Hard Problems and Good Games (Part 1) The Animation of Persuasion
Nov 202010

I’m going to get the video games bit out of the way now, so that I can get back to the original point of these posts.

I finished the last post talking about how a Hard (Packing) Problem can be made into a slow, time consuming, puzzle. Tetris turned the same type of puzzle into an arcade game. A deep analysis of how that was done is something I’d like to return to at some point, but it mainly comes down to incremental rewards for good moves – small areas of perfect packing are rewarded with a little more time – just enough time to fix areas of pretty good packing.

I assume Tetris wasn’t designed to be a ‘gateway game’ – to lure the player into the world of packing puzzles. It simply uses mathematics as a rich source of complexity, for fun.

And, really, that was the point I was trying to make.

There are a lot of hard problems which can be used as a source of complexity for puzzles and games. And, since many of them are geometric, you have a good idea what they’ll look like before you start.

- Oh, the reason this post is in two parts is because I was trying to find a reference to the polyomino puzzle toy which is supposed to have inspired Tetris. Couldn’t find one, sorry.

Hard Problems acnd Good Games (Part 2)
I’m going to get the video games bit out of the way now, so that I can get back to the original point of these posts.
I finished the last post talking about how a Hard (Packing) Problem can be made into a slow, time consuming, puzzle. Tetris turned the same type of puzzle into an arcade game. A deep analysis of how that was done is something I’d like to return to at some point, but it mainly comes down to incremental rewards for good moves – small areas of perfect packing are rewarded with a little more time – just enough time to fix areas of pretty good packing.
I assume Tetris wasn’t designed to be a ‘gateway game’ – to lure the player into the world of (packing puzzles). It simply uses mathematics as a rich source of complexity, for fun.
And, really, that was the point I was trying to make.
There are a lot of hard problems which can be used as a source of complexity for puzzles and games. And, since many of them a geometric, you have a good idea what they’ll look like before you start.
- Oh, the reason this post is in two parts is because I was trying to find a reference to the polyomino puzzle toy which is supposed to have inspired Tetris. Couldn’t find one, sorry.