Antichamber

Antichamber

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dunbaratu Jul 8, 2014 @ 8:38pm
Anyone else slightly annoyed by the developer easter egg rooms?
To the player of the game the following two situations are exactly identical, as far as the player can tell:

- I haven't found the solution to this puzzle yet.
- The solution to this puzzle doesn't exist because it's not even relly a puzzle.

This isn't like the intelligence puzzles in the rest of the game where being smart and logical can find the solution. Here the only way to find the "solution" is to have insider knowledge from the developer to know you're not supposed to try.

I really wish they'd label them in a way that makes it clear I shouldn't waste my time trying to solve them. I wasted days trying to solve the 'snake' puzzle before finally giving up and accepting defeat and looking online, which I hate doing. And had I not done that, then the secret fact that it's not a solvable puzzle would never have been possible to find out.
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Showing 1-15 of 29 comments
Californ1a Jul 8, 2014 @ 9:46pm 
All the dev rooms show up as dead ends on the map. It's fairly easy to figure that out if you take the time to learn what all the symbols on the map mean.

Sure when you initially enter a dev room, it may appear as though it's a puzzle, but as soon as you hit esc, you should clearly see that you're standing in a dead end.
Last edited by Californ1a; Jul 8, 2014 @ 9:47pm
dunbaratu Jul 8, 2014 @ 10:28pm 
Other things appear as dead ends on the map that aren't, so that's not a meaningful distinction.
Californ1a Jul 9, 2014 @ 1:56am 
Not all dead ends are dev rooms, but everything that shows up as a dead end on the map is a dead end with no puzzles to solve in that specific area. Name one room that had a faux dead end, because I definitely cannot think of one.
dunbaratu Jul 9, 2014 @ 8:17pm 
The rabbit hole looks like a dead end but isn't. You can go through the hole in the floor.

Every single room with an arrow pointing to nowhere (that actually teleports elsewhere on the map but it doesn't show where) originally looked like a flat stub end until you walked down that path and filled out the arrow.
Californ1a Jul 9, 2014 @ 8:31pm 
Originally posted by madings:
The rabbit hole looks like a dead end but isn't. You can go through the hole in the floor.

Every single room with an arrow pointing to nowhere (that actually teleports elsewhere on the map but it doesn't show where) originally looked like a flat stub end until you walked down that path and filled out the arrow.
Obviously you don't understand what the symbols on the map represent.
Down The Rabbit Hole does not have a dead end connected to it. It has only an arrow. Arrows represent a teleport/jump to another room that you've already been to (because it wouldn't be possible to display a connection between the rooms on the map otherwise). You can mouseover the arrow to see where it is connecting to.
A "flat stub" represents an untaken/unfound exit to that room; again, not a dead end.
http://img3.wikia.nocookie.net/__cb20130217055315/antichamber/images/a/a4/Antichamber_map_explained.png (Source: http://antichamber.wikia.com/wiki/Map)
dunbaratu Jul 9, 2014 @ 9:00pm 
Well that may be. The map icons are never explained in-game or with any help images (And I never saw the mouse hover effect you're talking about for the arrows get triggered, but then again I never had cause to happen to try). The game never mentioned how to see the difference between a dead end and a take-able route on the map.

Californ1a Jul 9, 2014 @ 9:13pm 
The whole point of the game is that it doesn't explain anything. You're meant to be confused and try to figure things out.
It's pretty common that most people don't understand the map symbols because they don't take the time to try to understand them. It's fairly easy to learn what each symbol means if you specifically try to figure them out.
Last edited by Californ1a; Jul 9, 2014 @ 9:13pm
dunbaratu Jul 9, 2014 @ 11:47pm 
No it's not easy to learn what each symbol means. Not in the slightest.

It's a chicken-and-egg problem.

The player has to use inductive reasoning and see examples of "these are the places where I've been at a dead end, and this is the symbol I've seen on the map for those places. Therefore I deduce that must be the map symbol for a dead end.", But you can't really KNOW "these are the places where I've been at a dead end" until *after* you klnow what that map symbol means.

See, what the player is *Actually* seeing is this: "There's lots of rooms I haven't solved yet. Some of them have this map symbol, some of them have this other map symbol, and some of them have this other map symbol." That evidence is NOT enough to teach you which symbol is the dead end symbol, and as I mentioned before, until you have external confirmation of a dead end you're not supposed to try to solve, there is literally no difference between a dead end and an unsolved puzzle, as far as the player can tell.


Last edited by dunbaratu; Jul 9, 2014 @ 11:50pm
Californ1a Jul 10, 2014 @ 12:19am 
Cul-de-sacs are dead end turn arounds IRL, so that's fairly easy to determine just from what it looks like on the map. Sure you may try to "solve" a Dev Room for a bit, until you hit Esc and see that you're currently standing in a cul-de-sac.

As for the arrows, if you took the time to actually pay attention to the map then you can notice the mouseover on the arrows, and thus determine that those are jumps or teleports to another, disconnected, room.

The bracket extensions off of rooms may be the only slightly confusing bit, although once you've completely solved the room, then the bracket will either become a connection to another room, an arrow, or a dead end. So if you were conscious of which rooms you had left unsolved puzzles in, then you can determine that the brackets aren't dead ends.
Or if you prefer, you could also use the other conclusion of: "Why would the brackets and the cul-de-sacs both be dead ends? Since cul-de-sacs are already completely proven as dead ends (above), brackets must signify something else."
dunbaratu Jul 10, 2014 @ 7:02pm 
Originally posted by Californ1a:
Cul-de-sacs are dead end turn arounds IRL, so that's fairly easy to determine just from what it looks like on the map. Sure you may try to "solve" a Dev Room for a bit, until you hit Esc and see that you're currently standing in a cul-de-sac.
No. You see that you're standing in a bit of map showing an icon with a circle instead of a square. To map that to "this is a cul-de-sac" requires *already* knowing it's a dead-end. You can't use the icon as the means of discovering that it's a dead-end because on a non-physical abstract nodes-and-edges map like the game uses, the fact that some nodes are square and some are circles doesn't scream "cul de sac" at you. In fact it's not clear that it's even a node at all, when all the other nodes have been square.

As for the arrows, if you took the time to actually pay attention to the map then you can notice the mouseover on the arrows, and thus determine that those are jumps or teleports to another, disconnected, room.
When I tell you I looked at the map a lot, please do me the favor of not treating me like a liar. If you never happen to leave the cursor right on the circle-with-a-knob you never see that popup, no matter how much time you spend looking at the map. It requires an accidental happenstance to notice it, and it's an accidental happenstance I never happend to trigger.

(Furthermore, the game *does* set a precedent of lying to you a LOT, designed to trick you and teleport you without telling you, showing windows leading to areas they don't really lead to, and so on, so even, unlike me, you were lucky enough to randomly happen to trigger the popup telling you it's a dead end, you can't assume a thing from that.)

Since cul-de-sacs are already completely proven as dead ends."
They are *not* known to be cul-de-sacs yet, nor are they known to be dead-ends. All that's known is that the icon is a circle with a bit sticking out that makes it look like an icon for a light-bulb. Until *after* you've learned that it's a dead end it's not going to necessarily be a "cul-de-sac" in the player's mind. Its just a circle with a flat bit sticking out.

You're pretending that information that is obvious *now* that you already have it is obvious *before* you have it.
Californ1a Jul 10, 2014 @ 11:16pm 
Originally posted by madings:
You're pretending that information that is obvious now that you already have it is obvious before you have it.
I'm merely explaining the information as it is perceived to be obtained by the standard casual player. I had already played the alpha/beta release version prior to the game coming out, so I already had previous knowledge going into my "first playthrough" of Antichamber.

It's fairly obvious that a square (large or small [incomplete/complete]) is a room you can click on. If you try to click on a cul-de-sac, you can't, because there's nothing more to do there.

If you want to be annoyed because you were forced to be confused, then good for you. The point of the game is to confuse you. Even when I was initially playing the alpha/beta, it was pretty easy to distinguish between different types of room exits (untaken exit, teleport, and dead end).
Last edited by Californ1a; Jul 10, 2014 @ 11:17pm
dunbaratu Jul 10, 2014 @ 11:35pm 
Originally posted by Californ1a:
Originally posted by madings:
You're pretending that information that is obvious now that you already have it is obvious before you have it.
I'm merely explaining the information as it is perceived to be obtained by the standard casual player.
What you're doing is pretending your experience is universal.

I had already played the alpha/beta release version prior to the game coming out, so I already had previous knowledge going into my "first playthrough" of Antichamber.
Exactly. You had already learned what the symbol means.

It's fairly obvious that a square (large or small [incomplete/complete]) is a room you can click on. If you try to click on a cul-de-sac, you can't, because there's nothing more to do there.
You claimed it told you it was a dead end. Now you claim it tells you nothing. Which is it?
If you want to be annoyed because you were forced to be confused, then good for you. The point of the game is to confuse you.
The point is to provide you with logic puzzles you can experiment with and figure out without outside information. The fact that those rooms are dead ends is outside information which cannot be deduced in-game no matter how good you are a logic, for the reasons you are pretending aren't true.

Even when I was initially playing the alpha/beta, it was pretty easy to distinguish between different types of room exits (untaken exit, teleport, and dead end).
Unless you're willing to make a leap of faith and assume, you need to FIRST learn that the room is a dead end before you can confirm that's what that symbol means, but you're claiming that the knowledge that this is is what the symbol means is HOW you discover it's a dead end. That's a circular logic. You made a guess. Your guess was lucky.

Nothing you've said has convinced me that this was a solvable problem without consulting a cheat site, because your entire counterargument is utterly dependant on the claim that the fact that the map symbol was a dead end was obvious. I already know that is false. Every time you claim it was obvious all that tells me is that you got lucky when jumping to that conclusion. If it was obvious, it wouldn't have required outside information for me to learn that map symbol. The fact remains that nothing you can do *in-game* will differentiate what the symbol means. You had to be lucky enough to make the right guess what it meant.



Last edited by dunbaratu; Jul 10, 2014 @ 11:44pm
Californ1a Jul 11, 2014 @ 1:02am 
If you need in-game proof that all the Dev Rooms are dead ends: http://imgur.com/a/JaeoD
dunbaratu Jul 11, 2014 @ 1:59am 
In no way does an external gallery showing which rooms are dead ends count as in-game evidence that the rooms are dead ends. Its out-of-game evidence. Which was my whole point of this thread. To know that those rooms are dead ends requires knowledge obtained out-of-game, which feels like the game is cheating versus the player.

Last edited by dunbaratu; Jul 11, 2014 @ 2:00am
Californ1a Jul 11, 2014 @ 2:59pm 
It's an external gallery now, but the pictures themsevles were taken from in-game. I'm starting to feel as though you're just arguing now for the sake of arguing.
If you want to believe there's more to solve in the Dev Rooms, then have at it. I believe they're a nice way to show off how the dev made some portions of the game.
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