Jonas Kyratzes said:
Give Me An Axe, I've Had Enough Of This Puzzle
Puzzles pull us out of the gaming experience, but obstacles pull us in.
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Agreed fully.
A good game teaches you how to engage its world--the rules, regulations, patterns, and so on--and then it tests you on how well you've learned. It teaches what will be tested, and it only tests what it taught.
These obstacles should demand that you think
inside the game world, rather than think
outside in abstraction. As you described, context is the key. In education, we've got names for the difference between the two:
authentic and
inauthentic assessment.
Inauthentic assessment is when a student is asked to
describe knowledge. I give you a formula, and you repeat the formula to me and maybe answer some numerical problems. It tells me whether or not you're
familiar with the knowledge. Authentic assessment is when a student is asked to
apply knowledge. I give you a formula, and then I give you a problem that requires you to use that formula
to find a useful answer. It tells me whether or not you're
fluent in the
use of this knowledge.
Games should rely as much as possible on authentic assessment. Teach players the rules of the game and then make them
apply those rules in novel situations. Provide context to the puzzle, and you've got good content.