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 Forum index » Meta » Puppetmaster Help
How Much is Too Much?
Moderators: imbri
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Jsor
Decorated

Joined: 23 Mar 2011
Posts: 165

How Much is Too Much?
When do puzzles get too complex?

There seem to be a lot of constants in ARGs, for instance, encryption rarely gets more complex that a rot or Cesarean Cipher, occasionally there's a One-time pad involved, but those are usually found pretty quickly once the info becomes available. As a programmer, I have access to tools other people may not have, but obviously I'm making a game, not working for the DOD. I have a program written (from an old class), for instance, that's a variant of the poker encryption method from the Cryptonomicon (specifically, a pinochle variant). This is an example, not necessarily exactly what I'd choose, but it's an okay example.

So my question is: when making a puzzle how much is too much? Can giving hints mitigate it? How much time is a player generally willing to invest before they give up? It seems at a certain level too much encryption can be bad, but at the same time, when you stick to the same old puzzles with a tiny new twist (let's multiply everything by ten minus its value first!) it gets a little stale. On the other hand, if players can't solve it, they get too frustrated and that's not good either.

So, what say you, how much is too much, and if you want to get more complex, how many clues should you give and how many resources should you provide (for instance, in my poker encryption example, should I hide the decrypter somewhere)?

PostPosted: Fri Apr 22, 2011 9:38 pm
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Rogi Ocnorb
I Have 100 Cats and Smell of Wee


Joined: 01 Sep 2005
Posts: 4266
Location: Where the cheese is free.

It really depends on your playerbase. If all you have are story geeks, you'd better keep the puzzles out or at least fairly easy. If you've attracted a group that likes puzzles and who is committed to solving them... You'll be surprised how fast they'll get pwned. It's fairly common that the puzzle takes longer to create than it will take to solve. Good rule of thumb on a motivated group is that they'll solve puzzles about twice as fast as you'd think they will. Of course all of that assumes that the puzzles are of good quality, that you've paid attention to detail and that you've performed efficacious playtesting.

And... It's Solitaire. Not Poker.
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PostPosted: Sat Apr 23, 2011 5:29 am
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