Pages

Sunday, 28 October 2012

[GW2] The Mouse Ran up the Clock

I have to disagree with some of my lovely fellow bloggers out there about the latest piece of GW2 controversy - the Mad Kings Clock Tower. A jumping puzzle so devilishly difficult that the creator - Josh Foreman - has stated that he anticipated only 5% of players would be able to beat it.


I think if you're going to make a very difficult piece of content then it is perfectly reasonable if some people are not skilled enough to complete it. That is the very nature of difficult content - whether it's for a festival or not. The fact that people are able to legitimately complete it at all means that it isn't too difficult - ie, unbeatable. And I think some of the hate (particularly from those standing in the lobby waiting to try again) comes not from the failing in the design, but simply from it's high skill requirement.

I had a torrid time getting the puzzle done - and it took me well over 2 hours of constantly trying. But I had a heap of fun doing it. For once it was a jumping puzzle which truly challenged me, and not just making it to the end after a long-haul and a couple of deaths and thinking "Phew, that was tough!" but rather getting to the end and taking all my clothes off and dancing like a madman screaming "YES, I CAN SLEEP! FINALLY, I CAN SLEEP!". I have not encountered any other single piece of content in the game so far which has evoked that kind of reaction from me - not even defeating the mighty Zaitan (please, really?).


I didn't have any trouble with the camera or unclear edges. At least no more than with any of the other jumping puzzles. They were factors I knew I would have to take into account before I even started the puzzle. They are factors that anyone who has done any jumping puzzles before must have known they would have to take into account.

Click to enlarge
I will concede that it can be difficult when you've got some fattie norns and charr obscuring your view. But really that is only for the first 20 seconds of the puzzle and I can't help but feel the entire thing would lose some of it's appeal if it was the only JP in the game to force you to do it alone/with a party only. I liked the social element - waiting at the bottom to see who would come back, and who made it to the top, hurling abuse at the chubby norn up front - it was part of the whole madness of the experience.

Sometimes I over or under-jumped and went headfirst into the soup. Sometimes I got flustered because the vortex was on my tail and mistimed a leap. At the time I might have put that down to bad design, but really I know that they were the parameters of the puzzle - a difficult jumping puzzle with the added pressure of a timed element.

I know this won't be a popular opinion. But I can't help but feel that this puzzle is fiendishly difficult, and that is the main reason it is receiving such a large amount of bad press.

It is a puzzle which requires significant practice, a lot of patience and a sliver of luck - but once you get it, it is perfectly achievable and uniquely satisfying. Not every single piece of content should be easy enough for every player to complete straight off the bat. That would be bad game design.

LinkWithin

Related Posts Plugin for WordPress, Blogger...