MARKERS USED IN FAN AGES PUZZLES
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Most Explorers know about Marker Quests that allow us to build and play with the markers. Of course, MOULa explorers had to get their green & red markers to upgrade their ki.
Then there were those 14 Marker Missions we had to do in order to calibrate the Great Zero and be able to then build or make Marker Quests/ Quest Markers.
The green and red markers were part of a set group of markers for a ki upgrade to our game.
I couldn't help but wonder why markers with text clues, warning or any other type messaging could not be employed in fan age creation as a part of their Fan Age Game Puzzle?
Of course, having a marker editor that could allow us to download a marker quest in order to more easily insert marker test, tweak a marker's position, or simply edit out markers would be a powerful tool.
A Powerful Tool like a Marker Editor would certainly make Quest building much easier and produce a Higher Quality of Quests.
For instance, I built a Planet Dragonia Fan Age with many Ages based on Ecology based power sources. Hydro-waterfalls, Thermal- steam vents, Wind- Windmills and turbines, and more.
In MOULa I built a Quest Series of Marker Quests of Puzzles with Journal Stories as the rewards for solving those Quest Puzzles. The Story Journals were a prelude storyline to my Planet Dragonia Fan Age.
It outlined the way in which explorers would find their way onto the Starship Utopia. The starship was the first Puzzle Age to solve to get to the planet ages. You had to solve how to get the Starships systems booted up.
The Quest Series I built was a multi-player game series. And my Fan Ages also required a minimum of 5 explorers to get the Starship's systems powered up.
Obviously, the model for my ages and Quests were based on the MOUL Gametap introduction Jalak, Delin and Tsogal Ages that require several explores to work together for a solve.
Unfortunately, my Quest Series failed to generate explorer interest. Perhaps the failure of Gametap MOUL building multi-explorer ages needing several explorers in some capacity was a clue for me not to follow in?
Even though I tried my best to make clear my Quest Marker game puzzle were built for several explorers working together to solve, explorer after explorer would try to do them alone and then give up.
Even told to run a chat log to save the clue text with, they wouldn't. I even had a private chat channel for explorers to use to talk and work together with. None used it.
And yes! I even built a Planet Dragonia Website with a page dedicated to make solving one of the Quest Puzzles easier. None used it.
Age Building and Quest building is not for the faint of heart. Gauging how much and how hard to make something that will challenge, but not frustrate, interest, but not bore players is a never ending process to learn.
I really believe there is a place for having a Marker Editor tool in MOALa. I hope other explorers will agree and support my efforts to have one made available for us all.
Then there were those 14 Marker Missions we had to do in order to calibrate the Great Zero and be able to then build or make Marker Quests/ Quest Markers.
The green and red markers were part of a set group of markers for a ki upgrade to our game.
I couldn't help but wonder why markers with text clues, warning or any other type messaging could not be employed in fan age creation as a part of their Fan Age Game Puzzle?
Of course, having a marker editor that could allow us to download a marker quest in order to more easily insert marker test, tweak a marker's position, or simply edit out markers would be a powerful tool.
A Powerful Tool like a Marker Editor would certainly make Quest building much easier and produce a Higher Quality of Quests.
For instance, I built a Planet Dragonia Fan Age with many Ages based on Ecology based power sources. Hydro-waterfalls, Thermal- steam vents, Wind- Windmills and turbines, and more.
In MOULa I built a Quest Series of Marker Quests of Puzzles with Journal Stories as the rewards for solving those Quest Puzzles. The Story Journals were a prelude storyline to my Planet Dragonia Fan Age.
It outlined the way in which explorers would find their way onto the Starship Utopia. The starship was the first Puzzle Age to solve to get to the planet ages. You had to solve how to get the Starships systems booted up.
The Quest Series I built was a multi-player game series. And my Fan Ages also required a minimum of 5 explorers to get the Starship's systems powered up.
Obviously, the model for my ages and Quests were based on the MOUL Gametap introduction Jalak, Delin and Tsogal Ages that require several explores to work together for a solve.
Unfortunately, my Quest Series failed to generate explorer interest. Perhaps the failure of Gametap MOUL building multi-explorer ages needing several explorers in some capacity was a clue for me not to follow in?
Even though I tried my best to make clear my Quest Marker game puzzle were built for several explorers working together to solve, explorer after explorer would try to do them alone and then give up.
Even told to run a chat log to save the clue text with, they wouldn't. I even had a private chat channel for explorers to use to talk and work together with. None used it.
And yes! I even built a Planet Dragonia Website with a page dedicated to make solving one of the Quest Puzzles easier. None used it.
Age Building and Quest building is not for the faint of heart. Gauging how much and how hard to make something that will challenge, but not frustrate, interest, but not bore players is a never ending process to learn.
I really believe there is a place for having a Marker Editor tool in MOALa. I hope other explorers will agree and support my efforts to have one made available for us all.