares x 4 digits), and they can iterate through them, eliminating options as they go. All of a sudden, they're on their way to solving the puzzle.

Similarly, Pushmo starts by showing the player a large grid of blocks to manipulate. Like in Sudoku, players have to keep making moves until they reach the goal (solving the puzzle). In Pushmo, each block has 4 possible states - pushed all the way in, or pulled out into the foreground up to 3 times. The Pushmo puzzle below contains 25 pieces. An inexperienced player might feel overwhelmed by the 100 possible starting moves and nearly infinite combinations of moves that can follow them. Without some encouragement, the player might even turn the game off or start playing a less confusing game.


However, Pushmo is kind to its players and lets them dip their toes in the water before taking the  plunge. As it turns out, the first step in most Pushmo puzzles - even the advanced puzzles later in the game - is usually very easy, gravity limits the options. Mallow starts at the bottom of the puzzle, and can only manipulate blocks that exist at his current elevation. In the example above, that means there are only 3 blocks that can be involved in the player's first move. Already, we've narrowed things down from 100 moves to 12. Since Mallow can only jump high enough to climb the lower-left block, the first decision is an easy one. In this puzzle and many others, the player's decision tree for their first few moves is fairly linear, as in the first figure below.


Later in the puzzle, things will not be so easy. The graph of possible moves becomes much more complex and nonlinear, as in the second figure above, often requiring players to backtrack or manipulate the same block multiple times. However, the player's "momentum" has already picked up by this point, and the game has rewarded them with enough forward progress that they are less likely to get frustrated and quit. By starting each puzzle with a few simple moves and ramping up the difficulty later, Pushmo avoids overwhelming the player before they're having fun.

Careful observation and planning.
In Pushmo's advanced puzzles, things start getting hairy. Not only are the later levels bigger and more complex, but they introduce new elements like switches that pull every block of a certain color to the foreground, or ladders that act as portals to their twin elsewhere in the puzzle. These elements do more than add variety: they serve as visual checkpoints that the player can use to plan their strategy for completing the game's largest puzzles.


The puzzle above - one of the last in the game - is visually complex and contains many small, hard-to-reach blocks. There are also two pairs of ladders - stepping onto a red ladder teleports the player to the other red ladder as long as both blocks are pulled into the foreground. Finally, there are red an dark green switches, each of which will pull all blocks of that color to the foreground - helpful for blocks like the lizard's red tongue, which have no nearby footholds. Using all of these visual landmarks, the player can break the puzzle up into stages, as in the image below.


There are five stages to this puzzle, starting at the bottom and ending with the goal at the top. The player can mentally break the puzzle down into these stages by working their way backwards from the goal. To reach the goal, the player can use the blue ladder. For the blue ladder to work, the player needs the red blocks to be pulled out, so they need to hit the red switch, and so on. Players can recognize the "critical path" by following the placement of switches and ladders. Having these short-term goals helps make Pushmo's puzzles more feasible as they scale up, allowing the designers the freedom to create puzzles from larger, more complex images.

Every puzzle has multiple solutions.
These are the three elements of Pushmo's design that I feel gave it the biggest opportunity for success, by making the game more accessible while still containing many challenging puzzles. The game focused on puzzling, not platforming, and removed any unneeded friction. The puzzles start off easy and ramp up as the player moves through them, which helps get the player acclimated to each space without feeling overwhelmed. As the puzzles get larger, the game introduces new elements that help guide the player and turn large challenges into sets of smaller ones.

However, I suspect there may be those who disagree with my assessment. On the flip side of the coin, there are at least two good arguments to these points that I can think of (and there are probably many more):
  1. Pushmo gives the player the information necessary to form a plan and strategically work their way through the puzzle. Many "casual" puzzle games, however, employ the opposite strategy. Some of the most popular puzzle video games, such as Tetris and Bejeweled, make it relatively difficult to plan too far ahead. The player has a limited understanding of what the board will look like two turns from now, and even advanced players often make moves based on current information instead of looking forward. Often, but not always, these games have no "win" state - the challenge is to see how long you can "survive" or how many matches you can make. By using the "keep trying until you succeed" model, Pushmo avoids failing the player but also delays positive feedback to the player until they've completed the puzzle. There is no "partial credit." It's possible this is more alienating to casual players.
  2. Because the first few moves are usually fairly straightforward, every puzzle starts off the same way. It is very rare for there to be an alternate strategy at the beginning of a puzzle - the best move is usually to pull all of the bottom row all the way out. It's possible that Pushmo becomes less interesting for players as time goes on because this strategy doesn't evolve much even in the later stages.
Have you played Pushmo? Have you played its sequel, Crashmo, which I am yet to check out? Do you have examples of any of the above from other puzzle games? I would love to keep the conversation going in the comments.


Thursday, April 7, 2011

My Existential Crisis

I was corrupted at an early age by the agents of a dark and powerful force, and for the better part of two decades this force has festered in my soul and grown stronger. Its tendrils reach my brain and re-route logical thought. Its nourishment feeds my body and makes me dependent on it. But two weeks ago, I confronted my own inner Nintendo Fanboy, and I think I may have won.

Consider that the only Nintendo system I have never owned is the Virtual Boy, and that I would gladly trade a week's meals for one, if you can name your price (e-mail me!). Or that I've been present, cash-in-hand, for the day-one launch of the Game Boy Advance, the GameCube, the DS, and the Wii. That my man-child poster wall gives Zelda more real estate than Lord of the Rings (a nerd amongst nerds?) and that my senses detect SNES cartridges on thrift store shelves as readily as most people notice loose cash lying on the sidewalk.

It seems within reason that I'd be picking up the Nintendo 3DS - Nintendo's newest handheld, a significant upgrade to their DS line that can play newer, better games and features a stereoscopic 3D screen (think Avatar) without the need for 3D glasses (and it's awesome!). Indeed, that was my plan.

But I chickened out! Or at least, that's how I first described the decision to not spend my money quite yet. Sure, it has its flaws, the launch lineup of games is terrible, some of its online features won't activate until May, and they're likely to release a new model or drop the price by the holidays, but I knew all that before this weekend. So did I chicken out? Did my miserly attitude hold me back?

My crisis wasn't in deciding whether or not to get the 3DS - the moment that seed of doubt was in my mind, the crisis became whether or not to acknowledge that it was right. I should not buy the 3DS at launch, because I might end up deciding that I don't want it. My crisis was acknowledging that there might be better options out there, a thought that terrified my Inner Nintendo Fanboy. He raged against that thought, but the instant it formed, there was no going back.

I fought and I won, but with questions still lingering ... will I eventually pick one up? Should I hold out for the NGP? Is it finally time to cough up for a smartphone that I can game on?

I suppose time will tell.

Wednesday, July 22, 2009

Once You Go Gamer

There is a billboard near Penn Station advertising Verizon Mobile's new "app store." The images may be hard to see above, but nearly half of the "apps" being advertised are games - Prince of Persia, LIFE, Tetris, Guitar Hero, etc. Many people see this billboard: men and women, college students and baby boomers, fast food employees and professional athletes.

Down the block there's another billboard, showcasing a handful of games available on the iPhone and iPod Touch. One block in the other direction, there is a particularly gaudy two-story GameStop. And tomorrow, just a short walk away, Time Square's Military Island is being taken over by Nintendo to promote the release of Wii Sports Resort with a tropical-island themed "beach party." As I considered these facts, one after the other, on my way home yesterday, I caught myself silently celebrating a small victory for this great pastime called gaming.

Then I stopped myself, remembering that nearly every facet of our diverse culture manages to find a home in New York City. I remembered that there are actually a few games downloaded on my mother's iPhone - but she's never played any of them, and I or my sister or brother put them there.

Still, I couldn't help my wishful thinking. Maybe it's all the marketing getting to me, or my recently increased exposure to online gaming portals that reach the newer portions of the expanding gaming audience, but I couldn't help myself, and I formulated a very unscientific hypothesis in my head:

Within five years from now, my mother will be a gamer.

My father? Well, I'll give Dad ten years. He doesn't have the iPhone in his pocket quite yet.

When I got home, my dad - a computer scientist who is currently pursuing post-graduate studies in history - asked me a question out of innocent curiosity. He asked if they make games about the factors contributing to various global conflicts throughout history. Not wanting to waste a fine example of divine providence, I did my best to hide my enthusiasm while I attempted to explain the differences between the Civilization series and the Total War games. I offered up my review of a Gettysburg game I once played in high school, and mentioned the recently-announced project by a Norfolk University professor to make a game about the Underground Railroad (Source: Kotaku). Then I stopped myself from scaring him off with too much information, figuring Google and Wikipedia could handle the rest.

My father was just asking a simple question, of course, and it probably doesn't mean anything... or maybe, my future children are going to look forward to playing video games with Grandpa.

Hmm... I may have gone too far with that last bit. Here's a fun diversion that I encourage you all to try: choose three people in your life that don't play games - even if one of them is you! Now, pick the three games that you think could actually engage them enough to bring them back for more. Let me know what you come up with in the comments.

Friday, July 10, 2009

Looking on the Bright Side


I have a confession to make: I love my commute.

I may be cheating: I'm only traveling into the city Monday through Thursday. Perhaps it's Friday that crushes one's soul. Or, perhaps there's still a bit of novelty attached to what is certainly a very new daily routine for me. Whatever the case may be, however, the status quo is such: Every morning at 8 AM I pay three dollars for parking, and another two for a bagel, never having woken up in time to make myself breakfast. I wait about fifteen minutes for a New Jersey Transit train to arrive. I'm not alone, of course; a woman stands far back from the platform so that she doesn't blow smoke in anyone's face. A young guy who doesn't sound like he speaks English tries to decipher the train schedule. I'm enjoying my bagel, with butter.

Everyone piles on board and a somber game ensues: thirty seconds later, scores of dejected early-risers walk the aisles of the train, looking for a stranger that doesn't look too fat or too dirty to sit next to. I take a seat next to someone kind enough not to look like they want to kill me.

And as the train starts gaining momentum on its route to New York City, with a full work day ahead of me and with my two hour (combined round-trip) commute in mind, I smile, and I turn on my DS.

God bless the public transportation system.

So, now that I have an extremely busy schedule and loads of responsibilities, I actually have more time to dedicate to gaming! I've been thinking about giving The Legend of Zelda: Phantom Hourglass another chance once of these days; my first try at it didn't get very far and was frustrating. I'm looking forward to trying out some portable games I've never had a chance to try, as well - and I'm open to suggestions!

Can anyone out there relate to the joy I am feeling at the thought of spending two hours a day on the train? Or is this, perhaps, a result of some sheltered naïveté that I am soon to grow out of? Share your thoughts in the comments!

One last thing: if anyone is interested, Bethesda recently released The Elder Scrolls II: Daggerfall as a free download on the Elder Scrolls web site (source: Kotaku). The Elder Scrolls: Arena has also been available there for free for some time now. If you're interested in something a little more modern, however, you may be delighted to hear that hot on the heels of the announcement of a new MechWarrior game, MechWarrior 4 and all of its expansions will be released for free, at the BattleTech and MekTek.net web sites, sometime soon (source: Kotaku).

Enjoy some free gaming courtesy of the wonders of infinite supply and sporadic demand! And help me out in my search for some good commute games.

Image courtesy of JanneM (Flickr).