The Puzzle of Puzzles
This definition of games is intentionally quite narrow. It is not our intent to understand the broad phenomena of play, but instead to clearly demarcate the realm of games and game design. But is the definition too narrow? Are there things that are clearly are games but that don't fit this definition? This chapter on defining games concludes by looking at two kinds of game-activities that may or may not fit into the category of games this definition delineates. These "limit cases" will help clarify how this definition can help us investigate game-like phenomena.
First, puzzles. According to puzzle and game designer Scott Kim, puzzles are different from games because puzzles have a correct answer or outcome. Think of a crossword puzzle: the puzzle designer creates the correct answer, and the player's activity consists of trying to reconstruct that answer. This is a very different situation than a game of Poker, for example, in which there is no fixed "right answer" posed by the creator of the game. Instead, in Poker, players make complex decisions at every moment, taking into account the evolving dynamics of the game. But this does not mean that a puzzle is not a game. Recall our definition: A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
A crossword puzzle contains all of the elements of this definition. It is a system of squares, letters, and clues, in which a player follows rules in order to arrive at an appropriate outcome. Although the conflict is between the player and the system rather than between a set of players, a crossword puzzle is most certainly a game.In fact, all kinds of puzzles are games. They might be considered a special subset of games, but they clearly meet the requirements of the definition. Sometimes, it is difficult to determine whether or not a game is a puzzle. In his article,"What is a Puzzle?" [16]Kim references game designer Kevin Maroney, who points to Solitaire as a borderline case. If we think about Solitaire as an open-ended activity that can play out in many ways, it is not a puzzle. On the other hand, as Kim states,"in fact it is a kind of puzzle, since any given deck has a definite solution (or sometimes no solution). Shuffling the cards is a way to randomly generate a new puzzle." [17]
We are not going to split hairs. In our opinion, all puzzles are games, although they constitute a special kind of game. Thinking about a game as a puzzle, a game with a correct answer or set of answers, can be a useful way to frame a game. For example, is your 3D adventure game lacking a sense of play? Perhaps it is too puzzle-like, with all of the outcomes predetermined, and you need to ease the overall design away from puzzle territory. Alternately, if your adventure game feels too open-ended, perhaps you can inject some puzzle-like game play into it and better shape the player's sense of accomplishment. The idea of the "puzzle" can be a helpful way to frame game design problems. [16]Scott Kim,"What is a Puzzle?" <www.scottkim.com/articlesl>. [17]Ibid.