Author
Message
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
_________________Shambles Likes Shiny Things
Posted: Wed Jul 27, 2005 8:21 am
Phaedra
Lurker v2.0
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
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.
_________________Voted Most Likely to Thread-Jack and Most Patient Explainer in the ILoveBees Awards.
World Champion: Cruel 2B Kind
Posted: Wed Jul 27, 2005 2:01 pm
shambles
Veteran
Joined: 23 Jun 2005 Posts: 129 Location: Galway, Ireland
Well i meant really in bigger teams the puzzle guys would split in two...
_________________Shambles Likes Shiny Things
Posted: Wed Jul 27, 2005 2:43 pm
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.
_________________
"You're talking last ditch, I need top drawer" V
"To be in opposition is not to be a nihilist" CH
"im iver an idiot or a genus" Dekuprince
Perplex City Video
Posted: Wed Jul 27, 2005 3:59 pm
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.
_________________For this is the place where dreams and nightmares are birthed and bred
Nightmare Park
Posted: Thu Jul 28, 2005 12:00 am
GuyP
Unfettered
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.
Posted: Thu Jul 28, 2005 1:15 am
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.
_________________For this is the place where dreams and nightmares are birthed and bred
Nightmare Park
Posted: Thu Jul 28, 2005 2:17 am
FLmutant
Decorated
Joined: 29 Oct 2004 Posts: 244 Location: Orlando, FL
shambles wrote:
Do teams do this
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
Posted: Thu Jul 28, 2005 9:53 am
Crowfoot
Unfettered
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.
_________________“Man is a gaming animal. He must always be trying to get the better in something or other.” - Charles Lamb.
(Player and PM = total addict)
Posted: Sat Jul 30, 2005 6:48 pm
HaxanMike
Veteran
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.
Posted: Tue Aug 16, 2005 5:14 pm
Display posts from previous: All Posts 1 Day 1 Week 2 Weeks 1 Month 3 Months 6 Months 1 Year Sort by: Post Time Post Subject Author Ascending Descending