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 Forum index » Meta » Puppetmaster Help
Organizing PM Teams
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shambles
Veteran

Joined: 23 Jun 2005
Posts: 129
Location: Galway, Ireland



I always thought PM teams would split in two for the purposes of puzzlemaking, and each half would design half the puzzles, with the rewards for the solve agreed already.
Then they could swap their work over and test them for difficulty on each other. Obviously there may not be time to wait for the other half to completely solve it, but if they're looking in the right direction you know it's breakable.

Do teams do this Question
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PostPosted: Wed Jul 27, 2005 8:21 am
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Phaedra
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Joined: 21 Sep 2004
Posts: 4033
Location: Here, obviously

shambles wrote:
I always thought PM teams would split in two for the purposes of puzzlemaking, and each half would design half the puzzles, with the rewards for the solve agreed already.
Then they could swap their work over and test them for difficulty on each other. Obviously there may not be time to wait for the other half to completely solve it, but if they're looking in the right direction you know it's breakable.

Do teams do this Question


Well, as far as I know, the division of labor is usually more...divided. Some people do more writing, and there are some people who are "puzzle" people, rather than everyone working on every aspect.

But I'm sure that varies according to the composition and size of the team.
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PostPosted: Wed Jul 27, 2005 2:01 pm
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shambles
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Joined: 23 Jun 2005
Posts: 129
Location: Galway, Ireland

Well i meant really in bigger teams the puzzle guys would split in two... Wink
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PostPosted: Wed Jul 27, 2005 2:43 pm
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oliverkeers13
Entrenched


Joined: 23 May 2005
Posts: 917
Location: London, UK

I'm not sure people do do this, but it does seem like a good idea, particularly if you are a fairly experienced team. I think that people should do so, if they aren't already.
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PostPosted: Wed Jul 27, 2005 3:59 pm
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

the teams I have been on, each pewrson puts in according their strengtsh. Some write, some puzzle, some create characters, etc.
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PostPosted: Thu Jul 28, 2005 12:00 am
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GuyP
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Joined: 15 Sep 2004
Posts: 584
Location: London, UK

But Tony, I believe shambles was just talking about puzzle-dev side of things.

To which I'd say: it sounds like a pretty smart idea under certain circumstances. However, it's often pretty chaotic behind the curtain (even more so when the game has launched) and it might not be terribly practical to have PM's spending ages trying to solve each other's puzzles.

Also, I wonder how accurately you can gauge how easy a large, UF-sized playerbase would find a puzzle by extrapolating from four or five BTS designers. Pretty hard to say, I think.

Cool idea, though. Smile

PostPosted: Thu Jul 28, 2005 1:15 am
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Nightmare Tony
Entrenched

Joined: 07 Jun 2004
Posts: 824
Location: Meadowbrook

One thing I found behind the curtain is that gradually, a more effective storyline is taking precedence over simply throwing puzzles together. You will be seeing a gradual shift from random tough as nails puzzles to a more naturalistic approach of puzzles that fit the storyline, and more cohesive storylines with characters that have the real motivations demanded of real life. That is a much harder bill to fit than simply random puzzles.

at least on the times I did, it was a colalborative effort without giving precedence to the qualitiative weight of puzzles. The puzzles were ALWAYS in the service of the storyline.
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PostPosted: Thu Jul 28, 2005 2:17 am
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FLmutant
Decorated


Joined: 29 Oct 2004
Posts: 244
Location: Orlando, FL

shambles wrote:

Do teams do this Question


We haven't yet, and we churned out a surprising number of puzzles. On Urns we had one real puzzle guy (Paul Hoffman) and on Heist we had one real puzzle guy (Dave Szulborski). A number of the other PMs (like me) worked out smaller puzzles and elements (like narrativist puzzles and Flash game-like elements.)

But "puzzle guys" don't work alone: the number of writers, photographers, artists, photoshoppers, etc. that get involved along the way to make the media of the puzzles is pretty large.


Brian

PostPosted: Thu Jul 28, 2005 9:53 am
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Crowfoot
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Joined: 31 Jan 2005
Posts: 385
Location: UK

I have come to discover through experience that teams usually divide depending of strengths, but eventually everyone begins to help each other out. It becomes a community and joint effort. Co-ordination and communication is the key.
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PostPosted: Sat Jul 30, 2005 6:48 pm
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HaxanMike
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Joined: 03 Jan 2005
Posts: 76
Location: Brooklyn, NY

Crowfoot wrote:
Co-ordination and communication is the key.


This is absolutely true!

To that end, here is a tool I think all Puppetmaster Teams could use:

http://www.basecamphq.com/

This is an incredible tool for keeping everyone in the loop and archiving all discussions and, more importantly files in one place.

Best of all, indie PM Teams can use it for FREE.
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PostPosted: Tue Aug 16, 2005 5:14 pm
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