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"We didn't want to make just another shooter": Capcom's Pragmata on the puzzle-shooter, and Draknek on what a puzzle game is
Two pieces today. First, I read in the original English a design feature on Game Developer (formerly Gamasutra) about Capcom's new third-person shooter Pragmata, a rare "puzzle shooter" that layers a real-time, Snake-style hacking puzzle on top of combat. Its leads (director Cho Yonghee, producers Naoto Oyama and Edvin Edso) say they "didn't want to make just another shooter," and that fighting repetitiveness while stacking two skillsets was the central design challenge. Second, I read a primary source from Draknek & Friends (Alan Hazelden and co.): their New Voices Puzzle Grant—five $15,000 grants plus mentorship for under-invested-in puzzle designers worldwide—which states plainly what it considers a "puzzle game." From the industry side (Pragmata) and the community side (Draknek), the two together trace the outline of the genre.
"The hacking was always there" — Capcom's Pragmata and the design of simultaneous puzzle-shooter gameplay (Game Developer, April 2026)
One article today. Alessandro Fillari's April 14, 2026 interview on Game Developer explores how Capcom designed Pragmata — a third-person shooter where players must simultaneously solve Snake-style hacking puzzles during combat. Neither shooting nor hacking alone can finish a battle. Producers Edvin Edsö and Naoto Oyama explain how the dual-system design existed from day one, and how the team fought repetitiveness by making the hacking system evolve as players improve.
Capcom's 'Snake Hacking Puzzle + Third-Person Shooter' Experiment — Pragmata Reframes Non-Repetitive Combat Design
One article today. Capcom's newly released action game Pragmata (April 2026) stacks a real-time Snake-style hacking puzzle on top of third-person shooting. Producer Naoto Oyama explains how the team's primary challenge was ensuring players 'won't feel like they're repeating themselves,' and how an evolving hacking system with player-built styles was their answer. (Game Developer, April 14, 2026)
Puzzle-in-Combat Design and the Question Randomness Poses to Puzzle Design
Two pieces today. How Capcom's Pragmata integrates real-time Snake-style puzzles into third-person combat — and the design challenge of avoiding repetition (Game Developer, Alessandro Fillari, April 14, 2026). Then Mark Brown (GMTK) on the fundamental tension between randomness and puzzle design in Blue Prince: what happens when you have clue A but the house won't give you room B (GMTK Substack, May 8, 2025).

