limbo - learning by dying

14
Learning by Dying… A study of Limbo’s puzzle mechanics by Bertrand Israël

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Page 1: Limbo - Learning by Dying

Learning

by Dying…

A study of Limbo’s

puzzle mechanicsby Bertrand Israël

Page 2: Limbo - Learning by Dying

Intentions

Abilities

Learning

Skills

Difficulty

Rewards

Elegance

References

Table of Contents

Page 3: Limbo - Learning by Dying

Concept Trailer

Arnt Jensen - 2006

According to Playdead’s developers intentions,

Limbo intends to fullfill the following criterias :

• Match the concept trailer • No tutorials

In

te

ntio

ns

• No replay value

• Minimalistic design

• Challenging gameplay• No explanatory texts• Learning by experimentation

• No penalty for dying

Page 4: Limbo - Learning by Dying

Ab

ilitie

sMinimalistic controls

Two simple

challenges are

sufficient to expose

the Move, Jump and

Action abilities.

- One analogic input :

MOVE (Walk, Climb)

- Two binary inputs :

JUMP (Dodge, Reach)

ACTION (Activate, Grab)

Page 5: Limbo - Learning by Dying

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/3

The goal is obvious

The properties of each component is self-evident

- Each interaction is

logical and respects

the laws of physics

(Gravity, Momentum,

Fluid mechanics, etc).

- Even when well hidden, the exit is

always on the right of the screen.

- There’s a point of no return before

each puzzle.

- Each component is easily recognizable.

- Each component

induce the player to

manipulate it.

Page 6: Limbo - Learning by Dying

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Force the player to experiment the threat

This bear trap is the key of the next puzzle. Even if the player notice it

in the tree, he can’t reach it before he interacts with the spider legs.

- The player musn’t find the solution by chance. He must

understand all solving steps.

- Some key components are reachable only after the player

has interacted with the threat or the blockade.

- Some key component are partially hidden in order to be

unoticed by the player the first time he pass in front of them.

Page 7: Limbo - Learning by Dying

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/3

Dying give clues…

- On character’s abilities

boundaries.

- On hidden threats.

- On perfect timing.

- On unexpected responses.

So, the player must die in order to learn.

In Limbo, death is more rewarding than punishing.

The player must trust the game

- There’s one check-point after each achievement. The

player can make hazardous experimentations with

minimum penalty.

- All interactions, even wrong ones, give hints on the

element function and on the way to solve the puzzle.

Page 8: Limbo - Learning by Dying

Skills 1/3

CLEVERNESS

SYNCHRONY

Move a cart

without pushing it.

Create your

own timer.

- Deduction.

- Perceptual Shift (use a

known gameplay element

in an unusual way).

- Move, jump or activate

a switch at the right

moment.

Page 9: Limbo - Learning by Dying

Skills 2/3

REFLEX

PRECISION

This often leads to character’s

death, so memory and synchrony

will be required instead.

- Avoid a sudden and

unexpected threat.

- Position of the main

character or of a

gameplay element.

Precision, synchrony and memory

are required in order to avoid the

swinging bear traps.

Page 10: Limbo - Learning by Dying

Skills 3/3

MEMORY

- Learn by failing : memorize a sequence.

- Multi-screen Puzzle.

Page 11: Limbo - Learning by Dying

Diffic

ulty

“ The player is my enemy,

the player is my friend. ” Playdead’s philosophy

Limbo always tries to find balance in order to

propose fair challenges.

Difficulty wrenches and levers :

- Number of solving steps.

- Number of required skills (platform & puzzle).

- Timer.

- Multi-screen puzzle (memory).

- Partially hidden component.

- One-shot component.

- Controls alteration (cocoon, brain parasite).

Page 12: Limbo - Learning by Dying

Rewards- Sense of progress.

Use a trap you just

avoided in order to

eliminate a threat.

- New hint.

- New challenge.

- Console achievements.

- Humor & Elegance.

- Feeling of being clever.

Page 13: Limbo - Learning by Dying

Ele

ga

nc

e

After that, unfortunately, the game sacrifice part of the overall

experience on the altar of a difficulty curve. No more bad boys,

no more creatures, Limbo become a classical puzzle game.

Unexpected gameplay element Scary timer

Fantasy

The first half of Limbo is pure magic.

Page 14: Limbo - Learning by Dying

Thank You

References

“Limbo : Balancing Fun and Frustration in

Puzzle Design”

Jeppe Carlsen - Conference - GDC Europe 2010

Various Reviews and Interviews

IGN, 1Up, Gamespot, etc.

Walkthru Video