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This study examines how ludic language shapes clue construction, linking linguistic playfulness and playability to player engagement. Using Crystal’s ludic language, Danesi’s puzzling language, Caillois’ ludus theory, Huizinga’s play function, and Aarseth’s user functions, the research analyzes twenty-three RPGs and their sub-genres and proposes a typology of clue types for in-game puzzle development.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/puzzlinguistics-a-typology-of-ludic-language-based-clues-for-in-game-puzzles-in-role-playing-games/202157/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/puzzlinguistics-a-typology-of-ludic-language-based-clues-for-in-game-puzzles-in-role-playing-games/202157.png","ImageObject",300,407,{"name":92,"@type":93},"Putri","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-20","2026-09-04",true,{"@type":102,"interactionType":103,"userInteractionCount":52},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What does the study investigate about in-game puzzles in RPGs?","Question",{"text":112,"@type":113},"The study investigates the roles of ludic language in designing clues, focusing on how linguistic elements support clue function and player engagement in role-playing games.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"Which frameworks does the research use to analyze role-playing video games?",{"text":117,"@type":113},"It uses Crystal’s ludic language, Danesi’s puzzling language, Caillois’ ludus theory, Huizinga’s play function, and Aarseth’s user functions to analyze puzzle-related language and player functions.",{"name":119,"@type":110,"acceptedAnswer":120},"What typology of clues does the study propose?",{"text":121,"@type":113},"The study proposes a typology comprising orbital, conditional, collocative, referential, indicative, reflective, reversal, and signalling clues for game design.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},202157,1788542978,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":52,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":129,"read_time":144,"preview_page_count":4},962085571259,"https://ap-avatar.wpscdn.com/davatar_29158cc5080c5b710cf443261637dec0","PUZZLINGUISTICS: A TYPOLOGY OFLUDIC LANGUAGE BASED CLUES FOR IN-GAME PUZZLES IN ROLE-PLAYING  \nGAMES  \nSF. Lukfianka Sanjaya PURNAMA*1  \nMangatur NABABAN2  \nRiyadi SANTOSA3  \nSF. Luthfie Arguby PURNOMO4  \n1,2,3 Universitas Sebelas Maret, Indonesia  \n4 Universitas Islam Negeri Raden Mas Said, Indonesia  \n[1](1iaftersmile@gmail.com)[iaftersmile@gmail.com](1iaftersmile@gmail.com)  \n[2](2amantaradja.nababan_2017@staff.uns.ac.id)[amantaradja.nababan_2017@staff.uns.ac.id](2amantaradja.nababan_2017@staff.uns.ac.id)[ ](2amantaradja.nababan_2017@staff.uns.ac.id)[3](3riyadisantosa@staff.uns.ac.id)[riyadisantosa@staff.uns.ac.id](3riyadisantosa@staff.uns.ac.id)  \n[4](4theluthfie@gmail.com)[theluthfie@gmail.com](4theluthfie@gmail.com)  \nManuscript received 8 January 2024 Manuscript accepted 23 November 2024  \n*Corresponding author  \n[https://doi.org/10.33736/ils.6463.2024](https://doi.org/10.33736/ils.6463.2024)  \nABSTRACT  \nHundreds of role-playing video games have been produced since the creation of the first title of the genre, Dungeons and Dragons, in 1974. These titles incorporate one common feature in the genre, puzzle. In designing a puzzle which primarily revolves around its major element which is clue design, language contributes to the playfulness and playability of the game itself. This study attempts to explore the roles of ludic language in designing clues with regards to the user’s functions of the games. The study employed Crystal’s ludic language, Danesi’s puzzling language, Caillois’ ludus theory, Huizinga’s play function, and Aarseth’s user functions on twenty-three role playing video games or commonly abbreviated as RPGs and their sub-genres. The study further proposes a typology of clues. This typology comprises clues which are orbital, conditional, collocative, referential, indicative, reflective, reversal, and signalling. Game developers could employ the results of this study as a consideration in designing puzzles in video games especially role-playing video game genres.  \nKeywords: ludic language; puzzle; clues; role-playing games; user’s functions  \nIntroduction  \nPuzzles, as Danesi (2002) suggests, have always been integral to adventures. From the mythic wisdom-seeking riddle contest between Odin and Vafthrudnir to the lifeand-death puzzles Alice must solve in Carroll's Alice's Adventures in Wonderland, puzzles play a significant role in shaping the character lores. In role-playing games, puzzles assume a central role, differing only in the interactive nature of games.  \nThe interactivity of video games prompts designers to consider what Caillois (2001) terms as ludus or structured play, and what Huizinga (2014) refers to as the play function. The former dictates how a game is to be played, while the latter governs playability and the playfulness of a game. Therefore, all elements of a game, including puzzles, must adhere to these considerations. When it comes to puzzles where language serves as both a medium of instruction and storytelling – functioning as both a mechanic and a narrative – the design of in-game puzzles must address these dual concerns. The following riddle, taken from Ubisoft's Assassin's Creed: Valhalla, serves as an example to illustrate this point:  \nHavi: You are not drinking, Gunlodr.  \nGunlodr: I do not care. Drink is the heron that steals away one’s memory.  \nHavi: Some would say it frees the spirit of worry.  \nGunlodr: We call those people drunks.  \nHavi: I see your wit as sharp as your intelligence  \nGunlodr: Wit? I was simply stating the truth.  \nHavi: Let us play a game. Ask me some riddles. I will see if I can guess them.  \nGunlodr: I enjoy a good riddle. How did you know?  \nHavi: All great minds enjoy riddles. You fashion order from disorder, sense from nonsense.  \nGunlodr: You have me at that. Very well, I will play.  \nHavi: Give me an easy one to begin.  \nGunlodr: Would that I had now what I had yesterday. Find out what that was. Mankind it mars, speech it hinders, yet speech will ","cbCaip4BF4CdED8Z","https://ap.wps.com/l/cbCaip4BF4CdED8Z","pdf",1157911,21,"English","# Abstract\n# Introduction\n## Role of puzzles in adventure and RPGs\n## Ludus, play function, and dual-purpose language\n## Example: Assassin's Creed Valhalla riddle design\n## Proposed typology and design implications","[{\"question\":\"What does the study investigate about in-game puzzles in RPGs?\",\"answer\":\"The study investigates the roles of ludic language in designing clues, focusing on how linguistic elements support clue function and player engagement in role-playing games.\"},{\"question\":\"Which frameworks does the research use to analyze role-playing video games?\",\"answer\":\"It uses Crystal’s ludic language, Danesi’s puzzling language, Caillois’ ludus theory, Huizinga’s play function, and Aarseth’s user functions to analyze puzzle-related language and player functions.\"},{\"question\":\"What typology of clues does the study propose?\",\"answer\":\"The study proposes a typology comprising orbital, conditional, collocative, referential, indicative, reflective, reversal, and signalling clues for game design.\"}]","PUZZLINGUISTICS - A TYPOLOGY OF LUDIC LANGUAGE BASED CLUES FOR IN-GAME PUZZLES IN ROLE-PLAYING GAMES | PDF",53]