Critical Play: Puzzles – Monument Valley

Monument Valley is a visually sumptuous puzzle game that capitalizes on challenge and submission as core aesthetics.

One key mechanic is the introduction of new types of puzzles, and the subsequent combination of new and existing types of puzzles almost every round. The individual puzzles themselves (e.g., turning a block so that it forms a straight path with an adjacent block) are not all that complicated so without the introduction of new variations or twists, the player would get tired of the patterns quickly. The gradual complications create new patterns and therefore new learning opportunities for the player, to keep them from boredom. These mechanics provide sufficient difficulty that the player seeks the game out for the challenge. Then, solving the puzzles feels very rewarding (perhaps because of the newness of the challenge, and the little celebratory animation at the end of each level), that its hard to stop going.

 

Additionally, the puzzles are designed such that the order of operations aren’t critical for every level (or there are multiple paths to solving the puzzle). In cases where the order of operations is critical, the player’s actions aren’t binding, and they can easily backtrack a progression without having to restart the level, which is not always the case for most puzzle games. I found that this let me be a lot less risk averse, and I was willing and able to try multiple things to solve the puzzle without much – if any – consequence. These mechanics and dynamics lend themselves to supporting submission as a core aesthetic: it was very easy for me to get sucked into trying all the permutations for each level to clear it.

Another mechanic that supports submission as a core aesthetic is the art direction: the game is visually stunning. Each level provides a beautiful new landscape that is a treat to look at. I found myself seeking out each next level just to be stunned by what would be presented.

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