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Out of curiosity, how exactly does this aspect work? > Our rooms track players' progress and introduce easier and easier hints over time, and eventually bypass
by CM30 9y ago
Out of curiosity, how exactly does this aspect work?
> Our rooms track players' progress and introduce easier and easier hints over time, and eventually bypass puzzles (with justifiable story reasons) so everyone sees all the interesting parts.
How do you justify bypassing puzzles and introducing hints while not breaking immersion?
- gambiting 9y agoJust a quick guess for a possible explanation - a computer in the room is trying to crack the password(in a visible way, matrix-style flying text on screen), but it will take 20 minutes to do so. You are encouraged to find it yourself somewhere in the room and progress quicker - but if you fail, the computer "succeeds" at decoding and prints the password.
- Schwolop 9y agoYes, that's a good example. Basically in all our games there's some form of unseen protagonist/antagonist (e.g. a ghost, outside help via radio/TV/emails, an AI system, etc) and it helps the players over time. We try to do things like detect partial solutions that might indicate the players are close to a full solution, because the worst thing is to bypass a puzzle when the players are actively engaged with it and having fun. On the other hand, if we know there's more interesting gameplay to come, and the players are spending ages on a particular puzzle, we want them to progress. This is the part where some enthusiasts disagree with our approach - some of them would rather fail than be pushed through. Fortunately, the bulk of our players would rather be given increasingly easy hints until they "solve" things themselves.