Induction to Inductive Games

Updated on (created ) — Filed under: Inductive Game Design List Post

This Induction to Inductive Games is an attempt to gather all games falling in the inductive category, sometimes also named Instructionless, Rule-discovery or Black box games.

Having grown from research notes for an upcoming inductive typing game, this living document may now be useful to players looking for inductive game gems, perhaps curious about the origins of the genre, as well as to inductive game designers, for whom the final Design Considerations for inductive games was written.

Hallmarks of inductive games include:

  • one or more underlying rules to be discovered;
  • progress equates with a deeper understanding of the rules;
  • no instructions given, intentionally,

Those can be condensed in the following definition:

Inductive games are primarily about discovering a set of underlying rules, using inductive reasoning: prior examples or past interactions with the game world are used to construct hypotheses (possibly subconsciously), to be confronted with new examples and interactions, until they can no longer be disproven.

by Pedro

This definition excludes:

  • Guessing or Concealed Information games, where a limited number of questions can be asked before trying to guess not an underlying rule, but a piece of information such as a code (Mastermind), pattern (Breaklock), word (Hangman, Wordle), concept (20 questions), movement sequence (the Inductive Game of Rubik's Cube), personality (Akinator), etc…
  • Puzzlehunts, chiefly because they are an heterogeneous category, as individual puzzles may possess (or not) an inductive nature.
  • games whose primary theme is not inductive even when occasional inductive elements are present (e.g Tunic, Fez)

With this in mind, a tentative classification of Inductive Games could start by dividing them in three major groups: Atomic, Closed and Open.

Atomic Inductive Games comprise a single unexplained situation, usually presented as a single level-. Occasionally this situation may be spread across multiple levels (perhaps to clarify the idea or present more challenges) yet without adding new rules.

a non-exhaustive list of atomic inductive games
Title Author Year Interaction Question
Angry man's contestErich20002006Observation of picture cluesWhat is the man angry about?
Tempres (with a demake)Tak2017Click/tap (anywhere)How to light up the next bar?
Color TheoryJack Lance2020Placing lines and dotsHow many dots should be placed, and how connected?
Proof of EquivalenceJack Lance2022Place and displace verticesHow to move in 3D?
SecureToombler2022Pushing blocks to "secure" positionsWhat kind of positions are secure?

Closed inductive games tend to be self-contained, with the number of rules limited at the outset. Often, each of these rules is explored more deeply than those in Open Inductive Games, with particular emphasis on edge-cases and on their mutual interactions.

A common eureka moment occurs when rules previously tested in limited scenarios suddenly generalise to encompass a new situation.

As soon as all rules in a Closed game are fully understood (and subsequent game goals attained) the game is complete. As the rules never change, replaying the game, or playing it after watching someone else offers diminishing value.

At least two subtypes of Closed inductive games may be distinguished: Symbolic and Environmental.

In symbolic inductive games, particular rules are tied to particular symbols (or combinations thereof).

A list of closed symbolic inductive games
Title Author Year Interaction Question Commentary
SignalArrogantgamer2013Moving and pushing blocks with different labelsHow are movement patterns of different labels linked?Intentional use of visual noise to disguise mechanisms "hidden in plain sight"
The WitlessWilliam Hu (TheGreatEscaper)2017Drawing lines on the boardWhat does each symbol mean, in relation to the lines and the board?The progression though panel sets, which have consistent rules, kindly provides a way to assess one's partial understanding towards the whole solution (rare in paper-based games)
IlliteracyLucas (Le Slo)2018Clicking symbols to swap other symbolsWhat is the effect of each symbol?-
MISLED, PuzzledCrouble (NarrowAdder)2019Placing symbols on a grid--
Gestalt OSStephen Lavelle (Increpare) and Lucas Le Slo2019Placing symbols and watching their effects--
CypherBen Cole Wu2019Activating tilesWhat do the annotations imply?A manual rule check lets players ask whether the current solution is correct, avoiding "chance wins"
Char Min GleeJack Lance2020Clicking Buttons-Impressive codegolfing
UnderstandArtless2020Line drawing through a grid with symbols--
ArtefactAzertinv2020Inputing symbols into text fields--
Cypherset 1Starmaps Llc2020Moving around a grid while activating tiles--
From Muddled to Clean (FMTC)Jack Lance2020Drawing loopsWhat rules govern each loop, so the puzzles are uniquely solvable?Pen and paper based
FremdaCorey Hardt2021Drag symbols to certain positions and a chain of tonesWhich symbol configurations produce the required chain?The musical and visual feedback indicate partial solutions, thereby guiding the player.
InsightMaou2021Region divisionWhich constraints on the possible divisions are imposed by the symbols?-
AutoscriptZachary Barbanell (TheZachMan) and Daniel Hurtado (knexator)2021Placing symbols--
Stoff OSTilmann2021Placing symbols and watching their effects--
Null HypothesisPortponky2021Combining gemsWhich combination of gems will produce an effect?Non grid-based
Funny LooksyProdzpod2021Drawing lines to divide symbol tilesHow does each symbol behave in relation to the line and other symbols?Witness like (core mechanic)
Symmetry Hall ProblemSporktank2022Activating tilesWhat do the numbers and underlays imply?Cumbersome input, also annoying that the default "empty" colour is not recognised as a legitimate colour, requiring more clicks.
Discovery JigsawPortponky2022Placing polyominos on a boardWhich placements are valid? What are the rules for each symbol?Levels can be played in any order, adding a new layer to discovery by letting players take full control of their inductive process.
Catalystknexator2022Combining gemsSee null hypothesisInspired by Null hypothesis, but using a search algorithm to comb through possibly interesting rule sets
LOK PuzzlebookBlaž Urban Gracar2022Crossing letter sequences on a gridWhat rules govern each word, so the puzzles are uniquely solvable?Pen and paper based
GridspechGideon W (krackocloud)2023Flipping tiles on grid-
The Runic ConjectureLio Lim2023Converting letters to a pathWhat effect does each letter have on the path, and on other letters?-
ABDECBlaž Urban Gracar2023Placing "letters" on a boardWhat shape does each "letter" represent and what are its rules?Pen and paper based
FMTC "Ripoff"Duyaa2023Drawing lines--
AgricultureBrumbrumgames2023Placing and removing symbols (animals)--
Bilattice 1Starmaps Llc2024Shading tiles on a grid / dragging cluesWhich rules are imposed by each symbol?Pen and paper-inspired, with feedback e.g. in the form of exclamation marks/checks on number clues, etc…
BobogramUiqoo2024Shading tiles on a grid-Pen and paper based
Alphabet soup for picky eatersDaniel Linssen2024Typing letters, to wake up colourful charactersWhich letter combination does each character require?Typing-based

Environmental inductive games do not restrict rules to particular symbols only, but tie them to physical objects in a simulated environment, akin to traditional escape room games (too many to list here).

These games add a focus on lateral thinking and attentive observation, because it may not be obvious what is a "symbol", where to look, and what can be interacted with — though some objects may be actual drawings of symbols, e.g. in a piece of paper.

A list of environmental inductive games
Title Author Year Interaction
Starseed PilgrimAlexander Martin (droqen)2013Placing seeds
Quern - undying thoughtsZadbox Entertainment2015Activating mechanisms
RoseJared Piers2016-
The WitnessJonathan Blow2016Line drawing through a grid with symbols; activating mechanisms; observing the environment
SensoriumTad Cordle2016-
IslandsMark Signorelli (Rosden Shadow)2018Activating hidden mechanisms in a block-pushing world
Compass RosePace Smith2019Answering riddles and interacting with the world
Un-lockNoacubestudio2020Opening "locks"
LingoBrenton Wildes2021-
TaijiMatthew VanDevander2022Activating tiles; activating mechanisms; observing the environment
Logicality (witness clonish)Svgames2022Pressing buttons in order
SyllogismSvgames2024Turning arrows in a 2D map (interactign with the environment)
AwakeningSebastian BlancoTBAExtracting clues from videos

Open inductive games have no beginning nor end, because rules are derived on the fly for each new game. When relying on symbols or pieces, those need never be tied to particular rules, but may change meaning with every replay.

Nevertheless, some well-known open games may develop a "canon" of known good rules, usually aimed at beginners, plus, sometimes, a "uncanon" of unacceptable rules, infamous for frustrating players. As long as new interesting rules keep being devised by their players-creators, Open inductive games are intrinsically replayable.

A list of open inductive games
Title Author Year Interaction
EleusisRobert Abbott1956Determining why a card may or not be played
Mao (also Mau)Unknown???(see Eleusis)
Bongard ProblemsM. M. Bongard1967Finding the distinctive feature in two sets of 6 images
Queries 'n TheoriesLayman E. Allen, Joan Ross and Peter Krugel1970Reconstructing a hidden language with a formal structure (basic sentences and replacement rules), by formulating questions (queries)
Petals around the roseUnknown1970sObserving dice rolls and results, then trying to deduce a formula
Penultima ChessMichael Greene and Adam Chalcraf1994Attempting to move a chess piece
ZendoKory Heath1999Asking the master whether a piece configuration follows the hidden rule
Eleusis ExpressJohn Golden2006(see Eleusis)
LuminareClockwork Acorn2015Classifying new examples as black or white
Riddle Runes, formerly SigilsZithral2016???
White PillarsRosden Shadow2018Pushing blocks
Devil's CalculatorCinqmarsmedia2019Typing (numbers)
Caterpillar logicMichael Fuks2020Classifying new examples as valid or invalid
Send A Damned MessageJeff Wu2021Typing
Exactly 7Matrix672021Increment or decrement a score counter by activating tiles, picking letters, etc…
Instructionless Gridわんど (wand125)2021Paper puzzle drawing
The Name of the gameLady Lambdadelta2021Variable rules, multiple question checks
hUrbanblazgracar2022???
-vxv-Kuchiwo Tsugumi (Competor)2022Drawing in a mysterious interface
HouseStudio3692022Visual clues
VIX 1 puzzles: I,II,III , Jack Lance's IV ,V,VI, VII, VIII, IXJacobz.2022Placing Roman Numerals
ForgettingGalactical2024Shading (tiles on a grid with symbols)
Puzzle TypePedroTBATyping

Social games where players keep providing words or objects as examples until they find a hidden rule, such as Umbrella, Green Glass Door, Black Magic, Music Box, Scissors and Triangle Mind could be seen together as components of a larger open game. However, as the supply of such hidden rules seems relatively limited, it seems more appropriate to call them a collection of games.

Designing inductive games requires additional considerations from those that apply to standard puzzle games. Here are a few that Pedro deems important, earned from analysis and first-hand experience.

In a blind game, you are playing blindly, attempting things without any feedback, except a final "yes or no" — only after understanding absolutely everything can you win the current situation.

In contrast, a kind game, you receive some feedback after every action, which reduces frustration because you can gauge your own understanding.

When making Inductive games, it is of utmost importance to make them kind.

In paper-based / physical media, designers should be aware of the medium's feedback limitations, and think creatively on how to overcome them. Whereas in digital media, the abundance of feedback options should easily nudge designers towards making inductive games kind.

As players interact with an inductive game with partial understanding, every so often they produce an action with unexpected results. They may even wish to explore randomly to see what happens.

Thus there is an unavoidable chance that players "win" without fully understanding the system. Some games enforce a manual "win check" to prevent this, but this actively slows down players, creating friction. Much better to provide them them more control, by letting them go back and forth in their actions, "unwin" or pause anytime.

The complexity of an underlying rule relates to how many test cases that need to be checked by players so they are convinced they understand the rule, as well as to the cognitive effort of each individual check.

Rules in inductive games should be complex enough to feel interesting but not overly complicated, such that they feel longwinded (too many unrelated checks) or burdensome (each check is hard or slow to reason about).

As the number of past interactions grow, a point will be reached where players will find it hard to keep all past information in their mind. Whereas in paper-based inductives players can be expected to take notes, players may expect digital inductive games to take notes for them.

Digital inductives should at the very least allow players to replay any particular situation, thus discouraging forgetfulness. At their very best, they'll provide a handy, concise record of past interactions that serve as handy test cases (without revealing the underlying rule) for players evaluating new hypotheses.

Since a deeprer understanding is the result of finishing an inductive game, it is natural to ask: what was understood? By playing a fictional game, you gain a deeper understanding of the game's fantasy world; but in an real game, you are rewarded with a new understanding of (some aspect of) the real world.

The following game lists partially overlap with those in this article:

Games with concealed rules1
Induction in board games1, 2, 3
Witnesslikes list1
2021-04-14 A rough first draft incorporating feedback from the Thinky Community: thanks Andrea Gilbert (Clickmazes), Zaratusra, Joseph Mansfield (sftrabbit), Portponky, Lucas (Le Slo), Clement Sparrow, Kirraluan, tjm, Mysticsailboat, Theqwertiest, Joel Fox, J. C. Miller (jcGyo) and Jack Lance for all the suggestions and resources! 2022-12-05 Thanks to Daniel Hurtado (knexator) for super-early-bird feedback on this list! 2023-02-05 Thanks to Adam Gashlin for reaching out with additional suggestions! 2024-02-21 Thanks to Martin Ender (Menderbug) for sending a missing entry and Ivan Koswara (Chaotic Iak), Wen, Genteelman and Kusanehexaku for additional feedback that led to some clarifications! 2024-12-02 Added a recent entry to the table