Game Week 9 – Crayon Physics

Posted on 27/09/2010

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This week’s game is Crayon Physics Deluxe by Petri Purho.

What different kinds of approaches do people take?

There seem to be three main approaches people take when they attempt these puzzles.
  1. There first is a solution that simply solves the puzzle; the player just attempts to solve the puzzle given what they know about the mechanics and previous experiences. These normally result in a lot pretty plain solutions of reasonable complexity.
  2. The second is the minimalist method; the player attempts to solve the puzzle using a minimum number of objects and not pushing the ball at all. These solutions are normally very deliberate but can get quite creative.
  3. The third is incredibly abstract and creative; the player solves the puzzle in an interesting, creative, abstract and creative way. These result in a very self-expressive, creative solution.

What is it about the game that encourages different approaches?

For the first approaches it is the complexity of the puzzles and a lack of knowledge.

For the second, there is a reward for designing a minimal solution.

For the third approach, there is also a reward for designing an interesting solution but I also believe it is the lack of restrictions, room for experimentation, the breadth of the mechanics and also unlimited resources. Players are allowed to be as creative as they want with their solutions. and express themselves creatively at the same time.

How do the visual/audio aesthetics contribute to this feeling?

The music is always happy and simple – it is pleasant to listen. The who game is colourful and child like, and as such, attributes to this creative, inspirational environment. It feels ok to make mistakes and to draw badly, you can always go back and redo any mistakes. All the artwork is also done in crayon which again emphasises this feel.

Compare this game to Armadillo Run.

How do the game mechanics and sensory aesthetics differ?

There is no music and all the sounds are very mechanical. Every thing looks far more polished and professional than crayon physics. As such, it feels more adult. Instead of the more simpler physics available in crayon physics, armadillo run gives you far more access and play room with set object space.

How does this change the experience of the game?

The game feels much more inventive, rather than creative. It is like building Rube Goldberg machine. You feel more like a mad genius than an inventive child. The play style is far more complex and constrained though, as such, it feels as though it is limiting creativity.

Link to question

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Posted in: COMP4431, Game