Mr. Blow often talks about "unethical" player motivation in game design, and rightfully draws some skepticism when he does so. But he has absolutely delivered one compelling alternative in The Witness.
> "But if you have an eye for detail, you may notice the elements of modern construction shoring up the design of an older structure with a different purpose. The design of the new structure tells you something about what the newer guys were doing there, and how it differs from what the older guys were doing there. And if you look really closely, you can see traces of the original footprint of the site (perhaps these are very subtle, some bricks just rising above the dirt in a few places), and infer the purpose of this very old site too.
> "If you see the different civilizations that came to this island as embodying different philosophies; and you see the structures they built as representative of the way these philosophies led them to interact with the world; and you see further that when they replaced a site, it represents the rejection of some older worldview that they consider no longer useful, then perhaps you start to get some idea of the amount of backstory that can be encoded into the world, nonverbally.
- http://the-witness.net/news/2011/12/architecture-in-the-witn...
This is interesting to me. Blow's genius is clear, but that might not have been enough to finish the game properly if he didn't also know people who could just lend him a few million dollars. This is what people mean when they talk about privilege, I think--it's not an insult, just an observation of the resources available.
So considering Blow had a critically acclaimed and very successful game and has a very active presence giving talks in the game developer community, it's not too surprising he knew a guy or could find a guy who would be willing to lend him a reasonable amount of money (for video game development) for his next game.
That's not so much privilege as he put in the leg work to get the reputation and networking needed to have a friend that would be willing to lend him six million.
The puzzle aspect, though, is in my opinion, close to perfection. The mechanic is extremely simple: Trace a line from A to B. But the way it ramps up the difficulty by introducing new variations and then combining them, and how it integrates the environment in the puzzles.. it's pretty fantastic.
One side effect of playing the game I've noticed is that my brain stays in puzzle mode afterwards, looking for patterns and trying to "solve" anything that looks remotely like a puzzle or a hint in the game.
I had the similar feeling with "Everybody's Gone to the Rapture", although I suppose it's not as bad. The few 'things' that were more dynamic in nature, such as the wheat fields with the winds blowing through them, added so much more life to everything that I wished they'd gone for a simpler style and more interactivity instead of the admittedly beautiful static world they went with.
I suppose with both games you could argue that the static quality is an artistic choice, but then I guess I just wish there'd be more games that go for the Myst-like gameplay without being somewhat static. In the Myst series part of why it worked so well was that 1) it was kind of a new thing, and 2) the worlds look so strange that I don't expect normal things from them. On top of that the slideshow gameplay probably affected my expectations too.
Contrast that with 'Rapture', where a ball on a field is an immovable object, and many of flimsy gates and fences are more difficult to get through than the Doors of Durin...
I found most of the puzzles so far sudoku-esque (mainly the symbol-puzzles). You don't get the solution by structured, logical thinking, but by trying out what could work. I didn't find it very statisfying. The puzzles that are integrated in the world were good interesting but sometimes needlesly ambigious. What I really liked was how much he did with such a simple concept.
We all celebrate together when we get to the end of a puzzle sequence, which has a world event happen. We try to let our youngest do the final step to put the event into action :-)
Edit: I should also add we enjoy having to play the game outside of the game. We've gotten out blocks and tetranimos from the shelf, as well as paper and pencil. We might need add a mirror to out tools...
Wat? It's not just that he "worked for IBM" but that's an literary abortion. Either there's nothing more to demonstrate his early promise, or the writer thought an editorial aside using dashes is a thing.
I'm just commenting on the fact that Medias still see working for IBM as being a sign of talent when I don't think that's necessarily the case. I find it interesting that the perception of big corporation like IBM continue to influence the way people see employees associated with those corporations.