In time with RS Gold the experience, I observed that the start style of the isle intended that if I got confused by concerns in one place, I could discover for a while and try to fix other concerns that I discovered rather than just knocking my go against the walls until I hit upon the remedy to the challenge that was providing me problems.
When I mentioned this to Strike, he said, "In a completely directly line activity, if you hit a challenging challenge and you're trapped, what are you going to do? But because we're nonlinear, we can have some relatively challenging concerns, and OK, you're trapped on it, but you can do most of the relax of the experience, and it's OK to be trapped.
That allows us do very complicated concerns, we don't have to level them out. A lot of activities have what I think of as pseudo-puzzles, like 'Move this cage so that it covers the change on the ground.' Why did you make me do that? |