Flow in Procedural Generation
More puzzle generation! This time, a presentation from PROCJAM 2014 by Tom Coxon about how the lock and key system in Lenna’s Inception helps the player achieve Csikszentmihalyi’s Flow state. A key part of level design is that levels should not be too frustrating or too boring. A puzzle generator that takes that into account can build a more effective structure for the entire game.
The Tom Coxton has released the basic dungeon puzzle sequencer as an open-source toolkit called Metazelda.