(Q - Apollo: We could go even further. No but I mean, I wanted to say in your answers, but I can go further for example on Dabo eh, there is no
problem. Well, I don't know. For example, if we start from Bornes Saint-Martin, well, untying the threads would mean drawing borders, for example, of the 3 of Marmoutier, or of the 3 counties,
I no longer know what it was exactly, which are limits, finally, which start from the Saint-Martin terminals and on these things there, on these borders there, on this border there, there are terminals and for me, for
for me for sure, well, we start from one of these terminals for me eh.)
MB: How old are you?
(Q - Apollo: Fifties. A little bit more…)
MB: 30 years ago you were in your twenties. Between the moment when Max Valentin developed his hunt and the moment when we launched it, around fifteen years passed. The logic that was his when he concocted all this is far removed from the level of complexity that we agree to attribute to him today. It was so simple back then. It was so, how shall I say, improvised, invented, basic, that's it. This is an element that is difficult to get through, it is an element that players have difficulty assimilating. The story of the Golden Owl, the treasure hunt, the puzzles were designed at the end of the 70s. And today, we are talking about all that with all the culture that is based on series , on everything that we have invented since, on all these absurd, complex stories, these arch treasure hunts, how should I say, doctored with special effects, with whatever we want, but the end of the 70s, it wasn't that complicated.
(Q - Nabil: We can also do basic and have a false solution.)
MB: Well, we can be wrong in a lot of ways, eh. But basic or not basic is not really the debate, the debate is really..., it's a little bit my personal battle. I try to convince the community of participants that nothing allows them to embark on theories of great complexity. And so, if you want to see from my side once again, obviously, taking into account the fact that I know the solutions, seen from my side, I say to myself but it's so easy and for the organizer that I am or especially for the organizer who was before me, Max Valentin, practice of surfing on fashion, the current trend of, I mentioned special effects, that, that has a little connotation of effects special, to complicate things, to create characters so intelligent that they understand everything, they decipher, they analyze, they understand everything and finally they manage to find the solution but at the time when the owl was designed, it wasn't like that.
So we are in a game that is much simpler than you think. We are dealing with solutions that are much more accessible than you imagine, but with logic that is from another time, with logic that is much more basic than that of today. Today, you have to be..., if you look at social networks today, you have to be young, well I'm disqualifying myself but it doesn't matter, you have to be tanned, you have to be intelligent, you have to be efficient, you don't have to sleep , There. Yes, you have to be reactive all the time, you have to be there all the time, you have to be there all the time. This is what the general outline of the ideal character translates today and it is a little bit what makes up the substance of super heroes, characters that we admire or to whom we relate. identifies in the series we watch. But the golden owl is from another era and another time.
(Q - Apollo: You mean it was much more basic?)
MB: Oh yes, I said it, yes.
(Q - Apollo: So something simple for the final determination, I mean distance direction marker, something simple.)
MB: Well, why not, that could work.
(Q - ??: Yes, it works, it works, that, it could work very very well even…)
(Q - Xavier d'Homan: yeah, but we would still move away from the wow side, the trick side, the thing side of all that, no, a little bit Michel there.)
MB: The wow part, I don't think I ever said what it was based on.
(Q - Nabil: I was going to say exactly that, Michel, that the side is perhaps not where we think.)
MB: Nabil, you're trying to pass yourself off as smarter than you are. I find this disgusting. You take all my answers and try to make them yours. I find it absolutely disgusting, it’s recovery…
(Q - Apollo: Nabil, stop collecting my questions and answers…)
MB: That’s exactly what I was going to say, that’s what I was going to say.
MB: How old are you?
(Q - Apollo: Fifties. A little bit more…)
MB: 30 years ago you were in your twenties. Between the moment when Max Valentin developed his hunt and the moment when we launched it, around fifteen years passed. The logic that was his when he concocted all this is far removed from the level of complexity that we agree to attribute to him today. It was so simple back then. It was so, how shall I say, improvised, invented, basic, that's it. This is an element that is difficult to get through, it is an element that players have difficulty assimilating. The story of the Golden Owl, the treasure hunt, the puzzles were designed at the end of the 70s. And today, we are talking about all that with all the culture that is based on series , on everything that we have invented since, on all these absurd, complex stories, these arch treasure hunts, how should I say, doctored with special effects, with whatever we want, but the end of the 70s, it wasn't that complicated.
(Q - Nabil: We can also do basic and have a false solution.)
MB: Well, we can be wrong in a lot of ways, eh. But basic or not basic is not really the debate, the debate is really..., it's a little bit my personal battle. I try to convince the community of participants that nothing allows them to embark on theories of great complexity. And so, if you want to see from my side once again, obviously, taking into account the fact that I know the solutions, seen from my side, I say to myself but it's so easy and for the organizer that I am or especially for the organizer who was before me, Max Valentin, practice of surfing on fashion, the current trend of, I mentioned special effects, that, that has a little connotation of effects special, to complicate things, to create characters so intelligent that they understand everything, they decipher, they analyze, they understand everything and finally they manage to find the solution but at the time when the owl was designed, it wasn't like that.
So we are in a game that is much simpler than you think. We are dealing with solutions that are much more accessible than you imagine, but with logic that is from another time, with logic that is much more basic than that of today. Today, you have to be..., if you look at social networks today, you have to be young, well I'm disqualifying myself but it doesn't matter, you have to be tanned, you have to be intelligent, you have to be efficient, you don't have to sleep , There. Yes, you have to be reactive all the time, you have to be there all the time, you have to be there all the time. This is what the general outline of the ideal character translates today and it is a little bit what makes up the substance of super heroes, characters that we admire or to whom we relate. identifies in the series we watch. But the golden owl is from another era and another time.
(Q - Apollo: You mean it was much more basic?)
MB: Oh yes, I said it, yes.
(Q - Apollo: So something simple for the final determination, I mean distance direction marker, something simple.)
MB: Well, why not, that could work.
(Q - ??: Yes, it works, it works, that, it could work very very well even…)
(Q - Xavier d'Homan: yeah, but we would still move away from the wow side, the trick side, the thing side of all that, no, a little bit Michel there.)
MB: The wow part, I don't think I ever said what it was based on.
(Q - Nabil: I was going to say exactly that, Michel, that the side is perhaps not where we think.)
MB: Nabil, you're trying to pass yourself off as smarter than you are. I find this disgusting. You take all my answers and try to make them yours. I find it absolutely disgusting, it’s recovery…
(Q - Apollo: Nabil, stop collecting my questions and answers…)
MB: That’s exactly what I was going to say, that’s what I was going to say.