Puzzle Maker’s Dictionary — Game Systems, Feedback, Balance, and Emergence

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Complexity Trees and Pruning: Control How Quickly Possibilities Branch

Technical terms: Complexity tree, Bushiness, Pruning

A complexity tree represents possible choices and their consequences as branches. Bushiness describes how many plausible branches appear at each point. Pruning is the process by which players or rules discard branches that are illegal, obviously weak, irrelevant, or inconsistent with a plan.

An activity can have simple rules and enormous bushiness. Expertise often looks less like calculating farther and more like recognizing which branches do not deserve attention.

See it in word construction

From one letter, thousands of words may be linguistically possible, but endpoints, available space, theme, crossings, dictionary setting, and the maker's emerging composition prune most of them.

What you can do with it

Give players useful filters. Too little bushiness makes decisions automatic; too much unstructured bushiness makes every move feel like searching a dictionary without direction.

Ask a player

What helped you narrow the possibilities without making the choice for you?

Nearby ideas

Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), discussion of complexity trees, bushiness, and pruning. ---

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