Complete: Remaining restructure tasks - design notes, cross-reference index, worksheet, FAQ
- Add Design Process Notes to 5 puzzle taxonomy overviews - Create cross-reference-index.md mapping 28 games to puzzle types - Create quick-start-worksheet.md with design checklist and templates - Create comprehensive FAQ with 10 common design questions answered
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@@ -49,3 +49,19 @@ Cognitive transfer puzzles differ from other categories by their emphasis:
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**Insufficient Transfer Distance**: If the application context looks identical to the learning context, players don't experience cognitive transfer—they recognize surface similarity rather than rule abstraction.
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**Hidden Learning Opportunities**: Players must have clear opportunities to learn the system before being asked to apply it. No tutorial means no fair transfer.
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## Design Process Notes
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**Failure Modes to Avoid:**
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- Creating "aha moments" that depend on pixel hunting rather than reasoning about learned rules
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- Making the learning phase too short or too long relative to the transfer challenge
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- Allowing players to brute-force the transfer through trial-and-error instead of applying the rule
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**Playtesting Focus:**
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- Do players articulate what rule they learned, or just stumble into the solution?
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- Is the transfer distance calibrated—visible enough to be fair, hidden enough to feel earned?
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- Do players recognize the learned system applies before or after encountering the transfer context?
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**Connection to Design Process:**
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- See [working-backwards.md](../design-process/working-backwards.md) for designing cognitive transfer puzzles from the solution backward
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- See [failure-modes.md](../design-process/failure-modes.md) for the dependency chart anti-pattern where transfer feels arbitrary
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