Yeah, everything was prenumbered except for the papers handed out on the fly during the game.
Steve, you comments on the nature of the night game are penetrating and reflect my feelings on it as well. When we started designing the game it was all about making use of night-only elements of the park. It turns out there aren't so many as you'd think and most of them are just too local to be of much use. Various factors (such as not knowing how much we had to balance keeping players out of the densest crowds with getting to use involve the coolest stuff) tended to push us away.
By the time we were done we found that the night specific element of the game was more focused on strategy and time management (when do things close? when should we try to do this quest in Adventureland such that it doesn't make us walk upstream against Fantasmic traffic) and less on "here's a bit of the park that is only noticable during night."
For example, the original black light quest used the Haunted Mansion photomosaic, but it turns out that whatever light they use for that does not react to our ink, so we had to move it something a bit less themed to the night.
We were also really very timid at times because, just as it was new to you, it was new to us. Some of you may remember the first puzzle I helped create on my own after Kevin left. It ended up being way too hard and complex, since I didn't know how the immensely different traffic/visual/timing issues would effect things I was wary of moving too far away from game mechanics I was certain of.
We're always surprised by a lot of things, though, no matter how much time I spend mapping it all out. We went into the Sunday game worried that it would be too easy, and it was perhaps a bit too hard.
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