Wednesday, 12 February 2014

Free Download - The Witness Game

 The Witness

Jonathan Blow discusses his follow-up to Braid
                     ! Stuck on an island, players must unravel a series of increasingly Perplexing puzzles to solve the mystery behind the idyllic backdrop.


                     Jonathan Blow explains that, “Most adventure games require you to do arbitrary and unrelated things in order to solve puzzles. These things are governed by ‘if’ statements: ‘If the player does thing X with object Y in room Z, the puzzle is solved’. One problem that happens is puzzles that only make sense when thinking backwards from knowing the solution, the way the designer was thinking about it, but make no sense or feel completely unmotivated when thinking forward through the situation, the way the player would. This leads to a game that is kind of unplayable, but it happens very often.”

                   Blow is talking about the common flaws found in modern adventure games that he and his team working on The Witness at Number None are trying to avoid during the development of the studio’s ambitious follow-up to Braid. The enigmatic adventure game was unveiled back in 2011 when Blow first invited games™ to take a trip around the mysterious island that serves as the setting for The Witness. The various districts of its vibrant tropical expanse are divided by a series of visually curious constructs and distinctive architecture – why? Well, that remains unknown at this point – each is unlocked through a series of puzzles that are found across a series of LCD panels littered through the world. “Another thing that happens [in some puzzle games] is that you don’t even know if something is a puzzle you should be solving,” Blow exclaims. “When I try to open this door, it says it’s locked, but does that mean I am trying to get a key for it, or do I unlock it from the other side later, or is it just ‘locked’ because it is just part of the background scenery I am not supposed to try and go through at all, ever?”




To avoid these kinds of problems, as Blow sees it, The Witness approaches puzzles differently. It builds a system of interaction through the operation of the aforementioned LCD panels that establish how to solve puzzles to advance. “All puzzles behave according to the same system, so there is never any ambiguity about what you are trying to do or how you do it,” clarifies Blow. “The only question is what the answer is to this particular puzzle. You can think of the LCD panels as providing an extremely streamlined user interface for communicating with the game world. This means that most of the confusion and flailing involved in older adventure games is gone, and you can get more of a flow of puzzle-solving gameplay, the way racing games, fighting games and Tetris have flow.”

  There’s no denying that it’s a hugely ambitious project for Blow, jumping from a linear level-based 2D platformer to a vast open 3D world – with the engine built entirely from scratch. Not content with simply iterating on his previous achievements, Blow regards the process of working with a team of people and expanding his toolset while working on The Witness as an immense challenge that has changed his perspective
of game design. “Well, if you’re challenging yourself and trying new things, you always get better at what you do,” he says. “Yes, The Witness is a different scale of production than Braid, so I am learning some things about how to run a small team, how to keep a game feeling personal and thematically coherent when a lot of people are working on it, et cetera. But every game is different and the new skills I have built when making The Witness may or may not transfer to the next game.” Which shouldn’t be too long, by the sounds of it. Asked what ambitions he has once work has completed on The Witness, Blow refers to some ideas and concepts that he’d like to explore in the future. And, he says, you can count on his follow-up to The Witness to make similar progressive steps into unknown territory. “If we were to make The Witness 2 with the same engine and the same style of puzzles, just with ‘new content’, then the situation would be pretty straightforward,” he concludes. “But we are not going to do that.”


INFORMATION

Details

Format: PC, PlayStation 4
Origin: US
Publisher: Number None
Developer: In-house
Release: TBC 2014
Genre: Puzzle
Players: 1
  
Developer Profile

          While Jonathan Blow has only released one game to date, Braid, the opinionated developer has been a contributor to the industry for a number of years through his writing and contributing to Indie Game Jam. Blow was also in Indie Game: The Movie, where he discussed his role as an independent developer.

Developer History

The Witness 2014 [PC, PS4]
Braid 2008 [Multi]

High Point

          His debut title Braid is a thrilling and involving platformer that twists conventions of the genre and conveys an intimate story beneath the terrific execution of its gameplay.