Sunday, December 8, 2024


Opening The Locked Box

 
Incorporating narrative into a Puzzle Game poses challenge due to the often abstract nature of its gameplay systems. The distinctly separate way the player interacts with the puzzles also contributes to this possible feeling of dissonance between the two halves. Visual novels offer a way to alleviate this tension through bringing the presentation of the story closer to the level of the puzzles. It provides a framework within which the puzzles can be understood as part of a cohesive whole where the each puzzle matters. A consistent atmosphere of mystery helps link the two section together with the threads of intrigue to push the player forwards. This is all brought together into a common abstraction of their respective systems as both sit far from the realm of realism while still having their own identity. Let’s find the solutions and discover exactly what this hybrid brings to the table.
 

Uncovering The Solution

 
Neither Puzzle Games nor visual novel are bound by the idea that they have to be realistic and instead aim to present their respective systems in way to directly engage the player. They focus on abstracting the core emotion and identity of the moment and turning into something which is easy to digest while still providing enough depth to make them feel meaningful. For Puzzle Games this mood is very specific, it wants to create a situation where the player is forced to think about the gameplay in front of them and carefully piece together a solution. The visual novel takes a narrative and reduces it down to its key elements to form a space within which characters and plot can be addressed in concentrated expressions of humanity. This similarity in terms of abstraction means they operate on the same level and so it feels more natural for a Puzzle Game to move into a visual novel section as opposed to a more realistic cutscene. It also prevents the somewhat detached nature of puzzles or the contrived situations that allow the puzzles to exist from being brought to the player’s attention due to the smooth transitions between the two halves. The more each part leans into their distinct natures, the greater the commonality becomes and it provides some unexpected wiggle room for designing the hybrid to achieve specific results. 
Time to match those tiles
 
To see their dynamic in action we can look at Kotodama: The 7 Mysteries of Fujisawa and examine its design choices. Puzzles in this game take the form of tile matching gameplay which is entirely divorced from the otherwise realistic modern day characteristics of the title. They exist in a separate space and represent the use of the protagonist’s supernatural powers and often accompany climatic moments in the story. In presenting this story in a visual novel format Kotodama can use a consistent pool of assets that compliments the puzzles through their common 2D nature. These shared elements include the character portraits and backgrounds, making it clear the puzzles are taking place in the same location and against the same person as was depicted in the visual novel story. This consistency helps cushion what could have been a rocky transition since the 2D assets align with the colourful tiles and create a sense of the two belonging together where a less abstract style of narrative presentation would have clashed with it. Bright colours and bold shapes are used throughout the interface and general art direction of the visual novel half of the game and they are a deliberate choice to reflect the strong colours of the match four tiles. Alongside the exaggerated expressions of inherent in the anime art style this hybrid can form a baseline of player expectations for the game’s identity and ease them into the puzzles without sacrificing the feeling of narrative cohesion. Nothing Kotodama does with either half of its gameplay is particularly notable compared to what other titles have achieved, but it does showcase how a series of relatively small touches and focus can do a lot to allow puzzles to settle within a visual novel narrative.
 

Consistent Mystery 

 
Being able to maintain a consistent tone throughout the overall experience of a Puzzle Game is important for controlling how the player perceives its different aspects. A visual novel element can easily handle this requirement due to its compatibility with the mystery genre which Puzzle Games so often lean into. This choice of genre stems from the way a mystery narrative forms a larger scale puzzle for the player while puzzle sections act as smaller doses of this tone. Their similarity blends the two aspects into a coherent whole where each part offers the same identity. The reason a visual novel works so well as the means of story presentation for a Puzzle Game is its compatibility with the mystery genre. It can show personal moments and clues to the mystery alongside one another in a natural feeling manner where the higher level concepts can be brought down to a human level. The intimate perspective offered by a visual novel is the main reason for its ability to shift between the various moods needed by the puzzle section in order for them to make sense within the game’ structure. In pushing the title through the lens of a mystery, the puzzles become part of shared ethos with the visual novel element and from it a consistent picture of a world for which the puzzles make sense. As a result the experience of playing the Puzzle Game feels smooth and more believable even if it still inherently an abstraction of reality. 
Time to figure out the puzzle box room
 
999 and Tantei Opera Milky Holmes could not be more different from each other in terms of plot, but they both make use of this continuous mystery element in similar ways. For 999 the sense of mystery is all consuming as it is present throughout the dangerous situation the characters find themselves in and their lack of understanding of why it is happening. This slow uncovering of what is going on and how the characters can escape it is mirrored in the increasing complexity of the puzzles and as the solutions to both become clearer the player’s feelings of accomplishment which create a harmonious experience. With Tantei Opera Milky Holmes the mysteries are more individually self contained and pose little threat to the characters since they aim to provide a light tone. These mysteries are often paired up with an associated puzzle which needs to be solved for the game to progress and the solution to be revealed. It shows the player a direct line between the puzzle and the mystery in a way they would find difficult to ignore and draws the two halves of the game closer through this simple communication. Rather than feeling out of place, the simple nature of the game’s structure allows this directness to come across as a natural extension of it where the player knows exactly where they stand and they are wrapped in a comfortable blanket of familiar ideas and tones.
 

A Framework For Understanding

 
On their own puzzles are just a detached gameplay system without any inherent meaning beyond the player’s ability to solve them. It is in their contextualisation where their power lies to make the player feel as if they uncovering the same solutions as the characters in game. Visual novel sections provide a simple and easy to parse framework through which the puzzles can be understood and directed as part of an overall flow for the game. Since this is such a vague idea it is best to look at it through a couple of examples where the puzzles are abstract in nature and demonstrate how this technique stops them from feeling out of place. The tile matching gameplay of Tropical Liquor is nothing particularly remarkable on its own with its four by three grid offering nothing the genre has not seen before. What gives these puzzles a memorable quality is the way they are given a romantic and flirtatious atmosphere through the build up provided by the visual novel sections. The tile matching is contextualised as the act of going on a date and drinking with the girl you selected in the narrative. It lends a certain playfulness through the somewhat silly idea that a person can be wooed by someone’s skill at puzzles and this keeps it feeling consistent with the light atmosphere in the rest of the game. Murder By Numbers has a more distinct style of gameplay where the player must solve increasingly complex grid based number puzzles. Given the mentally demanding nature of this style of puzzle its contextualisation shifts into a variety of discovery and mystery solving elements where the puzzles represent the key actions of our protagonist. Helping this along is the heavy use of the aforementioned consistent mystery element which makes the framing of the puzzles appear natural to the world around them.
It is the people around the puzzle who decide how it is understood

Conclusion

 
From the perspective of the overall cohesiveness of a puzzle game, the hybrid with visual novels is by far the most effective merger when it comes to lining up the narrative and the puzzles. It can form a framework through which the puzzles can be understood and firmly grounds them within a context that give them significance. Their common abstract nature allows the transition between on type of section to another feel smooth while still maintaining what makes each interesting to engage with. A trick visual novel elements like to use is the blending of a mystery tone into both sides of the gameplay to create a feeling of consistency through the entire experience. The benefits of this type of hybrid are significant where the game wants to have its puzzles be more than simple mind benders and instead part of a narrative whole. If you are considering creating a puzzle game then including a visual novel element may well elevate your title far beyond what it could achieve with just puzzles alone.
 
 

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