Puzzles: The MRS Method

May 4, 2009 at 1:59 am (IF design) ()

While working on Seasons, I realized that I needed a way to measure several different aspects of a puzzle to determine whether it worked or didn’t. I ended up with a new way to determine whether puzzles work for any game: the MRS method.

First, the MRS method is a mnemonic for Momentum, Resonance, and Satisfaction. Each puzzle can be measured along this tripartite axis (think of x, y, and z for the geometrically inclined). I’ve chosen to use a ten point axis for each of these measurements, but of course, there’s nothing that restricts anyone else to that.

Momentum measures how much the puzzle advances the plot. Does it open up a new area, reveal some clue to the murder, or somehow move the overall plot of the story forward? Puzzles with a high momentum rating both settle something and leave the players unsettled for the next part. That is to say, metaphorically they close one door behind them and open a new door before them.

Resonance measures how well the puzzle fits into the themes, atmosphere, and other non-plot aspects of the story. If a puzzle feels “tacked-on” or exists for the sake of giving the player points, it is missing resonance.

Satisfaction measures how satisfied the player can reasonably be assumed to be, given the effort put forth into solving the puzzle and its payoff. You can construct the most elaborate puzzle, but if it is nearly impossible to solve and the player is not rewarded for it, they will still hate the puzzle.

A good puzzle will score high on each one of these three measurements, and the more puzzles that score highly in your game, the better the game tends to be. Of course, puzzles are not the whole game, but that’s another post for another day.

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