Hey ND Fans, today I have a *special entry* from a guest-writer: one of the designers for the ND dossier series, Mari! I spoke to her briefly about some of her methods for designing puzzles and riddles for games, and she decided to write a little bit about her techniques!
Also, for all the super-sleuths out there, the images are full size (if you click through), no more having to zoom in 400% with Photoshop :) (Hmmm, what do these puzzles mean? *hint hint*)
After much trial and error, I’ve discovered that this is the single best thing you can do for an activity in a game. Prototyping can make the kernel of an idea much, much, MUCH better… it can also kill a bad puzzle that I initially thought was a good puzzle, which I suppose makes it better in the long run, anyways. :)
This also means that I test a lot of concepts on my poor coworkers and colleagues (this happens to be Melissa most of the time). See below for some of the things I have subjected them to recently:
As you can see, I love my sticky notes… A LOT. I have yet to find anything that works better when I need feedback quickly. - Mari
If you have any questions for Mari, or any questions about prototyping, post them in the comment session!