Today’s post is going to be the fourth in the series “Game Theory Applied”. You have the previous ones here:
- Game Theory Applied: The Flow Channel
- Game Theory Applied: A Layered Rewards System
- Game Theory Applied: Endogenous Value
Today I would like to talk about the tricky concepts around puzzles and puzzle-based games like New Sokoban. Puzzles are often considered to not be games at all. This means that designing a video-game entirely based on puzzles implies some issues that need to be addressed to minimize the inherent problems that puzzles have and maximize their benefits. We will see it applied to New Sokoban, a puzzle-solving game.