Information Warfare: 3D Puzzlers
Tuesday, May 11, 2010 at 10:58AM
Richard Terrell (KirbyKid) in Misc Design & Theory, Picross 3D, Portal, Puzzle

Puzzle games are designed to test our knowledge skills most of all. By obscuring information or coding the solution with game rules, puzzles encourage players to think and read the challenge in specific ways. Reading a 2D puzzle game can be a lot like reading text or looking at an image. Reading a 3D puzzle fundamentally changes how the information is presented adding a new, more engaging layer to the obfuscationg/coding. 

Instead of simply looking at a 2D puzzle and taking the presentation of the information at face value, one must always consider perspective when solving a 3D puzzle. The angle at which you view the puzzle changes the appearance of the elements on screen while simultaneously obscuring the view of other areas/elements. Piecing together the information of a 3D puzzle is most comparable to constructing a mental 3D model.

The following are examples of how 3D space is used to make reading more engaging and presentation more complex. 

 

Majong Dimensions (video 1video 2)

 

 

Cubello

 

 

Picross 3D

 

 

Portal

 

Mighty Flip Champs! (see video here)

 

 

Precipice

 

Boom Blox (see video here)

 

When reading the field is the only thing that will bring success and the 3D design of the challenge gets in the way of reading the 3D structure/space/level, you're locked in a never ending battle of information warfare. 

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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