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13375K31C43R

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Zozo NPCs
« on: October 20, 2016, 06:29:52 PM »
OK, I've made a new topic for this debate.

conga line members aside, i see it as less of a coordinated conspiracy than as individual liars.  liars whose duplicate clues are kept to a minimum due to space constraints -- the same sort of constraints that make 3 houses and 5 townspeople constitute an average "town" in this game.  no town is actually meant to be that small; the kid with the blonde hair, the lady in the red dress, the old man in the hat, the brown-haired guy in the shirt, and the old woman with the ponytail are a sampling of what's understood to be a more populated area.  sometimes, there are repeats in the sampling, and you'll get the mind-blowing occurrence of two old guys in hats in a single town.  likewise, Zozo had a repeat slip through.

i don't see redundant Zozo clues as any more of an assault on logic, no closer to a rip in the time-space continuum, than two old men in hats living in the same municipality.

Here's what I think is happening: I'm saying that the clue is wrong because it provides an unnecessary redundancy while simultaneously making it impossible to solve the puzzle on logic alone, and you're saying, maybe I'm right, but you don't care. Here's my perspective: if the developers didn't want the final answer to be a coin-flip guess, they shouldn't have put in the wrong clue. I can understand if it's a typo, but it still breaks the puzzle because, obviously, it's still a coin-flip guess. If the developers DID intend to have it come down to a coin flip, then they shouldn't have even put that NPC there in the first place because it's a waste of space. I do realize that there are plenty of NPCs that say stuff that mean absolutely nothing, but they're inserted for reasons of humour, whereas this guy is trying to give you information (or misinformation, depending on your POV), but it's redundant because someone else gives you the same information. It's a waste.

So then we get into your argument about him repeating someone else's clue because he's "human". Are you saying, maybe he should've said "two" but he slipped and said "four" instead? Are we really going with the "to err is human" argument here? Would you have said the same thing if he'd said "ten", which is actually the RIGHT answer? Or, going back to the whole "separate buildings" argument, what if, instead of the seconds clue, he'd repeated one of the hours clues? Would you still believe this to be intentional?

Quote
How about you read the WHOLE paragraph before jumping to conclusions? My point is, if you can't expect two people in neighbouring buildings to know to give different clues, how can you expect the same from all the other thieves in separate buildings?

i don't.  which is why having some repetition seems more realistic to me.  more repetition yet would be even more realistic, but there's no rule that having one duplicate means you need to have at least two for the first to be intentional.

Look, I can understand your point about repetition adding credence to the "they're lying" aspect of this. I would be inclined to agree with your opinion about this redundant clue -- IF it didn't leave an omission. If you want to argue that maybe the developers intended for there to be some repetition, I'd be more inclined to believe you if there were several NPCs repeating each other's clues, but...only one? And there's an omission in the clues BECAUSE of it? That tells me it's NOT an intentional repetition, it's a mistake.

You can't change the other guys' lines to add more repetition because that removes clues, making the solution require more quesswork. You could add NPCs to repeat each other, but it still wouldn't excuse the omission in the clues; if anything, it would make the omission LESS excusable. So what you'd really have to do, in your ideal scenario, is to put in more NPCs that repeat each other AND put in NPCs that remove the omission so the puzzle is now solvable. But in my mind, why would you go to all that trouble when all you really have to do is change two little bytes in the dialogue?

nope.  you're equating the Chainsaw puzzle giving you feedback with having to flip to the back of a puzzle book for Sudoku answers.  this is a flawed comparison, because the latter divulges the whole answer, while the former only tells the solver whether they plugged in the correct answer.  vastly different.

why does it matter whether the feedback occurs after a single hand?  bottom line: you have to input a whopping three numbers twice.  how hard is that to do?  how time-consuming?  if someone is that short on time, maybe they should be checking off items on a bucket list and saying heartfelt farewells to family members, rather than playing some old video game.

OK, you're right in the sense that puzzle books have the solutions printed and easily accessible, whereas this puzzle doesn't. But the flaw in that argument is, it's not wrong, but doing that in this game would make the puzzle way too easy. If you could purposefully enter a wrong code into the clock, and telling you it's wrong includes simultaneously giving away the right answer, then that negates the whole purpose of the NPC clues. When I'm solving a Sudoku, I don't write random numbers into the boxes and then look at the solution. Because one, there'd be no point to writing random numbers in the first place, and two, it would defeat the whole purpose of the puzzle.

I could make the argument that this puzzle is here to encourage logical thinking. Obviously one could access the Chain Saw by trying 150 different combinations, but that would be a huge waste of time. Instead, the player will choose to go around and gather clues from the locals. If, even then, there's still guesswork needed to solve it, then what has the player really learned? If you're an 8-14 year old player doing this for the first time, and you could narrow this puzzle down to one solution based on logic alone, then not only do you get the Chain Saw, but you actually prove you deserve to have it, and you get the satisfaction of knowing you solved this logic puzzle all on your own, and that you know that your ability to logic your way to a solution is applicable to virtually ALL real-life problems. But if an omission in the clues means you can't solve the puzzle without guessing, that feeling of satisfaction goes right out the window.

8-14 year-olds were likely a good chunk of this game's target demographic.  many people in that group will not immediately discern that a hand "pointing at 4" is a subset of "divisible by 20".  so identifying the former clue as redundant is in and of itself a form of puzzle solving to some children.

Are you saying there are 8-14 year olds that can't do basic math? Or that can't tell time? :stfu:

(Don't bother bringing up the fact that some kids can't get a formal education, that's still no reason for them not to have this elementary-level knowledge.)

Like I said, I can understand your point about having extra NPCs in the game that redundantly repeat clues. But with that being said, if you're going to do that, you have to be careful not to make it look like the game is holding your hand. There's no difficulty in figuring out the solution by process of elimination merely because all the clues say "it's not this" or "it's not that". If you add variety, that strengthens the puzzle aspect of this section by encouraging logical reasoning.

we must define "fair" differently.  bringing 150 combinations down to 2 seems _extremely_ accommodating to me.  geometrically, that's a factor of 75; arithmetically, that's a reduction of 148.  you apparently consider anything short of the answer wrapped up in a big, tidy bow to be "unfair".

I guess we do define "fair" differently. The way I see it, there's a difference between making a puzzle easy enough to solve by logic alone, and handholding (see above). There's also a difference between making a puzzle somewhat esoteric and making it unsolvable.
« Last Edit: October 20, 2016, 07:02:12 PM by 13375K31C43R »
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Re: Zozo NPCs
« Reply #1 on: October 20, 2016, 08:12:37 PM »
Quote
So then we get into your argument about him repeating someone else's clue because he's "human". Are you saying, maybe he should've said "two" but he slipped and said "four" instead? Are we really going with the "to err is human" argument here? Would you have said the same thing if he'd said "ten", which is actually the RIGHT answer? Or, going back to the whole "separate buildings" argument, what if, instead of the seconds clue, he'd repeated one of the hours clues? Would you still believe this to be intentional?

i'm not saying he slipped.  i'm saying he told a lie without coordinating it with somebody in another building first.

as for your last question, where is he in relation to the worker line?  if he's some distance away, repeating one of their clues is more realistic to me.

Quote
Look, I can understand your point about repetition adding credence to the "they're lying" aspect of this. I would be inclined to agree with your opinion about this redundant clue -- IF it didn't leave an omission. If you want to argue that maybe the developers intended for there to be some repetition, I'd be more inclined to believe you if there were several NPCs repeating each other's clues, but...only one? And there's an omission in the clues BECAUSE of it? That tells me it's NOT an intentional repetition, it's a mistake.

no disagreement on that aspect.

Quote
But if an omission in the clues means you can't solve the puzzle without guessing, that feeling of satisfaction goes right out the window.

why?  i've still solved 148/150th of the puzzle.  only a severe pessimist would not gain satisfaction from this, and regard it the same as arriving there by pure luck.

Quote
Are you saying there are 8-14 year olds that can't do basic math? Or that can't tell time? :stfu:

(Don't bother bringing up the fact that some kids can't get a formal education, that's still no reason for them not to have this elementary-level knowledge.)

yes, i'm saying that a number of school-attending kids in that age range could not immediately rattle off numbers divisible by 20.  hence my phrase "immediately discern".  some might not get it at all, and some might take a bit of time.  either way, recognizing said duplicate would require some problem solving for a portion of this age range.

Quote
There's also a difference between making a puzzle somewhat esoteric and making it unsolvable.

the puzzle doesn't take place in isolation, but inside of a game, with a town and buildings, and a big ol' wall which will or won't move.  so the puzzle is plenty solvable in that context.  and it doesn't exist in any other context, so that is the only one that matters.


Quote
OK, you're right in the sense that puzzle books have the solutions printed and easily accessible, whereas this puzzle doesn't. But the flaw in that argument is, it's not wrong, but doing that in this game would make the puzzle way too easy. If you could purposefully enter a wrong code into the clock, and telling you it's wrong includes simultaneously giving away the right answer, then that negates the whole purpose of the NPC clues. When I'm solving a Sudoku, I don't write random numbers into the boxes and then look at the solution. Because one, there'd be no point to writing random numbers in the first place, and two, it would defeat the whole purpose of the puzzle.

yes, the differences are piling up.  all the more reason why the Sudoku analogy was feeble, and doesn't apply here. :P

but my key point there stands: in the game, the puzzle is interactive, and gives you feedback for the final coinflip.  the Sudoku puzzle in itself does not, which is why you'd need to rely on a separate answer key to iron out the final uncertainty.

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Re: Zozo NPCs
« Reply #2 on: October 20, 2016, 10:00:01 PM »
i'm not saying he slipped.  i'm saying he told a lie without coordinating it with somebody in another building first.

as for your last question, where is he in relation to the worker line?  if he's some distance away, repeating one of their clues is more realistic to me.

I can't remember exactly where he is, but I do know he's somewhere between the hour guys and the "divisible by 20" guy. So I'm not sure how he would've missed the "committee meeting" that must've happened to coordinate all the clues, considering that not only are there two clue guys in completely separate buildings that DID make it, but also because he is very close to the remaining six guys who made it.

Quote
Look, I can understand your point about repetition adding credence to the "they're lying" aspect of this. I would be inclined to agree with your opinion about this redundant clue -- IF it didn't leave an omission. If you want to argue that maybe the developers intended for there to be some repetition, I'd be more inclined to believe you if there were several NPCs repeating each other's clues, but...only one? And there's an omission in the clues BECAUSE of it? That tells me it's NOT an intentional repetition, it's a mistake.

no disagreement on that aspect.

So then why not fix it? :tongue:

why?  i've still solved 148/150th of the puzzle.  only a severe pessimist would not gain satisfaction from this, and regard it the same as arriving there by pure luck.

And IMO, only someone who doesn't know how puzzles work would even go to the Chain Saw room without knowing the solution, because otherwise they would still be getting there by...I won't say luck, because cheating seems like the more appropriate word.

Also, that's like saying you've "completed" Super Mario 64 because you beat Bowser after finding 119 out of 120 Stars.

yes, i'm saying that a number of school-attending kids in that age range could not immediately rattle off numbers divisible by 20.  hence my phrase "immediately discern".  some might not get it at all, and some might take a bit of time.  either way, recognizing said duplicate would require some problem solving for a portion of this age range.

Are you serious? There're only five options for the seconds; how long can it take to find the ones that are divisible by 20? If you can't do that, that's not Square's fault.

the puzzle doesn't take place in isolation, but inside of a game, with a town and buildings, and a big ol' wall which will or won't move.  so the puzzle is plenty solvable in that context.  and it doesn't exist in any other context, so that is the only one that matters.

What difference does that make?! It's still a puzzle! Anyone who has to guess a puzzle's solution in order to solve it is missing the boat.

but my key point there stands: in the game, the puzzle is interactive, and gives you feedback for the final coinflip.  the Sudoku puzzle in itself does not, which is why you'd need to rely on a separate answer key to iron out the final uncertainty.

It sounds like you're trying to argue that the feedback to the wrong answer constitutes the "final clue" that the player needs to solve the puzzle. I'm telling you it doesn't because it's a direct result of the player trying to solve the puzzle. By that logic, even if a player was oblivious to the NPC clues, they could still use the 149 clues that they obtain from guessing the time over and over again. By that logic, if I was trying to solve a Sudoku, I really only need one "clue": the solution in the back of the book. Then I just write it in and, boom, puzzle solved. Like I just said, anyone who would solve a puzzle that way is missing the point.
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Re: Zozo NPCs
« Reply #3 on: October 20, 2016, 11:46:01 PM »
I love meta-topical arguments about what does/doesn't constitute a good puzzle,or game design, as much as the next guy, but...

tl;dr:
Hand-holding is bad, but forcing someone to resort to random guessing when you set up some elaborate scavenger hunt is also bad (i.e. non-conventional in the video game sense... It's something that I would probably do just to troll the player, but I'm evil like that...). I think Leet makes a good point that, since the number of clues was (mathematically) enough to fully narrow it down (and yes, you still have to use your noggin to know what divisible by 20 means...), then it should have done so. If you want to only narrow it down to a small subset, then don't go all over town looking for the (anti-)clue-givers.

Pure luck/geometric elimination rants aside, it would have *really* been cool if the clues and the solution were to change from game to game. I believe I could totally code the events to work that way, at least within some small set of solutions (of course, you'd need some kind of game-file-unchanging seed value... hmmmm)

« Last Edit: October 20, 2016, 11:56:16 PM by Imzogelmo »
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

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Re: Zozo NPCs
« Reply #4 on: October 21, 2016, 12:00:46 AM »
Hand-holding is bad, but forcing someone to resort to random guessing when you set up some elaborate scavenger hunt is also bad. I think Leet makes a good point that, since the number of clues was (mathematically) enough to fully narrow it down (and yes, you still have to use your noggin to know what divisible by 20 means...), then it should have done so. If you want to only narrow it down to a small subset, then don't go all over town looking for the (anti-)clue-givers.

Thank you! :cookie:

Sorry, these kind of debates tend to tire me out.

Pure luck/geometric elimination rants aside, it would have *really* been cool if the clues and the solution were to change from game to game. I believe I could totally code the events to work that way, at least within some small set of solutions (of course, you'd need some kind of game-file-unchanging seed value... hmmmm)

My feeling about that idea is, while undoubtedly it would be more interesting and add replayability to the game, I think it would be more suitable for a complete hack as opposed to the original game. I would definitely prefer to have a puzzle that changes solutions between playthroughs, but I personally don't want to write a patch to do that because my feeling is it would be too different from the original game. Not to mention the fact that it sounds like a lot of work, especially considering you'd have to write in extra lines to fit the possible solutions AND write an algorithm to determine which clues match the solution.

But hey, if you want to do that, go for it. :happy:
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Re: Zozo NPCs
« Reply #5 on: October 21, 2016, 12:05:13 AM »
I'm simlply saying that I *could*, and knowing that I can do something is satisfaction enough.

If you don't believe that I could, just ask Lenophis about the dog-betting event in Maranda. That was originally conceived on the back of a paper bag, far from any computer screen... :D
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

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Re: Zozo NPCs
« Reply #6 on: October 21, 2016, 12:07:32 AM »
I'm simlply saying that I *could*, and knowing that I can do something is satisfaction enough.

If you don't believe that I could, just ask Lenophis about the dog-betting event in Maranda. That was originally conceived on the back of a paper bag, far from any computer screen... :D

I didn't say you couldn't. All I said is it sounds like a lot of work, and I personally don't want to get into it. If you think you can do it and you want to do it, then you go right ahead.
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Re: Zozo NPCs
« Reply #7 on: October 21, 2016, 12:09:56 AM »
I'm not planning to do it. I just thought it was be a nice way to actually make the clues meaningful, because, let's face it, even on the first time through, 90% of folks had seen the solution in Nintendo Power or something like it.
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

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Re: Zozo NPCs
« Reply #8 on: October 21, 2016, 12:29:58 AM »
I'm simlply saying that I *could*, and knowing that I can do something is satisfaction enough.

That would make a nice patch for a complete hack. You could use a free SRAM byte with a bit set randomly on intro for 7 different puzzle solutions. You could even do 16 or more if you want. Take an unused event command and make a command C0 equivalent and chain them, only it would check the specific SRAM bit or even do if(sramByte < 0x10) branch; else if(sramBytes <= 0x20) etc... for more than 7 possible outcomes. Then you branch your NPC dialogues depending and the event for the clock the same.

I'm almost tempted to do this but I'm too lazy to fully test such a system, poor testing is my biggest flaw.  :sad:

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Re: Zozo NPCs
« Reply #9 on: October 21, 2016, 12:38:15 AM »

That would make a nice patch for a complete hack. You could use a free SRAM byte with a bit set randomly on intro for 7 different puzzle solutions. You could even do 16 or more if you want. Take an unused event command and make a command C0 equivalent and chain them, only it would check the specific SRAM bit or even do if(sramByte < 0x10) branch; else if(sramBytes <= 0x20) etc... for more than 7 possible outcomes. Then you branch your NPC dialogues depending and the event for the clock the same.

I'm almost tempted to do this but I'm too lazy to fully test such a system, poor testing is my biggest flaw.  :sad:


Yes, and in Pandora's Box we already made an event command that can do the randomization, and branching is of course built into the event engine. I was thinking perhaps to hijack one of the unused event casewords (or one which is not used until later, such as the coral count, but this would limit it to a WoB-only answer, or else the answer would change depending on what the value of the caseword is when you actually go to solve it... which is not a bad idea either, really) and that would represent which solution is true. Then each NPC would have branches in their event to pick the dialogue clue that corresponds to the chosen caseword-indexed solution.

See, you got me thinking about this too much.  :bah:
5/31/16 - I have an assembly of the battle portion of C2, relocated to the F0 bank, which has both vanilla and patch code in my dropbox. I'll be updating it with additional patches as I have time. I will *not* be releasing it publicly, but ask me for the link and I'll share.

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Re: Zozo NPCs
« Reply #10 on: October 21, 2016, 12:54:02 AM »
If you don't believe that I could, just ask Lenophis about the dog-betting event in Maranda. That was originally conceived on the back of a paper bag, far from any computer screen... :D
One of the dogs will randomly not do anything, as well, for reasons that escape us. It mostly works though :D

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Re: Zozo NPCs
« Reply #11 on: October 21, 2016, 01:41:00 AM »
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And IMO, only someone who doesn't know how puzzles work would even go to the Chain Saw room without knowing the solution, because otherwise they would still be getting there by...I won't say luck, because cheating seems like the more appropriate word.

i'm not sure what you mean here.  so i'll state how i see it unfolding: plenty of people would visit the chainsaw building.  they'd guess once or twice since they were already in front of the clock, and most likely fail.  then they'd narrow down clues around town, and after they couldn't find anybody else to talk to, they'd guess the remaining valid options.  since not everybody knows to "talk" to a wall clock (they don't give you information elsewhere in the game, and how many of those types hold Elixirs?), some might be going through 10 options instead of 2, but it's still manageable.


Quote
Also, that's like saying you've "completed" Super Mario 64 because you beat Bowser after finding 119 out of 120 Stars.

no, it's like saying you picked up the 120th star from a roulette wheel or a slot machine.  unless, of course, your religion prohibits you from keeping Stars acquired in evil games of chance. :P  mine does not, thank you.


Quote
yes, i'm saying that a number of school-attending kids in that age range could not immediately rattle off numbers divisible by 20.  hence my phrase "immediately discern".  some might not get it at all, and some might take a bit of time.  either way, recognizing said duplicate would require some problem solving for a portion of this age range.

Are you serious? There're only five options for the seconds; how long can it take to find the ones that are divisible by 20? If you can't do that, that's not Square's fault.

again: yes, i'm quite serious that many kids in the 8-14 age range wouldn't know what the hell somebody meant if they were asked for a bunch of numbers "divisible by N".  and that others would at least take some time to process them -- or as i put it in my first post:

Quote from: me
identifying the former clue as redundant is in and of itself a form of puzzle solving to some children

you can keep rolling your eyes at me or putting up "stfu" icons, but maybe you should go ask random 8-10 year-old kids about "divisibility" before deriding my assertion further.


Quote
the puzzle doesn't take place in isolation, but inside of a game, with a town and buildings, and a big ol' wall which will or won't move.  so the puzzle is plenty solvable in that context.  and it doesn't exist in any other context, so that is the only one that matters.

What difference does that make?! It's still a puzzle! Anyone who has to guess a puzzle's solution in order to solve it is missing the boat.

missing the boat, yet not missing the Chainsaw. :P  and that's what matters.


Quote
It sounds like you're trying to argue that the feedback to the wrong answer constitutes the "final clue" that the player needs to solve the puzzle. I'm telling you it doesn't because it's a direct result of the player trying to solve the puzzle. By that logic, even if a player was oblivious to the NPC clues, they could still use the 149 clues that they obtain from guessing the time over and over again. By that logic, if I was trying to solve a Sudoku, I really only need one "clue": the solution in the back of the book. Then I just write it in and, boom, puzzle solved. Like I just said, anyone who would solve a puzzle that way is missing the point.

it sounds like you're saying that plugging numbers into the clock is somehow analogous to flipping to the end of the Sudoku book.  it isn't.  it's not cheating.

nor are there any catastrophic results: if you put in the wrong time, the clock and building stay intact, so you can try again.  the puzzle is still active.

the clock is MEANT to take multiple inputs.

the way i see it, it's a continuum: both in time spent completing the puzzle, and inversely, in pride received from doing so.  the more guessing, the longer it takes, the more frustration and less sense of satisfaction.

in contrast, you seem to see it as an all-or-none situation: ANY element of luck in completing the puzzle somehow means the entire effort has been tainted.  the 2/150th overwhelms the 148/150th, like a droplet of cyanide in the bloodstream, and woeful fatality ensues.

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Re: Zozo NPCs
« Reply #12 on: October 21, 2016, 01:51:19 AM »
nor are there any catastrophic results: if you put in the wrong time, the clock and building stay intact, so you can try again.  the puzzle is still active.

the clock is MEANT to take multiple inputs.

the way i see it, it's a continuum: both in time spent completing the puzzle, and inversely, in pride received from doing so.  the more guessing, the longer it takes, the more frustration and less sense of satisfaction.

in contrast, you seem to see it as an all-or-none situation: ANY element of luck in completing the puzzle somehow means the entire effort has been tainted.  the 2/150th overwhelms the 148/150th, like a droplet of cyanide in the bloodstream, and woeful fatality ensues.

OK, fine. Let's say that there are players who are OK with skipping some of the clues as long as the guesswork is reduced to within a certain amount, because clearly you're one of those people. But would you agree with me in saying that NOBODY should be FORCED to do that?
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assassin

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Re: Zozo NPCs
« Reply #13 on: October 21, 2016, 02:00:22 AM »
regarding hacks, one idea (no way it's implementable) would be:

1) record your game time as of receiving the first clue.
2) have future clues (and the minute hand -yielding wall clock) get their numbers shifted by the time elapsed since.
3) have the Chainsaw clock's choices get shifted by the time elapsed since.

besides requiring SRAM and all sorts of math, some other key issues would be:
- rounding might be required, and would be eviler than the shifting.  the various clue times and choices are spaced a bit apart, but the game clock is precise to smaller increments in all 3 units.
- the "start state" of the Chain Saw clock: i think it'd be undefined if you hadn't gotten a clue yet, so you'd need to bar access to it temporarily.  or maybe expand Step #1 above to also include the first interaction with this clock?

so the "original" solution would still be 6:10:50, but the player would be responsible for the added timekeeping (e.g. noting when they received their clues in addition to what they were).

and this shifting could be stacked on top of the ideas discussed above (e.g. several times chosen from) for a special brand of hellishness. :laugh:
« Last Edit: October 21, 2016, 02:13:48 AM by assassin »

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Re: Zozo NPCs
« Reply #14 on: October 21, 2016, 02:05:07 AM »
regarding hacks, one idea (no way it's implementable) would be:

- record your game time as of receiving the first clue.
- have future clues (and the minute hand -yielding wall clock) get their numbers shifted by the time elapsed since.
- have the Chainsaw clock's choices get shifted by the time elapsed since.

besides requiring SRAM and all sorts of math, some other key issues would be:
- rounding might be required, and would be eviler than the shifting.  the various clue times and choices are spaced a bit apart, but the game clock is precise to smaller increments.
- the "start state" of the Chain Saw clock: i think it'd be undefined if you hadn't gotten a clue yet, so you'd need to bar access to it temporarily.

Interesting idea, but it does bring up a question of how the mapping from game time to Zozo time works. Keep in mind there's this thing called a speed run.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings