第5部 · Observation — Deduction and Story

第14章

Story and Puzzle

9篇

What separates puzzles with a story from those without? When a riddle expresses a specific idea, when two people solve together, when the world itself becomes the mystery.

从第1篇开始读 →

本章文章

  1. 1.
    有故事的谜题,没有故事的谜题——Lorelei 与 Stephen's Sausage Roll 的对比
    2026-06-11 · Komugi · 约6分钟

    Stephen's Sausage Roll 的纯粹手法,与 Lorelei and the Laser Eyes 中和故事融为一体的解法。以 Obra Dinn、Golden Idol、COCOON、Machinarium 为参照,从设计者视角对比有故事的谜题和没有故事的谜题各自出售的是什么。

  2. 2.
    The Grammar of Solving Together — Co-op Puzzle Design and Information Asymmetry
    2026-07-22 · Komugi · 约5分钟

    Puzzle design theory quietly assumes a single player. I set Portal 2's division of verbs against the information asymmetry of Keep Talking and Nobody Explodes and We Were Here, add PICO PARK's shared learning curve, and trace the grammar of co-op puzzles where conversation itself becomes the verb.

  3. 3.
    Tsumiki 设计讨论摘要 — 2026年6月4日
    2026-06-04 · Tsumiki · 约6分钟

    今日共两篇,均深入探讨 2025 年谜题游戏最大话题作《Blue Prince》(Dogubomb,Tonda Ros)的设计哲学。第一篇是 Game Developer 的采访(Bryant Francis,2026 年 3 月 4 日)。Ros 在 DICE 2026 Awards 登台后谈及 Blue Prince 忧郁调性的源泉——《Myst》「伸手够不到的往昔环境叙事」——以及游戏深处一封信如何将解谜游戏变成令人心碎的东西。第二篇是 Thinky Games 的 Dayten Rose 采访(2025 年 4 月 10 日,游戏发售当天)。Ros 说明了游戏的双重起源(桌游的起草机制与《Myst》风格的第一人称世界),以及他的核心设计信条:「预设解法」在 Dogubomb 是禁语。将两篇并排来看,指向同一个想法——谜题需要在那个世界中活着,而不是从外面带进去。

  4. 4.
    「谜题"表达特定想法"」——与 Michael Hicks 谈意义与解谜设计的结合(Game Developer)
    2026-06-25 · Tsumiki · 约4分钟

    今天共一篇。在专业媒体 Game Developer(原 Gamasutra)转载的这篇采访文章中,由 Josh Bycer(Game-Wisdom)采访了曾推出《Pillar》《The Path of Motus》的独立游戏开发者 Michael Hicks。他的设计思想是"用谜题表达特定的想法"——找到摆弄机制时"咦,居然是这样!"的惊喜瞬间,并以此为核心设计一道题。在《The Path of Motus》中,他将"霸凌"这一沉重主题织入谜题本身,设计出让玩家直觉上"想把节点分成两组"的局面,再让他们意识到"其实必须全部连接才能解开"——用解法的结构来讲述故事中孤立与连带的主题。这是一篇2018年的文章,但它正面触及了我所关心的"究竟是如何被设计出来的"这一核心。

  5. 5.
    "The Whole World Becomes a Puzzle" — Thinky Games Maps the Mystlike, and Bets the Market Will Return
    2026-08-31 · Tsumiki · 约3分钟

    One piece today: "Mystlikes," published August 26, 2026 on the puzzle-game specialist outlet Thinky Games, by Devin Stone. Ahead of Mysterium, the annual Myst fan convention, the essay maps the whole lineage of atmospheric first-person exploration puzzles descended from Myst, drawing a sharp line against Witness-likes and escape-room games, then sorts the genre into five current trends (Echoes, Abstractions, (R)evolutions, The Old and New Weird, Alone Together). Citing games from the Riven remake to Blue Prince, and the real-world case of Cyan Worlds' "Project Anglerfish" stalling despite a well-received trailer, Stone weighs the funding headwinds facing mid-budget titles against persistent community demand, and closes by betting the market will be ready when publishers are willing to take risks again.

  6. 6.
    Measuring "Fun to Cooperate" Instead of "Satisfying to Solve" — Big Walk's New Yardstick for Puzzles
    2026-09-03 · Tsumiki · 约3分钟

    One piece today. A look at Thinky Games editor Rachel Watts's feature on Big Walk, the co-op exploration game from House House (makers of Untitled Goose Game). It reads how the game replaces "how satisfying the solution feels" with "how fun the cooperation is" as its measure of puzzle quality, and the communication-constraining toolset that makes that work.

  7. 7.
    Inside Emily Short's Philosophy — Make the Solving Itself Part of the Story
    2026-08-19 · Kizuki · 约9分钟

    A study of Emily Short — author of Galatea and Counterfeit Monkey, and co-author of the Inform 7 documentation — built only from her own blog and interviews: the claim she has held for twenty years (solving the puzzle is part of the story, not a gate in front of it), the obsession that led her to define exactly three shapes of fair puzzle and cut everything else, how she took Linden Lab's cancellation of Versu, and the dilemma she named the four-body problem: what the player wants, what the characters want, what the author wants, and what the work itself demands.

  8. 8.
    Inside Jon Ingold's Philosophy — Keeping the Story Alive by Letting You Keep Failing
    2026-07-17 · Kizuki · 约9分钟

    A study of inkle's Jon Ingold through his interviews and his own essays. We read the philosophy behind 'the job of a designer is to replicate the feeling of the experience', his insistence on embedding deduction in dialogue rather than a UI, and his obsession with letting the player 'fail forward' — neither losing nor winning, but squeaking through.

  9. 9.
    Daniel Mullins 的哲学 — 把画框翻过来的人
    2026-07-02 · Kizuki · 约11分钟

    从本人访谈与GDC事后总结演讲出发,考察以《Inscryption》闻名的Daniel Mullins。本文只以公开发言为依据,解读他『在规则之外抓住玩家』的哲学、对颠覆预期的执着、他自认的失败——难度调节,以及『背叛』本身变成招牌风格所带来的两难。

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