Musings on metapuzzles, part 6: Non-spoilery summary/conclusions
The Tunic post might come later, but for now I'll try to put together some sort of takeaways that don't spoil stuff:
- The definition I'm working with for metapuzzle is a puzzle that brings together information or resources across a broader scope than a single puzzle.
- In a puzzlehunt, information usually takes the form of puzzle answers, which can be combined either on their own or with some additional information (a shell).
- In a puzzle game, the information can take many different forms (codes, rules knowledge, lore/story knowledge...), so there needs to be a way to determine what's even part of the metapuzzle.
- In a puzzlehunt, resources are usually more abstract like a count of puzzles solved, or something other than the answer that you're given as you solve each puzzle.
- In a puzzle game, that can be something like an object in the puzzle's rule system like "you get a block in the overworld when you solve a puzzle", or a more complex way to affect the metapuzzle's state.
- Puzzlehunt metas are usually solvable without solving all of the puzzles that feed into them, but the more you have the easier they get.
- Looking for commonalities is a common skill in puzzlehunt puzzles, and doing so in a puzzle game can be a first step in its own metapuzzle.
- Breaking the abstraction layer and having the meta more deeply interact with individual puzzles makes design a lot more complex, but oftne makes the experience more cool and memorable.
Thanks for reading!
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