Puzzle Maker’s Dictionary

Social Puzzling, Communities, and Metagames

You can change a game's lived meaning without changing its rules. The people present, what they admire, how they speak to one another, and what happens before and after play form part of the real experience.

For Same Circles, this surrounding life is not an accessory. Making becomes more valuable when another person notices the thought, relationship, humor, or beauty in what was made.

Look for the owl mark beside a passage to read or begin a discussion.

Interactivity, Targeting, and Politics: Decide How Players Change One Another's Possibilities

Technical terms: Interactivity, Targeted interaction, Politics, Chip-taking effect

Here interactivity means how much players can change one another's progress or position. An interaction is targeted when the acting player chooses who receives it. Politics grows when players can differentially help or harm several independent sides. The chip-taking effect occurs when the nominal mechanics collapse into repeatedly attacking whoever appears ahead.

What you can do with it

Decide whether influencing another person is the actual subject or a layer around a different puzzle. Target choice should have understandable in-game reasons if arbitrary favor and retaliation are not the intended experience.

Ask a player

Did interaction deepen the shared activity or replace it with managing other people's favor?

Nearby ideas

  • Race and brawl — compare parallel performance with direct opposition.
  • Kingmaking — let a noncontender decide between contenders.
  • Cooperative interaction — change a teammate's performance directly.
  • Social contract — establish acceptable use of interactive power.

Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 44–56. ---

Kingmaking and Blind Kingmaking: Keep a Noncontender from Arbitrarily Choosing the Winner

Technical terms: Kingmaking, Blind kingmaking

Kingmaking occurs when someone who cannot win can determine which contender does. Blind kingmaking gives decisive influence without revealing whom it benefits, so an arbitrary judgment can still settle a close contest.

What you can do with it

Avoid combining logical elimination, strong target choice, and one decisive late action unless choosing the winner is intentionally part of the social drama. Sometimes a shared outcome is fairer than a weak distinction.

Ask a player

Did the winner emerge from the contenders' play or another person's unrelated final choice?

Nearby ideas

Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 56–61. ---

Teamwork and Cooperative Interaction: Make Teammates Necessary Without Making Anyone Subordinate

Technical terms: Teamwork, Cooperative interaction

Teamwork puts several people on one side. Cooperative interaction describes how directly teammates change one another's performance rather than merely adding separate results to one total.

High interaction can create rich coordination, but it also lets one weak, dominant, or absent role disrupt everyone. Distinct contributions help people matter; shared basic abilities prevent one fragile specialist from becoming the only route forward.

See it in Codenames

The clue-giver changes the possibilities available to the guessers, while their interpretations determine whether the clue succeeds. Each role acts on the other's work.

What you can do with it

Give each person a decision that cannot be replaced by instructions from the expert. Preserve ways to teach, recover, and contribute differently.

Ask a player

Did the group need your judgment, or only your compliance?

Nearby ideas

Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 61–65. ---

Cheating, Sharp Play, Exploits, and Griefing: Distinguish Rule-Bending from Disruption

Technical terms: Cheating, Sharp play, Exploit, Griefing

Cheating violates rules to gain advantage. Sharp play remains technically legal but violates some participants' sense of the activity's spirit. An exploit uses permitted code in a way believed to take unintended advantage. Griefing uses participation mainly to make someone else miserable rather than pursue the activity's stated purpose.

What you can do with it

Do not treat these as one problem. Cheating needs verification and fair enforcement; sharp play needs a clearer social contract; exploits may require design repair; griefing requires moderation, identity, and protection of targets.

Ask a player

Did the problem violate a rule, exploit a loophole, clash with local expectations, or deliberately harm someone?

Nearby ideas

  • Player microclimate — locate the local boundary of sharpness.
  • Social contract — establish expectations beyond code legality.
  • Moderation — protect participation from deliberate harm.
  • Ethical engagement — avoid systems that reward harmful behavior.

Richard Garfield, Skaff Elias, and Robert Gutschera, Characteristics of Games (2012), pp. 231–238. ---