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A Rough Sketch: The Witness

We spend three hours with the next unapologetically puzzling game from Jonathan Blow.

Approaching the nondescript front gate of Jonathan Blow’s foggy hilltop San Francisco apartment, I had very little idea of what to expect from The Witness. This was the next game from the man who very nearly single-handedly conceived and executed Braid, a game that, if not the work of actual genius, was at the very least very, very clever. So even though expectations were nonspecific, they were also fairly high. Outside of a surreptitious showing at PAX, I hadn’t heard of anyone beyond Blow’s circle even laying eyes on the game. Even in my correspondences with Blow leading up to our extended gameplay demo, he had been reluctant to provide more detail than to say it was an “exploration-based puzzle game.” I certainly know I wasn't expecting something that could be sloppily, and perhaps unfairly and reductively described in shorthand as a “modern Myst.” But, much like how Braid could be summed up as “Mario with time manipulation” this is really just the start of the conversation.

No Caption Provided

Speaking about the game, Blow’s not shy about the comparison to something like Myst, or any number of adventure games driven by contextual puzzle solving, but he’s also very vocal about what he finds distasteful of games both old and new. Speaking of the adventure game format, he takes issue with puzzle designs that require you to, somehow, read the intent of the game designer, citing the infamous cat-hair mustache puzzle from Gabriel Knight 3 as a particularly egregious example. Even in Myst, going from one puzzlebox to the next, there’s rarely any consistent logic. This, he feels, is an unfair way to gin up some sense of challenge in your game. Which is not to say Blow doesn't appreciate a good cerebral challenge, something he feels is grossly lacking in modern games. Rollercoasters are fun, but there’s room for something more thoughtful, too.

So! What is The Witness?

The game starts with you, an anonymous, first-person avatar in a spartan, polygonal room, facing a door. On this door is a screen with a simple path drawn on it. Using the analog stick to to trace along this path, the door opens, and you enter a small, gated courtyard, with several more screens, now with slightly more complex paths on them, which appear to be powering the gate. Solving these panels in a similar fashion opens you up to the majority of the mysterious, peculiarly vacant island where the game takes place. There are a number of unique geographical features, as well as structures of seemingly various age, but what deliberately sticks out are these panels, which the island is littered with.

No Caption Provided

Discovering the logic behind these panels, which evolves and changes as you explore the various areas of the island, is the heart of The Witness, but it’s not a simple matter of trial and error. The panels are often grouped in sets of five, and are designed to teach you a new set of rules by which subsequent panels must be solved. Though certain regions require you to solve a set of panels before exploring them further, the island is generally open for you to explore. This can often lead you to panels which look familiar enough, but which abide by a set of rules that you’ve not yet been introduced to. If you find yourself stuck, the game encourages you to move on and revisit particularly puzzling panels once you’re better equipped.

New rules and elements are introduced, but the basic format of the panels themselves--the tracing of a line through a square grid--never changes. The abstract, seemingly simple nature of these panels can make the evolving subtleties of the underlying logic difficult to describe. Frankly, I wouldn’t want to explain them in detail if I could, as discovering the solutions on your own is the very thing that makes the experience so satisfying.

This is where the greatest similarities between The Witness and Braid are most apparent. As you learn the different rules by which the panels are governed, you also start to build up certain assumptions and expectations about how a panel should be approached, something that the game then turns against the player. As an admittedly, frustratingly vague example, the expectation that all of the information you need to solve a specific panel would be contained within that panel is something that The Witness plays with liberally. Suffice it to say, The Witness rewards a limber mind, and the game preys on the psyche's tendency to focus on what's in front of it, though it always puts the solution in plain sight--you just have to know what to look for.

No Caption Provided

Like Braid before it, The Witness seems like a heavy vessel for Blow’s specific brand of amorphic, perhaps autobiographical narrative style, though in my time with the game, I was unable to make heads or tales of the cryptic audio recordings I found hidden across the island. Like everything else about The Witness, this seems very deliberate.

Though Blow said that the puzzles that we saw in The Witness are essentially finished, the game is still a year away, time that Blow repeatedly stated would be spent “hitting the game with the production stick.” Which is to say that just about everything that we saw from specific level geometry to voice work and, presumably, the stiff, robot-shaped shadow your anonymous avatar casts, is all placeholder, so don’t put too much stock in the austere appearance of the early screenshots provided.

Appearances aside, I came away surprised and impressed by my experience with The Witness, though I also know that, on a certain level, words aren’t quite enough to describe the contradiction between the simplicity of the form and the complexity of the execution, as well as the subsequent satisfaction of grasping the solution. Jonathan Blow seems to know this, too.

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Ryan

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Edited By Ryan  Staff

Approaching the nondescript front gate of Jonathan Blow’s foggy hilltop San Francisco apartment, I had very little idea of what to expect from The Witness. This was the next game from the man who very nearly single-handedly conceived and executed Braid, a game that, if not the work of actual genius, was at the very least very, very clever. So even though expectations were nonspecific, they were also fairly high. Outside of a surreptitious showing at PAX, I hadn’t heard of anyone beyond Blow’s circle even laying eyes on the game. Even in my correspondences with Blow leading up to our extended gameplay demo, he had been reluctant to provide more detail than to say it was an “exploration-based puzzle game.” I certainly know I wasn't expecting something that could be sloppily, and perhaps unfairly and reductively described in shorthand as a “modern Myst.” But, much like how Braid could be summed up as “Mario with time manipulation” this is really just the start of the conversation.

No Caption Provided

Speaking about the game, Blow’s not shy about the comparison to something like Myst, or any number of adventure games driven by contextual puzzle solving, but he’s also very vocal about what he finds distasteful of games both old and new. Speaking of the adventure game format, he takes issue with puzzle designs that require you to, somehow, read the intent of the game designer, citing the infamous cat-hair mustache puzzle from Gabriel Knight 3 as a particularly egregious example. Even in Myst, going from one puzzlebox to the next, there’s rarely any consistent logic. This, he feels, is an unfair way to gin up some sense of challenge in your game. Which is not to say Blow doesn't appreciate a good cerebral challenge, something he feels is grossly lacking in modern games. Rollercoasters are fun, but there’s room for something more thoughtful, too.

So! What is The Witness?

The game starts with you, an anonymous, first-person avatar in a spartan, polygonal room, facing a door. On this door is a screen with a simple path drawn on it. Using the analog stick to to trace along this path, the door opens, and you enter a small, gated courtyard, with several more screens, now with slightly more complex paths on them, which appear to be powering the gate. Solving these panels in a similar fashion opens you up to the majority of the mysterious, peculiarly vacant island where the game takes place. There are a number of unique geographical features, as well as structures of seemingly various age, but what deliberately sticks out are these panels, which the island is littered with.

No Caption Provided

Discovering the logic behind these panels, which evolves and changes as you explore the various areas of the island, is the heart of The Witness, but it’s not a simple matter of trial and error. The panels are often grouped in sets of five, and are designed to teach you a new set of rules by which subsequent panels must be solved. Though certain regions require you to solve a set of panels before exploring them further, the island is generally open for you to explore. This can often lead you to panels which look familiar enough, but which abide by a set of rules that you’ve not yet been introduced to. If you find yourself stuck, the game encourages you to move on and revisit particularly puzzling panels once you’re better equipped.

New rules and elements are introduced, but the basic format of the panels themselves--the tracing of a line through a square grid--never changes. The abstract, seemingly simple nature of these panels can make the evolving subtleties of the underlying logic difficult to describe. Frankly, I wouldn’t want to explain them in detail if I could, as discovering the solutions on your own is the very thing that makes the experience so satisfying.

This is where the greatest similarities between The Witness and Braid are most apparent. As you learn the different rules by which the panels are governed, you also start to build up certain assumptions and expectations about how a panel should be approached, something that the game then turns against the player. As an admittedly, frustratingly vague example, the expectation that all of the information you need to solve a specific panel would be contained within that panel is something that The Witness plays with liberally. Suffice it to say, The Witness rewards a limber mind, and the game preys on the psyche's tendency to focus on what's in front of it, though it always puts the solution in plain sight--you just have to know what to look for.

No Caption Provided

Like Braid before it, The Witness seems like a heavy vessel for Blow’s specific brand of amorphic, perhaps autobiographical narrative style, though in my time with the game, I was unable to make heads or tales of the cryptic audio recordings I found hidden across the island. Like everything else about The Witness, this seems very deliberate.

Though Blow said that the puzzles that we saw in The Witness are essentially finished, the game is still a year away, time that Blow repeatedly stated would be spent “hitting the game with the production stick.” Which is to say that just about everything that we saw from specific level geometry to voice work and, presumably, the stiff, robot-shaped shadow your anonymous avatar casts, is all placeholder, so don’t put too much stock in the austere appearance of the early screenshots provided.

Appearances aside, I came away surprised and impressed by my experience with The Witness, though I also know that, on a certain level, words aren’t quite enough to describe the contradiction between the simplicity of the form and the complexity of the execution, as well as the subsequent satisfaction of grasping the solution. Jonathan Blow seems to know this, too.

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smitty86

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Edited By smitty86

PIPPEN!

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uberexplodey

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Edited By uberexplodey

woooo!

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Edited By mesoian
@smitty86 said:

PIPPEN!

FOR THREE!
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BulletproofMonk

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Edited By BulletproofMonk

The art style looks kind of Portal-y. I like it.

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bkbroiler

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Edited By bkbroiler

Boy, the visuals for this game don't look too hot. Looks like early Maya wallpaper art.

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Mijati

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Edited By Mijati

That sounds also, although sad to hear it's still a year away.

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Mijati

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Edited By Mijati

@bkbroiler: As said in the article, a lot of that is most likely placeholder art.

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link_dc

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Edited By link_dc

Cannot wait

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Grissefar

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Edited By Grissefar

So this is why there is no video content thus far on Giant Bomb this week. I don't know that I like all those words and I thought Ask Me Anything was going to get rid of them. There is a reason why I like Giant Bomb and Gametrailers after all, instead of... video game books.

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TinyGallon

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Edited By TinyGallon

No freaking chance I am reading this! Nice try GB

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Edited By Kiemoe

Hopefully the art keeps that general look and feel, I really like what I've seen thus far.

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Thoseposers

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Edited By Thoseposers

I didn't care much for Braid but this sounds decent enough, and even though they'll be redoing a lot of the graphics i gotta say i like the style it has right now

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Edited By patrickklepek

BTW, we have a big discussion about the game on the Bombcast this week, and I'll have a second feature up tomorrow (hopefully), based on our conversation with Blow.

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MisterMouse

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Edited By MisterMouse

 looks bright and inviting from the pictures... need to read through the article when I find time though.

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Edited By ArcBorealis

@patrickklepek: Sweet. Looking forward to both.

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dr_mantas

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Edited By dr_mantas

This is one of the few games I've been very excited about in a while.

There is some interesting stuff about (mostly) the tech behind it on the website

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Edited By BeachThunder
@patrickklepek: Any video footage planned?
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Edited By Spence_5060

This game looks kinda crazy. I like it. Even after reading the article still kind of have no idea what kind of game I would be getting myself into.

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Edited By Vexxan

I like the looks of this game.

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Edited By KillyDarko

If this game is anywhere near the superb quality of Braid, then I'm sold.

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Edited By ESREVER

I remember seeing a video of this game like a year ago. At least I think that was this game. The description and the moving a line puzzle sounded very familiar. 
I like the idea of this. I'm a huge fan of escape the room games partly for the puzzle elements and the mysteriousness of the world you are trying to escape from. 
The Witness sounds a lot like this, just in real time and not point and clicky. 
 
I always had the urge to do a CSS map in this style, but didn't know how :(  
Here is the video footage I was talking about. This is from 10 months ago.
  

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Edited By FrankWeidner
@Grissefar said:

So this is why there is no video content thus far on Giant Bomb this week. I don't know that I like all those words and I thought Ask Me Anything was going to get rid of them. There is a reason why I like Giant Bomb and Gametrailers after all, instead of... video game books.

Ask Me Anything has always had video playing underneath the conversation - there's no video of this game yet. Sure, Ryan could have set up a camera and read this text to us, but why should he? 
 
EDIT: Proven wrong by one post before me, but still, I don't think GB has the video capture they personally use for most Ask Me Anythings. Anyway, who knows, maybe one is on the way? They'll at very least talk about it during the podcast.
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@TinyGallon said:

No freaking chance I am reading this! Nice try GB

why not it only takes a few mins
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Edited By I_smell

If you read this article backwards it's actually about Bomberman.

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Edited By PaulRevere

I love Myst so I'd really be happy if this game was along the same vein.

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I don't think his games are meant for me, didn't like Braid and don't like the sound of this one at all.

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Edited By therealminime

I'm getting some great Myst vibes, which is a good thing as Myst was one of the first games I played all those years ago. I trust Mr. Blow to craft something interesting at the very least.

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Edited By crusader8463
@Pozer27 said:
@TinyGallon said:

No freaking chance I am reading this! Nice try GB

why not it only takes a few mins
It's more then a paragraph. That would require too much attention for most people.
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Edited By Dpower94
@Grissefar: The game isn't finished. Not only does that mean Giant Bomb can't have a video feature like Ask Me Anything, because they don't have the game, it means that the creator of the game doesn't want footage released yet. Most people would probably be more put off by no info about this game than a lack of video content. This is the best they could do with the information they have.
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Edited By Kyreo

Guys... I am excited.

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It's not really your fault Ryan but after reading this, I still have absolutely no idea what this game is.

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Edited By mbr

@bkbroiler: Do you even know what Braid looked like when he first showed it at the IGF back in 2006? Here you go:

No Caption Provided
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Edited By Bollard

I really hope the style of the game doesn't change too much - it looks fantastic already! 
 
Actually, ignore what I said, those screenshots look BEAUTIFUL, please do not change a thing about the graphics!

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Edited By kennybaese

I really dig the way the game looks as is. Some of the textures are kind of rough, but all of the super clean lines are kind of cool I think. Just make the grass and trees look a little better and I think the visuals on the game will really be amazing.

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chiablo

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Edited By chiablo

Is it going to be as annoyingly pretentious as Braid was?

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A non-violent game from a man who blows. I hope he does not do disservice to his name.
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Edited By bkbroiler

@mbr: @DarkDude: Ah apologies. I skipped the last few paragraphs.

And I actually like the way that Braid screenshot looks. You can see a lot of the personality that ended up in the final game. These screenshots have none. And since I'm not really into Myst-like games, there's not much else to hook me.

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Edited By aceofspudz

Blow makes the games thatgamecompany wishes they could make.

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Sander

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Edited By Sander

I'll give this game a good look just because Blow stuck it to the Xbox Live arses.

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Edited By subyman

I didn't really care too much for Braid, but I liked the ideals behind it. I will mark this down as one to look out for. Summer of Arcade 2012 anyone?

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Edited By sirdesmond

Still don't feel like I have a good grasp of what all exactly this game is but maybe that's actually having a good grasp on it.

I'm intrigued.

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Edited By maxB

like the look of it, very clean

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deactivated-5f8ac39b52e76

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So, uh, panels, I guess.

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Edited By Surkov
@crusader8463 said:
@Pozer27 said:
@TinyGallon said:

No freaking chance I am reading this! Nice try GB

why not it only takes a few mins
It's more then a paragraph. That would require too much attention for most people.
I think TinyGallon was commenting on wanting to stay in the dark about the game(as am I). I know I'm going to buy it, so I'd rather be completely surprised when it finally comes out.  
 
It's not a matter of laziness. 
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Edited By Claude

A year away. That's like twelve months.

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Edited By ArbitraryWater
@chiablo said:
Is it going to be as annoyingly pretentious as Braid was?
...Do you really have to ask? Jonathan Blow is someone who has been at the forefront of both the indie scene and the "games are art" platform for a while now. Honestly, I couldn't care what sort of lame metaphor for man's inhumanity to man this ends up being, as long as the puzzles are good like Braid.
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Edited By mikey87144

Great article. I think this is going to be one of those games you have to play to properly understand.