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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 Previous Page 3 of 5 Next
 

Blow Versus the Mainstream

It's little surprise that Blow doesn't have much time for the design ideas that populate mainstream games these days, given that his game embraces concepts that are increasingly ignored by major studios, such as uncertainty.

"That's one thing that really disheartens me about mainstream games. There's a joy of discovery that is gone from a lot of games," says Blow. "And that gets very tedious to me." The voiceovers in The Witness will never instruct the player on how to solve the game's puzzles.



"Original Nintendo games, like Metroid and stuff, were extremely like, you just had to find your way through that game," he says. "Somehow that turned into 'we focus test the hell out of everything and any time anybody has a single problem with anything, we kind of iron that out.' And I feel like it makes games kind of flat."

Games today often constantly reward the player, or strive to provide novel experience after novel experience. Short attention spans are expected.

"And this is definitely a long attention span game, right? You have to not be playing a game for achievements, or for power ups, right? And that's kind of what interests me as a game designer, is creating experiences where the experience itself is interesting enough that you don't need those other trappings to keep people motivated," says Blow.

"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."

He's making a game that's slow and thoughtful -- that, in itself, is becoming unusual. Many games concentrate on delivering an excess of stimulus in simple environments, quickly navigated. With The Witness, he says, it's the opposite.

"Just given minimal interactivity -- like, 'Hey, I can move and look around and I have a simple interact button,' -- how much can I do to make everything in the world matter? So that if you notice something is there, or if you notice a tree is shaped in a certain way, or you notice a building is oriented a certain way, that actually matters in this game. And the more that you notice, the more the player can get out of that, right? So it's kind of the anti-FPS that way."

He's considered and discarded the current drive to constantly reward the player. "I almost fell into that trap when I was designing this game," says Blow. "My assumption for this game was going to be, any time there's a sequence of like say three things... you go one, two, three, and then the last one there's a little box that you open, and you get a reward," like a recording or other item to collect. The player has no inventory in the current version of The Witness.

"And thankfully, I questioned that again later, and was like, 'Why am I doing this? I'm doing it because somebody thinks that that's what you need to make a game.' And I'm just like, 'You know, no. That's kind of bullshit. That's not what this game is about.'"

He's not a fan of achievements, either -- in fact, he'd love to not have to implement them in The Witness at all.

"These two games that I've made so far have a lot to do with focusing the player's attention, or creating an atmosphere of focus, and having a very intentional design. The game knows what it's about, and knows what it wants you to do. And when you give somebody a bunch of achievements that they can do, it's like, well, maybe I don't really know what I want you to do," says Blow. "Adding this other stuff just defocuses the game."

Well, PlayStation Network and Xbox Live Arcade require them. "Fuck that, man. That's so stupid."

And it's not just about how achievements can warp the design. "It's trying to be a long attention span game. Creating quiet atmosphere. If you solve a puzzle and it's going to go, 'Bloop! Achievement Unlocked,' it pulls you out of the game. It pulls you out of the mood."

While Blow is considering ways to de-emphasize achievements if the game comes to consoles which require them, he'd rather avoid them entirely. "I'm kind of hoping that I don't have to do achievements, one way or another," says Blow, "but we would like to release on one of those consoles. There's quite an audience there, so we'll have to deal with that when the time comes."

Braid deviated from the mainstream in another way. It was a game with secrets -- things which could only be discovered through careful, experimental play (or, soon after release, watching YouTube, Blow laments.) Few games these days still have secrets, however. It was once a foundation of mainstream game design (think back to Super Mario Bros. and The Legend of Zelda.)

"If you're making a triple-A game and it's very expensive," says Blow, "and you're competing with other games that are also very expensive, so the stakes are very high, every dollar you spend, you want it to be there on the screen, and in the player's face. Because if it isn't, then your game is going to seem like it didn't have as much money spent on it as the other one. And that didn't used to be the case, or didn't used to be the mentality."

This doesn't affect just secrets, but also the fundamental design of the games. "You go to some GDC lectures, and there are talks about, 'Well, we had this big dramatic event happening, and players didn't notice it, so here's how we redesigned the level to ensure that they see the thing that we made happen.'"

 
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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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