Those that were denied...
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I always thought with the sight spell he might have been able to open the visor and saw the room from a screen opposite him, at the room goes left to right the screen wouldn't be in sight for the viewer.
Still not sure how it would help, you've still got to solve the puzzle and most deaths were from teams not touching the correct card and nothing to do with navigation. Other teams certainly didn't need a sight spell, but is sad that a team would be forced killed in that room had they not picked up magic, magic should be an aide no necessary essential for that type of puzzle.
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There must have been a reason why Barry needed to use the sight potion for play your cards right. Otherwise it would have been a pointless exercise. I get that teams should not rely on magic to conquer a puzzle but for the odd scenerio the producers must have changed certain rooms so magic must be used in order to complete them to mix things up. Otherwise the rooms would have been too generic. And that would have made the puzzles boring and predictable.
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The sight spells/potions feel a bit like blocking off the gutter lanes in a bowling alley ie a bit of unnecessary hand-holding. When Barry used it for PYCR it made it easier for him to walk from block to block but I'm not sure the producers could have forced a kill if he didn't have it; the gameplay was the same as before.
These post death explanations do seem to just be a bit of colour added to the script - you could take any death and say 'magic would have helped here team' and who's to say any different.
As for the mechanics of the sight spell, the later style helmet does seem to be built around a 90s virtual reality headset so I assume dungeoneers were allowed to see the rooms from within the visor.
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But if the sight spell helped him jump the blocks would they have killed him off if he didn't have it? Many teams did it without a spell I think.
If I team is good enough to navigate they're player without the need for magic I think that's far more rewarding, and the production teams killing them off for making a mistake.
It's the end of level quests in later series that make laugh, what if they didn't get back with the hammer or lightning rod? sometimes Km was fixed.
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For me one of the most unfairly denied teams was Leo's in Series 3. They had performed really well and Leo interacted well and didn't just wait to be told what to do all of the time. To fail because they got just one (very hard) riddle wrong seems desperately unfair.
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For me one of the most unfairly denied teams was Leo's in Series 3. They had performed really well and Leo interacted well and didn't just wait to be told what to do all of the time. To fail because they got just one (very hard) riddle wrong seems desperately unfair.
Totally agree with this and along with Martin, also in series 3 perished just because of a very hard question. I guess the problem was it left the producers no choice after they both got their questions wrong but to kill the teams off.
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So the sight spell doesn't really help the team in any way? What's the point in just being able to see the cards.. that's not going to help!! It sounds like a half baked idea to me that didn't quite work.
The one that bothers me in series 3 was the death involving the axe and the tiny ledge, I can't recall how well the team did up to that point but that room was deadly. It was only used the once, maybe because it was too hard?
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So the sight spell doesn't really help the team in any way? What's the point in just being able to see the cards.. that's not going to help!! It sounds like a half baked idea to me that didn't quite work.
The one that bothers me in series 3 was the death involving the axe and the tiny ledge, I can't recall how well the team did up to that point but that room was deadly. It was only used the once, maybe because it was too hard?
Yes the room was only used once. It was a bit harsh because the path wasn't very good and it was very zig zag from what I remember of it. It would have been very hard for any team to navigate the path.
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It was a good room to force a kill, the way the path really narrows and twists, the axe making matters worse as the team panic.
While it wasn't an unfair death the one I really feel sorry for was the team to slightly over stepped their jump in Merlin's room.. that was so unlucky.
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Yes, in practice, the sight potion/spell/whatever is a macguffin. It's sole purpose is to be collected so that you can use it. I discussed it with Tim a while ago, and he mentioned that they were never entirely satisfied with it.
In practice, I recall that one team dies as a result of not having sight when a troll steps in front of the advisor's "view" - at least according to Treguard. I guess that's the sort of situation in which sight might be useful. But, again, it's a bit of a fix. They justified the use of the solution by introducing a new problem.
I don't think any of the team were particularly happy about how this feature worked out.
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Yes, in practice, the sight potion/spell/whatever is a macguffin. It's sole purpose is to be collected so that you can use it. I discussed it with Tim a while ago, and he mentioned that they were never entirely satisfied with it.
In practice, I recall that one team dies as a result of not having sight when a troll steps in front of the advisor's "view" - at least according to Treguard. I guess that's the sort of situation in which sight might be useful. But, again, it's a bit of a fix. They justified the use of the solution by introducing a new problem.
I don't think any of the team were particularly happy about how this feature worked out.
If the producers were not happy with the sight potion/spell could the have not dropped it?
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Not after they've filmed it, no.
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I doubt it. It would have involved fairly substantial rewriting at the last second. Suddenly you need a new item that has to be collected, plus a new encounter in which to use it, which would necessitate an additional room being added in which that item has to be used. That involves adding yet more stuff, and chaos ensues.
Not to mention, how do you decide whether it's worked or not after a single attempt? It really takes several, trying different things, before you can conclude it wouldn't work.
Having invested in it and set it up and, presumably, being convinced that it can be made to work, I suspect that the team were keen have a good crack at it, and so tried fiddling with it to try and make it work in the way they wanted.
Finally, it may just not be possible to tell until you see the viewer reaction or the final cut.
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Maybe a better way would have been to get the dungeonner to have a good look at the room from a monitor, yes he'll be blinded again once they get back to playing the game but he'll have a ruff idea what the room was like, (after all adviser descriptions are never great)
Perhaps with modern technology the slight spell could be improved.
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