3. Characters and props must be part of the story A single solution brings the player to a specific situation once the puzzle is solved If the puzzle is too easy or too difficult then the player will lose interest and miss out on the story Puzzles must be fair to the player – all information needed must be available tot he player
4. Puzzle Patterns Selective Encoding Myst – Library of books in game actually help the player to learn about machines and puzzles – if ignored then its just looks like a library of books
5. Selective Comparison Player finds a key shaped like a giant cotton swab, previously they find a cave entrance shaped like an ape with giant ears which the key can be used on to open the cave entrance
6. Selective Combination Combining objects to create items e.g. To fix a machine in Indiana Jones (mainly point and click adventure games)
7. Knowledge Needed by player for puzzle games Socio Cultural Activities Maths Physics Logic Otherwise info needs to be provided in game
8. Puzzle Game Evaluation Created list of various puzzle games and looked at game play and mechanics Maths, Logic based games Point and click adventure games use same mechanics (selective encoding, selective comparison mainly) Similarities across all platformer puzzle games, some with more advanced mechanics