Hi all,
First of all, thanks everyone for their feedback and contributions. I’ve now grouped learning goals together in this document. There’s a key at the top. I divided them into units and have them in a rough order from basic to advanced, while giving the player some variety along the way. There will also be educational interludes between groups of puzzles that will try to fill in some of the essential knowledge base. I hope it’s sensible – it’s not perfect.
I’d like to link these learning goals to specific puzzles. So over the next couple weeks I’ll be regrouping and editing things and adding links to puzzles that address specific goals. I’d love your feedback with that. If you have a puzzle that addresses a goal, add it to the document. If you have other feedback or comments about the progression, please let me know.
Here are some principles I’m working from:
Each puzzle should present something new. In other words, the player won’t be able to do exactly what she did in the last puzzle to solve the current puzzle.
Blend learning when possible (link RNA knowledge to puzzle tactics to effective use of UI).
Introduce UI elements when they are relevant. In other words, introduce pair swapping in a puzzle where pair swapping is useful (where, say, swapping the right pair(s) will solve the puzzle); zooming in and out might be introduced in a larger than average puzzle.
Use contrasting cases. The idea is to use puzzles that look similar, but differ in some critical respect so that players can notice what’s different. A number of player-created tutorial series already do this to great effect.
Show before telling. Some amount of text will be inevitable, but if we can demonstrate something elegantly, through a puzzle, that’s the better option.
The use of scaffolding. The idea here is to enable players to solve puzzles they otherwise wouldn’t by giving a little bit of help. Players have employed a variety of interesting methods of doing this: locked bases, hints in the description, limits in the number of mutations necessary to solve the problem (see the Fun with John series), starting players off with a bad design that they need to fix, etc.
I hope to have a working puzzle progression by the end of August to early September. Then we can iterate and beta-test.
Thanks!
-Ben