Life lessons from board games: Hanabi

Just as we can analyze fiction for its meaning and implication on our lives, we can also analyze board games. In some cases, the analogy is direct, if the board game is heavy on narrative and flavor (“You are investigating strange occurrences in Arkham, closing portals to other realms while the Ancient Ones stir in their slumber”). However, a lot of meaningful content could be extracted from the underlying mechanics and rules. Hanabi is a card game with virtually no narrative at all (it’s about making a fireworks show), and yet it says something deep about the nature of communication.

A Hanabi box stands in front of some tokens, and cards with colored numbers on them. The box says 'Race the clock... Build the fireworks... Launch your rockets!'

Hanabi is a cooperative card game, where players, as a team, seek to play cards in the right order. The problem is that players hold their cards backwards, and thus each player can only see other players’ cards, not their own cards. You can’t just tell other players what they are holding, you have to provide them with a limited number of clues, each clue obeying certain constraints. The game is thus all about efficient communication.

Hanabi is easy to carry around and teach to new players, so I’ve played a lot of games with beginners. I will discuss a common beginner’s mistake, and what it says about communication.
[Read more…]

A puzzle snob reviews The Witness

(Content note: this is a spoiler-free review, though I can’t speak for commenters.)

The Witness is a puzzle game created by Jonathan Blow, famed creator of Braid. The central mechanic of this game is a path-drawing puzzle, which looks like this:

Several grid-shaped puzzles in a row

When I first saw this mechanic, my reaction was, “So adventure game designers finally discovered Nikoli-style puzzles, eh?” Nikoli is a Japanese publication that popularized a certain genre of puzzles using numbers or symbols on a grid. The best known puzzle of this genre is Sudoku, but there are many others, like Fillomino, Heyawake, Numberlink, Masyu, Slitherlink, and Nurikabe (almost all of which I think are better than Sudoku).

Outside of Nikoli, you can find many more created by Grandmaster Puzzles, and you can try the annual US Puzzle Championship. I should mention that I am fairly competitive in the USPC.

The advantage to Nikoli-style puzzles is that they’re scalable. Contrast with the Myst series, where most puzzles revolve around poorly-designed user interfaces for fantastic mechanisms. Could you really pack hundreds of such puzzles in a game? It would be too hard to write all those puzzles, much less make the graphics to support them. And since there are so few of those puzzles in the game, you have to make sure each one counts for every player, without being so challenging that players start looking for solutions online.

On the other hand, as far as Nikoli-style puzzles go, dedicated puzzle-crafters will have video game designers beat. Sorry, Professor Layton! What I want to see in a video game are puzzles that could only be done in a video game. Luckily, The Witness passes this test, being a lot less like a Nikoli puzzle than it first appears, and not just because solutions are non-unique.
[Read more…]