They're still figuring out whether it'll be digital only.Is it a digital title?
They're still figuring out whether it'll be digital only.Is it a digital title?
Yes, there are probably numerous ways to experiment with that. The point is that if you want to make a P&C title devoid of pixel hunting, you can. The issue is that a lot of these games still rely on pixel hunting and the act of identifying and locating as a big chunk of the difficulty and challenge.
What's Blow's solution? Every bit of challenge in this game coming from tracing lines through mazes on 2d panels and then through 3d mazes? Is the solution to the interactivity problem to basically scream 'don't bother trying anything in this lavish island we built; only mind the panels that plainly stick out'?
You don't pick up items in the Witness. You don't have an inventory in The Witness. Why is pixel hunting even a concern here?
Check out the Wiki excerpt from the other page. The puzzles can get complex, and integrate the world into the puzzles. It's a lot more than just tracing lines on panelsMaybe the game I'm looking forward to most right now. What I loved about Braid was that the puzzles were just the right kind of challenging. I remember thinking of Portal as being the much more creative game with more potential, but it spent a majority of time essentially tutorializing mechanics. Braid sustained a great quality of creative puzzles through the whole game.
The only concerning thing here is the prevalence of sticking a flat board with a puzzle on it in front of the player. There's nothing inherently wrong with it, but it seems incongruous with the whole first person, luscious open world theme. You have to assume the reason it has taken 6 years is at least in part because achieving that kind of graphical fidelity was exceedingly difficult. Essentially, failing to integrate a lot of the game's puzzles into the world would be glaring. I know early on the talk was that this type of puzzle was most often shown because he(they) wanted to keep most of the game a complete mystery. This new trailer sends a different message.
I think the morphogenetic field is real guys, I was thinking about this game yesterday out of nowhere and wondered when I could finally play it.
I was still hoping for 2015 though ;(
Thanks for all the nice comments!
There was a possibility of us squeaking the game in this year, but we wanted to give ourselves enough time to make sure everything is just right, even if emergency surprises happen. It would be a shame if, after spending so much effort working on the game, something got messed up due to a last-minute surprise.
We want to get the game out to everyone as soon as we can!
http://blog.us.playstation.com/2015...nches-on-ps4-january-26-2016/#comment-1113164+ Jonathan Blow on September 17th, 2015 at 12:37 pm said:
We are still figuring out pricing as well as the possibility of a physical retail release in addition to the download.
As we know these things for sure, we will let you know!
It's similarly baffling that Mario is only about jumping.Aaand hype's gone. What a baffling choice for a singular puzzle design. 650 panels of drawing line after line after line after line.
I hope we can freely explore this amazing world and not be lead on rails from puzzle to puzzle .
And I hope there are some real mind bending puzzles to keep you going.
It's completely open world. Stuck on a puzzle, go somewhere elseI hope we can freely explore this amazing world and not be lead on rails from puzzle to puzzle .
And I hope there are some real mind bending puzzles to keep you going.
It's completely open world. Stuck on a puzzle, go somewhere else
But it’s in this way that The Witness is actually cripplingly linear. At the start, much of the game’s world is gated, locked not by keys but by knowledge not yet learned. You must progress through each section in the order it’s given to you, otherwise the puzzles would make no sense at all.
From the Polygon interviewOne of the preview articles I read stated that it's actually very linear in a sense because you can't progress past some puzzles without solving others to learn the solution.
Instead, Blow has embraced non-linear design. When a player gets stuck in any particular area, they have the freedom to run to a different area, a different set of puzzles, and try to solve those instead.
"I like open-world games," Blow says. "It's the coolest thing in the world to see something in the game that's really far away and just go there. That used to not be technologically possible except by cheating, but now it's possible."
And sure enough, you can go pretty much anywhere you can see in The Witness from the very start of the game. Want to run off to the windmill near the center of the island? Feel free. See a shipwreck off the coast that you'd like to explore? It's all yours. Blow has built in a generously speedy run button that will allow players to cross from one end of the island to the other in just a few minutes. It's far from the biggest landmass ever seen in an open-world game, but to Blow size isn't the point; density is.
Hey, I know where you copied that fromThe Witness is reminiscent of classic puzzle games like Myst, as you explore a mysterious island filled with puzzles.
These puzzles involve tracing paths on panels; it may seem simple, but solving puzzles may require you to understand the layout of an area or use knowledge found throughout the world.
You'll complete puzzles to activate bridges and open doors, among other mechanisms, as you travel on foot and by boat to uncover the island's secrets.
Tracing paths for for ALL the puzzles? Just give me another portal please!!
"One of the basic goals driving the design of The Witness was to take this very simple thing — 'hey, I'm drawing a line in a little maze' — and see how much I could actually do with that," says Blow. "I set it as my goal to explore every possibility and take the most interesting ones and give them to people."
Twit had a cool chat with a guy from Ars Technica about the game earlier tonight. He's put about 32 hours into so far, he said.
https://twit.tv/shows/tech-news-2night/episodes/426?autostart=false
From the Polygon interview
That was me! I've been commenting in this thread w/ other thoughts on the game, as well.
What did you expect The Witness be? The game has been described as Myst-inspired for years.It seems that The Talos Principle was everything I wanted The Witness to be, and The Witness isn't.
Without being too spoilery, can you tell us if there's an introductory cutscene for the game? Perhaps something brief to give some thematic context or a general goal? Or are you just dropped into the tutorial area?
One of the screenshots in our preview shows the very first scene: a dimly lit tunnel that you can't get through without solving the game's first puzzle. From there, you walk through/past other puzzles, which hint to the point of the game without saying it outright. The game originally had a spoken explainer of an intro, which has since been removed.
Thanks! Is there a title screen, or is it cold open?
GameSpot's article hasn't been linked yet: http://www.gamespot.com/articles/i-spent-20-hours-playing-the-witness-then-spoke-to/1100-6430670/
"Over 667" puzzles is oddly specific, and solving 310 puzzles in 20 hours might be the fastest progress rate we've heard about so far. (What statistics does the game track for you? I assume number of panels solved and nothing else, based on these impressions.)
Assuming a fast player can finish everything in 80 hours, that's 20 hours to solve the first half and 60 hours to solve the second half of the puzzles? (Probably oversimplifying, since there should be a lot of very simple panels to start.)
That trailer looks absolutely phenomenal and this excites me more than anything else on the way. I'm thinking of doing some Witness warm-up in the coming months. Something like:
Oct: Replay of Myst/Real Myst
Nov: Experience Riven for the first time
Dec: Replaying The Talos Principle
Jan: Braid revisited
And then, finally, The Witness. Life is good
I played Myst for the first time this year and this is accurateOct: Start Myst
Jan: Solve a third puzzle in Myst
Oct: Start Myst
Jan: Solve a third puzzle in Myst