But Without The "Terrible Bits"
Jonathan Blow is on a mission, and that mission is to create a classic adventure game, but without all of the terrible bits. In a new interview he explains his desire to create an experience that does more than simply challenge players, shedding some light on how puzzles and rewards will work in The Witness.
“I’m taking the structure of a classical adventure game, but getting rid of all the things that are terrible about adventure games,” said Blow. "It's not an arbitrary collection of puzzles. It's a stream of ideas being communicated. I think we can make games interesting in more ways than just challenge. We can make them interesting through what happens."
"There are a lot of psychological studies that say explicit rewards demotivate you from the rest of the game. If you have a game that's about getting loot, and you're fighting monsters to get loot, you end up not necessarily being interested in fighting monsters for its own sake, you just want loot. As a game designer, I'm very careful about that. With this game I'm trying to do a lot of things about communication, and about having these moments of epiphany, understanding the world you're in." [EG]