In order to escape from the hell that is medical bureaucracy, I'm making yet another attempt to return to level design. After deciding that all my passion projects are more ambitious than I can currently manage, I figured I'd start with something smaller, and I decided something with challenging puzzles would be a cool map.
Which raises the problem of puzzle design in Half-Life².
The campaign doesn't have that problem: people playing it for the first time are usually new to the game, so the challenge is figuring out what the puzzle actually is and learn the design language: blue barrels float, wooden beams can be broken, gas canisters can detonate, etc. A battery can be carried around to be plugged in.
For any sort of seasoned HL2 player, that's not a challenge. They know the usual puzzles and the design language, and most of the usual puzzles have become mere chores. Carry A to B, stack X on Y, put L under M to lift it up. The "bring A to B" is the most basic form of puzzle and usually results in copious backtracking and can make the player feel like an errand boy.
So what I want are three things:
- puzzles that are challenging, in that the solution has to be deduced by the player
- puzzles that aren't menial, in that the execution is trivial and doesn't amount to pointless labour
- puzzles that are learnable, in that players don't get frustrated and feel like they were set up to fail
And that is surprisingly tough.
Elaborate physics puzzles are one possible approach. Those either are too obvious ("a wooden beam supporting a precariously balanced ramp that I could blow up and walk down? how convenient!") or too elaborate ("what am I supposed to do, build a pulley?!").
Circuitry puzzles à la
Portal seem more promising, but teaching the player an entirely new design language may take more time than a single map can accomplish.
Number locks are simply trial and error.
I keep thinking about it, but it's hard coming up with enough learnable, challenging, non-menial puzzles to fill a map.