Player Studies: Thoughts about ‘The Riddle Promenade’

critical making, Uncategorized

[This text was submitted to accompany a muse-based game design assignment for Mia Consalvo’s Player Studies class, but I thought you might enjoy reading it. Look out for a postmortem after the game gets playtested a bit! Feel free to sign up for the Google group if you want to play with us!]


The number one lesson that I’ve learned from making a game for my muse, Tom Deliva, is that writing original riddles is quite hard. The premise of The Riddle Promenade is as follows: a riddle is posted to a community of players on Tumblr and through a Google group. Players first solve the riddle and then take the “best” photo that they can in order to represent the answer – they may do so by going out and finding something in their community that represents the answer, by staging their own photo, or by making some other work of art that they can then photograph. There is a deadline for all photos to be sent to the moderator in charge of the game through the Google group so that the riddle isn’t spoiled for anybody. The photos are then posted all at once with the name of the submitter (and their Tumblr if they have one) and players can engage with them as they wish.

Given the information that I gleaned from my player analysis, there are quite a few directions that I could have taken for this design that would probably have worked. As the player analysis shows, Tom plays eclectically. I knew that I didn’t want to create an adversarial design, and I knew that there were aspects of Tom’s personality and day to day reality that didn’t come across in the player analysis. These are aspects that I know about because I’ve been his partner for around a decade, but that are not always easily pinned down and explained. The player analysis is still a good starting point, but sometimes there were decisions that I made that were not based on evidence from the player analysis, or points where I could have gone either way. In those cases, I used the privileged knowledge that I had to make choices, along with my experience as a game designer (such as it is – I’ve been designing games since January 2013). In this design, I was taking aim at a number of goals which I will explain along with the decisions that I made below.

This game doesn’t take place wholly in the digital realm, but nevertheless I was reminded of our readings about social play, specifically the Steinkuehler and Williams piece and the Eklund piece. One of the goals that I am trying to achieve in this game is tying Tom back into communities online and back home, so that Fort McMurray won’t feel so lonely. So, the fact that there is a lot of evidence for the utility of online spaces as third spaces (Steinkuehler and Williams 2006) and as places of community for both family and friends (Eklund 2013) makes me think that if I can get players to participate, this goal will be successfully met.

Since Tom has played widely in all sorts of different genres and types of games, one of my other goals was to surprise him and to test his skills. I knew that I wouldn’t be able to build something very elaborate in terms of mechanics and levels during the course of the class. Although I could have done a vertical slice, I wanted to scope in such a way that there was a complete, playable and scalable version of the game available by the end of this course. I don’t just want to know whether I’m correct in assessing that this game would be a good fit for Tom, I want to actually get it up and running and have him play it for more than just this class.

Additionally, I wanted the game to fit in easily with tools and routines that the players would already have. These are the reasons (time constraints, ease of use for players, the desire to keep the game up and discoverable for new players) why I have chosen to use readily-available tools rather than programming something from scratch.

There are quite a few reasons that I have chosen to use both Tumblr and Google Groups at the same time. For one, Google Groups can be used to send the riddle directly into the players’ inboxes and act as a reminder when the page is updated (something that Tom will appreciate given his schedule). Additionally, if players make their submissions through Google Groups, the moderator can post them all to Tumblr at once rather. The reason to then use Tumblr on top of Google Groups (which could easily handle the mailing list aspects and the photo-sharing) is so that the game is discoverable to new players (who is going to go looking for a game on Google Groups?), so that the rules and other information about the game are easily organized (Google Groups is not ideal for this purpose), and so that the Tumblr page can act as an archive for past photos and riddles.

With all this in mind, I happen to know two key things about Tom: he hasn’t played much in the way of augmented reality games (he, in fact, did not even play Pokémon Go), and he is a fairly bad photographer. So, although I know he probably expected to have his skills tested in terms of strategy, reflexes and other standard video game playing skills, I think having to take “good” photographs will be challenging and skill-testing for him. In this sense, one of my aims is to surprise him, and is a choice that is a bit teasing if not outright adversarial. It questions Tom’s assumptions around what skills are valid in video games.

Another goal for this project is to encourage Tom (and other players) to explore their surroundings. Since Tom is newly arrived to Fort McMurray, Alberta, I hope that this game will be helpful to him in giving him an excuse to wander and get to know the place. That’s the “Promenade” part of The Riddle Promenade. This aspect of the game may or may not be successful because my understanding is the weather has already gotten quite cold out there. Tom also mentioned during our Pathfinder game that he enjoys discovering “information, places and items” and “know[ing] the history and fluff.” Through his exploration, I hope that Tom will be able to engage with the history and local points of interest in Fort McMurray.

Now, anyone with a phone can go for a walk and take pictures. I wanted to give the exploration and the photography a goal and make it more likely that people would actually go take walks and explore. Since one of Tom’s stated interests is puzzles and riddles, I thought that a riddle which was answered with a photograph on a deadline would be a good solution. It’s clear from the success of Instagram and other social media sites that have photo-sharing options (Twitter, Snapchat, Facebook, Tumblr, etc) that people enjoy engaging with each other’s photographs, so this is a proven mechanic that I have decided to leverage in the game.

Additionally, this is a game with a flexible playtime, which, given the fact that Tom now works twelve hour shifts (four days on, four days off) is significant. Tom can think on the riddle while at work on other necessary tasks, and then pick a day to go for a walk for an hour or two in order to take his photograph. The frequency of the riddles and their deadlines may vary, but there will be no more than one a week, which means that Tom will be able to play when he can, without the game taking up too much of his spare time.

Overall, I think this is a game that Tom will enjoy and like, although it isn’t a traditional video game. Since Tom plays so widely in so many genres with so many mechanics, I think that a well-designed clone or reimagining of many kinds of games would have appealed to him. What I’ve tried to do is not only appeal to him but also help him adjust and deal with his new living situation, while connecting him back to a community that isn’t location-dependent.

It remains to be seen whether Tom will enjoy this game. There are a few challenges still ahead: finding and building a community of players, practicing my riddle-writing skills to make writing them a bit easier than it is now, and maintaining the game with regular updates once it is up and running.

You can find the game materials here:
Game Rules:

Steinkuehler, C. A. and Williams, D. (2006), Where Everybody Knows Your (Screen) Name:
Online Games as “Third Places”. Journal of Computer-Mediated Communication, 11: 885–909.

Eklund, L. (2013) Family and Games: digital game playing in the social context of the family. In
Quandt, T & Kröger, S (Eds.) Multi.Player. Social Aspects of Digital Gaming. Routledge: London