Fuck yeah!
Great!
Fuck yeah!
Yeah, maybe I was a bit harsh, but I'm definitely sticking by the latter point. The people who have analysed this level to call it the best tutorial ever have done so with the eyes of people who are massively experienced in games, and it clouds their judgment.
If you watch one of those analysis videos and then give the controller to someone who's never played a game before, I don't think they'd take this amazing perfect path through the level and learn all the tricks as these videos imply they would. It's just an easy level where it's possible to learn a bunch of stuff without the need for text, which makes it a good tutorial level, but then most "level ones" in games of that era could probably say the same thing. I'm not convinced 1-1 is echelons higher than its peers, it's just been analysed more.
Words are not needed when the game can communicate effectively without them. In this case, it would actually undermine the purpose of the tutorial, which is to teach the need for observation and learning. Using a sign to tell you to pay attention to your surroundings would work against what the game actually teaching you.
Finding a door you cannot solve, and then seeing the tutorials just past them, where you can do them in any order, or skip them and wander off in any direction, is more effective than a piece of text telling you the game is non-linear.
The Witness is all about showing, not telling.
That is entirely subjective.
And I'd say it's actually better than the tutorials in The Witness because SMB never needs to dedicate a level to any one particular fundamental of the gameplay. It just gives you a microcosm for the entire game and lets you go right from the start.
I'm actually curious how people firstfound out about the + environmental puzzles?
I had quite a nice moment on the desert area, which is actually the first area I went to right after the Bunker tutorial area. I could not figure out the actual wheel panels yet, so I just walked around, climbed the stairs, and noticed I could go further up.
I don't see how this is bad design? You literally can't progress through the game if you don't figure out that the A button makes you jump. That's no different if she walks right into a Goomba or right into a wall.
This critique is very frustrating to me. I think the first 80 % of it is a spot on analysis and read of what the game tried successfully to do. Then the last 20 % just turns into an insane rant where apparently all of the game's accomplishments are for nought, just because the writer personally holds a strong antipathy towards Blow, mostly for (if I'm reading it correctly) him being a successful white male game designer. You are right, the world holds numerous injustices, and this is particularly true of the gaming industry. But that doesn't take away from the incredible achievement which is this game.
That's not what I mean when I say it's a perfect tutorial.
I simply mean that it offers the player exposure to lots of different concepts that will resurface later in the game, all in the very first level, without having to resort to any direct explanation.
And most players figure out how to negotiate the level - that is, get to the end - without needing any direct instruction. (Even if they die once or twice against the first Goomba, or get a Game Over or two.)
That doesn't mean they find everything or get all the tricks down on the first or even twentieth try - I didn't know about the hidden 1up until I was an adult! But it means that the game manages to put a lot of stuff out there in the first level (including secrets!) without relying on hand-holding for the player to gain exposure to any of the included concepts. They're all there, to be discovered (or not!) - and that's no different than what you'll find throughout the entire rest of the game.
Quick note: I have not finished the game yet and don't know about other types that may come up, but I was curious about something:
I'm actually curious how people firstfound out about the + environmental puzzles?
I'm a big fan of text adventures, which are still being made and getting increasingly interestingly experimental.
The only mechanic that was horrendously explained and I wanted to punch my TV because of was that Tetrominos. There was just no intuitive lead up to it and no reason to think something like that would be allowed. Ended up guessing it and then reverse engineering my guess. That or I missed something.could be swapped in space
That is entirely subjective.
It seems to be a trend among "high-brow" games criticism to make everything about race, class, gender etc... That silly Order: 1886 article did the same thing. They're important issues, but it can come off as "Look at me, look at me, I'm socially conscious!"
It's always a watershed moment when an adventure game, text or graphical, is able to create a puzzle that works on a system of some kind. It's the very same problem Blow was trying to solve - most adventure games are so open-ended that there is no guarantee at any given time that you will know what you have to do.
Can't discuss this topic in this thread without mentioning Andrew Plotkin's games; he's been very consistent in making text adventures where you can learn a single system that governs all the puzzles. Hadean Lands and its alchemy system came close to some of the kinds of moments of revelation in The Witness, I think.
I don't even mind that as a trend. These are important issues, and they need to be pointed out. In this particular case though, it felt more like an ad hominem against Blow personally. She stopped critiquing his game, and started critiquing him and the phenomenon which is his popularity and success. It just left a really bad taste in my mouth, which was a shame considering how thoughtful the critique was up until that point.
The only mechanic that was horrendously explained and I wanted to punch my TV because of was that Tetrominos. There was just no intuitive lead up to it and no reason to think something like that would be allowed. Ended up guessing it and then reverse engineering my guess. That or I missed something.could be swapped in space
I think this falls under challenging your assumptions. Why did you assume they couldn't? You'd already - by this point - seen puzzles that required you to understand that you could join the pieces into a whole, which informs you that you're not strictly outlining each individual piece - that's led you to the perception that it's the total outlined space that's critical.
I think it could have been made more explicit, certainly (I can imagine a puzzle that very simply outlines that premise). I'm not entirely sure it should have; it's one of the points in the game which out-and-out states: "Your assumption is incorrect. Figure out how."
I think a better example of a poorly explained rule was that. This actually requires you to break one of the actual rules established by previous puzzles -using a blue square to cancel out part of a shape actually allows an adjacent tetromino shapes to overlap on squares that are canceled.attempting to overlap tetromino shapes would have previously resulted in failure without that added condition
My mom actually played this level for the first time with me last weekend. It did not go well for her. She couldn't beat it. (But she was so cute trying to do it and had a blast running into gombas and falling in pits).Yeah, maybe I was a bit harsh, but I'm definitely sticking by the latter point. The people who have analysed this level to call it the best tutorial ever have done so with the eyes of people who are massively experienced in games, and it clouds their judgment.
If you watch one of those analysis videos and then give the controller to someone who's never played a game before, I don't think they'd take this amazing perfect path through the level and learn all the tricks as these videos imply they would. It's just an easy level where it's possible to learn a bunch of stuff without the need for text, which makes it a good tutorial level, but then most "level ones" in games of that era could probably say the same thing. I'm not convinced 1-1 is echelons higher than its peers, it's just been analysed more.
Again, I think I'd peg that as also challenging your assumptions.
I have another one that wasn't quite clear to me, but maybe because of the way I played (Treehouse section):
In the treehouse section, the combination of stars with squares when there is only one star on the board. I believe you first come upon it after a series of 2-star puzzles along with more squares and they all involve keeping the stars in pairs as usual. Then you get a board with one white star, 4 black squares on the left, and 4 white squares on the right.
What indicated the rule up to that point? Did I miss something?
That is the first time you are supposed to see that.It's one of the times when you have to realize that the rule you learned up to that point was not the complete rule.
Right, butwe could always combine two stars + multiple squares with no issue, and at that point you need a square to combine with a star -- but only those two, IIRC.
You are right, it is a twist on the rule. We go from:
"Stars should always be paired. When paired, they can also go together with any other shape"
to
"If a star is alone, it must be paired with a shape of the same color. However, it now cannot be paired with other shapes of the same color"
See what I mean? I may be misremembering the exact rule, but it feels like more of a left-field"takeback" on the ruleset than even theIMO.blue tetramino
The key is thatother shapes of the same color never appeared with the stars until that point.
So the rule changes from:
"A star must be paired with exactly one other star of the same color, with no regard for any other shapes of different colors"
to
"A star must be paired with exactly one other shape of the same color, with no regard for any other shapes of different colors"
Has some PC gamer managed to view the player character's model yet?
Has some PC gamer managed to view the player character's model yet?
https://www.reddit.com/r/TheWitness/comments/45csiv/i_believe_the_player_model_is_a_homage_to_carl/
(possible spoilers)
fake-edit: well damn.
Beforehand you weren't allowed solutions with overlapping pieces, but the assumption we'd made about them at that point was the idea that that was because overlapping wasn't allowed - which is challenged. It's not that overlapping isn't allowed, it's that the final answer must only have one 'layer'. Prior to the blue squares, however, there was no way to subtract a layer, so - yep - overlapping was perceived as not being allowed.
It probably helped me a lot that pretty much as soon as the blue squares appeared I was regarding them as "-1" while the yellow ones were "+1".; that was a convenient interpretation for me. I think if you're too attached at that point to the idea of physical placement of pieces, you'll find that assumption harder to challenge
To swap to coding talk for a moment, I strongly suspect that the internal implementation of the puzzle checker uses the +1/-1 implementation.
lol yea i dont know why im always forgetting the share button ..even in the coming pictures @@I'm gonna guess that's a camera shot? Your colors look very off! With colors like that it will probably be a lot harder.
i will put some photos to the place im stuck in (i checked double and third time that i completed all the puzzles in the region)Starting the challenge is obvious, so I don't think you're actually there. Where does the door you opened lead?
To get to the challenge area there is acolumn with a triangle puzzle on it
^^ Late game spoilers.
Quick note: I have not finished the game yet and don't know about other types that may come up, but I was curious about something:
I'm actually curious how people firstfound out about the + environmental puzzles?
Whew. Challenge complete.
It's rare that an achievement in a game actually feels like an achievement, but this one certainly does.
lol yea i dont know why im always forgetting the share button ..even in the coming pictures @@
i will put some photos to the place im stuck in (i checked double and third time that i completed all the puzzles in the region)
http://i.imgur.com/yzHQo9q.jpg
http://i.imgur.com/L5kMVBm.jpg
http://i.imgur.com/mLXyl7s.jpg
btw, this is for me the best puzzle in the whole game, so much fun and creativity in it (huge spoilers) :
http://i.imgur.com/UWcYuKx.jpg
I think Day9 did a decent job explaining this on hist latest episode (it's about ~10 min).
I've seen people saying that a lot but it is simply not true! There's a tutorial panel specifically dedicated to that rule. It's not the game fault if you didn't understand it and moved onThe only mechanic that was horrendously explained and I wanted to punch my TV because of was that Tetrominos. There was just no intuitive lead up to it and no reason to think something like that would be allowed. Ended up guessing it and then reverse engineering my guess. That or I missed something.could be swapped in space
I've seen people saying that a lot but it is simply not true! There's a tutorial panel specifically dedicated to that rule. It's not the game fault if you didn't understand it and moved on
I did this too by the way. But the first time I was blocked by a tetrominos puzzle I remembered it, came by to it and immediately understood what it was saying.
I'm actually curious how people firstfound out about the + environmental puzzles?
I finally completed the game last night. Truth be told, it feels like an enormous achievement having managed to reach the end without any external guidance , but I can't really say I enjoyed the experience as thoroughly as I'd hoped to when I started. I was particularly disappointed that (mild endgame spoilers). Does completing more puzzles significantly alter this experience?the final puzzles revealed nothing in particular of note about the story or setting
dammit, blow did a great job to hide some turns in this game @@You're literally at the entrance to the challenge then!
focus less on those three puzzles and look around more, past the maze area.
I've seen people saying that a lot but it is simply not true! There's a tutorial panel specifically dedicated to that rule. It's not the game fault if you didn't understand it and moved on
I did this too by the way. But the first time I was blocked by a tetrominos puzzle I remembered it, came by to it and immediately understood what it was saying.
I finally completed the game last night. Truth be told, it feels like an enormous achievement having managed to reach the end without any external guidance , but I can't really say I enjoyed the experience as thoroughly as I'd hoped to when I started. I was particularly disappointed that (mild endgame spoilers). Does completing more puzzles significantly alter this experience?the final puzzles revealed nothing in particular of note about the story or setting
I'm actually curious how people firstfound out about the + environmental puzzles?