16-Feb-2012, 1:05 AM
Ok, before I was thinking you were asking about strategies a player might use while playing a level, but it seems you were asking more about the types of strategies or types of problems a designer might include in levels. Of the mentioned strategies bug rule, abstinence, window shopping, wandering around, and suicide really mean the first type of strategy. That leaves sequential logic, two-pass algorithm, integration by parts, strict time limit, timing and agility, requiring patience, unseen helpers, and multiple choice as the types of things a designer might use. There is some overlap in the concepts though, like another designer strategy is "requiring abstinence", and a player strategy is definitely recognizing the problem type, like "realizing there are unseen helpers." I believe it's still useful to consider smaller design elements in a category by itself, like "door trap", "partial posting", "blocks opening traps" as just being tools a designer might use to create a strategy.