One of the things I'm looking forward to in crycog is putting the player in situations where most of the puzzles are known to be unsolvable, and they have to convince themselves of this.
The player must develop the character to be able to seek solutions in spaces where there might not be any, and then also to be extremely careful before accepting any impossibility proofs they come up with just in case they trick themselves into entering a cynicism trap.
Considering hiding an easter egg behind a type of marked gate lock that is known to be unsolvable 99% of the time.
I guess I'll have to put the thing behind all of them, just in case *I* make a mistake and one of the supposedly unsolvable ones turns out to be solvable. If this happens, I will, of course, claim that it was my intention for there to be exactly two correct paths.
@faun tell the player there are goodies behind a locked gate, and to unlock it you have to do a 64-disc Tower of Hanoi. It's trivially solvable, but it'll take 18 quintillion moves to actually do
@faun This is a very interesting concept, and I like the interior dialogue that happens on the player's head.
My next question is: do you help the player cope with this scenario and, if so, how do you do it?
Finding a way to "teach" the mindset that you're requiring to play the game is to me a very fascinating challenge!
@raelzero I have a weird impulse to teach the player almost nothing, as little as possible, like Stephen's Sausage Roll.
But priority 1 is convincing myself that the game is fun and playable for normal people, or else I will be too depressed to finish it. So right now the path is fairly chill.
I may try to have text dialogues that associate the mindset of the game to real life situations.
@raelzero I suppose they'd figure it out if there were, say, a series of halls with three locks each, and it appears that each lock leads equally to each hall, solving only one lock is required, and some of the early stages are trivially unsolvable given the rules the player knows.
Maybe something would be visibly different about those locks, and maybe the easter egg 99% unsolvable ones have that same difference but turned way up.
@faun The idea of having a fake branching with some branches being unsolvable is a good tutorial.
One way to ramp it up could be:
1. multiple doors clearly leading to the same place, with some being unsolvable
2. multiple doors apparently leading to different places, but actually to a single one, some being unsolvable
3. multiple branches, with dead ends behind some solvable solutions
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