I try to make puzzles range all the way from easy to hard, and to leave many open at once.
More Quotes from Graham Nelson:
Players very widely disagree with me about what's hard and what's easy. and in a way, 'I won, but it was a fight' is the best compliment a game can receive.Graham Nelson
The single biggest is to stop the player from getting stuck and getting bored always think like the player as well as the designer.
Graham Nelson
This means keeping many trails open at once, inevitably requiring a fairly 'parallel' plot. This plot should be discovered rather than announced, so show, don't tell.
Graham Nelson
At the end of April I archived 'Curses' and Inform, and announced them on the newsgroups.
Graham Nelson
With 'Curses,' I had a rough design in mind already, and in about a fortnight had the attics, the Unreal City and the garden fleshed out.
Graham Nelson
Eventually I found it had been working all along-but didn't show anything on screen until it had the first full page of text. I inserted 30 new lines, and suddenly my toy said 'hEllO woRlD'. An hour later I understood alphabet shifting rather better!
Graham Nelson
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