@kuraine and @slamp0000, bravo! All the Wild Update music is absolutely fantastic.
Swamps are so dreamy with this soundtrack, and adds so much to the atmosphere. Having frogs happily croaking in the background feels just right.
Disc 5 is haunting. Bring on the speculation!
Wardens are like Enderman but angrier, in that both can be somewhat easily avoided as long as you know what you're doing
I think people have this impression that its a mob that is impossible to overcome because of its strength - but skilled players will never be noticed
When the update releases, it will be cool to see how players out-maneuver them. The first encounter will be the scariest and they'll likely die. But consequent encounters I really think players will get a good idea of what to do.
I don't look at Enderman after my first encounter
Wanted to give some insight as to why Music Disc 5 is split up into fragments - as in, why have a one-off item that only has one crafting recipe?
The reason is because the city itself encourages stealth gameplay. If we only had the disc itself (unfragmented) in chests, (1)
Once you give them a set of rules and tools to move within those constraints, their ability to plan out their intrinsic goals and motivations is what makes Minecraft work. This is especially important in a city in the game where its horrors may often make the player leave (4)
Giving players goals in the city is important, in a similar fashion to the Echo Shards. Once you get one, you now know there's a new thing you can craft and you're now tasked with finding the rest.
A lot of game design is all about framing the psychology of player planning (3)
You'd be looking through half the chests or more in the city before you'd find it - and that's if you even KNOW that it exists beforehand. By it being in fragments, the first time you get it you see a new crafting recipe, which gives you a mini-goal/quest to find them all (2)
If you give them a task, something they can concentrate on, horror becomes the boundary. The task becomes the distraction from fear, which is a reward itself.
Of course, this is all talking high level. It's neat piece of environmental storytelling to have it in pieces too (5)