Manbearcat
Legend
On "control."
Abstract puzzle solving games or an abstract puzzle solving aesthetic ported into or entailed within a particular game has "control" (where one participant whose role is it to generate content/abstract puzzles, "the controller" lets say, for others whose role is to solve content/abstract puzzles) embedded within the scope of play. It (the paradigm of "control" here) is a necessary means to the end of "having discrete roles (abstract puzzle generator and abstract puzzle solver) and playing those roles with the necessary integrity inherent to that particular brand of puzzle solving (abstract)."
But there are different types of puzzles as well. And further, abstract puzzle solving can become rote if the dynamism and mystery that infuses the abstract puzzle solving with its inherent life undergoes selection pressures which generate the development of S.O.Ps that do the heavy lifting of the puzzle solving. So the abstract puzzle solver and the play-space have to work hard to constantly evolve so the necessary discrete roles of generator and solver endure (which folds in that "means to the end control" for the abstract puzzle generator). And that is difficult. Its all difficult. And that "control reflex" can absolutely degenerate if "the controller" isn't ever-vigilant (particularly being vigilant against being precious about either their content or their content authority).
And circling back to that first sentence in the second paragraph (different types of puzzles). There are a lot of different types of puzzles. Some extremely rewarding puzzle solving involves an intricate board state with transparent parameters/currencies that inform a succession of complex decision-spaces until Win Con/Loss Con is achieved. In those particular types of puzzles, the generator not only need not worry about "control (over information)"...such concerns and protocols around keeping the board state (or parameters that inform the board state) veiled is 100 % anathema...degenerate...full stop.
EDIT: I mentioned climbing above. Route-setter and climber are perfect examples of my directly above paragraph. The route-setter sets the route on the wall. They don't give the climber the script (beta) to top the route, but there is absolutely nothing veiled. Everything is right out there. Now the climber has to navigate that "board state" (series of obstacles/sequences/positions/holds) until the send the climb (or fail to). TTRPGs have plenty of examples that mirror this "transparent obstacle course (board state) requiring intricate solves."
Abstract puzzle solving games or an abstract puzzle solving aesthetic ported into or entailed within a particular game has "control" (where one participant whose role is it to generate content/abstract puzzles, "the controller" lets say, for others whose role is to solve content/abstract puzzles) embedded within the scope of play. It (the paradigm of "control" here) is a necessary means to the end of "having discrete roles (abstract puzzle generator and abstract puzzle solver) and playing those roles with the necessary integrity inherent to that particular brand of puzzle solving (abstract)."
But there are different types of puzzles as well. And further, abstract puzzle solving can become rote if the dynamism and mystery that infuses the abstract puzzle solving with its inherent life undergoes selection pressures which generate the development of S.O.Ps that do the heavy lifting of the puzzle solving. So the abstract puzzle solver and the play-space have to work hard to constantly evolve so the necessary discrete roles of generator and solver endure (which folds in that "means to the end control" for the abstract puzzle generator). And that is difficult. Its all difficult. And that "control reflex" can absolutely degenerate if "the controller" isn't ever-vigilant (particularly being vigilant against being precious about either their content or their content authority).
And circling back to that first sentence in the second paragraph (different types of puzzles). There are a lot of different types of puzzles. Some extremely rewarding puzzle solving involves an intricate board state with transparent parameters/currencies that inform a succession of complex decision-spaces until Win Con/Loss Con is achieved. In those particular types of puzzles, the generator not only need not worry about "control (over information)"...such concerns and protocols around keeping the board state (or parameters that inform the board state) veiled is 100 % anathema...degenerate...full stop.
EDIT: I mentioned climbing above. Route-setter and climber are perfect examples of my directly above paragraph. The route-setter sets the route on the wall. They don't give the climber the script (beta) to top the route, but there is absolutely nothing veiled. Everything is right out there. Now the climber has to navigate that "board state" (series of obstacles/sequences/positions/holds) until the send the climb (or fail to). TTRPGs have plenty of examples that mirror this "transparent obstacle course (board state) requiring intricate solves."
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