We see this in games apparently beloved for being ‘hard’. Learning something, getting better at it and seeing the benefits feels good. When programming with the proper tools/APIs I can manipulate the world, I can solve a problem inside that world. Not match-3 games though, enjoying them is probably a disorder. Click through a level of Hexcells, it’s fun even initially when it isn’t actually hard. Even simple problems are satisfying to work through. It’s natural to feel a bit like a genius after solving an initially stumping problem, even if it actually wasn’t a graceful proof for Fermat’s last theorem. Again an important point is solving puzzles is still fun even if the puzzle may not seem to be the ultimate problem. Puzzle games exist because of this simple truth. Your solution will maybe be an unreadable mess, but it’ll be your unreadable mess. Given a set of tools you figure out how to achieve some goal, there will be many different ways to solve a problem. So it’s strangely satisfying to dig out your first cave in Minecraft, slap down a residential estate in Sim City or link up some paths in Settlers.Ĭoding itself is inherently creative. This seems to be true even if you don’t believe what you have created is actually all that. The act of making your own stuff is enjoyable. I’ll talk more about my current game project later, but now lets explore the idea behind it a little. I’m working on this because I believe that getting you, yes you, the actual player, to write a little code will give them the joys of mastery and creativity in solving problems. move_forward ()įor the past couple of weeks I’ve been working on a project around coding in a puzzle setting. Loop for enemy in enemies_nearby () while enemy.
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