(Q - Sylvain: So, since Max was a bit of a villain, he could very well have said, go over them, certainly, the three, since we know that there were three
in the Specifications, it is no longer a secret, but there is perhaps only one or two useful. It is not because we have to review all three that they are.
three are useful.)
MB: So, that’s interesting, you say Max was a bit of a pervert, I confirm. On the other hand, there is a very important nuance to bring to this, which is that the game, when it was designed, was designed by someone who was keen to offer his customers an interesting way to do know their products, a communication tool. So there was nothing naughty about it. Vice entered history when Max Valentin appeared.
Which means, and I always come back and I will come back for a long time to this notion of cold case, which means that we must have a perspective view on the game, remember that when it was designed, it was designed in a simple way by someone who had no experience in the matter, but it developed, it took place, within the framework of minitel exchanges which led to the construction of a character called Max Valentin, who, at that moment, became truly wicked and sought, for motivations which varied over time, to orient more or less, even to disorient from time to time , the participants in the game.
So they are two very different things. The notion of the design of the game, the sentinels are part of it, the mechanics are part of it and the way in which it developed over time and the way in which it was perceived by the players during the game and over the course of very long periods. I mentioned earlier, while the show was limited, I mentioned the fact that the game has lasted since, it is in its 32nd year and therefore Max disappeared halfway through the game. Okay?
So the role of Max ended a long time ago, but for years and years, until I took it back, there was a form of omerta, a form of control over the game by people who considered themselves, how should I say, legitimate to exert certain pressures or to maintain this omerta. I am indeed thinking of the A2CO team and a certain number of people who gravitated around it. But all this means that today we must not mix up the progress of the game and then its design. There is a microphone disturbing us there, I don't know who it is but...
(Q - Sylvain: Ok, so in relation to the initial question, that is to say that we must clearly differentiate the design of the game, where in there, there was no of vice. The vice appeared in the appearance of the character of Max Valentin So, going back to the puzzles, there was no vice in it So, if he says that there are three sentinels to pass. in sight, it is the three that must be passed in sight.)
MB: Exactly. That's a good word.
MB: So, that’s interesting, you say Max was a bit of a pervert, I confirm. On the other hand, there is a very important nuance to bring to this, which is that the game, when it was designed, was designed by someone who was keen to offer his customers an interesting way to do know their products, a communication tool. So there was nothing naughty about it. Vice entered history when Max Valentin appeared.
Which means, and I always come back and I will come back for a long time to this notion of cold case, which means that we must have a perspective view on the game, remember that when it was designed, it was designed in a simple way by someone who had no experience in the matter, but it developed, it took place, within the framework of minitel exchanges which led to the construction of a character called Max Valentin, who, at that moment, became truly wicked and sought, for motivations which varied over time, to orient more or less, even to disorient from time to time , the participants in the game.
So they are two very different things. The notion of the design of the game, the sentinels are part of it, the mechanics are part of it and the way in which it developed over time and the way in which it was perceived by the players during the game and over the course of very long periods. I mentioned earlier, while the show was limited, I mentioned the fact that the game has lasted since, it is in its 32nd year and therefore Max disappeared halfway through the game. Okay?
So the role of Max ended a long time ago, but for years and years, until I took it back, there was a form of omerta, a form of control over the game by people who considered themselves, how should I say, legitimate to exert certain pressures or to maintain this omerta. I am indeed thinking of the A2CO team and a certain number of people who gravitated around it. But all this means that today we must not mix up the progress of the game and then its design. There is a microphone disturbing us there, I don't know who it is but...
(Q - Sylvain: Ok, so in relation to the initial question, that is to say that we must clearly differentiate the design of the game, where in there, there was no of vice. The vice appeared in the appearance of the character of Max Valentin So, going back to the puzzles, there was no vice in it So, if he says that there are three sentinels to pass. in sight, it is the three that must be passed in sight.)
MB: Exactly. That's a good word.