Blue Prince: Can a random puzzle game actually work?
Game Maker's Toolkit
0:00 Hey!
0:00 Yo.
0:01 What's up?
0:01 Mark here.
0:02 Sorry for the radio silence right now,
0:05 but I am deep in the final stages of developing my new game.
0:10 However,
0:11 I just had to pop back on YouTube for a spell to talk about Blue Prince.
0:18 Because it is a totally fascinating game to
0:20 talk about- both in terms of its design,
0:23 and how people have reacted to it.
0:26 So, this is a GMTK Mini.
0:29 And let's discuss Blue Prince.
0:32 Right.
0:33 Let's speedrun through the game's concept.
0:35 You've inherited a humongous house from your great uncle.
0:38 But you only get to keep it if you can find the mansion's secret 46th room.
0:43 So it's a game of mysteries and treasure hunts.
0:46 A game about clues and padlocks and keys and riddles and patterns and codes.
0:52 Just the sorta thing I love to sink my teeth into.
0:55 But!
0:55 There's a twist.
0:57 You see, the house's layout is not predetermined- instead
1:01 it's created by laying down tiles.
1:03 You essentially build the house, room by room,
1:06 making strategic decisions every time you open a door.
1:10 So you're carefully juggling resources like keys,
1:14 gems, and stamina- and if you build your way into
1:17 a corner you'll have to call it a day.
1:20 And tomorrow...
1:21 the house's layout will be completely reset and
1:24 you'll have to start again from scratch.
1:27 So it's a curious and totally unconventional mix of genres.
1:33 Part adventure game, part roguelike deckbuilder.
1:37 And it's this second half that is the source of the game's fiercest criticism.
1:42 Because if you look at user reviews you will see a
1:46 lot of people who are angry at the game's RNG.
1:49 Or- in other words- the way it uses random generation.
1:53 Now, sometimes...
1:54 the complaint is simply that the RNG is being a bit cruel.
1:58 Perhaps the game gives you a crappy selection of rooms, not enough resources,
2:03 and too many dead ends- all of which means that a day just comes to a crashing,
2:08 unsatisfying end.
2:09 And, sure, that can happen sometimes.
2:11 And it's not much fun.
2:13 But- more importantly- there's criticism for how the random side
2:18 of the game actually gets in the way of the puzzle solving side of the equation.
2:23 How the two sides don't really mix all that cleanly.
2:27 So what's the issue?
2:30 Well...
2:30 if we look on the puzzle solving side of things,
2:33 then every game in the genre- from
2:36 Myst to Animal Well- can be boiled down to....
2:41 essentially...
2:41 joining the dots.
2:42 You find a clue in one part of the world, and then you input it somewhere else.
2:48 You find a code, you put it in a safe.
2:51 You find a password, you put it in a computer.
2:54 You find A, you apply it to B.
2:56 Of course- this will be complicated in all sorts of ways.
2:59 You've got to make the logical connection between the dots.
3:02 Or combine multiple clues.
3:04 Or follow a string of interconnected hints.
3:07 Or decode an entire language or whatever- but the point still stands.
3:12 It's join the dots.
3:13 A to B.
3:14 But in Blue Prince...
3:16 the randomness means that you can have a clue, but not actually have
3:21 access to the place where you need to input it!
3:24 You might get a safe code...
3:25 but the safe won't appear for the next three or four runs.
3:29 In other words: you've got A, but your house doesn't have a B.
3:34 Or the other way around.
3:35 And it's sometimes even more fiddly than that.
3:39 So- without going into spoilers- to get one important piece of information
3:43 you need to have drafted two specific rooms,
3:46 and be holding another specific item.
3:48 And another puzzle requires two rooms to be
3:51 drafted in close proximity to each other.
3:53 And so it can be pretty frustrating when
3:56 those don't all appear in the same draft.
3:59 But remember- this also extends to stuff you
4:02 merely have a hunch or a theory about.
4:05 You know, maybe those things are connected?
4:07 Maybe this is the
4:08 right code to the safe?
4:10 And that's a big part of puzzle games: testing theories.
4:13 Does A connect to B?
4:15 Let's find out.
4:16 But- again- testing each one of those theories is reliant
4:20 on a specific combination of rooms popping up.
4:24 And so you can essentially have the solution to
4:26 a puzzle- but cannot actually input it unless the
4:29 stars align, the dice roll in your favour,
4:32 and the right rooms pop up in the right locations.
4:36 And I certainly felt this myself!
4:37 There were plenty of times- like,
4:40 measured in hours- where I knew what I wanted to do- but was constantly blocked,
4:45 delayed, or frustrated by a bad set of rolls.
4:48 Or in other words- where the hell is the pump room?!
4:48 Or in other words- where the hell is the pump room?!
4:53 This random flavour also means that it's really
4:56 hard to get fixated on a single puzzle.
4:59 You can't just follow a single thread or
5:01 go down one specific rabbit hole because
5:03 there's no guarantee that the game will give you the rooms you need for that!
5:07 Instead,
5:08 you need to be able to pivot and adapt to what the house gives you each day.
5:12 You got the secret garden key?
5:14 Okay, let's try and figure out how to use that.
5:17 Drafted the bookshop?
5:18 Let's focus on making loads of money so we can buy new books.
5:23 That sort of thing.
5:24 And that- to me- was a hard pill to swallow.
5:27 I'm very methodical with puzzle games:
5:29 I like to focus on solving one thing at a time.
5:33 And some of my favourite adventure game moments are all about that:
5:37 chasing the quantum moon in Outer Wilds, or following the Golden Path in Tunic.
5:42 In fact, I find it pretty overwhelming to juggle lots of loose threads,
5:47 theories, and hunches.
5:48 I get lost in the weeds.
5:50 And Blue Prince has a LOT to juggle.
5:52 Multiple storylines, a huge family tree, dates,
5:56 codes, numbers, languages, paintings, chess pieces,
5:59 locked doors, and seeming dead ends.
6:03 So I found it tough to get knocked off a thread.
6:06 And sometimes would just keep re-rolling until I
6:09 got the rooms I needed for my current investigation.
6:13 Okay.
6:14 So- I think that defines the problem.
6:17 Adventures games rely on players making connections between different elements.
6:21 But when you add in randomness,
6:23 you can make it tedious or even impossible
6:26 for the correct elements to even show up.
6:29 That makes it more annoying to solve puzzles,
6:32 and breaks the flow of sinking your teeth into a good conundrum.
6:36 And so...
6:37 I guess the question is, if these two sides of the game are in such contention,
6:43 why does Blue Prince have randomness in the first place?
6:47 Why did developer Dogubomb pair a Myst-like game
6:50 with one about shuffling a deck of tiles?
6:54 And would the game be better if it was just a fixed house full of secrets?
6:59 Well, looking at interviews with designer Tonda Ros,
7:03 and just from my own time playing the game, I think I can highlight
7:06 a few reasons why the developers chose to have randomness be part of the game.
7:11 Okay, so one- the game is simply more novel.
7:15 There are already plenty of games about finding secrets in mansions.
7:19 But there aren't many games about drafting the mansion yourself, tile by tile.
7:24 That's usually a board game thing.
7:26 Two- it adds to the sense of mystery and intrigue.
7:30 The sheer number of possible rooms and
7:33 layouts creates a massive possibility space.
7:35 Stumble upon a secret and it feels like a genuine
7:38 discovery- especially because you may not see this room again for ages.
7:43 Three- it adds another dimension to the puzzle solving.
7:47 Having to get specific rooms near each other is a puzzle in of itself.
7:52 It's a way of proving knowledge to the game.
7:55 Just like how Outer Wilds can ask you to be at a specific location...
7:59 at a specific TIME during the loop, Blue Prince can ask you to manipulate
8:03 the house in a very specific way in order to solve a puzzle.
8:07 Four- it gives the game an exciting final
8:09 challenge in order to solve the overarching puzzle to open door 46.
8:14 It's like doing that final loop in The Forgotten
8:17 City or that epic final run in Prey:
8:20 Mooncrash.
8:20 You gotta nail everything in a single run in order to finish Blue Prince
8:24 And five- it gets rid of dead ends and brick walls.
8:29 in a lot of adventure games you can
8:31 just find yourself stumbling around the same environment
8:34 over and over again, looking for some tiny thing you missed,
8:37 or some connection you've yet to make.
8:39 But in Blue Prince?
8:41 Just start a new day and you've got a whole new set of things to check out.
8:45 So- okay.
8:47 If we were to try and fix this game...
8:49 and as always- when i say fix- it's just an interesting design chat,
8:53 not a dig at the game
8:55 or the designer- but if we were to fix this game,
8:59 we'd have to leave the randomness intact.
9:01 We can't just strip that part of the game out
9:04 and turn it into yet another digital escape room.
9:07 So maybe we can keep the randomness...
9:10 but tweak things a little to make it more palatable to puzzle game fans.
9:15 Here's what I've come up with.
9:17 So- for one thing, Blue Prince has a lot of stuff to keep track of.
9:21 An absolute metric butt load.
9:24 There are multi-page letters, entire books, there are paintings and photos.
9:29 And you need to store almost all of it because one, you've got to
9:33 juggle lots of different puzzles and swap between
9:35 them based on what rooms come up.
9:37 And two- you dunno when you're gonna see this room again,
9:41 so don't count on being able to come back here for a recap.
9:44 The current solution is, ultimately,
9:47 lots of notes and- unless you're extremely
9:50 patient- lots of photographs or screenshots.
9:53 And I'm totally fine with taking notes- I love a good video game note!
9:58 But this is a totally overwhelming number of notes,
10:02 so some in-game reference system would have been
10:05 nice- even if just for storing a collection
10:08 of written documents like books and notes.
10:10 Or perhaps an in-game camera.
10:13 Solution two is to give the player
10:15 more opportunities to change the drafting pool,
10:18 so you can make certain rooms more likely.
10:20 Let players game the RNG to focus on making specific runs happen.
10:25 Now, I'll admit, there is a little bit of this in the game as it stands.
10:29 There are ways to change the rarity of a room.
10:32 You can find various ways to re-roll layouts.
10:35 You can force specific colours of room.
10:38 And you can cause changes in the next day's pool.
10:41 But- it's still surprisingly limited.
10:44 You can't easily remove rooms from the deck- a key part of deck-building games.
10:50 And there are limited ways to increase the
10:53 likelihood of a very specific room appearing.
10:55 Another possible solution is to simply change
10:58 the way the game communicates things.
11:01 For instance- it's kind of weird that Blue Prince tells
11:03 you exactly how many days you've been in the house.
11:06 This can add an unnecessary sense of time pressure- like,
11:09 you need to hurry up and get to room 46.
11:12 It's been a month already, are you serious?!
11:15 And this lingering tally can
11:16 put a real emphasis on quote unquote wasted runs as they start to add up.
11:22 But- in realty- there's no limit to how long you can take.
11:25 It doesn't matter if you find the antechamber on day one or day one hundred.
11:29 And it's perfectly fine to skip a few days if the RNG isn't working out.
11:33 So why is your day count so front-loaded?
11:37 Roguelikes don't normally do this.
11:39 And finally- I think it could have been good to split the goal up a bit more.
11:44 As discussed,
11:44 Blue Prince is a game where you can't get fixated on a single puzzle.
11:49 And yet, the game presents a very explicit and definitive goal:
11:53 get to, and unlock the antechamber.
11:56 And sure- there are lots of different routes and ways to do it,
12:00 but the goal is still very singular.
12:01 Get here.
12:02 But if the overarching goal of the game was more granular.
12:06 Say...
12:07 to unlock eight safes.
12:08 Then it would hammer home the idea that
12:10 you should be juggling lots of different puzzles.
12:12 And that you have lots of goals to be going for simultaneously.
12:16 I dunno, perhaps that would work.
12:18 Ultimately....
12:19 this is all pretty academic.
12:21 Blue Prince is a great game,
12:24 full of mystery, surprise, excitement, and satisfying reveals.
12:27 And it has received incredible review scores from the press.
12:31 But it's not free of frustration.
12:33 It is a game of dead ends, wasted trips, unlucky rolls, and repetitive treks.
12:39 And from my own experience- I've gotten to room 46 and enjoyed that experience,
12:45 but I don't really want to delve into the massive end game simply because
12:49 I know that will mean hours and hours of time just spent wrangling with RNG.
12:55 The game doesn't really respect my time and- like I said- I'm
12:59 trying to finish a video game right now.
13:01 So on that note I'll leave it here.
13:03 Lemme know what you think of Blue Prince in the comments.
13:06 Oh, and don't forget the GMTK Game Jam is
13:08 coming July 30th- so click here for the full details on that!
13:14 See you soon!