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Greetings, and well met.
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My name is Giovanni Scarpati,
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I’m a designer on the Hearthstone team.
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In Kobolds & Catacombs, you dungeoneer deep into the depths of the Kobold mines.
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In the Witchwood, you champion new heroes
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to face off against Hagatha and the monsters outside Gilneas.
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But in the spirit of the Boomsday Project,
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you'll be doing something a bit more experimental:
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puzzles.
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When you enter Dr. Boom's Puzzle Lab,
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you'll be met with a screen similar to those of previous Solo Adventures.
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This is Boom Labs.
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We do good work for bad ends.
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Each lab represents one of four different puzzle types:
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Lethal, Mirror, Board Clear and Survival.
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However, this time, you can progress through labs in any order.
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If you get stuck or want to try something, you're free to jump around.
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Within each Puzzle Lab, You’ll have the opportunity
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to help each of Dr. Boom's head scientists and their assistants
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with experiments by solving puzzles.
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The puzzles start off easy to teach you the basics
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but get more complex as you progress through the labs,
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occasionally throwing in new, unique cards to spice things up.
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This puzzle's a real twister!
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When we decided to do puzzles, we knew we wanted different kinds.
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Lethal was an obvious choice.
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These types of puzzles have circulated since the dawn of Hearthstone.
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Time to put this Necrium to good use.
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It's content you run into naturally,
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from big tournaments to daily play.
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The objective is straightforward, clear, and is a great starting point for anyone.
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But, since this is single player, we get to introduce weird new mechanics
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in situations you would otherwise never run into.
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With Lethal locked in, we did some brainstorming.
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What are other twists on Hearthstone's gameplay?
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Survival came about as a sort of reverse Lethal.
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Are you the new test subject?
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I will light the fuse!
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You're not often in a situation where you get to maximize healing on yourself.
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We originally called it the Death Ray Lab,
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with one of Dr. Boom's giant inventions pointed at you,
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charging up over the course of three turns.
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However, after playing with the idea,
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we decided to make all of the puzzles take place over one turn,
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so you didn't spend too long looking ahead,
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and so that restarts felt fast and clear.
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Board Clear was also a natural type of puzzle for Hearthstone.
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You're always trying to control the battlefield.
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It wasn't enough by itself.
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I mean, this is Dr. Boom's lab, after all.
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I've untangled the hose, boss!
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It's not a true Board Clear unless you try to blow up all your own minions as well.
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Suddenly, your minions that summon other minions with their Deathrattles
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don't feel so helpful,
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and, of course, a single card like Defile can open up a whole new subset of puzzles.
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For the final lab we wanted something different,
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something strange.
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Mirror puzzles require you to think outside the box
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and play Hearthstone like never before.
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Here we go again.
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I'll ready the minions, sir.
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In Mirror puzzles, copy your opponent's minions exactly,
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from their position, to the attack and health.
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While it starts off simple, you realize that, unlike the rest of the puzzles,
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your goal is shifting because of how you can interact with your opponent's minions.
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Do I heal their minions to match mine or just get rid of both?
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Given the unique objective, there's paths to different solutions,
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and the community will surprise us with some of their own creative answers.
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Whenever we create new missions for Hearthstone,
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we make sure it's got the same sense of polish and charm as the rest of the game.
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When it came to the Puzzle Lab,
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we had a ton of puzzles, but had to figure out how to display them
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while still retaining Hearthstone's usual look and feel.
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That's where the user interface, or UI, comes in.
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To share more info about that, here's Max Ma.
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Thanks, Giovanni.
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On the Hearthstone team,
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we believe that the best UI is invisible.
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This means the interface shouldn't get in the way of players enjoying the game.
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But when you have over 100 puzzles available,
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suddenly the UI becomes very visible and in-your-face.
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Imagine selecting a puzzle,
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loading up the game, finishing in a couple of minutes,
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then backing out to select the next one,
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and repeat this over 100 times.
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Nobody wants that.
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So, in the early stage of UI design,
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we decided to stack the puzzles into groups of 8 or 9,
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which is what we felt was the right amount of content per play session.
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That way, seeing as there's just 1 loading screen,
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it would allow you to enjoy Puzzle Labs for much longer.
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Also, if you decide that you need to take a break,
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you will be able to leave at any time
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and come back later to resume where you left off.
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Next, let's talk about transitions between puzzles.
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When you successfully solve a puzzle,
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everything on the board and in your hand vanishes
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and is replaced by new minions and new cards for the next one.
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There is a lot going on behind the scenes
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to ensure the transition is fast and smooth.
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And this is something that seems easy,
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but took us a lot of time to get it to feel right,
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so that everyone will be able to spend more time playing
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and less time waiting around.
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We know Puzzle Labs can get challenging,
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and we want to make our players feel comfortable with experimenting,
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being creative, and most importantly,
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unafraid of making mistakes.
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So we added something just to help you with that.
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It's the reset button.
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If you find yourself stumped - cast the wrong spell,
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attacked the wrong minion,
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or did things in the wrong order -
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that's OK.
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All you need to do is hit the reset button and try again.
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We actually got a little help from Giovanni as we were designing the UI.
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Remember the sliding panel on the puzzle-selection screen?
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It was initially meant to slide off completely to reveal each lab,
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but Giovanni stopped at my desk,
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saw an early sketch of that screen and said,
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"Oh, that looks like a progress bar."
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And that made us think,
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"What would a progress bar look like in Dr. Boom's lab,
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where explosives are lying around?"
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That's where we came up with the idea of using a sliding blast-proof door
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to slowly unveil each Puzzle Lab as players progress.
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Thanks, Max.
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We've shared a lot about the Puzzle Labs,
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but we need to talk about its finale before we end.
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The puzzles ramp up in difficulty
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as you work through the different labs.
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But the most difficult puzzles of all are against Dr. Boom.
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Boy, are these puzzles rough!
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Science is the answer!
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What was the question again?
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In a play test, a group huddled around some final designers
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trying to solve the final Dr. Boom Board Clear puzzle.
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Watching them tag-team the puzzle
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and attempt different solutions was hilarious.
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Having people stop by to watch others solve puzzles or spitball solutions
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was commonplace in development.
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You're onto something fun
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when your coworkers don't want to stop "testing" the new content.
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Dave Kosak, the lead mission designer, spent over an hour being stuck on a puzzle
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and couldn't help test the rest
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because he absolutely refused to look up the answer.
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We had a ton of fun crafting these puzzles,
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and can't wait to see you experiment with them.
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Dr. Boom has hired you to do science,
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so go forth and do science in whatever order you want.
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We've built the Puzzle Labs to be just that. We hope you enjoy it.
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