(This is a recap/review of the 2022 MIT Mystery Hunt, which happened this month. Puzzles and solutions can currently be found here. This recap may contain spoilers.)
My Mystery Hunt posts this year are going to be weird, because this was a weird Hunt… not that Palindrome’s Hunt was weird (apart from the sense that the past two virtual Hunts have been weird in the grand scheme of Mystery Hunts), but that my personal Hunt experience was weird. Forgive me if the first few paragraphs of this sound like they belong in a parenting blog… but becoming a parent is something many people go through and thus many puzzlehunt enthusiasts go through (plenty of my Setec teammates have kids of their own), and so maybe this will still be relatable to some of you.
My son Simon, who’s a little over ten months old now, started day care the Monday before Hunt. We are extremely fortunate in that we didn’t have to bring him in until now; my wife and I are both college faculty, and when our son was born, she had the remainder of the spring off from teaching, and then I was off in the fall. We are less fortunate in that just before day care started, he started experiencing separation anxiety for the first time… after 9+ months of barely being willing to be held, he now frequently grabs our hands and wants to be picked up. Predictably, he has not been fond of day care so far, and as a result he’s been cranky even at home and even less comfortable being away from us, even at home.
Our Mystery Hunt plan was to have a couple of squads of helpful relatives (Jackie’s mom, and my brother and his wife) babysit in shifts, with Simon staying in the house where all of the appropriate baby resources were, so that Jackie and I could do as much hunting as possible downstairs. As you can imagine from the context above, babysitting did not go as well as we hoped, and he generally screamed when we both left the room. On top of that he didn’t sleep particularly well. And while Jackie very nobly and generously took on more of the baby-wrangling than normal, she couldn’t do it all, so there was much less of us both solving than I would have liked, and also more time off from solving myself than I would have liked.
With all that in mind, while I undoubtedly still spent most of my weekend puzzle-solving, I was almost certainly more distracted than I’ve been at any other Mystery Hunt, and it all just felt… strange. For me, Hunt has always been a delicate balance of getting food fast and finding just enough sleep to be rested and maximize my puzzle contributions to my team, and when you start poking holes in both the sleep and solving, especially at times you can’t predict, both suffer. Not only did I feel less useful to my team than usual, but I also felt like a complete physical wreck by Sunday evening between the sleep deprivation and the hunching over a laptop in a cold basement. Optimistically this is peak difficulty, as next year I really hope we’re back at MIT, and even if we’re not, we’ll probably be in a better position to have Simon cared for at a different location for a few days. But given the confluence, I definitely don’t feel like I gave this Hunt the full attention it deserved, and my experience was unavoidably tainted as a result.
But other than that, Mrs. Lincoln, how was the play? Quite good, as far as I can tell. Much like Plane 1 Plane 2 Plane 3 Galactic Trendsetters Plane 4 Plane 6 Plane 5 (come on, you had one job) last year, I think Palindrome created and ran an excellent Hunt despite difficult constraints, though also like last year, I have my own nitpicks. In this post, I’ll run through some of the positives and negatives of the Hunt as a whole (keeping in mind, as always, that criticism shouldn’t be parsed as a lack of gratitude, but rather a conversation starter to help Hunt continue to evolve), and I plan to write a second post about individual puzzles that I found memorable.
As I do when I solicit feedback for teaching presentations, let’s start with the good stuff.
PROS
* The puzzles! I thought the puzzles I encountered tended to be of very high quality, in terms of their creativity, their cleanness, and their fairness. I confess to being one of many people who wondered if an NPL-heavy construction team would write a more “old school” Hunt dominated by crosswords and PDFable puzzles, in contrast to the robust multimedia/interactive content that has made recent Mystery Hunts and many recent online hunts vivid and exciting compared to the Mystery Hunts I started on. (The definition of a Hunt “puzzle” has changed intensely over the last two decades; most of the puzzles I wrote for 2000 would barely qualify as one step of a modern puzzle.) I had zero reason to worry, as puzzles came in a variety of formats and called on a variety of skills, and they felt like they came from a team that has been paying attention to the greater puzzlehunt landscape, not just Mystery Hunt. When I was able to sit down and solve things, I frequently had a blast doing so.
* I am a sucker for themed rounds (and have been ever since 2004 when ATTORNEY first wrote a Hunt where the presentation of the rounds really made them feel distinct from each other) and I adored the selection of round themes, the incorporation of those themes into puzzles, and the exquisite art design that made it easy to remember which round every puzzle lived in. I didn’t get quite as much of a rush from the Investigation or Ministry, but once the chunky part of the Hunt opened up and I got to see both Lake Eerie and Noirleans, I had that rush of wanting to solve enough to see what big reveal was coming next, and that’s what I want out of a puzzlehunt that lasts more than a day.
* Speaking of Pen Station, I really liked that the structure and scope of the rest of the Hunt was fairly clear when we got there. The MTA-styled line board made it clear how many rounds we should expect and helped to unite these disparate zones into a shared universe. When Plot Device opened, it was clear that this “round” was different, but not immediately clear how, and that was a nice balance of clarity and mystery.
* Also in the realm of balance, I thought the balance of event rewards was on the nose. It’s been tradition in many Hunts (including ones I’ve worked on) for the events to be a requirement for Hunt completion, but my calculus students can tell you that required things are not automatically fun, and especially in an online event, attendance may not be easy. I liked that this years events were not mandatory, but that they gave just enough free answer credit to feel rewarding without breaking the rest of the system.
* If you’re reading this, there’s a really good chance you’ve already watched the reward video for Recipeoria. If you haven’t, then either (a) solve Shopping List, the Recipeoria meta, since it’s a fun puzzle and the reward video partially spoils in, or (b) just watch the video. I didn’t watch it during Hunt (more on that later), but afterward, Erin Rhode told me to watch it immediately, and my jaw DROPPED. Hell of a get, Palindrome.
CONS
* I’m going to devote the most detailed criticism to the appropriately themed elephant in the room (and most frequently cited issue during our Slack post-mortem): The Ministry metapuzzle, and more specifically the fact that the majority of the Hunt was gated behind solving it. This left Setec in the fairly unpleasant position of unlocking no new puzzles, regardless of other progress, for hours on Friday night. I think we had just informed Palindrome that we weren’t having much fun (an hour or so into literally only having one puzzle open, because we’d solved everything else), when we figured out what we were missing sans hints and were finally able to open some exciting new stuff.
Now, let me be clear that I’m not objecting to the metapuzzle itself… I think it was a great puzzle! I personally think it was underclued, but only in that nothing in the puzzle clearly tells you you should be going back to reprocess the original 25 answers; since those had been used up, we spent most of our wheel-spinning time staring at the flavor text, mural, and five meta answers, which is not enough to do anything. I think a 25×5 grid would have done wonders to let us know what inputs we should be considering, particular in a meta intended to be solved by as many teams as possible. My objection is to the gating. Any puzzle in the Hunt might stump teams and create a bottleneck. If that bottleneck occurs at the end of the Hunt, it’s still not ideal, but at least teams have had the opportunity to see everything they might be interested in. A gigantic chunk of the puzzles, story, and art live in Pen Station, and a lot of teams never gained access to that area at all. I think this is a problem, and it’s one that’s arisen and has been solved before.
Who’s ready for Story Time with Dan Katz, Bay Bay? (That was a wrestling reference.) Back in 2009, when dinosaurs roamed the earth, The Evil Midnight Bombers What Bomb At Midnight similarly gated Outer Zyzzlvaria (more than half the Hunt, divided into rounds with weird-ass structures) behind the board game reconstruction puzzle that served as the capstone to Inner Zyzzlvaria. We did this for all the reasons Palindrome probably did… we wanted to focus teams on the task at hand until they completed it, the story called for teams not to discover Outer Zyzzlvaria until they had a reason to, et cetera. Except when running the Hunt, we realized Friday night that lots of teams were getting stuck there, and that, in particular, unless we gave casual teams enough hand-holding to get through a very daunting puzzle, they weren’t ever going to make it to Outer Zyzzlvaria. So we improvised. We tweaked the plot a little bit, our tech master pulled some levers, and boom. Solve enough puzzles, you can get to Outer Zyzzlvaria. The recent Setec hunts took this approach into account: each had a big midgame set piece with a capstone interaction and story reveal, but if you didn’t complete it for some reason, you could still see other stuff.
Playing devil’s advocate against myself, I know a common criticism of the 2019 Hunt was that for many casual teams, the puzzles constituted a molasses flood of their own; we explicitly decided that we would eventually release every puzzle to every team no matter what, and since our number of puzzles was arguably too high, some teams were unquestionably overwhelmed. So is it better to hide the hard stuff from teams until they earn it? Or to give them potential access to everything, but encourage them to explore the shallow end first? Personally, I’d rather give teams the choice. According to the wrap-up, 60 teams solved Fruit Around, which is a great stat for a midgame accomplishment, but with the gating, that means (N-60) didn’t even know there was a Pen Station until after the Hunt. And I imagine a disproportionate number of those fenced-in teams were casual student teams, which doesn’t sit well with me.
* On a closely related note, except for Where The Wild Things Are, the puzzles involving physical objects were buried waaaaay too deep. Since the wrap-up stats graph only showed the top nine teams (more team stats and submission logs, please, Palindrome) I have no idea how we placed compared to the pack; I’m sure we weren’t top ten, but I bet we were top twenty? And we didn’t unlock the second puzzle requiring a box until just before 6pm (using up our manuscrip because we didn’t think we could after 6). If we were anywhere near the front of the pack, that means the vast majority of teams paid shipping for objects they never got to use (including all the teams who never left the Ministry).
* Compared to recent Hunts, I thought there was a surprising lack of clarity about when Hunt would “end.” Unless I missed it, there was no advance “HQ will run until Time X, or when the coin is found, whichever is later” announcement, so given that last year’s virtual Hunt ran through Monday, I mentally prepared myself for this one to do the same. Then when the “coin is found” announcement came with a message that HQ would close at 6, it was a harsh blow; we were at least seven metapuzzles away, and it was clear that we were going to land farther from finishing than in any recent year. I pushed hard until 6 (and I believe we solved two more metas but got stuck with 10/13 on Heartford) and planned to solve casually into the night, but the fatigue I talked about earlier knocked me out and I had to jump ship. Then at wrap-up, I was really surprised to hear that some teams finished after 6. Wait, you could still finish after HQ closed? That’s a great feature, but it was not at all clear to us. A lot of our team dropped out at 6 if not before, and if we knew that Hunt was still “officially” going, I think we might have approached things very differently.
I do think what ended up happening, a combination of human interactions ending Sunday evening (provided the coin is found by then) but advancement still active until Monday morning, is a really nice compromise that could become an excellent tradition if it remains feasible once Hunt is on campus again; when Death and Mayhem kept Hunt rolling until Monday, I remember thinking that was very generous but should not become an expectation. Ultimately, the constructors should be able to decide when they want to close up and sleep. But they should be transparent about what can be done when, and as far in advance as possible.
* I thought last year’s Hunt was too long. I thought this year’s Hunt was too long. See last year’s posts for relevant arguments. But hey, nine teams finished and the winners found the coin at a fairly reasonable time, so maybe this is becoming an “if the music’s too loud, you’re too old” scenario. I do still think that as long as Hunt stays long, teams will feel like they need to be giant to compete (though UNICODE EQUIVALENCE coming in 4th with only 30 people might make them the new Evil Midnight), and if teams are giant, construction teams will think they need to write a huge Hunt to appease them, and this process can be extrapolated to pinpoint the heat death of the universe.
* Finally, this was a point of contention when I brought it up with Setec, but I thought that structurally the videos may have been too skippable. I consider myself a person that cares about the plot of Hunt, and I didn’t feel tuned into it (I didn’t realize Tock was a significant character until he started popping up in some flavortext). I didn’t skip videos because they were bad… the ones I watched were lovely… but there were a lot of them, and they didn’t feel like they needed to be watched, so I solved puzzles instead. I think both this Hunt and the Galactic Hunt could potentially have benefitted from a less is more approach to both story and interactions/videos. Since Hunt is above all a puzzle competition, I think it’s really helpful for a puzzlehunt to have a small number of story beats that are aggressively highlighted so people are tuned into them. If you want to have a reward of some sort for every metapuzzle, I think that’s fine, and many people will enjoy them, but I would really like to be pointed at the story elements that matter most. But I may be in a unique middle ground on this; most people I talk to either don’t care much about interactions at all or want as many of them as possible, so perhaps it’s weird that I just want a few that I can’t easily avoid.
As part of my job, I write a lot of feedback on people’s teaching, and what’s happened above often happens in those feedback e-mails; the criticism takes up way more space, just because there’s more to say about something that’s flawed and could be fixed then something that is already great. (This is why disassembled model kits have longer instruction manuals than, say, bottles of water, even though my son would need help with either of them.) So as I do in those e-mails, let me emphasize that just because there are more words devoted to the cons than the pros above does not mean that overall this was a bad event. I thought it was a really good Hunt that I didn’t get to participate in as much as I wanted for reasons, and that some casual teams maybe didn’t get to participate in as much as they wanted for other reasons. Sincere thanks to Palindrome for their talent and hard work, and I’m excited that next year’s Hunt will be written by teammate, the authors of the Puzzlvaria Puzzlehunt of the Year from 2021. Surely this is not a coincidence, so if you want to win next year’s Mystery Hunt, get to work on writing my favorite online puzzlehunt of 2022. Guess what the current leader is?
I could print all of this text again backwards to make this post a palindrome, but let’s just pretend I did and move on with our lives.