We’ve done a first pass at changing the shape of the island terrain, and here’s the result:
The changes are a little bit drastic in some spots, but overall not as drastic as I had expected. I had been worried about some issues in the natural flow of where players would naturally end up going, especially early in the game. It turns out we were able to solve these without changing too much. So between last island update and this one, for the most part, some areas were moved laterally or expanded, and some new elevation changes were introduced, but areas were not shuffled around; they are all more-or-less in the same place with relation to each other. So for the most part, things are converging, which is a good sign.
And, oh yeah, we are making that mountain a lot bigger. It is the messiest part of the island right now, and has been for a while. There are still a few things gameplay-wise to figure out here, then it will start to come together. My biggest questions in the area have to do with that white building near the bottom of the image; the puzzles inside that building will determine its overall structure, which will determine how it is worked into the surrounding terrain of the mountain. We have some proposals from the architects on what this building will look like, but it is waiting on me to finish the puzzle design.
Because we haven’t done it in a while, here’s the island from a different angle:
The current puzzle count for the whole game is 450.










Peter Thiel on Secrets
Peter Thiel is teaching a class at Stanford about how to start a technology company. One of the students is posting thorough class notes online.
In this instalment, Thiel takes the question of what kind of company to start and reframes it in terms of secrets.
Thiel’s point of view reminds me of the way I think about games in general. Quite often I go out and give speeches about game design or business, and I say things that some think are overly idealistic, or oblivious to the necessities of recipients’ situations, or just plain wrong. Certainly my advice usually runs counter to conventional wisdom. (Yet somehow, by following these principles, I seem to do okay.)
Thiel begins with the question: “What important truth do very few people agree with you on?” and goes on to define secrets, in this context, as “unpopular or unconventional truths”. If everyone knew these things and believed them, they wouldn’t be secrets.
I recommend this write-up to anyone who wants to think unconventionally about game design.