Apologies for being a bit late on this devlog entry. I’ve doing a little bit of super part time contract work for the past several months, to give myself an occasional mental break, as sometimes problems in Taiji just need some clock-on-wall time for me to really solve effectively. Anyway, that contract work got unusually non-part-time the past two weeks, so I didn’t end up writing the devlog post when I meant to.
Recently I finished up the mainline puzzle set for a new area in the game. I call these puzzles the “line” puzzles, which may give future readers a hint as to what I’m talking about. I think it came out quite well for a first draft, and I really only need to do the mix-in puzzles with some of the other mechanics in the game before calling it a finished draft. There’s probably some serious ways to push on the concept, particularly at a meta level, but I’m glad there’s something approaching a finish line for that area. In any case, I don’t want to spoil the details of that area, so I’ll keep it all a bit mysterious. However, I need to actually talk a bit more in-depth something, so I’m going to discuss an area that has been in development hell for years: the sound puzzles.
Don’t worry, I won’t spoil very much about the details, other than to say that there are some puzzles in the game that focus on sound. They’ve been put on the backburner mostly because I was a bit worried that they wouldn’t be much appreciated. You see, audio puzzles in games have a bit of a shady reputation. Even the audio puzzles in The Witness, of which I am a big fan, tend to be derided by most players as “basically impossible”.
But recently I decided to dust off the old concept I had for them and implement something a bit more complete than my first prototype.
The initial reaction from playtests has been…well, not great. I’m still not sure whether what I’m doing is just not working, or if it’s just not found the right players yet. I’ve more or less decided that I’m willing to accept if only 10% of players actually enjoy the area, as long as they really do enjoy it. The last thing I want is for everyone to like “the idea” of the area, but for no one to have enjoyed it. So hopefully some players will enjoy it, and as for the rest of players, at the very least they should be able to complete the area with the help of some assist mode features.
It’s actually a bit hard for me to decide on the exact form that the puzzles for this area should take. I am certain of the core idea, as it is something that is fundamentally interesting to me, connects to something real outside the game, and something that is a natural fit for the puzzle style of the game. But there are probably two or three decent ways of implementing that core idea, and I’m not certain I’ve chosen the best one for my first implementation. I’ll have to think about it some more, and perhaps give it some more of that patented clock-on-wall time.
I think one of the best superpowers that a designer can develop is a sense of comfort with things sucking for a long time. The longer you can be comfortable with some part of the game being terrible before deciding to cut it, the better chance you have of stumbling on some good ideas on how to improve the area.
With that said, there are actually 2 or 3 areas in the game that I’ve been a bit stymied on for a while. I’m more or less twiddling my thumbs on those concepts, hoping for some inspiration to strike. If it doesn’t, I may strongly consider cutting those areas from the game completely. I really hope that I don’t have to though, as the core concepts for the areas are interesting to me.
One somewhat irritating thing is that other people who’ve played the game advise me that these areas in question “have a lot of potential” and that I shouldn’t cut them, but fail to have any insight on how to capitalize on that potential. In the end, game design can be a very solitary journey.
A bit of a short one this month, but I’ll try to be on time…next time!