All right, after closely following the feedback thread I’m prepared to make a definitive post on the subject. Thus far the arguments have pivoted on the difficulty and resulting restrictions (or lack thereof) in playing the puzzle, and while this is a fair platform for making argument, it doesn’t bring the topic to any solution. I have a solution, but in order have it make total sense, I need to detail how the common arguments build towards a larger realization. This is a long post, but try to stick with me. I’ll propose solutions to small problems along the way, and I promise I’m going somewhere useful.
Difficulty:
Nearly all the arguments about the holiday jumping puzzles boil down to two categories: the puzzle feels either too easy, or too difficult. And of course, the common topics consist largely of extremes. For some a barrier to entry exists, for others the puzzle couldn’t provide sustained enjoyment.
The “Barrier to Entry” side suggests that for some reason (hardware limitations, lag, disorientation, or disability) they can barely attempt the puzzle in the first place, much less finish it. They fault numerous reasons, but namely the puzzle timers. Often by the time they can begin the puzzle, they’re already too far behind to successfully keep up.
The “Lack of Enjoyment” side finds that the puzzle was too easily solvable, making the event feel not at all like an actual puzzle. They feel that puzzles should naturally provide difficult-to-surmount challenges, as this both extends the struggle (ie: enjoyment) and increases the celebration upon completion. They feel their overall enjoyment has been directly impacted by “barrier” group’s retaliation against the Clock Tower.
It’s important to note that neither side is wrong here. What some consider a limitation (ex: slow computer) means nothing to others. Please try to take the other side’s worries into account. Furthermore, we’re looking at two different play style groups who have very distinct concerns about how to best enjoy the game. Like comparing Apples to Oranges: neither is wrong, but it doesn’t work for the camps to tell one another that they chose the wrong incentive to play. So the overall solution has to fit both types of play. Keep that in mind.
The First Ten Seconds:
The most critical problems all occur within the first 10 seconds of the puzzle. This includes the waiting room, the loading screen, and starting as a group.
The loading screen is a difficult situation with a potentially simple fix. Those players with low-end machines (which is fine, not all of us have the luxury cash to upgrade) often have load timers that override the initiation of the puzzle. The most simple fix is to extend the time between the load and the initiation. It isn’t elegant, but it works.
The Waiting Room is the least entertaining part of these puzzles. When you’re bad at the puzzle, you spend a horrendous amount of time waiting to try again. And when other players in your group are good, this only extends the delay. The snowball fight is a helpful addition, but by no means a solution. This situation isn’t easily solved unless you want to ditch the survival timer. But it could certainly help to stagger starting timers. Setting up a checkpoint system is one way to achieve this. If all surviving jumpers have reached the halfway mark, start up the puzzle for those in waiting. Viola! You’ve cut the waiting room in half.
Starting as a herd detracts from the overall visibility. In normal game play, visibility is a major priority. In jumping puzzles it’s nearly essential, but only if every player needs to jump on exactly the same block. An elegant solution would be to provide multiple platform paths for the first 10 jumps. This lets players fan out and keep a clear view of their destination, without impacting the group start. The Clocktower used this system to a small degree, and it added quite a bit of diversity to the beginning.
Why not get rid of the group start altogether? Lets take a look at some of the benefits a waiting room and group start provide: On the side of challenge, starting as a group turns the puzzle into a race. It provides a sense of competition, and a little camaraderie and encouragement to boot. For many players, it’s much more fun to have someone else there in the experience with you, even if you don’t directly interact. On the other hand, you can use the wait and the group to learn how to overcome particularly difficult obstacles. Watching the players ahead of you can reveal tactics and solutions you may not have thought about before. The group becomes a communal tutor. And if all else fails, you can ask for help in the waiting room.