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Joey Zoonishii

Joined: 10 May 2006

Posts: 954

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Post Posted: Fri Jun 02, 2006 2:30 am — Post subject:

hogarth wrote:


Anyway, timed puzzles have been part of Myst since the original game - remember the tree elevator on Myst Island? - and they will probably be part of the game going forward.
Still, the business of just...standing...for a period of 14 or 15 minutes carried things more than a bit too far. That was just silly.



Yeah... but it was the sheer AUDACITY of it all! Very Happy


~Joey Breadbeard


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rocketdog

Joined: 22 May 2006

Posts: 130

Location: Wisconsin

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Post Posted: Fri Jun 02, 2006 5:34 am — Post subject:

No timed puzzles I agree!!!! Just a waste of time. I want to play a game, not be bored waiting to play a game. Timed puzzles were a bad idea.

Waldo (baddata6)


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Reverend Vader

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Joined: 09 May 2006

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Location: Canadian lost in Nebraska

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Post Posted: Fri Jun 02, 2006 6:31 am — Post subject:

Many of the "timed" puzzles came about as a result of the (late-in-the-game) single-player focus. Cyan was in the process of developing multi-player puzzles and multi-player ages and had to shift gears during development to come up with a single-player experience. And then, after the cancellation of Live, they had to create MORE single-player puzzles in ages originally intended to be multiplayer.

For example:

Teledahn buckets. Works better with another person to pull the lever.

Gahreesen. Running back and forth to get the power on? Much easier to bring a friend.

Even the PotS Bahro Cave... Instead of time-dilation, having one player above and another below would have been an elegant, Live solution.

As far as I can tell, Cyan is more likely to focus on multi-player puzzles. That's not to say there won't be any timing puzzles... I'm sure we'll see a wide variety of puzzles to keep us occupied.

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hogarth

Joined: 22 May 2006

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Post Posted: Fri Jun 02, 2006 7:13 am — Post subject:

Ah, thanks, Rev - I knew I was forgetting one - the Teledahn Buckets!


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Alahmnat

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Joined: 09 May 2006

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Post Posted: Fri Jun 02, 2006 7:17 am — Post subject:

I think baking in Er'Cana would also have been a LOT less tedious if you'd had a friend to hang out with and talk to while the timer ran Wink.

subumbra

Joined: 09 May 2006

Posts: 210

Location: Kent, UK

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Post Posted: Fri Jun 02, 2006 10:13 pm — Post subject:

The Teledahn buckets are the work of Satan!

When i was new to Uru and hadn't yet mastered avatar control, it must have taken me 20 tries to get that one. Way harder than any of the other timed puzzles IMHO.

Actually ALL timed puzzles are the work of Satan. Evil or Very Mad

Calam

Joined: 11 May 2006

Posts: 1805

Location: Right behind you.

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Post Posted: Mon Jun 05, 2006 5:31 pm — Post subject:

The buckets weren't bad...the 'waiting' was actually just a timer for you to get in. Uru was the very first Myst-game I ever played (and you can imagine how confusing that was...) and the bucket puzzle was one of the few things that actually made sense.

What annoyed me most was the long wait, standing on the shell engraving in Kadish's puzzle, that really made me mad. I mean come on...who buys an adventure game to literally stand around for fifteen minutes while they wait for something to happen? I play games to be entertained! I think Uru lost about half its glamour right there in that stupid room.

Seriously, that doesn't even fall in line with Myst's motto of 'thinking games'. How is standing around, waiting for something to happen a ''thinking'' game? More like a tedious waiting game, if you ask me. I mean, it still wouldn't have been quite as bad if I knew how long to wait for, because then I'd know I have a goal. It was the open-endedness of just, "ok, stand there and hope something happens. We can't say how long, and we can't say what to look for, but just do it."

Cyan needs to figure out that even the Myst-fans have their limits. You should only take realism so far in a game...


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martinrandle

Joined: 05 Jun 2006

Posts: 5

Location: Cambridge, UK

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Post Posted: Tue Jun 06, 2006 9:10 am — Post subject:

Waiting games are....




















































....tedious!

Maratanos

Joined: 10 May 2006

Posts: 3934

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Post Posted: Tue Jun 06, 2006 2:16 pm — Post subject:

If you study things closely, it will become clear that you should wait for 625 pro-rahn-tee (is that spelled right?). The clock in Kadish's control room at the very end of Ahnonay should be able to tell you how long that is. Or you could look it up on the DRC site. It's in their D'ni essentials.

Calam

Joined: 11 May 2006

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Post Posted: Tue Jun 06, 2006 3:14 pm — Post subject:

But did that change the fact that you were still waiting around for fifteen minutes? To a new Uru player, how on Earth are they supposed to understand what 365 D'ni seconds is?


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JWPlatt

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Joined: 09 May 2006

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Post Posted: Tue Jun 06, 2006 3:29 pm — Post subject:

During that particular puzzle, I had Uru in a window and went about my business with work, email, etc. I knew when fifteen minutes flashed by because I heard a noise and clicked back to Uru to continue the game. No waiting. No time lost.

Maratanos

Joined: 10 May 2006

Posts: 3934

Location: Not Canada

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Post Posted: Tue Jun 06, 2006 3:42 pm — Post subject:

Well, also, there is a ticking noise that starts when you pull the lever. I believe it stops if you walk off the shell symbol on the floor. Therefore, you could induce that you had to wait until the ticking stopped of its own accord.

Anyway, you could just walk away and leave the game and do something else for a while.

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