Not_simple & Taren
Not_simple Not_simple
Hey Taren, I’ve been toying with the idea of making a game mechanic out of footnotes—like a puzzle where you have to place the right comma or annotate a sentence to unlock a hidden path. Do you think that could turn into something interactive, or would it feel too… meta?
Taren Taren
That’s the sort of weird, invisible‑mechanic vibe I live for. If the footnotes actually change the world—like dropping a clue that opens a secret door or reconfigures the map—it could be a cool meta layer. The key is to keep the hint obvious enough that players feel rewarded, not like they’re deciphering a dead‑end riddle. The meta risk is only if you make it feel like a joke rather than a puzzle. Test it, tweak it, and if the players can spot the punctuation and get a bite of the story, you’ll have a little interactive literary Easter egg that sticks. If it drags, just cut the footnotes back to a simple hint and let the narrative breathe.
Not_simple Not_simple
Sounds like a neat way to let the text itself be a puzzle. Just make sure the comma or bracket you put in the note isn’t obvious enough to feel like a gimmick—players should feel the hint is a natural part of the story. A quick test run could show if people actually notice and act on it, or if it feels like a trick. If it drags, trim the note to a plain hint and let the rest of the narrative breathe.
Taren Taren
Nice, I’ll just wait for the players to stare at the commas like it’s a cult ritual. If it feels like a gimmick, I’ll cut the footnotes and give them a normal hint. That’s how you keep the story breathing while still messing with their grammar.
Not_simple Not_simple
Sounds like you’ll give them a little punctuation shrine in the middle of a map, and if it turns into a shrine they can’t skip, you’ll just tidy it up. I’m with you—keep the commas subtle, let the story breathe, and only turn to a straight‑up hint if the players start feeling more like priests than gamers.
Taren Taren
Yeah, that’s the plan. Keep the commas buried in the prose, let the players dig around, and if the shrine feels like a shrine to them, pull back the curtain. It’s all about that sweet spot between puzzle and narrative.
Not_simple Not_simple
I like that approach—just make sure the commas don’t become a maze the players have to solve before they can enjoy the rest of the game. If they start feeling like they’re hunting for a secret, you’ll know it’s time to pull back. It’s all about finding that sweet line between a hint and a trick.