Puzzle Station 13
Posted: Mon Nov 05, 2018 4:08 pm
Puzzle Pirates is a game where (almost) every task you do requires solving a puzzle. Sailing looks like this:
https://yppedia.puzzlepirates.com/image ... ailing.png,
and carpentry looks like this:
https://yppedia.puzzlepirates.com/image ... pentry.png.
This allows high skill ceilings for simple tasks, and adds a lot of fun - theoretically loading guns is the most boring job in the world, but the skill involved in the game makes it exciting.
How does this relate to SS13? Well, some jobs are extremely boring. EXTREMELY boring. And not only are they boring, but they are unskillful as well.
I believe one of the reasons shaft miner is so popular and fun to play is that (at least at the start) you feel you can get better at it, and evolve from gibbed newbie to robust megafauna slayer over ime.
Many other jobs are not like this: for instance genetics - click, check change, write down number, click, repeat.
Genetics could be a lot more exciting if it was decoupled from realism, and made into a puzzle - suddenly you could have good geneticists and bad geneticists, as opposed to there only being a very slight difference in how fast someone goes through the mechanical procedure.
It also becomes easier to balance; the puzzle could be designed so that you get more bad mutations mixed in the worse you play, it could take more time to get to stronger mutations, etc.
The possibilities are endless.
Genetics was just given as an example - obviously not every job should be puzzle based, but many could be improved -
Chefs could become good at the cooking puzzle and produce ☼deep fried assistant brain☼, your botanist could have more in his life than clicking a mutagen beaker on hydroponics repeatedly, and virology could EARN their space aids.
What do you think?
https://yppedia.puzzlepirates.com/image ... ailing.png,
and carpentry looks like this:
https://yppedia.puzzlepirates.com/image ... pentry.png.
This allows high skill ceilings for simple tasks, and adds a lot of fun - theoretically loading guns is the most boring job in the world, but the skill involved in the game makes it exciting.
How does this relate to SS13? Well, some jobs are extremely boring. EXTREMELY boring. And not only are they boring, but they are unskillful as well.
I believe one of the reasons shaft miner is so popular and fun to play is that (at least at the start) you feel you can get better at it, and evolve from gibbed newbie to robust megafauna slayer over ime.
Many other jobs are not like this: for instance genetics - click, check change, write down number, click, repeat.
Genetics could be a lot more exciting if it was decoupled from realism, and made into a puzzle - suddenly you could have good geneticists and bad geneticists, as opposed to there only being a very slight difference in how fast someone goes through the mechanical procedure.
It also becomes easier to balance; the puzzle could be designed so that you get more bad mutations mixed in the worse you play, it could take more time to get to stronger mutations, etc.
The possibilities are endless.
Genetics was just given as an example - obviously not every job should be puzzle based, but many could be improved -
Chefs could become good at the cooking puzzle and produce ☼deep fried assistant brain☼, your botanist could have more in his life than clicking a mutagen beaker on hydroponics repeatedly, and virology could EARN their space aids.
What do you think?