My goal for this semester is to focus on puzzles in games that don't immediately present themselves as puzzles. Games like Tomb Raider and The Legend of Zelda do this effectively, communicating to the player that they must get to a location using the tools and environment and they must figure out how to do it. This approach doesn't present its gameplay as puzzles as explicitly as other games do. Some games have a game board with objects to move and a clearly defined solution, very clearly communicating to the player the win condition and the mechanics of the puzzle. However, a game presenting the player with a gap in the road is a puzzle, provided they have the abilities and/or tools to get across in some way.
My aim is to explore games that present puzzles in such a way, how they do so, and and what the purpose of the puzzle is. If the purpose is to create an enjoyable gameplay experience for the player, I would like to discover how this is done, and tests put in place to ensure the experience is enjoyable.
To find experts to interview, I should look for developers of games that are specifically puzzle games, as well as developers that have worked on games that are less puzzle-focused, but still contain puzzles in some form.
Games to look into
Tomb Raider - Crystal Dynamics
Tomb Raider Go / Hitman Go - Square Enix
Hitman - IO Interactive
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