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mudd1

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Posts posted by mudd1


  1. By the way, I find interesting that we are looking for an explanation. I mean, I went through the whole Day of the Tentacle in this way, without even thinking that Bernard, Laverne e Hoagie weren't communicating their intentions to each other.

    OTOH, for DOTT there were actual physical objects going back and forth all the time and therefore the player would be more used to the idea that the different stories interlock and it wouldn't be a stretch to assume that you could send notes the same way you could send actual in-game objects. I still think there was a "huh, how does she know this?" moment for me but it's been so long, maybe I'm imagining things.


  2. 1) Shay seems to have forgotten that his parents are human. Is this part of the SPLARGH treatment? Is this part of the whole Thrush "therapy"?

    This theory always sounded off to me but I have no hard facts to back this up.

    2) In act 2 you're supposed to solve Shay's puzzles using the clues accessible by Vella, and vice versa. Is there a real mental connection between them? This is not clear and many gamers/reviewers think it's a just a cheap way to make the game harder. I'm sure there's a narrative reason, because you've deliberately used this approach several times, especially in the final puzzle.

    The player is supposed to be an active force in the game universe, in this case acting as a kind of intuition for Vella and Shay. I think there was a post by Anna who clarified this.


  3. 1. The wiring puzzles and the logic that what one character saw, helped the other. They should have been selfcontained puzzles for Shay and Vella. I though these went against the games own logic, and tainted the game a bit.

    The player is supposed to be an active force within the game universe, something like an intuition for the characters. No, I didn't get that feeling at all either. But technically, the puzzles didn't go against the game's own logic. If anything, that role of the player should have been made more explicit in some way.

    When I first heard that the game would be about two characters and that you could switch between them, I was hoping for a DotT-style interaction between the characters, which I absolutely loved. I still consider it a missed chance to make this happen, at least in Act 2, where the characters knew of each other and could have influenced each other. (I guess the Plague Dam part contains some of this but it's very minimal and if anything only goes against the conventional wisdom that had been established in the game up to that point that the two timelines are completely independent mechanically, even when they interact story-wise.)


  4. My math says there are 21840 (6*5*[6*5-2]*[6*5-4]) different possible wiring patterns

    I'd argue it's more like 24,360 patterns. IIRC, while you can't wire the same edge in the same direction, you can have parallel wires in opposite directions. So you only lose 1 possible edge in every step, not 2. I might be missing something here though.

    Also, the difference is admittedly not huge but if someone was really bruteforcing their way through those patterns, just doing 2520 more is probably quite a chore ;)


  5. I'm not sure if the symbols are lilterally randomized for each person though.... possibly they are just rotated, based on some of the notes I've seen.

    No, I considered that it's just rotated and mirrored because that would make the graphical indication of the safety pattern easier but comparing the notes in this thread and also the video I linked to with my own playthrough, it became clear that this is not the case. I don't know if all permutations are possible but there doesn't seem to be an easy pattern to generate the variations.


  6. It's kinda hexigonal and all, but where do you see any clues for the symbol pairs in there? That's the important part.

    I have no idea if wiring the Hexipal up like that would make Shay or Vella comment on it or not. If they did then it'd be a cue to keep trying it using different corners as starting points, etc.

    Honestly though, this is most likely just me forcing the solution onto a random piece of art. Just thought I'd throw it out there :P

    No, AnAnemoneInAnonymity is right, there are no other wiring puzzles that use the actual geometry. I first thought the safety pattern would be an exception (which intrigued me, because mixing absolute geometry and randomized corner-based patterns, one would have to make sure no duplicates can occur) because it used the visual background but looking at some else's playthrough, their pattern looked completely different from what I saw

    ... which is kinda cool in its own right.

  7. First time I gave this puzzle a try I failed on purpose to try to "clean slate" the knot untying process. Then I chose "let's take a break" because I didn't want to have to go all the way back to Car'l for help, and planned to reuse the description she had already given me. Didn't expect to have them disappear and have to walk all the way back to her, and certainly didn't expect there to be a quick travel option. I think that's one problem with puzzle games that I have; I tend to over think/think very differently than the designers expected, so I end up trying overly elaborate ways to do things that are far more simple...

    I think the problem is not with puzzle games but with this puzzle. It could have used more polish to accommodate different approaches. If you tackle it right and know about the teleportation option, it's quickly solved. If you don't fulfill these criteria, it can take you a lot of time and isn't very logical. The bug surely didn't help but at the end of the day it's just unpolished.


  8. I chatted with him last week and it a was a no fuss no muss affair. If you're considering interviewing but remain unconvinced remember that it's for science.

    Yep, he's a nice guy and you'll just have an interesting chat for a while and then you've done something for science. Boom. Instant karma. There is no funner way to be able to stop helping old ladies across the street for the rest of the day.


  9. Indeed, also males should be selected, equal amount for offerings of course, because of "equality." After all the maidens are victims of the society and should burn down the system for that.

    It's way easier to keep complaining in the cloud town than actually working against bigots like Marekai (outside of sending threats like a very mature adult.)

    But in all honesty. I still don't see how "gender roles" is an issue in their world. In act II female characters pretty much do whatever they want and not even males mind that. In fact only Marekai tries to actually stop Vella.

    I know what they intended the story focus to be but I feel that it wasn't well delivered though story. There's saying "Show, don't tell" that fits quite well. Whatever they tell in some documentary doesn't really matter if it isn't shown in-game as a focus.

    To some extent gender roles are a good thing when it isn't forced upon. Like when gay is not being forced to be straight (pretend.)

    I feel a really strong urge to take apart this comment word by word but it'd take a book to discuss everything that's wrong with it and I somehow doubt you'd change your mind either way. So I'll just hand in a formal note of protest and leave you to it :)


  10. Shay represents the players, and the Bassinostra is the annualised game franchises. It's fun at first, but it's repetitive and soulless.

    So sacrificing maidens is fun at first but after a couple of years it gets tiresome? ;) Ooooh, you mean the daily routine inside the mog! What's the meaning of the annualized game franchises looking like monsters from the outside but being more or less pleasant from the inside?


  11. Which lines? The ones about changing his life by drinking juice?

    Uhm ... not sure because drunk but ... gross?

    No, I mean the part where he wanted to impress a girl, Shay guesses it went badly because she wasn't into video games and he reveals that she in fact is but she's more hard core than he is.

    As I said, it's just one example. There were funnier lines in general treating this subject that I don't remember but this part was so video game related that it sounded like Tim was having a dig at the Gamergate jerks who targeted him.


  12. I don't mean to brag but I walked through this puzzle and was disappointed that it was over so quickly. It reminded me of the insult sword fighting mechanic and it could have been used more, maybe for the sequel!

    The joke telling reminded me of the sword fighting puzzle. The knot puzzle bears little resemblance IMHO.


  13. It's so interesting looking at how folks take note for the wiring puzzle. I never even thought about allocating a symbol to each corner. That seems like a much more space-efficient way of taking notes for that particular puzzle (which made sense that Vic did it, as he had to go through probably thousands of its variations). I just did it visually and it made perfect sense for me. Awesome, awesome thread!

    How do you solve these puzzles if you don't think of it as one symbol representing one corner?

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