New idea for quest based structure of the game.
Mat sent me a chat log from a discussion that Brourd and Adrien. Brourd and Mat have been discussing this as well.
Feel free to dream along with us. I’m sure you got lot of great ideas out there. But first a cleaned up outline of the discussion, so you get a rough idea about where to dream from.
Adrien: Basically sebon read and combined a bunch of getsat posts, and decided that the best thing we could do for the game is combine the challege puzzles into a quest like structure … with the ability to skip puzzles
Brourd: what kind of quests have the dev come up with
Adrien: @brourd: well, I don’t think the quests are settled yet and we’re thinking of asking players to contribut – but some of the earlier features are beng phased in
Adrien Treuille: one could be skipping puzzles, which makes a lot of sense.
Brourd: @ adrien, the puzzle skipping feature is an excellent idea
Brourd: something we have needed more, since the “next puzzle” function stops at my last three unsolved puzzles
Here is my input on the quest idea:
SKIP PUZZLES
The possibility to skip puzzles, will keep more new players. The very skilled players, that may quit of irritation of not being able to adjust the game to their puzzle solving skills, but also the more insecure players that may skip the game, because they get stuck on one puzzle. Those players might be great, if they just get to learn the rules first.
Actually a lot of the new players have been asking for this.
DIFFICULTY LEVEL OF PUZZLES
Dicey also mentioned this idea: [puzzle rating and comments] encouragement to comment/rate (vote) difficulty on puzzles after solving (looking at) them without needing to navigate to out of the puzzle solver (maybe by “pop-up” - with a setting to also turn off said pop-up if desired). Quote from here.
Which I think will be helpful for the quest structure, so easy puzzles don’t end up last in the quest and hard puzzles don’t end up early, just because newbies voted the easy ones hard and the veteran players only voted on the middle hard ones as easy. More votes = better idea of the level of hardness.
QUEST STRUCTURE
Thoughts on how the quest structure could be:
- Theme based, with raising levels (Fractals, dragons… (okay, we don’t have any easy dragons).
- Element based, eg. group zigzag puzzles in one category.
- Level based, group puzzles together after level.
- Puzzle grouped on size, eg. Small puzzles, big puzzles, as I regularly have heard some players complain about the lag in the big ones or just prefers to solve small ones. Others will be attracted to as big puzzles as possible.
I would love if part of the quest structure was that one should unlock the player puzzles. (At 20000 points, like the puzzle maker) That way we will avoid new players gets stuck on Brourd’s puzzles - they generally don’t want to listen to us if we try to guide them elsewhere - and it will be an achievement when they get in. Also the unsolvable series should be locked for new players - as they seem to be a magnet and stopping block to new players too.
It would also be fun if one able to solve puzzles made by one player. I remember having players asking to be able to see all puzzles by one player and then try crack them. Ok. I’m aware that Brourd’s puzzle will have the same moth light effect as the unsolvable challenge puzzles.
NEXT PUZZLE
Just like Brourd said the puzzles suggested for solving should have a wider range. I usually get the same 3 puzzles suggested that I just can’t solve. So having like 15 to choose between would greatly improve that function. And those suggested should be at level with what one have solved so far, or the easiest of the puzzles left to solve if one has finished most of the puzzles.