Puzzle Maker’s Dictionary

Understanding Puzzle Players and Motivation

You are never designing for “the player” in the abstract. One person comes for mastery, another for surprise, another to make something expressive, and another because solving beside friends turns private thought into shared pleasure. The same puzzle can feel spacious to an expert and empty to a beginner, welcoming to a word collector and hostile to someone who associates vocabulary with testing.

These terms help you identify who is playing, what rewards their attention, how other participants change the experience, and which expectations arrive before the first move. Use them to make a more deliberate invitation—not to divide people into permanent types. Begin with reward and relative player experience, then examine player count, motivation models, and genre when those distinctions become useful.

Look for the owl mark beside a passage to read or begin a discussion.

Players and Sides: Count Interests as Well as People

Technical terms: Number of players, Number of sides

These numbers describe different things.

  • Number of players counts individual participants.
  • Number of sides counts independently opposed interests.

Six people might compete separately, form two teams, or cooperate as one side. Headcount determines who must gather and how much attention is divided; sides often determine the strategic and political structure.

See it in word games

Six Boggle players usually create six independently scoring sides. Six Codenames players normally create two sides. Six people playing Just One cooperate as a single side.

What you can do with it

Do not assume that adding people merely creates more of the same game. It can introduce alliances, waiting, shared interpretation, negotiation, or the possibility that one confident participant speaks for everyone.

Describe your puzzle with the same number of people arranged as individuals, pairs, and one cooperative group. Identify what changes before changing any other rule.

Ask a player

Did the other participants feel like opponents, collaborators, an audience, or part of the puzzle material?

Nearby ideas

Elias, Garfield, and Gutschera, Characteristics of Games (2012), Chapter 1, section 1.2, pp. 21–29. ---

Player-Count Sweet Spot: Find the Group Size That Makes the Puzzle Strongest

Technical terms: Player-count sweet spot

A permitted player range tells you what the rules tolerate. The player-count sweet spot is the count at which the game produces its strongest or most characteristic experience.

The best count depends on interaction, waiting, information flow, balance, politics, and whether everyone has meaningful room to contribute.

See it in Scrabble

Two-player Scrabble is relatively controllable: every opening helps one known opponent and the board returns after one intervening turn. With four players, the board changes repeatedly, plans decay faster, and defensive sacrifice becomes less personally rewarding.

What you can do with it

Test supported counts as potentially different games. A puzzle designed for reflective dialogue may need two people; a performance of rapid associations may come alive with six; a construction puzzle may work best alone with later spectators.

Run the same activity alone, in a pair, and in a small group. Record what appears at each count rather than asking only which version was “fun.”

Ask a player

Did the number of people give you more possibilities or less room to think?

Nearby ideas

  • Number of players and sides — distinguish headcount from opposed interests.
  • Downtime — examine waiting created by additional participants.
  • Interaction density — notice how often players meaningfully affect one another.
  • Cooperative interaction — protect individual contribution inside a group.

Elias, Garfield, and Gutschera, Characteristics of Games (2012), Chapter 1, section 1.2, pp. 27–29. ---

Player Experience and Personas: Design for a Relationship, Not a Universal Player

Technical terms: Relative player experience, User persona

  • Player experience is relative because enjoyment is merely the relationship between a design and a particular person.
  • A user persona is a grounded representative description of an intended player's motives, knowledge, habits, limitations, and context. Personas are possibly the most important concept concerning getting people to play your game.

A persona helps you reason beyond your own preferences. It should guide hypotheses, not stereotype everyone who resembles it.

See it in crosswords

One person wants a long Sunday ritual filled with cultural knowledge. Another wants one compact moment of insight without specialist trivia. Calling either puzzle universally better ignores whom it was made to meet.

What you can do with it

Identify the personas your should be trying to serve with your game. State who a design decision serves and what it may cost another audience. Broad appeal still requires several specific hypotheses; “everyone” is not a useful persona.

Describe two plausible people who would value your puzzle for different reasons. (use resaerch)Target your puzzle or game to these personas.

Ask a player

What kind of puzzle experience were you hoping for when you began?

Nearby ideas

  • User-centered design — test assumptions with representative people.
  • Player-motivation model — compare different rewards sought through play.
  • Genre and experience archetype — account for expectations brought to the form.
  • Accessibility — include differences in perception, action, understanding, and context.

Robert Zubek, Elements of Game Design (2020), “Player Experience,” sections “Experience Is Relative,” “User Personas,” and “Experience Design.” ---

Player Motivation Models: Use Them as Lenses, Not Labels

Technical terms: Player-motivation model

A player-motivation model organizes the different rewards people seek from play. Models emphasize motives such as achievement, exploration, social connection, competition, mastery, learning, immersion, and creativity.

They are lenses for generating and testing hypotheses.

See it in a word-game community

One person wants completion, another linguistic discovery, another a speed contest, another conversation, and another the pleasure of making a puzzle for someone else. Treating every return visit as pursuit of a high score would misread most of them.

What you can do with it

Ask which motives reinforce your central activity and which would dilute it. This a point where you might want to choose whom your puzzle/game is for and also who not to foccus on. A feature added for a distant audience can weaken the experience for the people already most alive to the game.

Choose three distinct motives and imagine the smallest change that would serve each. Keep only changes that strengthen rather than distract from the central experience.

Ask a player

What were you hoping to find here: a result, a discovery, an audience, a challenge, or something else?

Nearby ideas

  • Reward — identify the specific benefit the player receives.
  • Relative player experience — connect motivation to a particular person and context.
  • Intrinsic motivation — protect pleasure arising from the activity itself.
  • Player community and microclimate — see which motives a group comes to value.

Robert Zubek, Elements of Game Design (2020), “Player Experience,” with models credited to Richard Bartle, Raph Koster, and Nick Yee. ---

Experience Archetypes and Genre: Make a Promise, Not a Prison

Technical terms: Experience archetype, Genre

A genre works as an experience archetype: a recognizable bundle of mechanics, activities, pacing, presentation, and expectations.

The label reduces uncertainty for makers and players. It supplies proven defaults and tells people roughly what kind of attention will be rewarded. Crossing genres can be fruitful, but it may also combine incompatible promises.

What you can do with it

Use genre to carry ordinary expectations so your genuine departure is visible. Do not use a familiar label solely to attract people if the actual activity asks for a different relationship.

Name the genre your audience is most likely to assume. List promises contained in that label and decide whether to fulfill, revise, or reject each.

Ask a player

What did the name or presentation lead you to expect before you began?

Nearby ideas

  • Standards — inherit familiar components and procedures.
  • Player mental model — understand expectations applied to the system.
  • Experience goals — name the particular response within or beyond the genre.
  • Game customization — let players vary an experience without losing its identity.

Robert Zubek, Elements of Game Design (2020), “Player Experience,” section “Experience Archetypes and Genres.” ---