The Mysterious Lever: Uncertainty in Games: Solver's

Sunday, June 17, 2018

Uncertainty in Games: Solver's

"Will they solve the puzzle?" can be a great dramatic question for a roleplaying scene. The party might uncover a secret clue, find hidden treasures, or save an NPC from a trap. From the simplest puzzles to the most elaborate mysterious, solver's uncertainty can play an important role in RPGs.

Solver's uncertainty is all about finding patterns and drawing conclusions. Unlike "analytic complexity", it's not about brute force strategy analysis, but rather the ability for players to connect the appropriate dots together. This style of uncertainty comes in various forms, such as a mechanical contraption, or a weave of political scandals, and is used to challenge the players in a different way than a combat or social situation.

This works best in cooperative and/or single player games. RPGs, co-ops like TIME Stories, or video games like Portal, all use this uncertainty because there's no direct competition involved. Generally, competitive puzzle games use timers and other uncertainty factors to force the solver to act. This, in my opinion, creates less fun and only rewards those that can complete the puzzle within the other constraints.

Solver's uncertainty has a distinct effect on games. It challenges players without putting a heavy burden of rules or mechanics. Instead, it gets right to the fun (that doesn't even include hitting people with swords!).

1 comment:

  1. In RPGs, I love puzzles - it's my favorite part. However, I recognize that players don't always connect the dots. One thing I've seen well-written puzzle adventures do is provide hints that the DM can provide to help steer players in the right direction - but also offer a more "brute force" or "dice roll" challenge as the alternative. The other method for players who have to beat a puzzle is the "creative destruction." If a crafty player can "break" the puzzle in such a way that they get past it, it's still a success, and you can laugh about it later.

    One time I had a variant of the Bureaucratic Maze (http://logicmazes.com/bureau/index.htm) to break an ally from prison, but instead of going to the various shops, they distracted the guards at the prison, knocked over the desk and stole every piece of paper they could find. I learned a lesson about puzzle frustration and they helped take my DM improving to the next level.

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