Not Really a Meme
Jan. 17th, 2007 03:39 pmI know I don't usually make contentful LJ postings, but it seemed like a good opportunity to make some post-Mystery Hunt comments, both on this Hunt and on my opinions on various aspects of Mystery Hunt theory in general. And really, there's enough of this going around that it practically counts as a meme anyway.
First of all, congratulations to the Bombers overall for an excellent Hunt that really hung together: challenging and interesting puzzles, well-developed theme, lots of innovative concepts. Nice job,
thedan,
wesleyjenn, and everyone else. I was especially impressed by the thematicity of the whole thing—by which I mean, not the theme itself (though that was just fine too), but the way nearly all the puzzles hung together and related to the theme and especially to the subthemes of the different rounds. All the Round I puzzles tied in to performing arts, Round II to sports, and so on, while still having enough within-round variety in puzzle types and subject matter not to get tiresome (e.g., Round II puzzles weren't all about sports); and at the same time, the Deadly Sin–tagged puzzles were thematic for their respective sins. I'm pretty impressed by this—we made little enough effort last year to tie the individual puzzles in even to the general secret-agent theme, let alone to Boston, Cambridge, Washington, and so on. Because of this this year's Hunt felt more like a unified Hunt and less like just a collection of puzzles.
Next, compliments on the way the sin event puzzles fit into the overall Hunt structure. Last year SPIES learned how easy it is to screw up the relationship between scheduled events and ordinary-type puzzles; congratulations to the Bombers for finding an innovative way of handling this issue.
Also, the dodecahedron metameta was the Best Thing Ever. The only way it could have been better, you know, would have been if it could be completed without the Round VIII meta.... But actually, this relates to one of my hobbyhorses: I think this Hunt had too many potential roadblocks. It couldn't be completed without all ten metas, none of which were backsolvable; and most of the Hell puzzles couldn't be backsolved around either. In my opinion, the ideal hunt should be one in which no one puzzle (except for the metameta or location-of-the-coin puzzle or whatever) is absolutely indispensable to win; it leaves the Hunt as a whole too vulnerable to a single broken puzzle, or can leave an otherwise strong team too vulnerable to a single mental block. The 2003 Matrix Hunt did an admirable job of this, and it's what we aimed for and almost hit last year with SPIES. (The only individual indispensable puzzle apart from the metameta and runaround was the Paris meta; the metameta could have been—with difficulty—solved with any one other meta missing, and the remaining meta backsolved.)
On the other hand—the last three Hunts would all have probably been over by 8pm on Saturday if not for either an unexpectedly obscure meta (Normalville orange star, Hell Round VIII) or a poorly-thought-out round structure (SPIES Buenos Aires). So maybe Noah's right that teams have gotten too good. But does that mean that Hunts will only be long enough from now on if there are frustrating roadblocks, or for the last three years have we just all been overcompensating to avoid another 9am-Monday Time Bandits ending?
I agree with Noah in regarding "pure" metapuzzles—that is, metas where the only data is the puzzle answers themselves, and possibly an ordering on them—as more elegant and appealing than "shell" metapuzzles, where there's additional structure given aside from the puzzle answers. But with four of the last seven Mystery Hunts having had almost exclusively "pure" metas, I can see how it would begin to seem like ground that's been thoroughly picked over—shell metas obviously allow a lot more flexibility in metapuzzle content and style. And I thought the Bombers did a pretty good job at giving their shell metas a consistent structure and style by means of the video gimmick. Also, I'm pretty proud of Metaphysical Plant for the amount of backsolving we managed this Hunt, despite the generally high backsolve-opacity of shell metas relative to pure metas.
One sort of fiddling little criticism I have about this Hunt was that individual puzzle types didn't seem to be spread out very well. What I mean is, for example, the first two crosswords in the Hunt were pretty much back-to-back ("Thinking Outside the Box" and "Pyramid Scheme"), if I'm not mistaken. "Squad Car" came hot on the heels of "Unsound Effects", both cryptograms without word breaks. Late in the Hunt, there were two diagramless crosswords close together. I worked on the first of each of these pairs of puzzles, and then in two out of three cases when the second one showed up pretty much immediately afterward, I was too fatigued by that puzzle class to work on the second one. In the SPIES Hunt we tried to put puzzles of the same general class at least a couple of rounds apart. But this is a minor detail, of course.
Coming up: a few comments on individual puzzles!
First of all, congratulations to the Bombers overall for an excellent Hunt that really hung together: challenging and interesting puzzles, well-developed theme, lots of innovative concepts. Nice job,
Next, compliments on the way the sin event puzzles fit into the overall Hunt structure. Last year SPIES learned how easy it is to screw up the relationship between scheduled events and ordinary-type puzzles; congratulations to the Bombers for finding an innovative way of handling this issue.
Also, the dodecahedron metameta was the Best Thing Ever. The only way it could have been better, you know, would have been if it could be completed without the Round VIII meta.... But actually, this relates to one of my hobbyhorses: I think this Hunt had too many potential roadblocks. It couldn't be completed without all ten metas, none of which were backsolvable; and most of the Hell puzzles couldn't be backsolved around either. In my opinion, the ideal hunt should be one in which no one puzzle (except for the metameta or location-of-the-coin puzzle or whatever) is absolutely indispensable to win; it leaves the Hunt as a whole too vulnerable to a single broken puzzle, or can leave an otherwise strong team too vulnerable to a single mental block. The 2003 Matrix Hunt did an admirable job of this, and it's what we aimed for and almost hit last year with SPIES. (The only individual indispensable puzzle apart from the metameta and runaround was the Paris meta; the metameta could have been—with difficulty—solved with any one other meta missing, and the remaining meta backsolved.)
On the other hand—the last three Hunts would all have probably been over by 8pm on Saturday if not for either an unexpectedly obscure meta (Normalville orange star, Hell Round VIII) or a poorly-thought-out round structure (SPIES Buenos Aires). So maybe Noah's right that teams have gotten too good. But does that mean that Hunts will only be long enough from now on if there are frustrating roadblocks, or for the last three years have we just all been overcompensating to avoid another 9am-Monday Time Bandits ending?
I agree with Noah in regarding "pure" metapuzzles—that is, metas where the only data is the puzzle answers themselves, and possibly an ordering on them—as more elegant and appealing than "shell" metapuzzles, where there's additional structure given aside from the puzzle answers. But with four of the last seven Mystery Hunts having had almost exclusively "pure" metas, I can see how it would begin to seem like ground that's been thoroughly picked over—shell metas obviously allow a lot more flexibility in metapuzzle content and style. And I thought the Bombers did a pretty good job at giving their shell metas a consistent structure and style by means of the video gimmick. Also, I'm pretty proud of Metaphysical Plant for the amount of backsolving we managed this Hunt, despite the generally high backsolve-opacity of shell metas relative to pure metas.
One sort of fiddling little criticism I have about this Hunt was that individual puzzle types didn't seem to be spread out very well. What I mean is, for example, the first two crosswords in the Hunt were pretty much back-to-back ("Thinking Outside the Box" and "Pyramid Scheme"), if I'm not mistaken. "Squad Car" came hot on the heels of "Unsound Effects", both cryptograms without word breaks. Late in the Hunt, there were two diagramless crosswords close together. I worked on the first of each of these pairs of puzzles, and then in two out of three cases when the second one showed up pretty much immediately afterward, I was too fatigued by that puzzle class to work on the second one. In the SPIES Hunt we tried to put puzzles of the same general class at least a couple of rounds apart. But this is a minor detail, of course.
Coming up: a few comments on individual puzzles!
no subject
Date: 2007-01-18 12:30 am (UTC)As for separating similar puzzles, we tried to do so as much as we could, but as you noticed, it worked better in some places than in others. In general I think we did well with keeping pairs of the same puzzle type out of the same round, but proximity beyond that was hit or miss.
no subject
Date: 2007-01-18 02:02 am (UTC)I am frustrated by the tendency of our team in particular to get hung up on a single meta - there should be a better way around this.
no subject
Date: 2007-01-18 06:30 am (UTC)no subject
Date: 2007-01-18 03:33 am (UTC)I strongly disliked 9.3, Manipulating The Masses, because it involved unmotivated anagrams.
I liked the DVDs a lot.
no subject
Date: 2007-01-18 06:33 am (UTC)no subject
Date: 2007-01-18 02:48 pm (UTC)no subject
Date: 2007-01-18 04:33 pm (UTC)I'm not by any means saying the puzzle was easy; my team never solved it (though I don't know how far we got on it). But if something needed better cluing, it wasn't "these are anagrams" but rather "look up the list of MIT chaplains".
no subject
Date: 2007-01-18 06:02 pm (UTC)--noah
no subject
Date: 2007-01-22 08:33 pm (UTC)no subject
Date: 2007-01-18 03:50 pm (UTC)I think that this is the solution for the future. Improvements in Google, Wikipedia and database technology all favor solvers. If writing-teams try to write hunts that go until mid-Sunday for the best teams than they will other exhaust themselves or write broken hunts. But I don't see anything wrong with writing a hunt that the best teams complete in 30 or even 24 hours as long as the other teams can still have fun into the middle of Sunday.
DavidS
no subject
Date: 2007-01-18 05:06 pm (UTC)One obvious way to make the hunt run longer is to reduce the fan out, which might also have a side-effect of reducing team size. However, the large teams would probably bitch and moan mightily (and, for that matter, even the small teams might then find themselves more vulnerable to getting stuck on a single "killer" puzzle).
no subject
Date: 2007-01-18 07:34 pm (UTC)Furthermore, having hunted with the giant Random team in the past, there's a certain excitement in the large team experience. Hunting with a large team can be a lot of fun, even if you're not that into puzzles, or if you don't know how to solve them. I think that's important, both to make Mystery Hunt a fun event for as many MIT students as possible, and because people get lured in by the general excitement, and then over the years come to love puzzles.
--noah
no subject
Date: 2007-01-18 07:47 pm (UTC)Still, I think it's a "theory of the hunt" issue worth considering. It seems the only real limit to team size is social: groups tend to ex/implode once they exceed a certain size. I wonder if there are (or ought to be) hunt-structural factors that moderate team size (to whatever measure of team size you personally feel to be 'optimal'). A "reasonably-sized" team of 45 people is still more people than one (or a small number) of hunt leaders is likely to know personally, making it hard to form teams and/or hard for new teams to be competitive. But perhaps that is a good thing... I'm just suggesting questions, not defending answers (yet, at least!).
no subject
Date: 2009-10-23 11:11 pm (UTC)no subject
Date: 2007-01-18 05:44 pm (UTC)I don't think that "teams have gotten too good" -- the Matrix hunt lasted until Monday not because it was broken (necessarily), but at least partly because there were a large number of difficult unbroken puzzles (although it's likely a few were broken). "Gnireenigne Lab" may be one example: the puzzle was extremely straightforward reverse engineering (you were given everything you could possibly need, manual to every piece, etc), but in retrospect it's crazy how much time it consumes to go through the process. I could/should have given full commented source code and a working example of the mechanism and it would still have been a reasonable puzzle, but with a much smaller required-time-to-complete. ACME test-solved all of its puzzles, but didn't do a good job summing the combined solution times and accounting for the fact that other teams weren't ACME, and thus were likely to have trouble in different places. Calibrating puzzle difficulty is difficult. The Matrix had 104 puzzles, compared to 96 puzzles in this year's Evil hunt, but lasted until Monday morning.
I think the reasons hunts have been shorter is that constructing teams are afraid of repeating the 2003/2004 marathons, and have chosen to err on the side of caution. I have no problem with that!
no subject
Date: 2007-01-22 08:36 pm (UTC)no subject
Date: 2007-01-22 11:12 pm (UTC)