One other appealing aspect of the Lights Out puzzle is that it can be easy to make - you don't necessarily need a lot of assets for it, you can get away with a single object that just has an On and Off state. If the player has no idea what they are doing, they can just poke around randomly and eventually stumble into the answer, or into an easier looking configuration from which they might be able to figure out the answer. The player can accidentally create a harder configuration than the starting position, but then they can still solve that, and again they can visibly see the progress that they are making the whole time. (You may or may not be that far along, but it looks like you are) There's also not a need to have a way to reset the puzzle - all moves are reversible, so you can't get stuck, and there can be multiple ways to solve the puzzle. One reason is that there is a visible indicator of progress - if the goal is to turn off 10 lights, and you've turned off 8, then it looks like you're 80% of the way through the puzzle, so you won't get discouraged. The manner in which the puzzle works quickly becomes apparent when the player experiments with it, and again it can easily fit into the world and feel logical - the pieces have an immediate and obvious relationship with adjacent pieces, and it sometimes even kind of makes sense in the world (although the player might need to suspend their disbelief a little bit).īeyond that, there's a few reasons why this type of puzzle in particular works well in comparison to similar puzzle archetypes. This kind of puzzle can slot into a lot of places if you just tweak the type of object - you can use lights, but also circuits, or stepping stones, or magic runes. It's hard to design a proper puzzle for a game from scratch, especially if you want it to fit into the world and not just be an abstract puzzle. Check out our Discord! Suggestions and feedback Message the ModeratorsĪ few guesses as to why the "Lights out" puzzle is so prevalent: r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are.
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