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One of the big game journalism outfits did an hour long "Let's Play" with Jonathan Blow, where they showcased The Witness and talked about many of its design de
by RodericDay 10y ago
One of the big game journalism outfits did an hour long "Let's Play" with Jonathan Blow, where they showcased The Witness and talked about many of its design decisions.
My favorite part was where Blow talks about how the puzzle idea started from an RPG-style game where you cast spells by performing gestures on-screen, where certain aspects of how you drew symbols (ie: speed, size) determined the traits of the spell cast. I always had that idea myself.
However, after exploring the idea a bit, he realized that it wasn't really much fun to do elaborate gestures when what you really wanted was to merely cast "Fireball 1", which you would do a thousand times in the course of the game. What was really fun was the lore-related ways in which you could teach spells to the player, by having them find them carved as runes into the scenery and such.
So he made a game about that phenomenon of "discovery" instead. I thought it was brilliant insight.
- runevault 10y agoWas that the Giant Bomb talk with Blow? I have that queued up to watch once I play the game.
- bitwize 10y agoFun fact: That's how Final Fantasy VII started -- as a prototype demo starring FFVI characters and running on an SGI. You drew shapes with the mouse to cast spells and perform summons.
- acheron 10y agoDidn't Black and White do that?
- lubujackson 10y agoI think Dungeon Master on the NES did it, too. It might work on a touch screen or with some sort of generated spell-making logic based on gesture combinations, but having 10 spells and 1,000,000,000 non spells wasn't very satisfying.