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My Thoughts :: Nov 16, 2008 @ 10:01pm

 gammatigerx

Joined: Sep 15, 2008
Posts: 323
Location: Maryland

I just find this game to be a bit too. . . cluttered to be of any fun. There's about 100 different places you can go. Then, every time I enter a new room I have to click my 50 different inventory items because I don't know who thought up what insane logic to decide what seemingly arbitrary item would be used in this room (wait, I just placed a clump of hair in the ground and it grew into a tree? how are you supposed to figure that out without randomly clicking everything in your inventory?). Then, every time I play there's new crap in all the old areas I had fully explored. I just think without some way to stop people from adding to old areas and making up useless items (no, you're not the first genius to think of a treasure chest or money or a can of soda. stop putting them in the freaking game) you will never really "know" what to do next, and instead it just turns into a pointless click-and-pray that you have the right item to do SOMETHING in the room. Even if I think that a treasure chest would be the right item, I still have to click through the 3 I currently have in my inventory (which I found without much exploring. God knows how many there actually are).

Just my 2 cents.
post updated on Nov 16, 2008 @ 10:03pm
Re: My Thoughts :: Nov 17, 2008 @ 1:33am

 mehaar

Joined: Oct 11, 2008
Posts: 127
Location: Brighton, UK

I kinda agree. 

I think I might convert my (2?) USE actions to appear as soon as you have the item. 

Some areas will grow though as people add stuff. And you often have to revisit areas in these kinds of games. 

I think we probably have enough holes now though too! LOL 

My worry was that it was all pointless, which is why I wrote a mystery thread with multiple steps and an ending. I tried to give clues to the 'next' step, but I guess the storyline will get drowned out by people having fun experimenting. 

Areas can be locked down by the owners but I am not sure that is in the spirit of the game?
post updated on Nov 17, 2008 @ 1:37am
Re: My Thoughts :: Nov 17, 2008 @ 6:46am

 zog

Joined: Nov 14, 2008
Posts: 1

I just find this game to be a bit too. . . cluttered to be of any fun. There's about 100 different places you can go. Then, every time I enter a new room I have to click my 50 different inventory items because I don't know who thought up what insane logic to decide what seemingly arbitrary item would be used in this room (wait, I just placed a clump of hair in the ground and it grew into a tree? how are you supposed to figure that out without randomly clicking everything in your inventory?).


Count yourself lucky! I now have 156 items.

Frankly, this whole 'game' has got thoroughly out of control.
Re: My Thoughts :: Nov 17, 2008 @ 10:53am

 gammatigerx

Joined: Sep 15, 2008
Posts: 323
Location: Maryland

Count yourself lucky! I now have 156 items.

Frankly, this whole 'game' has got thoroughly out of control.

Yeah. . . In about 10 minutes last night I went from 40 something items to 60. It's getting ridiculous. . . I think there should be no "use" actions. If you have the item and you're supposed to use it in a room, the action should come up when you enter the room. Otherwise there is just too much crap to look through. I also think you should be able to make an item locked to one purpose, or only so that actions you create can use that item, and then there should be a way to get rid of it when it isn't needed anymore. That way you can create an item, it can be used it your story, and then when you use it for the last time it's gone. I think possibly a reset, coupled with parameters that would control the game more so it isn't just a pointless click-and-wander/pray would do it well in the end.
Re: My Thoughts :: Nov 22, 2008 @ 6:25pm

 franziskaner

Joined: Nov 22, 2008
Posts: 1

Cheers to Phil for a great game and cheers to Mehaar to for trying to give it point!  I read Mehaar's "Things I've Learned" post and I think he has some great ideas.  The game would benefit if an owner started out with a solid storyline and chain of items/actions/rooms ready to be added onto user-created branches as the maze grows.  Maybe 10 or 15 key screens.  Free creative space for all, but within it a beginning and an END.  (Phil, you could let us know in here when you're ready to cap it off by adding the final screen.)

Regarding the clutter of useless items (I finished - I think - with 201):  Maybe items that are created but not yet given a purpose could be automatically stowed on the home screen.  (Put them in a closet.)  When someone references one to unlock something you'd automatically pick it back up next time you went home.  Or, maybe better yet, just take away the ability to click items directly from the inventory  -- no more random hunting that way.

Just my thoughts -- I liked it.  Thanks again.
Re: My Thoughts :: Nov 22, 2008 @ 6:30pm

 reecer6

Joined: Nov 14, 2008
Posts: 27
Location: A hut on an island in TWOM (ad)

There's not gonna ever be an end.

Anyways, in 'The Shake', both the red and orange door lead to my glass hallway. only the red door is suppose to! person who linked the orange door, please change it.
Re: My Thoughts :: Nov 22, 2008 @ 11:40pm

 passionsocks

Joined: Nov 14, 2008
Posts: 7

My two cents....

The game currently has two ways to "reward" players: New objects, and new rooms.

Creating objects is relatively easy. You add an action, draw an image, provide a name, and you are done.

Creating rooms is somewhat more involved. You have to add the action to get to the new room, visit the new room to add an image, and then at least add an action to get "back", if not as well go on to add even more rooms.

I think it is a natural habit for people to say "oh, you found my cool set of rooms and maybe solved some puzzle, well then have this object-reward".

I think perhaps the game needs a different kind of reward:

(I) Extra state data on the player:

1. Score/Gold/Money - Some numeric value that can be added to via actions.

To prevent abuse (some player deciding to add one million points for instance), there might need to be some imposed limit, such as only being able to add a few points each real day for any one player, or perhaps only being able to add as many points as rooms you've created.

2. Trophy objects - These would be a simple variation of the existing objects. They wouldn't appear in your inventory, though probably there would need to be some way still to see them. Since they aren't visible to be clicked, they wouldn't be used with a "use item" action, but they could still be used as part of the other actions.

If you ever do decide to let objects be taken away, I'd imagine trophies would be something that wouldn't.

(Perhaps the natural thing to do is to take all the existing objects and turn them into trophies, unless they are part of a "use item" action right now.)

3. Player abilities

These would be a like a trophy with no graphic needed. A player could gain the "fly" ability, which they could then "use" elsewhere (and not via a "use item" action)

Editing the maze could be one such ability/reward....


(II) Extra state data on the rooms/game:

1. In-room objects.

These would be something that you couldn't pick up, but that you could move from room to room through actions added to the object.

My imagined use cases would be things like a crate you had to push "north" that you could then use to climb over an obstacle, and NPC's, which could be directed by the player somewhere, or perhaps even have some ability to wander along a "path"

2. Invisible state.

This would be like an item with no graphic, that had a name that was only useful in defining actions (not shown otherwise while playing)

For instance in Room A you press a button which sets such a state, and which effectively unlocks a door in Room B.

---

As to the thought of not allowing items to be removed because you might not be able to get them again -- well you can already do something like that. Sort of. If "Automatic" actions that moved the player to a new room worked.

I tried to create an area right off the "Painted Landscape" where you would have your choice of either a golden cup or a silver cup, but not both, except I was unable to get the game to allow one but not the other. In each room I added an action "If the player has the move the player back to the painted landscape", but it didn't actually do anything.

Instead I ended up leaving things in the game such that you required each cup to get the other. Not quite the same as only getting one, but now no-one can get either (except myself and anyone that happened to wander in while I was setting things up).

In the process I also ended up creating an orphaned item "No Tea" which I have in my inventory, but where no action now exists to give it to anyone else. (since I expected the automatic moves to work, I needed a placeholder action temporarily while I created the gold and silver cups). There isn't even a way for me to link it back in if I wanted. :-)
Re: My Thoughts :: Nov 23, 2008 @ 8:48am

 reecer6

Joined: Nov 14, 2008
Posts: 27
Location: A hut on an island in TWOM (ad)

That invisible state thing sure would be helpful. just look at my plot for instance! When you did something, i had to create an object showing you did it. maybe if invisible states were added, those would not be an object anymore! :)
Re: My Thoughts :: Nov 24, 2008 @ 3:55pm

 jumpmann1

Joined: Nov 24, 2008
Posts: 1

This is a great game. I think there should be a way to make an action only available if you have done something else in the game. like in my secret passage, it would be better if you had to move your feet to get the glowing things, in stead of being able to get them immediately.

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