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21 January 2013 @ 02:40 pm
Too Big to Solve?  
Not my tagline, but a good description for the Mystery Hunt that just happened. One line of dialogue after last year's Hunt that I led with in my wrap-up was a question of when is too soon for a Hunt to end. I said, in this era of a few competitive teams trying to grow to get over the winning hurdle, constructors aiming bigger was a mistake. The Hunt ending after 36 hours (Midnight Saturday) is fine if that makes the solving experience stretch over the weekend for everyone else. I won't comment generally on this year's effort but it seems a great example to point back to of too much ambition by too many people towards the further militarization of the size of Hunt so that by 2025 the team "The whole of new USA" can go after the coin against "USSReunited" for at least a month. The sense of "puzzle" versus "grindy work" is also a discussion I have every year and I don't choose to repeat myself. I've felt since 2008 that the Mystery Hunt is far from an event I'd regularly attend in person although I'm glad to have finally been onsite to play with Team Luck with whom I've been a "free agent" now for three years.

I had a good solving year as things go relatively, but it was mostly demoralizing personally. I soloed Palmer's Portals, for example, but spent many hours after basically solving 8/10ths with a need to tweak a very small and underconstrained set of things to get from that hard work state to a finished state. At some stage I told the team "I'm going to solve Portals and the Feynman meta and then go sleep" and I met this goal but in many times the expected time when I gave the statement. I led the solve of both Danny Ocean (with zebraboy stating the most necessary last bit to get my work over the cliff) and Richard Feynman (with Jasters). I obviously co-solved lots of the logic puzzles and other puzzles, and gave various finishing help to a range of things too. I think I did this best for "Kid Crossword" once when he had spent a lot of timing mastering the hard steps of a crossword/scrabble puzzle -- and could quite impressively fast rewrite out the set of steps I wanted him to do about the puzzle -- and the follow-up steps were not obvious but I led the killing of the beast. This was too often the feel for these puzzles, and my assassination rate was far lower than I wanted. My Sunday was spent earning 3 puzzle answers by actually going to an event, and then falsely believing the power to buy some answers would let me finish solving the Indiana Jones mini-metas -- where I had already mostly soloed Adventure 2's snakes with 5/8 answers, but then killed myself dead on #1/Ouroboros for the rest of the day for so long solving, as many solvers will say in hindsight, the puzzle that was meant to be in one of a dozen ways and not the puzzle it was. Let me state here as I did for hours with my team, the phrase "I'm not cut out for this" is horrible flavor. It implies both cut this out and, in a different way, also don't cut this out. This makes you want to cut it out, which takes a lot of time, but also to not invest too much time in cutting it out, so as to save the wasted time of doing a task you are being told not to do. Other wordings are far safer, and implied negatives within positives is one of the five worst flavor failure modes in my opinion. Puzzle editing and flavor text is an art and is certainly the biggest variable from year to year and constructing team to constructing team.

So yeah, Mystery Hunt happened. And there were the usual share of overwhelmingly incredible Aha moments. Endgame seemed very fun and I wish all teams could do just that for the weekend or at least a lot more things like that. More of that, and more sleep, would have both been some good choices this year. If only the puzzles solved on schedule.

ETA: And as I added far below around comment #300, as a solver who was both frustrated yet had fun in this Hunt, I do want to thank everyone on Sages for the incredible effort they put in. Making a Mystery Hunt is a gift for all solvers whether it matches expectations or not, and as a mostly thankless job I do want the constructors and editors and software engineers and graphic designers and cooks and phone center workers and everyone else to know I appreciated all you did over the last weekend to give us several days together for puzzling.

Further, as I was asked to write a larger piece elsewhere that has given me personally a lot more attention as the face of the criticism, and as I use the phrase "My team" a lot in general as solving forms this kind of bond, I want to be very clear: since Bombers broke up after 2009 I have been a free agent. I have solved recently with Team Luck but am not a core part of their leadership and these opinions I state are my own. I intend to form my own team next year to go after the coin again, and if you have a problem with what I have said anywhere on the internets, please hate me for it. I believe in my posts I have been offering constructive criticism, but even what I have said is without all the facts of what went on inside Sages so I could easily be speaking from ignorance a lot of the time.

EFTA: Thanks to tablesaw for pointing out this chronologic feature of posts. If you want to see all the additions to this post in time sorted order, go here http://motris.livejournal.com/181790.html?view=flat. We're on page 14 at the moment.
 
 
 
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Dr. C. Scott Ananiancananian on January 23rd, 2013 09:54 pm (UTC)
This makes me feel like all the time I spent with CSS stylesheets for the Borbonicus and Bodley hunt to make all of our puzzles printable (and paginated at proper places) was time well spent. I don't recall anyone mentioning anything about it at the time. But it certainly took a lot of work, and our team (for one) thought it was important to do. (If only I could show you how many internal filed bugs I had to deal with of the form "puzzle XYZ doesn't print correctly on [obscure browser PDQ]".)

I believe you'll find that all of our solutions (which were posted before wrapup, another recent "tradition" I was sad to find mislaid this year) are also printable, although that was one area we started cutting corners in the last few weeks before hunt.
the soul of honor, kindness, mercy, and goodness: extrastemvald on January 23rd, 2013 10:08 pm (UTC)
THANK YOU
The things you don't notice or appreciate until they're not there....
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devjoedevjoe on January 23rd, 2013 11:52 pm (UTC)
At the beginning of the hunt, the Status thing on the right was not only printing, but printing at the top of every page, sometimes covering parts of puzzles that ran for more than one page. This was fixed pretty quickly, to get styled so that Status did not print. We didn't have a whole lot of problems with printing after that point, but there were certain puzzles that had problems, like grids coded in HTML tables with shaded cells as cell backgrounds that did not print.
devjoedevjoe on January 24th, 2013 12:54 am (UTC)
Oh yeah, the one other thing that affected printing was that there was some invisible thing that took up space at the end of the printouts. For many puzzles, this caused an extra blank page to be printed.
Dr. C. Scott Ananiancananian on January 24th, 2013 04:00 am (UTC)
Yes, that was a common situation we had to explicitly address for the Codex puzzles. I forget exactly what the CSS fix was -- I think we had to use an explicit tag for the shaded cells, since (as you found out) background colors don't typically print. Advance warning to [Atlas Shrugged]'s postprod team!
Doug Orleansdougo on January 24th, 2013 04:36 am (UTC)
The not-printing-black-cells thing was annoying (and also a little amusing to me for some reason), but we had no problems just taking screenshots and printing those.