For example, composing a crossword puzzle is a form of level
design. The level designer??™s challenge is to cra a puzzle with a distinct sense of drama and coherence that
is tailored to a particular di?¬? culty level.
The other type of puzzle design is rule design: inventing the overall rules, goal, and format of a puzzle.
For example, Ern?¶ Rubik was a rule designer when he invented Rubik??™s Cube. Note that some rule sets, like
Sudoku, are reusable forms that yield thousands of puzzles, while other rule sets yield only a single unique
puzzle. Generally speaking, rule design is harder than level design.
Second, puzzle design has the same goal as game design in general: to keep the player in a pleasurably
challenging state of ?¬‚ ow. That means capturing the player??™s interest with an a ractive goal, teaching the
player the rules in a seamless and interesting way, giving feedback during gameplay that keeps the player
engaged, and rewarding the player appropriately at the end.
Finally, be creative. Don??™t limit yourself to imitating the puzzles you have seen. There is an in?¬? nite supply
of puzzles waiting to be invented.
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