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Old 11-11-2006, 12:53 AM   #1
innerSpaceman
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I found the air of You-Know-What-To-Do in the game materials to be more than vaguely annnoying.
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Old 11-11-2006, 10:14 AM   #2
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Originally Posted by innerSpaceman
I found the air of You-Know-What-To-Do in the game materials to be more than vaguely annnoying.
Yup. I heard more than one team ended back up in the Tiki holding area wondering what to do after the show. A hint about opening the envelope would have been nice. When we were in there all of the teams hung out until the very end when everything re-set wondering what we were waiting for as well. I thought that the directions were don't leave during the show because they didn't want people disturbing everyone, and I was right but it still left room to wonder if the staff was going to give us something on our way out.
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Old 11-11-2006, 10:23 AM   #3
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I hate to mention this, but on the compass puzzle it was only necessary to use the compass to find two of the numbers. All the rest could be found with the compass in your pocket.

Quest 2 in the PhotoAdventure had you using the VMK Fantasyland pamphlet. We had permission ot use VMK materials but at the last minute were warned that there may not be enough of them at the VMK booth for every team. So the second inserted page told you not to go get the pamphlet but to use it instead as we had replicated all of the pamphlet quests on the that page.

Quote:
I found the air of You-Know-What-To-Do in the game materials to be more than vaguely annnoying.
I know it is a matter of preference but I don't think of it as "you-know-what-to-do" but rather "you can figure out what to do." I don't see anything wrong with part of the puzzle being figuring out how the puzzle works. In fact, quite a few I think that is the only puzzle and after that you are just following instructions. But yes, sometimes the vagueness is intentional and sometimes it is just a matter of being something that never occurs to us as needing instruction and isn't raised when we test the game. I've never hidden the fact that the hardest part about making the game is that no matter how much we look at it and test it, when it gets put in front of hundreds of people at least a few reasonably valid alternative readings and interpretations will float to the surface.

One thing the survey we've got up is showing us is that no matter what we do, a healthy percentage will not like it. A healthy percentage will find it too hard, too long, too short, too big, too complex. Some huge minority says they hate games that require going into both parks and yet every time we've had a two-park game there has been a single park option.

But pain is the sensation we forget most quickly and it will be at least 18 months before the race format comes up again so I expect everybody will be there. And at current growth rates we'll have 600 teams instead of 600 people and I'll simply stroke out.
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Old 11-11-2006, 10:27 PM   #4
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Quote:
Originally Posted by Alex Stroup
Quest 2 in the PhotoAdventure had you using the VMK Fantasyland pamphlet. We had permission ot use VMK materials but at the last minute were warned that there may not be enough of them at the VMK booth for every team. So the second inserted page told you not to go get the pamphlet but to use it instead as we had replicated all of the pamphlet quests on the that page.
That makes since now. One said to get the pamplet, the other said not to. It was a bit confusing with the contradiction, but now it makes since. There is just so much stuff to go through and absorb when you first open the materials that little things like that suddenly become road blocks.

But, it's part and parcel for this type of event and it's what makes things interesting.

Like finding the Small World sign missing!
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