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In video game development, the door problem is an analogy about game design that summarizes the contrast between the perceived simplicity of implementing a trivial feature and the actual difficult nature of the task that becomes more apparent in a development process.
The term lateral thinking was coined by Edward de Bono to denote a creative problem-solving style that involves looking at the given situation from unexpected angles, and is typically necessary to the solution of situation puzzles. The term "lateral-thinking puzzle" was popularised by Paul Sloane in his 1992 book Lateral Thinking Puzzlers. [1]
Puzzle games require the player to solve logic problems or even navigate complex locations such as mazes. Many puzzle games, such as Tetris , combine simple puzzles with time pressure and can rely more on hand-eye coordination and quick reflexes than on logic or lateral thinking .
Block-shaped puzzle pieces advance onto the board from one or more edges (i.e. top, bottom, or sides). The player tries to prevent the blocks from reaching the opposite edge of the playing area.
At Games.com we try and feature the best and brightest of games on the web. In our continuing efforts to make sure Games.com has only the best and brightest games we have to prune some games from ...
Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.
The team reprised their roles for both Keen Dreams and Goodbye, Galaxy, with the addition of programmer Jason Blochowiak for Goodbye, Galaxy, and changed the game engine and design for the next Keen games: an increase in graphical quality, a pseudo-3D view rather than a side-on view, ramps rather than solely flat surfaces, support for sound ...
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