Speaker
Like the game will have a true ending like Baba Is You does. Like currently there's a ah sense of like missing ending because you don't get like a big cinematic. You don't get like a big special dialogue. You only get like a promise for more. And so, yeah, there will be like a singular particular moment, which would be extremely well hidden. So it will be like something very dumb to get, but it will be fun. But yeah, despite that, there will still be room for more than the 100% because I can't foresee everything. ah So that's left side for the players. Like for those so for which it matters, they will go look for it and there will be like praise for that. But the game will only acknowledge it. Well, you will get your counters counting up, but you won't get the in-game a reward of a cinematic, of a dialogue. Because again, just like in the base game, I can't foresee how much babies and bunnies people we get. And that's fine. To me, it's part of the design. It's part of letting go and let the players like appropriate um the work. Yeah, I think there's actually a really interesting distinction between the the design in your game and the design in Monsters Expedition. like In some ways, they're very similar. like they're both You're solving puzzles, and it's a nice linear progression. And then you start breaking things, and and then you start finding secrets and then you start finding the secrets and the secrets and I feel like we made very different decisions at one point which is like I was trying to sculpt it down into like oh let's let's try and prevent it getting out of hand let's try and highlight only the most interesting possible cases and you were going like oh no the chaos is the point the exponential the building on the building on building of is the point and yeah that makes a very different feelings of going through the end game content i think and the thing is it's still like a kind of controlled chaos because the thing is that I don't think it would have felt great in Monster Expedition to like make boats everywhere and just like enter levels from any possible point. In Bunburrow, the thing is like usually the starting point of the chaos is still like a carefully crafted interaction, which people realize as such. Like they will go like, oh, these two levels are connected in that very specific way, which allows me to do that very specific interaction and then once i've did that it's chaos and the other countermeasure i put in the game was counting for intended solves which were the home captures basically i think people okay you can wreck chaos uh in all of the game but at some point you still have to get serious and properly capture everybody. Yeah, no, that makes sense. I guess since we're talking about Monster's Expedition, is there anything you want to ask me or pick my brain about, about that game or any other? Hmm. So basically, yeah, about the meta and the chaos, like how did you you find your own balance? Like why did you decide against that chaos in most expeditions? So partly it was because I'm interested in content for content's sake. I didn't like the idea of asking people to do similar things repeatedly in order to break the game open. I wanted each meta puzzle to feel different and to be using things in a meaningfully different way rather than going like, oh, I've got this this grab bag of tricks I can apply and I'm going to have to just like choose a trick and like see that I can use it and then go somewhere else. I'm like, oh, I can use this other trick. I was more interested in like, oh, like these two or three levels, they are designed in such a way that there's an interesting puzzle there. And it's very hard to take logs out of the this area because the moment you can get logs out of this area, you kind of don't know where you're looking for the puzzles. And so I feel like designing it so that it's very hard to take logs out of the area where I'm intentionally asking you to solve a meta puzzle makes it so that you can reason more about how to solve the puzzle. And I guess in your case, you have a similar thing where that initial moment is like part of that designed solution of like, oh yeah, like I have these resources. I think there's something here, but what can it be? And like, it can only really involve these two levels. So what, how do these two levels interact with each other? But even after that point, I was like, oh, well, if you can break this puzzle and get this a log to one of three places and you can get it from one of those places to one of five places, then you either have to have like a lot of secrets or you have to have secrets which are kind of redundant with it oh well either way you have secrets which are kind of redundant with each other but you either have secrets which are there's a lot of them and you're just going through the motions some of the time or you only have a few places where you're trying to get to but you kind of have to exhaustively search through the entire world to figure out the actual way of getting there and there's a lot of dead ends that you're like oh well this is exciting I can get here and then I can get here and then oh no but now there's there's nothing I can do from here and that that felt like a kind of anticlimactic structure so I really wanted people to anytime they break something they can feel like they're making progress yes my case case, I I have have more of a sandbox approach, which which I'm like, okay, so it's the pleasure of figuring out that how much more the tools imply. Whereas in Monster Expedition, I get the feeling that when you figure out meta gameplay, it's already like accepted as the base pack of what we can do. like Once you realize you can make boats, well, you get levels making boats. It's not really like an encouragement of revisiting everything because like it's in the flow of the progression of the game. ah In my case, I think I like the sandbox approach because I think it's a way to tackle how rigid puzzle games are because like we're working like with these like tight tight grids and like systems that's and like hard walls that prevent player progression and in the case of Bunburrows you get these hard walls when you're a casual player but for a more advanced player they will only get like medium-sized walls and then once they get past the learning about the meta gameplay they can go basically everywhere and that prevents uh like myself i'm a good puzzle gamer but i've never finished babai zoo or monster expedition for that reason because like i'm just not good enough for the very very very late game levels and that prevents me from seeing everything, which I'm sure I would find levels which I could be able to make. And so I kind of like the structure where it's linear at first, and then it's chaos at the end for the hardcore players so that they can see all of the game as to offer. And also with the way that the Monsters expedition Exped late game like this the structure of everything uh try not to just spoil everything but uh the way that it is it also led to a lot of post-release adjustments yeah i figure yes both in terms of what we expected which was players were able to break things in a way that we did not expect slash soft lock themselves slash leave the world of the game entirely. oh Which was, those are always my favorites. But also um when we did a our major content update, the museum expansion update, we also used better in-game kind of language to showcase to players where we kind of are and are not expecting some of these big meta puzzles to start so that you can kind of look at the world map, see the patch of clouds that tells you there's a part of the world that you have not been yet. And then you go around the area and it'll kind of gesture at, this is where you should be looking. This is maybe a log that can go somewhere. And then through the next update with the hints update, we made that more transparent where you can toggle to get a hint about where to start. Where does the end state need to be. You can like kind of graduate ah through these different hints to try and get through so that more players can see some of that endgame meta content. A system which I totally stole for Bunburrows. Basically, like when I was thinking about how to provide hints for bun burrows, the most logical ones was to show the final position of the bunny. Because the thing is like in bun burrows, a lot of the difficulty comes from red herrings because yeah there is no moving parts except the bunny itself. The level most of the time stays as is. It's only a matter of which corner is the right one for the bunny, whether it is manufactured or whether it is there from the beginning. And so that means that you have to add noise on the rest of the level to make it look like it could be caught elsewhere, make it less obvious. But even if you knew where you have to put the bunny, it's still not obvious which was the path you have to take, the order of the operations. That I ended up making it so that the system in the next update is just showing the position and direction of the final step of the bunny. So yeah, thanks for the expedition. Alan, did you steal that from somewhere else? Is this just a chain of everyone taking from each other? Oh gosh. I don't remember if we stole that from anywhere. i If we did, then I have forgotten. Oh no. I i don't think so. I think it was just trying to figure out like ah what's the useful information here. Right, because we we knew we were going to do hints and then I think we are i don't think we stole from anywhere we definitely had a bunch of internal conversations kind of reverse engineering what would be helpful to players who were stuck early on in the main progression but also would be helpful to players who were stuck on meta puzzles yeah and and for for people listening, like currently, don't go copying that one because the best one we have is the one from kind of from Halls, like designing individual smaller levels for each single or level in the game to teach the levels mechanic without spoiling the actual level. It's so brilliant and it's maybe so time consuming to design but that's such a a fancy and amazing solution yes that feels like the utopian ideal yeah i mean i do actually think that that solution works perfectly for games like a can of wormholes and might work less well for games for like a monster's Expedition because actually in a Monsters Expedition, partly this is pacing, but some of the levels really just boil down to, oh, you got to use this trick. And you could have a hint level that's like, oh yeah, remember this trick. But the geometry of the level is such that the hint could be a combination of like, oh, what's the trick you need to use? And then where where do things need to end up after you've used that trick? I think there's something interesting, like Monsters Expedition does have like a little bit of redundancy in its puzzles, whereas Can of Wormholes is more like a game like Bonfire Peaks or something where but each level has a really unique crux moment. Absolutely. And then also you can be on an island and there are multiple puzzles to solve. The way we solve that with the hint system is that there's like a different language of hints for the meta puzzles. So the in-world hints for, hey, put this log here, are actually always just for the main progression. You need to look at it in a different place in the UI to find the hints of like, hey, look at these group of levels. You can do something here. Oh, I didn't know. That's clever. Yes. There's multiple types of hints. And then beyond that, we have always on show me the hint button and I'll tap it when I need it. Or don't surface a hint to me. And then also per platform, the default settings are different. Yeah, which I actually feel mixed about. a i I think like because we made it so that mobile hints are enabled by default and PC and consoles hints are disabled by default. ah the The hint buttons, not the hints themselves. Yes, on no platform is it defaulted to we're telling you the solution immediately. Yeah, but on PC, if you want a hint, you need to go into the settings, enable hints, and then go back to the puzzle you're stuck on. We did put a big dancing exclamation point guiding you to where the hints were we did but people don't navigate ui so i i like having reflected on it for a few years now i actually feel like no we should just defaulted it to on everywhere fair and maybe we would have if the game had launched with the hints yeah it's kind of an interesting thing patching them into an existing game in a lot of ways i do wish that they'd been there from the start but yes i think we would have been more open to enabling them by default if yes we if they'd been there by the start but yeah it feels like if you're adding them then like oh you don't want to change the experience for people too much.