Prey 2006

This game isn't a good example of challenges, but there are some creative ideas. A very simple concept is to combine smaller pieces to build a larger puzzle. This game unsuccessfully attempts to achive that because most of the challenges are either trivial or lack any explanation about what the player has to do. At times this game is illogical. It has a button to activate an elevator placed inside a room protected by a forcefield. If the room is locked from the inside and only a spirit can go in, how did the aliens put that button in there in the first place? It doesn't make any sense.

Jedi Knight 2: Jedi Outcast

The first time the player uses their Jedi powers the game presents a training level. Each power is shown in a simple context and then there is a more complex obstacle to pass. It's natural and intuitive. Even before reaching the final objective the player goes through corridors where they can see the jedi powers in action. The game's direction took care to give context by putting the player in a jedi academy.

The powers start at level 1 and throughout the course of the game they level up until level 3. The powers and challenges are always well blended in the environment and the plot. As such, the first level doesn't have any obstacle that requires powers. After being defeated by the villain the game presents levels with progressively higher places, following the player's jedi powers evolution. The game also makes it clear when an object can be pushed or pulled by highlighting the cross-hair with a blue hue.

In addition, the challenges are diverse. For example: force speed can be used to both pass a door that closes too fast after you push a button far away to open it, as well as avoid being killed by energy beams that fire at regular intervals. There is a level that the player shouldn't fire and kill enemies because there ia risk of firing off the alarm and being captured. That is a context that favours the mind trick power and also, breaks the repetition of combats.

Alan Wake

Image credits: MKIceAndFire

In one of the first challenges of the game the player is running away from a supernatural tornado. There is a wooden bridge and some barrels that mark where objects are going to fall and destroy part of the bridge. Without the barrels the player would have to guess where the bridge is going to collapse and would be caught off guard. Was the challenge random, without a predictable pattern, the player would be rendered frustrated because they would have to rely on pure luck to progress in the game.

Every challenge in a game has to have a winning strategy, otherwise the player doesn't feel they are progressing and are stuck in an endless loop of trial and error.

Image credits: MKIceAndFire

Another type of obstacle that the game has is a gate possessed by the supernatural dark force. Alan doesn't have a flash light, but there is a strong light source placed there for this purpose. The light source requires a power generator to turn on. Activating the power generator turns on the light but for a short period of time. The cable connecting the light with the generator has leaking points that explain why the light turns off so quickly. The challenge is intuitive because the time between activating the generator and the light turning off is more or less the same to the time that the player takes to run from one end to the other, with a margin for error. The player has to think a bit to notice that there is enough time to point the light towards the gate and to activate the generator. The generator keeps running long enough to burn away the shadows possessing the gate.

In Alan Wake there are many power generators and light sources placed in spots where combat scenes were foreseen. Either Alan doesn't have a flash light at hands or there are many enemies and the light source is there to help the player.

Image credits: MKIceAndFire

When Alan Wake is making an escape from the shadows that invaded the Bright Falls' lodge, the player has no weapons or flash light. The exit door is locked and there is no key. The shadows possess a decorative ball and attack the player with it. At this point the player notices that the ball can destroy the door to escape.

F.E.A.R. 2: Project Origin

Image credits: P.B. Horror Gaming

In this part of the ruined city the player finds a passage blocked by electric cables and a water puddle. The player intuitively knows that electricity is a harmful obstacle and before progressing there should be a way to turn the electricity off. If the player follows the cable they can easily see that there is transformer on an utility pole. Shooting the transformer blows it up and shut downs the electricity current.

The obstacle is well made because it's part of the environment and also serves to teach the player. Up ahead there are hard enemies that have a weakness related to electricity. The enemies were placed under transformers and if the player blows it up, the electrical arc harms the enemy. The player can choose to not blow the transformer up but by doing so the enemy becomes much harder to kill.

Dark Forces

Imperial City mission. This puzzle is somewhat complicated depending on how easy or hard it is for the player to make the association between the map and the structure. The goal is inside a structure that is an hexagon shaped vault with 3 layers. The green lines represent the walls. The blue squares represent the switches and the red squares the doors. Each switch has three red lights and 4 green bars. What the player has to understand is that the green bars represent the walls and the red lights represent doors that are closed. If the player is able to see the path to the center of the vault in the map and grasp the logic behind the switches, he or she is going to see how this puzzle works to get inside.

The color coding here should be easy to get. However, some types of players have a hard time figuring it out and this probably is related to how they make associations and what drives their attention. What is obvious to one player is not for another and vice-versa.

Arc Hammer mission. I think that most kids have at least once faced the "connect the dots to trace a figure" problem in their lives. Or played the "connect the pipes" game. This puzzle is like that. It's pretty simple and shouldn't be difficult to most players. Sometimes simple puzzles can have advantages over complicated ones. This is an example of that.

Note: Bioshock has the "connect the pipes" puzzle but it becomes bothersome for some players due to its repetition. That is to say that overusing the same puzzles is also a problem in some games.

Duke Nukem Forever

Duke Burguer. This level has some good creativity in regards to mechanics. The player is shrunk and has to traverse the level from a different perspective. The same idea was already used in Duke 3D. There isn't a lot of interactivity except from the environmental hazards in the level such as the electrified waters and spatulas which serve as jumping pads.

Jedi Academy

Vjun. This mission takes place in a planet with acid rain. In Jedi Academy the player has the choice to use force protection or not, which is a power that protects from the acid rain. If the player has chosen to not use that power they may have more difficulty with this mission, but the level was made with cover to account for players without force protection. Whichever weapons and powers the player chooses, the mission can always be completed.

Bioshock

Proving Grounds. In the penultime level of the game the player is tasked with protecting a little girl from enemy attacks. A very common mission among many oher games, to scort a NPC or to defend some structure from incomming attacks. In this level there are some corpses that the little girl is going to stop by to drain them. In these keypoints the designers made a conscious decision to place a security camera and a health station. The player can choose to hack or to destroy the camera. To hack, to leave the health station alone or to destroy it. It's all up to the player to decide because as the little girl stops by the corpse a swarm of enemies attacks her and having the security camera hacked can make the defense much easier. To destroy or to hack the health station is about allowing the enemies to use it or be killed by it when they try to heal.

Another concious decision made is that the cropses are never located in a corner or a dead end. This ensures that the player has to look in two different directions, left and right, to defend the little girl. Else, it'd had been too easy if all enemies were funnelled from a single direction.

Throughout the previous levels the player surely have had multiple instances where they could have decided to hack or to destroy a camera. That's a cool design feature that exploits creativity in a way which gives the players the ability to adapt the game to their own tastes. Mark Rosewater talks about giving the players the freedoom of choice in Magic. We have here an example of level design which gives the players many choices.

Now about the pace and placement of this level as the penultime of the game. With the mechanics that take place this level couldn't have been placed in the beginning of the game as the player has yet to explore the mechanics. The fact that the player is dressed as a Big Daddy, one of the enemies that they have battled in all previous levels, makes this level act as a reward and a change of perspective. Take a look at Jedi Knight Outcast for example, near the end of the game the player is rewarded with driving their own AT-ST. It's the kind of level that makes sense to be placed after all the player has experinced since the beginning of the game.

Control

Control has an extra dimensional place called the Oceanview Motel. It's a place where most puzzles of the game take place. The first challenge is to understand how to get in. There is a sign telling that there is a rule of 3. When the player pulls the cord a sound can be heard and an orange light turns on. Pulling the cord again changes the light and plays the same sound again. It should be easy for most players to get in the Motel because if they stand where there is a sign on the floor telling them to stand there and pull the cord again and again, they should get in even if by means of trial and error.

When the player rings the bell nobody comes in, but they should notice that the bell opens up one of the motel room's doors. One of the puzzles deals with symmetry and when the player gets in one of the rooms they can push or pull some objects to change their position. If the player is paying attention to the lore, there is one piece of information that tells that there has been some research regarding strange phenomems related to symmetry and sychronism. The key to that puzzle is to understand that there is something about symmetry between different rooms of the motel that is the key to solve it. The Motel is a great example of creativity.

Another great thing about the Oceanview Motel is that not only it's part of the lore, it's also reused multiple times. I don't know if this is related to saving resources, but the same place is revisited with different puzzles each time. Very often you can achieve very cool results by rearranging pieces without having to create new ones.

Jedi Knight 2: Jedi Outcast

Kejim Base. There is this challenge room which is revisited multiple times in the same mission. Each time the player visits it the layout is changed a bit, with different tiles rising up and others lowering down. Some hidden turrets are revealed behind the walls. Some items become accessible each time.

Id tech 3 is very old by now but that didn't prevent the designers and develoeprs of this game to create a very cool challenge room. The ideas are pretty simple and produce great results. They didn't have access to modern realtime lighting, dynamic geometry, realtime destructible environments or complex interactions between the player and the enviornment. Yet, the result is very good.

Even in a 2D game I can imagine this same concept of reusing the same room and elements to produce different challenges by rearranging the pieces. I think that one extreme example of this is Path of Exile, because it relies so heavily in randomization that from some handful pieces they generate trillions of combinations.