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  Bearing Witness
by Christian Nutt [Business/Marketing, Design, Indie]
12 comments Share on Twitter Share on Facebook RSS
 
 
August 8, 2011 Article Start Page 1 of 5 Next
 

[Gamasutra travels to Jonathan Blow's studio to take a look at The Witness and discuss the development of the game, in a wide-ranging conversation that covers everything from design to business considerations.]

Braid. Though it was far from the first title to hit the service, it defined the Xbox Live Arcade game: original, thoughtful, and fundamentally unlike anything shipped on a disc.



It also defined the dream of the independent developer. It went on to be a tremendous success -- winning awards, moving to other platforms, and in the process of both, selling so many copies that developer Jonathan Blow has been able to assemble a small team to pursue the multi-year development of his latest title, The Witness.

The Witness is completely funded (at a budget Blow estimates at 2 million dollars) by Braid's success. It will be finished when Blow says it is, and has no firm target for release, no publisher, and no announced platforms.

Recently, Gamasutra was invited to Blow's new studio in Berkeley, California to play The Witness (on a Windows PC) and speak with Blow about development of the game.

Understanding The Witness

Unlike Braid, The Witness is a 3D adventure game, though it shares with its predecessor a fixation on challenging puzzles. It's also already -- even though it's far from finished -- quite atmospheric, a quality Blow says is "important" to him.

The game begins in a small room. A locked door has a blue panel on it; to open it, you solve a very simple puzzle by tracing a white line across the panel. Exit into a yard behind the building, and you'll have to solve three more to escape. At this point, the player is confronted with a large island covered in trees, small structures, and puzzle panels of varying complexity, all mazes of white lines on blue panels.

All of the game's puzzles are confined to these panels; you explore the island, where they dot the landscape, and solve them one-by-one. Some unlock doors, others power machinery, and some serve no purpose beyond teaching you how to solve more challenging puzzles. Every structure in The Witness has these panels in, on, or near it.

Changing rules, introduced gradually, force the player to make mental hops from concept to concept, gradually learning to think in different ways. Though the two games are quite different, you can tell that the mind behind Braid designed this game.

Though Blow doesn't like a lot of what the mainstream industry does with games -- as you'll soon read -- he does like how it makes core gameplay clear. It's one thing that he's taking from the FPS genre and applying to his adventure game.

While classic adventure games could be incredibly confusing, unintuitive, and ambiguous, The Witness stays readable. "As soon as you see [a panel], you know what it is," says Blow. "It's like, 'That is a puzzle, I know that. There's no ambiguity. I know that's a puzzle, I know how to solve it in general, I know I'm going to start tracing at one of the circles and go to one of the exits."

All the same, he says, "The point of the game is not really to have puzzles, which is going to sound stupid because this is a game full of puzzles, right? The point -- what the puzzles are about -- is each of these communicates a little thing." When Blow designs the game world, he says, "I actually sit there without necessarily designing puzzles at first; I just explore what the possibilities are. And then the puzzles are ways of illustrating those, or communicating those."

The Genesis

So what led Blow to follow up Braid with The Witness? The ideas for some of the panel puzzles came first, he says. In particular, two, which both have clues in objects that populate the world: apple trees and carved walls. "That was originally the concept for the game, and then I decided, well, I need to build more of a system, instead of a bunch of one-off random stuff." A world began to take shape.

That, then, had a natural consequence, says Blow: build a world, and you need more puzzles. "Eventually, I started adding the more logic-oriented puzzles too, and it makes a pretty interesting dichotomy between things. And the fact that it's located on an island -- it's just one of those things I knew as soon as I thought of the game. It just makes sense, in a lot of ways," he says.

The background of the character the player inhabits is unclear. The story is filled in by recordings in much the same style as BioShock's audio logs. A friendly-sounding narrator tells the player that it's natural that they don't remember coming to the island -- but not to fear, as they chose to be here.

 
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Comments

Keith Nemitz
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Professor Layton has discovery, puzzles, and fun stories. I see Blow striving for more, artistically, but P.L. are good games. Will The Witness be as fun, or is that not important in this case?



If it's a matter of different kinds of fun, I've had fun riding roller coasters and fun playing with clay. Sometimes one kind of fun can be compared to other kinds of fun, if just by amplitude. Sometimes, is just what you feel like doing at the time.

Christian Nutt
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Yeah, while I didn't think of it at the time, I thought a bit about Professor Layton while writing this up. Don't know how similar they are though, as I've yet to play a PL game.

Justin Leeper
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As someone who's worked on big-budget games as well as written a novel (Still Man Fights, available wherever fine e-books are sold), I can say I really love when one person has complete creative control of a work. You know that things are always working themselves out in Blow's head -- that he's constantly ruminating on ways to improve or challenge or entertain with his projects. You don't quite get that when there are a lot of fingers in the batter.

Not to say one way is better than the other, but I'm glad we get examples of both.

sean lindskog
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Good article.

I don't agree with everything Blow says. Like many people, I think he's a little fast to criticize others who operate or think differently than he does. Still, I respect his no-surrender idealism about making games. And he's a smart designer that wanders far off the beaten path.

Michael van Drempt
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I find it interesting that Blow talks about this being for "game-literate" people, when he's described such a simple interface and mechanic that a child could play it. Obviously some puzzles will be beyond them, but as long as you give a child a sense of agency and the ability to experiment, like for example drawing on the puzzle-boards, then they'll enjoy the experience regardless of the fact that they're not 'progressing' as fast or as far as an adult might.



Sure, it requires a long attention-span, but a meditative game that allows the player to explore and proceed at their own pace is often exactly the kind of thing that you need to introduce your granny or nephew or reticent significant-other to games.



Also, puzzle games in particular are hard to play-test. If someone comes in and sits down for a day-long testing session, of course they're going to find it grindy. Progression in puzzle games often comes down to getting stumped, walking away for a while, ruminating on the rules and pieces and possibilities while you go about the rest of your day, and then waking up a day or two later thinking, "Hang on, what if I tried X?" You really can't playtest for that without letting the tester take a copy of the game home with them.

Nick Harris
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Needs dragons.



Everything is improved by dragons.

William Dettrey
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And Bacon. Perhaps the Dragons have Bacon inside them? That's a million seller indie game in the making right there! :)

Nick Harris
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...or they're made of bacon



y'know... like Flying Pigs?

Radek Koncewicz
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"I do think that there's an audience out there who appreciates this kind of thing, that's game-literate, that treats the player as someone who's intelligent, first of all, and who's thoughtful and who wants to have some choices to make."



I think so as well, and it's great that Jonathan actually has the resources to develop The Witness with that mindset. Considering Braid's success it's also hard to call this audience a niche, so he has good reason to view the project as relatively low-risk.



Now I find it a bit troubling how chic it's become to slam AAA devs, but I also completely agree with the statement describing a gradual squeezing-out of secrets. I think secrets in videogames add a certain sense of magic (http://www.significant-bits.com/the-magic-of-secrets) that's not viable in other types of media. As a result, actively stamping out this aspect tends to dull the experience rather than enhance it.

Jeffrey Crenshaw
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Mainstream dev slamming is not just a style, they (well, we) deserve everything being said about us and more. We gave the keys to the kingdom to suits over a decade ago and look at what has happened. It's not just leaving out secrets, it's leaving out branching paths in general (cue image comparing FPS level design from the 90s to today). It's taking no risks. It's putting graphics above gameplay. It's conglomerating the most power into the hands of those that deserve it the least. It's poor QoL, no authorial control, layoffs as a reward for a job well done. It's not just hipsters being hipsters, it's completely founded on truths.

Greg Wondra
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I can definitely get behind a game like this. Blow's got passion and he wants to ensure his games have soul. Gotta appreciate that.

Marvin Papin
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Personally I totally agree, mainly on the achievements. They currently take a too big place in the games and sometimes make it turn bad.



I hope one day a game will break them while following editor’s rules. Ex :

“You walked 10m” ;), 946G

“you played 1min after getting 1st achievement” , 1G

“you played 2min after getting 1st achievement” , 1G

“you ate an Apple 0.57G oups ….. Crack” , 1G


none
 
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