Interview: Andrea Gilbert
Page 4
PM: Are you ever concerned that a maze is too hard or not hard enough?
AG: Not really. When I first start toying with a potential new
type of maze, my main aim is to discover the depth and breadth
of its 'maze-space' - and find out whether the space exhibits
the right sort of connectivity to create good mazes. Maze-space
is my term for the total number of distinct states (or potential
'nodes') in the maze. Most of the time this value be assessed
relatively simply mathematically, but just how much of the space
can be reached and successfully exploited is less obvious. The
fun bit for me is weaving together the maze-space and
discovering just how devious the resulting puzzles can be.
If I find the maze-space and its connectivity is good, I shrink
the over-all dimensions of the maze, creating something more
compact but still challenging to solve. My aim is not to create
a puzzle that takes particularly 5 minutes or 5 hours to
solve, but one that packs the biggest punch for its apparent
size.
PM: What do you consider to be your best creation so far?
AG: I think this now has to be Plank-puzzles.
Initially I had no idea how successful these puzzles were going
to be, and I struggled to design even mediocre puzzles on large
grids. The maze-space was interesting I knew - but I found it
hard to weave into good puzzles. It was a slow (but intensely
satisfying) process discovering how much could be squeezed
onto smaller and smaller grids.
Plank-puzzles has been taken to market as a mechanical
puzzle called River Crossing by US company ThinkFun. Some people will now know my
name through this one puzzle, rather than through my
website.
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