When TNT makes a plot, they try and take what failed from the last plot and fix it, and what was good about the last plot and make it better. The old plots would be exceptionally hard hunts through source code and obscure item collection and doing some truly bizarre things to get the final answer; the last plot like this, I believe, was the Volcano Plot.
Other plots would be exclusively war-based; the last one was, technically, Maraqua. I wasn't around the source-code-digging confusion fests that were such things as Coltzan's Crown and Neopets 2.0, but I was around for all of the wars from Meridell onward (first plot I participated in, actually). Since those are the plots I remember (having participated in them) their progression was as follows:
1. Meridell-Darigan war. Straight-out war with point collecting and unlimited enemies. Enemies would remain available throughout the entire war. 2. Meridell war, part two. In an attempt to capitalize on the first Meridell war, the story was expanded to include some of the remnants of Darigan's prior insanity by introducing a Hitler-esque Eyrie as an enemy in the form of General Kass. The story was fairly interesting, and I'm still wondering if TNT will ever go back to The Three, but the war was an attempt to merge the prior war with the old wars that were fought by releasing limited waves of enemies. The idea fell through. It has been scrapped. 3. Hannah and the Ice Caves. Straight-our war, once again going to unlimited enemies. However, the first enemies introduced the concept of poisoning pets, forcing players to buy expensive healing items or else retreat to the Healing Springs until they got lucky. No challenger since has had illness-inducing weapons. That idea was scrapped. 4. Maraqua. Introduced tiered combat system for different 'levels' of fighters, as well as the option to participate as a supporter, playing item fetch quests and playing games. The system was atrociously broken, however, and was scrapped and never looked at ever again, for good reason.
Since then, and I say this somewhat sadly, TNT has never released a purely war-oriented plot. I know they aren't nice to people who don't play the Battledome extensively (and I admit that I don't exactly sink a lot of money into the Battledome, so I'm not exactly up there), but there's something about being able to watch your score rise in real-time on your profile, and see your shield upgrade, and such silly little things that make me really enjoy the war-based plots. Of course, I like puzzle plots, too.
Which brings up the plot that Neopets released afterward; Lost Desert. A puzzle-intensive plot with a minor combat mechanic that didn't really count as a combat mechanic. The plot required extensive mapping of a tomb, which I admit that I simply never had time for, and other rather difficult steps that I'm not in touch with due to the fact that I... well, I never really had time for the plot. I'm sure it was a lot of fun for the people who could carry on with the plot, but sadly, I was trapped away and couldn't appreciate it. Got a Sand Mite trophy, though.
This was technically followed by the Altador free-plot, which I quite enjoy; a good mix of puzzles, it can get rather difficult (and quite up to chance), and I really, honestly can't complain a whole lot about it. They used a basic concept of having concentrated puzzles in one area, as with the Lost Desert, and it works.
They struck gold with Tale of Woe, apparently; a balanced mix of puzzles, with combat toward the end, as well as the introduction of the first multi-player step. I, sadly, wasn't playing Neopets during this time, and kick myself whenever I happen to think about doing so for having missed this great opportunity. Tale of Woe, from what I understand, really worked-- it clicked. It was well executed, the puzzles worked with the comics, and it... it worked. It flat-out worked.
I think Cyodrake's Gaze was after this, but again, I wasn't playing, and this was more a guessing game than a plot, in line with the Gadgadsbogen game that they had several years back.
Then came the Lost Island mini-plot, which attempted to mine the Tale of Woe for ideas but, sadly, failed due to the sheer simplicity of the plot. Tale of Woe was a good marriage of simplicity and difficulty; they toned it down far too much for it to be more than simple distraction.
And now we have the Sloth Plot, which is also attempting to use the Tale of Woe formula -- I suppose because TNT thinks it their most successful, and having played the Altador Plot, I know that something similar to it works, at least for me. I'm happy with the concept. Their execution, however, has been a bit wobbly, and their timing has been a bit off-- although I can't fault them for having wishy-washy puzzles this time. I do wish that the puzzles had more correlation to the comic, though. That's the only real complaint that I actually have.
I don't understand the complaints about the Daily Dare, honestly; then again, I'm not an avid Flash game player, so I usually just settle for beating Abigail's score (which isn't difficult by any stretch of the imagination) and then move on. I did beat AAA once, though. Hooray for me. Too bad I don't customize my pets very much or that background might have actually proved useful. >.<
Anyway, point is, TNT is constantly working on ways to improve their plots or iron out the kinks. Sometimes lightning strikes -- Meridell 1, Lost Desert, Tale of Woe -- and other times it's a flop -- Maraqua, Lost Island. I can't say that Return of Sloth has flawless execution, because they have muddled a few things, but I must say that I am definitely enjoying myself. Although the testing is extraordinarily tedious when I'm in a room of people on the Gravitics test and it's apparent that I'm the only one who has any idea what's going on...
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