It's a very long document, but it had to be.. whenever I asked people, they told me "no guessing", but then when looking at guessy tasks and talking to the authors, they rarely recognized their own tasks as guessy.
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If you can't identify your own task as guessy, then "no guessing" is as far as good advice as you can throw it. But finding out what makes people think a task is guessy took some time.
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Some tasks that seem obviously guessy, are considered fun by some players. On the other hand, some tasks that are clearly not guessy, are considered guessy by many players.
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At the end, guessing seems like a combination of many things gone wrong, and the document hopefully helps you avoid and recognize mistakes that makes a challenge not great.
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I tried to write it in a way that doesn't present or advocate specific solutions, but rather presents the problems and challenges and provides examples when useful.
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I hope this can help us avoid building accidentally guessy tasks, and maybe if the tasks suck, that will be because they are boring, but at least they won't be guessy.
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The document also mentions other considerations regarding decisions teams have to make on the fly, and similar (scoring, challenge reuse, 0days, etc).
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Please share any feedback
. I know the doc is super long, I'm sorry. I'll try to make it a better format. /endPrikaži ovu nit
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Great document. I focused the most on the scoring section and it accounts for most every angle I can think of. My only quibble might be that it tries to be a bit /too/ neutral and could probably make some recommendations of approaches where consensus exists on best practices.
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Thanks! What do you have in mind? (Is there a good section as an example where there's an agreed/understood best practice).
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