Learning
by Dying…
A study of Limbo’s
puzzle mechanicsby Bertrand Israël
Intentions
Abilities
Learning
Skills
Difficulty
Rewards
Elegance
References
Table of Contents
Concept Trailer
Arnt Jensen - 2006
According to Playdead’s developers intentions,
Limbo intends to fullfill the following criterias :
• Match the concept trailer • No tutorials
In
te
ntio
ns
• No replay value
• Minimalistic design
• Challenging gameplay• No explanatory texts• Learning by experimentation
• No penalty for dying
Ab
ilitie
sMinimalistic controls
Two simple
challenges are
sufficient to expose
the Move, Jump and
Action abilities.
- One analogic input :
MOVE (Walk, Climb)
- Two binary inputs :
JUMP (Dodge, Reach)
ACTION (Activate, Grab)
Le
arn
in
g 1
/3
The goal is obvious
The properties of each component is self-evident
- Each interaction is
logical and respects
the laws of physics
(Gravity, Momentum,
Fluid mechanics, etc).
- Even when well hidden, the exit is
always on the right of the screen.
- There’s a point of no return before
each puzzle.
- Each component is easily recognizable.
- Each component
induce the player to
manipulate it.
Le
arn
in
g 2
/3
Force the player to experiment the threat
This bear trap is the key of the next puzzle. Even if the player notice it
in the tree, he can’t reach it before he interacts with the spider legs.
- The player musn’t find the solution by chance. He must
understand all solving steps.
- Some key components are reachable only after the player
has interacted with the threat or the blockade.
- Some key component are partially hidden in order to be
unoticed by the player the first time he pass in front of them.
Le
arn
in
g 3
/3
Dying give clues…
- On character’s abilities
boundaries.
- On hidden threats.
- On perfect timing.
- On unexpected responses.
So, the player must die in order to learn.
In Limbo, death is more rewarding than punishing.
The player must trust the game
- There’s one check-point after each achievement. The
player can make hazardous experimentations with
minimum penalty.
- All interactions, even wrong ones, give hints on the
element function and on the way to solve the puzzle.
Skills 1/3
CLEVERNESS
SYNCHRONY
Move a cart
without pushing it.
Create your
own timer.
- Deduction.
- Perceptual Shift (use a
known gameplay element
in an unusual way).
- Move, jump or activate
a switch at the right
moment.
Skills 2/3
REFLEX
PRECISION
This often leads to character’s
death, so memory and synchrony
will be required instead.
- Avoid a sudden and
unexpected threat.
- Position of the main
character or of a
gameplay element.
Precision, synchrony and memory
are required in order to avoid the
swinging bear traps.
Skills 3/3
MEMORY
- Learn by failing : memorize a sequence.
- Multi-screen Puzzle.
Diffic
ulty
“ The player is my enemy,
the player is my friend. ” Playdead’s philosophy
Limbo always tries to find balance in order to
propose fair challenges.
Difficulty wrenches and levers :
- Number of solving steps.
- Number of required skills (platform & puzzle).
- Timer.
- Multi-screen puzzle (memory).
- Partially hidden component.
- One-shot component.
- Controls alteration (cocoon, brain parasite).
Rewards- Sense of progress.
Use a trap you just
avoided in order to
eliminate a threat.
- New hint.
- New challenge.
- Console achievements.
- Humor & Elegance.
- Feeling of being clever.
Ele
ga
nc
e
After that, unfortunately, the game sacrifice part of the overall
experience on the altar of a difficulty curve. No more bad boys,
no more creatures, Limbo become a classical puzzle game.
Unexpected gameplay element Scary timer
Fantasy
The first half of Limbo is pure magic.
Thank You
References
“Limbo : Balancing Fun and Frustration in
Puzzle Design”
Jeppe Carlsen - Conference - GDC Europe 2010
Various Reviews and Interviews
IGN, 1Up, Gamespot, etc.
Walkthru Video