<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for The Witness</title>
	<atom:link href="http://the-witness.net/news/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://the-witness.net/news</link>
	<description>An exploration-puzzle game on an uninhabited island.  The development blog.</description>
	<lastBuildDate>Tue, 07 Sep 2010 08:17:02 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Cameron Brown</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-852</link>
		<dc:creator>Cameron Brown</dc:creator>
		<pubDate>Tue, 07 Sep 2010 08:17:02 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-852</guid>
		<description>That&#039;s really cool! Glad the feedback was positive.</description>
		<content:encoded><![CDATA[<p>That&#8217;s really cool! Glad the feedback was positive.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Chris Hecker</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-847</link>
		<dc:creator>Chris Hecker</dc:creator>
		<pubDate>Tue, 07 Sep 2010 06:25:42 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-847</guid>
		<description>Tinus, if you&#039;re up for a game of Where&#039;s Jonathan, he&#039;s actually skulking in a fair number of the shots in my PAX posts, and even cameos in some of the videos.  :)</description>
		<content:encoded><![CDATA[<p>Tinus, if you&#8217;re up for a game of Where&#8217;s Jonathan, he&#8217;s actually skulking in a fair number of the shots in my PAX posts, and even cameos in some of the videos.  <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by matthatter</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-846</link>
		<dc:creator>matthatter</dc:creator>
		<pubDate>Tue, 07 Sep 2010 05:53:56 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-846</guid>
		<description>i wasn&#039;t there but am intrigued! feed me more amateur sightings!</description>
		<content:encoded><![CDATA[<p>i wasn&#8217;t there but am intrigued! feed me more amateur sightings!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Frank</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-840</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Tue, 07 Sep 2010 04:14:18 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-840</guid>
		<description>http://141.83.55.222/media/custom/1595_1970_3_m.JPG</description>
		<content:encoded><![CDATA[<p><a href="http://141.83.55.222/media/custom/1595_1970_3_m.JPG" rel="nofollow">http://141.83.55.222/media/custom/1595_1970_3_m.JPG</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by SD</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-839</link>
		<dc:creator>SD</dc:creator>
		<pubDate>Tue, 07 Sep 2010 03:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-839</guid>
		<description>For the love of all, PS3 please!</description>
		<content:encoded><![CDATA[<p>For the love of all, PS3 please!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Branden</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-837</link>
		<dc:creator>Branden</dc:creator>
		<pubDate>Tue, 07 Sep 2010 02:38:53 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-837</guid>
		<description>I played this. I asked the guy at the booth many times for at least the name of the game. I am very happy to find this blog. I can&#039;t wait till this game ships!</description>
		<content:encoded><![CDATA[<p>I played this. I asked the guy at the booth many times for at least the name of the game. I am very happy to find this blog. I can&#8217;t wait till this game ships!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Jonathan Blow</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-829</link>
		<dc:creator>Jonathan Blow</dc:creator>
		<pubDate>Tue, 07 Sep 2010 00:46:16 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-829</guid>
		<description>We haven&#039;t decided what platforms the game will be released for, yet.  At PAX we had it played on a 360 controller because that was the simplest / most robust control scheme.</description>
		<content:encoded><![CDATA[<p>We haven&#8217;t decided what platforms the game will be released for, yet.  At PAX we had it played on a 360 controller because that was the simplest / most robust control scheme.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Shawn Murphy</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-828</link>
		<dc:creator>Shawn Murphy</dc:creator>
		<pubDate>Mon, 06 Sep 2010 23:30:37 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-828</guid>
		<description>Hey I played this for a good 30 min that day waiting in line to play Monaco. I got out of the electric fence and started wandering. I really enjoyed the style of the game and the puzzles were really fun to learn. My first problem came when I ran across one of the later puzzles far too early. 
 
It was one where you had to draw the line to separate the colors and run through all of the dots. It was kind of rough and I knew there was a tutorial puzzle somewhere but I couldn&#039;t find it. All in all it was a really fun game that stands out quite a bit in my experience at PAX.

One question. Most of the game went for a simple style but then located in the house was a very strange picture. Any chance you could tell me a bit about it?</description>
		<content:encoded><![CDATA[<p>Hey I played this for a good 30 min that day waiting in line to play Monaco. I got out of the electric fence and started wandering. I really enjoyed the style of the game and the puzzles were really fun to learn. My first problem came when I ran across one of the later puzzles far too early. </p>
<p>It was one where you had to draw the line to separate the colors and run through all of the dots. It was kind of rough and I knew there was a tutorial puzzle somewhere but I couldn&#8217;t find it. All in all it was a really fun game that stands out quite a bit in my experience at PAX.</p>
<p>One question. Most of the game went for a simple style but then located in the house was a very strange picture. Any chance you could tell me a bit about it?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by JJ</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-825</link>
		<dc:creator>JJ</dc:creator>
		<pubDate>Mon, 06 Sep 2010 23:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-825</guid>
		<description>Ha, I played that for a good 20 min. I asked Chris Hecker who made it, and he just said &quot;a friend.&quot;

Looking good.</description>
		<content:encoded><![CDATA[<p>Ha, I played that for a good 20 min. I asked Chris Hecker who made it, and he just said &#8220;a friend.&#8221;</p>
<p>Looking good.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Sean</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-824</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Mon, 06 Sep 2010 22:34:37 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-824</guid>
		<description>What platforms will this game launch on? I know it&#039;s being demoed with a 360 controller.</description>
		<content:encoded><![CDATA[<p>What platforms will this game launch on? I know it&#8217;s being demoed with a 360 controller.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Tinus</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-822</link>
		<dc:creator>Tinus</dc:creator>
		<pubDate>Mon, 06 Sep 2010 22:17:27 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-822</guid>
		<description>http://spyparty.com/wp-content/gallery/pax-day-3/p1020816.jpg - Aha! So that *was* you. Quite a clever scheme this was, I like it.</description>
		<content:encoded><![CDATA[<p><a href="http://spyparty.com/wp-content/gallery/pax-day-3/p1020816.jpg" rel="nofollow">http://spyparty.com/wp-content/gallery/pax-day-3/p1020816.jpg</a> &#8211; Aha! So that *was* you. Quite a clever scheme this was, I like it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by MarioColbert</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-821</link>
		<dc:creator>MarioColbert</dc:creator>
		<pubDate>Mon, 06 Sep 2010 21:57:01 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-821</guid>
		<description>Despite following The Witness since it was announced on Braid-Blog, like many others I&#039;ve had no idea how the game is to be played. At the moment, I&#039;m getting the &quot;opposite of Myst&quot; vibes - in that in this world it seems that things are welcoming interaction, and the whole thing feels dynamic.

Can&#039;t wait. Thank you very much for sharing this so early.</description>
		<content:encoded><![CDATA[<p>Despite following The Witness since it was announced on Braid-Blog, like many others I&#8217;ve had no idea how the game is to be played. At the moment, I&#8217;m getting the &#8220;opposite of Myst&#8221; vibes &#8211; in that in this world it seems that things are welcoming interaction, and the whole thing feels dynamic.</p>
<p>Can&#8217;t wait. Thank you very much for sharing this so early.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by John-Luke</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-820</link>
		<dc:creator>John-Luke</dc:creator>
		<pubDate>Mon, 06 Sep 2010 21:45:33 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-820</guid>
		<description>Cool experiment! I always found that, while watching other other people try out these new games is fun, it&#039;s always been interesting and sometimes funny to watch developers reacting to people playing their games. Decisions made by the players, no matter how rudimentary, always seem to have meaning to these guys. Traveling left instead of going right, knocking over some boxes, whatever, and you see them shooting fierce looks at each other, lots of pointing and notetaking. It&#039;s a dialogue seldom seen by us.
I didn&#039;t get to try out your game this time, but hopefully you&#039;ll end up displaying it at PAX East. Be sure to give us a heads-up if you do. :)</description>
		<content:encoded><![CDATA[<p>Cool experiment! I always found that, while watching other other people try out these new games is fun, it&#8217;s always been interesting and sometimes funny to watch developers reacting to people playing their games. Decisions made by the players, no matter how rudimentary, always seem to have meaning to these guys. Traveling left instead of going right, knocking over some boxes, whatever, and you see them shooting fierce looks at each other, lots of pointing and notetaking. It&#8217;s a dialogue seldom seen by us.<br />
I didn&#8217;t get to try out your game this time, but hopefully you&#8217;ll end up displaying it at PAX East. Be sure to give us a heads-up if you do. <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by zaka</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-819</link>
		<dc:creator>zaka</dc:creator>
		<pubDate>Mon, 06 Sep 2010 21:12:22 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-819</guid>
		<description>looks good, the scenery with haunting music like braid ones can do magic, also i expected more better variety of puzzles than kindergarten puzzles</description>
		<content:encoded><![CDATA[<p>looks good, the scenery with haunting music like braid ones can do magic, also i expected more better variety of puzzles than kindergarten puzzles</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Rick</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-818</link>
		<dc:creator>Rick</dc:creator>
		<pubDate>Mon, 06 Sep 2010 20:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-818</guid>
		<description>I see there&#039;s a 360 controller there. Are you devoping this for multiple platforms?</description>
		<content:encoded><![CDATA[<p>I see there&#8217;s a 360 controller there. Are you devoping this for multiple platforms?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Masem</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-815</link>
		<dc:creator>Masem</dc:creator>
		<pubDate>Mon, 06 Sep 2010 19:53:11 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-815</guid>
		<description>What an amazing way to reveal a game.  I know people are already hating on it, claiming it to be too much like Myst, but I see very core mechanic that appears to be prime for exploitation in a variety of settings (just as time was in Braid).  Can&#039;t wait for more details.</description>
		<content:encoded><![CDATA[<p>What an amazing way to reveal a game.  I know people are already hating on it, claiming it to be too much like Myst, but I see very core mechanic that appears to be prime for exploitation in a variety of settings (just as time was in Braid).  Can&#8217;t wait for more details.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by David</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-814</link>
		<dc:creator>David</dc:creator>
		<pubDate>Mon, 06 Sep 2010 19:03:25 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-814</guid>
		<description>I can&#039;t believe I missed this -- I was at the SpyParty booth for most of Sunday, and I never noticed. I am now filled with regret. And an even more powerful desire to play The Witness.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t believe I missed this &#8212; I was at the SpyParty booth for most of Sunday, and I never noticed. I am now filled with regret. And an even more powerful desire to play The Witness.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on We showed The Witness secretly at PAX&#8230; in plain sight. by Jason</title>
		<link>http://the-witness.net/news/?p=471&#038;cpage=1#comment-813</link>
		<dc:creator>Jason</dc:creator>
		<pubDate>Mon, 06 Sep 2010 18:53:07 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=471#comment-813</guid>
		<description>Ahh!! I saw this game! I looked at it straight on for a good 10 seconds and thought &quot;Huh, I wonder what is. Oh well.&quot; I was afraid to touch it cause no one was there and I didn&#039;t know if it was some developer&#039;s thing that I shouldn&#039;t use.

I also saw you but wasn&#039;t sure if it was actually you - I probably would have shaken your hand and thanked you for making Braid, one of my all-time favorite games.

Two reasons I will now go jump off a bridge, I think.</description>
		<content:encoded><![CDATA[<p>Ahh!! I saw this game! I looked at it straight on for a good 10 seconds and thought &#8220;Huh, I wonder what is. Oh well.&#8221; I was afraid to touch it cause no one was there and I didn&#8217;t know if it was some developer&#8217;s thing that I shouldn&#8217;t use.</p>
<p>I also saw you but wasn&#8217;t sure if it was actually you &#8211; I probably would have shaken your hand and thanked you for making Braid, one of my all-time favorite games.</p>
<p>Two reasons I will now go jump off a bridge, I think.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by J Suman</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-807</link>
		<dc:creator>J Suman</dc:creator>
		<pubDate>Fri, 03 Sep 2010 05:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-807</guid>
		<description>Games are interactive.  When I play them, a combinate of improving and &quot;poking&quot; takes place.  You have to learn the mechanics of the game, and then learn to exploit them.

Still, people complain about games being too short, whereas I rarely feel a game is worth finishing.  By about the 70% mark, it&#039;s boring me to tears.  If the mechanics are interesting, or I can do some good exploring, I&#039;ll play forever.  I must have put 1000+ hours into Counter-Strike over 4 years, and probably 120 into Fallout 3.</description>
		<content:encoded><![CDATA[<p>Games are interactive.  When I play them, a combinate of improving and &#8220;poking&#8221; takes place.  You have to learn the mechanics of the game, and then learn to exploit them.</p>
<p>Still, people complain about games being too short, whereas I rarely feel a game is worth finishing.  By about the 70% mark, it&#8217;s boring me to tears.  If the mechanics are interesting, or I can do some good exploring, I&#8217;ll play forever.  I must have put 1000+ hours into Counter-Strike over 4 years, and probably 120 into Fallout 3.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Twitter and Facebook pages are now live. by Jonp382</title>
		<link>http://the-witness.net/news/?p=71&#038;cpage=1#comment-805</link>
		<dc:creator>Jonp382</dc:creator>
		<pubDate>Thu, 02 Sep 2010 14:27:53 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=71#comment-805</guid>
		<description>They&#039;re in the upper right hand corner of the page, as written in the blog post.</description>
		<content:encoded><![CDATA[<p>They&#8217;re in the upper right hand corner of the page, as written in the blog post.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Twitter and Facebook pages are now live. by Matthew</title>
		<link>http://the-witness.net/news/?p=71&#038;cpage=1#comment-803</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Wed, 01 Sep 2010 04:12:37 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=71#comment-803</guid>
		<description>Some links would be nice.</description>
		<content:encoded><![CDATA[<p>Some links would be nice.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by a</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-797</link>
		<dc:creator>a</dc:creator>
		<pubDate>Mon, 30 Aug 2010 00:54:17 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-797</guid>
		<description>know it&#039;s annoying when people recommend you stuff... but if you would like a better understanding of spaces to better work with them, you shoul read In Praise of Shadows while you are doing this. is short, so it won&#039;t take much of your tiem...</description>
		<content:encoded><![CDATA[<p>know it&#8217;s annoying when people recommend you stuff&#8230; but if you would like a better understanding of spaces to better work with them, you shoul read In Praise of Shadows while you are doing this. is short, so it won&#8217;t take much of your tiem&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by a</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-793</link>
		<dc:creator>a</dc:creator>
		<pubDate>Sun, 29 Aug 2010 18:59:47 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-793</guid>
		<description>now that i think about it... people compare Braid to Mario, people compare The Witness to Myst. this is on your mind obviously, what we do mindlesly in games, like platform or mazes.

so the game could be all about mazes like the other all about time, with a goal of... discovery? you talk about games and that they are like movies. more movies than games more books thank games, like Myst, it&#039;s not agame it&#039;s just a &quot;grapic adventure&quot; or a visual book where you click and something happens, not so much a game... even the creators came out and said it wasd just some pointless shit.

i just remember why games have mazes, after seeing Inception  i thought of some games and it makes as much sense as jumping on enemies. after i heard the talk about fractals, authorship and looking for answers in programs or making a question to something you started an answer with... you could use mazes everything.

there are  different philosophies and manifestos of what a game should be, &quot;you can&#039;t write&quot;, &quot;all visual&quot;, &quot;voice is just noise&quot;,  &quot;talked with machanics&quot;, &quot; no logos&quot;,  &quot;never take control away &quot;, &quot;acces what ever part at what ever moment&quot; etc etc etc

but i guess one has to find creative ways to break the rules, like how to use voice or  acces the game, how architure influences behavior in fp 3d. but i am very curious of how you will use lenguage.

i was just going to bring my 2 cents or what ever the term in english is but i forgot what i was triying to let you know.

if you are looking for architecture (not something to put in your game) there are designs like post modern wich based on details, materials and forms nd not actual space, wich is not very good, kind of like substance over stile. the key to open the perfection of spaces is to look for a valance or harmony between of form and function, function is critical to space its the meaning of the space but form is what inspires a behavior but the space must have a function it must be meaningful, unlike form it can not exist just cause.

if you want to look at some forms and spaces and look or find a valnce, there is some times good examples a t 2leep and i suppose the movie The third and the seventh has some inspirational stuff, nothing to put in your game, but just somethin to get you exited</description>
		<content:encoded><![CDATA[<p>now that i think about it&#8230; people compare Braid to Mario, people compare The Witness to Myst. this is on your mind obviously, what we do mindlesly in games, like platform or mazes.</p>
<p>so the game could be all about mazes like the other all about time, with a goal of&#8230; discovery? you talk about games and that they are like movies. more movies than games more books thank games, like Myst, it&#8217;s not agame it&#8217;s just a &#8220;grapic adventure&#8221; or a visual book where you click and something happens, not so much a game&#8230; even the creators came out and said it wasd just some pointless shit.</p>
<p>i just remember why games have mazes, after seeing Inception  i thought of some games and it makes as much sense as jumping on enemies. after i heard the talk about fractals, authorship and looking for answers in programs or making a question to something you started an answer with&#8230; you could use mazes everything.</p>
<p>there are  different philosophies and manifestos of what a game should be, &#8220;you can&#8217;t write&#8221;, &#8220;all visual&#8221;, &#8220;voice is just noise&#8221;,  &#8220;talked with machanics&#8221;, &#8221; no logos&#8221;,  &#8220;never take control away &#8220;, &#8220;acces what ever part at what ever moment&#8221; etc etc etc</p>
<p>but i guess one has to find creative ways to break the rules, like how to use voice or  acces the game, how architure influences behavior in fp 3d. but i am very curious of how you will use lenguage.</p>
<p>i was just going to bring my 2 cents or what ever the term in english is but i forgot what i was triying to let you know.</p>
<p>if you are looking for architecture (not something to put in your game) there are designs like post modern wich based on details, materials and forms nd not actual space, wich is not very good, kind of like substance over stile. the key to open the perfection of spaces is to look for a valance or harmony between of form and function, function is critical to space its the meaning of the space but form is what inspires a behavior but the space must have a function it must be meaningful, unlike form it can not exist just cause.</p>
<p>if you want to look at some forms and spaces and look or find a valnce, there is some times good examples a t 2leep and i suppose the movie The third and the seventh has some inspirational stuff, nothing to put in your game, but just somethin to get you exited</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by z</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-785</link>
		<dc:creator>z</dc:creator>
		<pubDate>Sat, 28 Aug 2010 03:04:43 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-785</guid>
		<description>i made you like inception by going four dreams deep and planting the idea that life isn&#039;t real, only video games and movies</description>
		<content:encoded><![CDATA[<p>i made you like inception by going four dreams deep and planting the idea that life isn&#8217;t real, only video games and movies</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by hi</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-783</link>
		<dc:creator>hi</dc:creator>
		<pubDate>Fri, 27 Aug 2010 19:08:22 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-783</guid>
		<description>Too many updates!</description>
		<content:encoded><![CDATA[<p>Too many updates!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by lumpi</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-780</link>
		<dc:creator>lumpi</dc:creator>
		<pubDate>Fri, 27 Aug 2010 03:50:39 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-780</guid>
		<description>Well, that was short, precise.

I was on the edge and, as I generally like long games, I tend to defend game length. But I can really make my peace with this issue when it is put like that. Whatever it is that makes a game satisfying, IF it can do it in 3 hours, I&#039;m fine with it. 

That being said, I do think that game length in itself creates a certain atmosphere and &quot;cutting out the boring parts&quot; is the excuse many mainstream developers would give you to make shorter, duller games. Maybe it&#039;s a good thing if dull games stay short. The only thing that bothers me are games that had the POTENTIAL to make really good use of lengthier parts dismiss that possibility out of principle, simply because more popular games do it or because it becomes some sort of dogma (&quot;indie games can only be good if they&#039;re under 3 hours long&quot;). This all can be interpreted badly. Despite that, I agree that game length shouldn&#039;t matter... but only if it really doesn&#039;t.</description>
		<content:encoded><![CDATA[<p>Well, that was short, precise.</p>
<p>I was on the edge and, as I generally like long games, I tend to defend game length. But I can really make my peace with this issue when it is put like that. Whatever it is that makes a game satisfying, IF it can do it in 3 hours, I&#8217;m fine with it. </p>
<p>That being said, I do think that game length in itself creates a certain atmosphere and &#8220;cutting out the boring parts&#8221; is the excuse many mainstream developers would give you to make shorter, duller games. Maybe it&#8217;s a good thing if dull games stay short. The only thing that bothers me are games that had the POTENTIAL to make really good use of lengthier parts dismiss that possibility out of principle, simply because more popular games do it or because it becomes some sort of dogma (&#8220;indie games can only be good if they&#8217;re under 3 hours long&#8221;). This all can be interpreted badly. Despite that, I agree that game length shouldn&#8217;t matter&#8230; but only if it really doesn&#8217;t.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by Guillaume</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-775</link>
		<dc:creator>Guillaume</dc:creator>
		<pubDate>Thu, 26 Aug 2010 21:39:13 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-775</guid>
		<description>A precision :

To be &quot;charette&quot; means to be late. And so effectively, you work all night long to compensate it, because you preferred to drink  wine or eat cheese all other nights before the dawn of the last day.

Guillaume, a french reader (sorry for my poor english)</description>
		<content:encoded><![CDATA[<p>A precision :</p>
<p>To be &#8220;charette&#8221; means to be late. And so effectively, you work all night long to compensate it, because you preferred to drink  wine or eat cheese all other nights before the dawn of the last day.</p>
<p>Guillaume, a french reader (sorry for my poor english)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by a</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-774</link>
		<dc:creator>a</dc:creator>
		<pubDate>Thu, 26 Aug 2010 21:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-774</guid>
		<description>even if it is about that i&#039;ll buy it... b/c i liked Inception</description>
		<content:encoded><![CDATA[<p>even if it is about that i&#8217;ll buy it&#8230; b/c i liked Inception</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by Jeffrey Vest</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-771</link>
		<dc:creator>Jeffrey Vest</dc:creator>
		<pubDate>Thu, 26 Aug 2010 14:09:15 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-771</guid>
		<description>I would love a scan of the beautiful large colored drawing of the island you have on the table in the first picture.</description>
		<content:encoded><![CDATA[<p>I would love a scan of the beautiful large colored drawing of the island you have on the table in the first picture.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by BiggerJ</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-770</link>
		<dc:creator>BiggerJ</dc:creator>
		<pubDate>Thu, 26 Aug 2010 09:13:50 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-770</guid>
		<description>Speaking of the story, how much of it do you have worked out so far?</description>
		<content:encoded><![CDATA[<p>Speaking of the story, how much of it do you have worked out so far?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Design Charrette by BiggerJ</title>
		<link>http://the-witness.net/news/?p=463&#038;cpage=1#comment-769</link>
		<dc:creator>BiggerJ</dc:creator>
		<pubDate>Thu, 26 Aug 2010 09:12:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=463#comment-769</guid>
		<description>There&#039;s something about the game I&#039;m curious about. In Myst, players were free to make guess whatever they liked about the player character because all that was known about him/her was &#039;he/she found the Myst linking book&#039; (of course, when it was revealed that the book was found in desert of New Mexico in the early 19th century, it kind of narrowed it down to Native Americans and explorers). I assume that the same will be true for The Witness&#039; player character, but will there at least be a Myst-style skeleton of a backstory, like &#039;he/she woke up on the island with no memory&#039;? I&#039;m not going to even try to ask whether the player character will turn out to have a pre-existing connection to the story, of course.</description>
		<content:encoded><![CDATA[<p>There&#8217;s something about the game I&#8217;m curious about. In Myst, players were free to make guess whatever they liked about the player character because all that was known about him/her was &#8216;he/she found the Myst linking book&#8217; (of course, when it was revealed that the book was found in desert of New Mexico in the early 19th century, it kind of narrowed it down to Native Americans and explorers). I assume that the same will be true for The Witness&#8217; player character, but will there at least be a Myst-style skeleton of a backstory, like &#8216;he/she woke up on the island with no memory&#8217;? I&#8217;m not going to even try to ask whether the player character will turn out to have a pre-existing connection to the story, of course.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by Jonathan Blow</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-768</link>
		<dc:creator>Jonathan Blow</dc:creator>
		<pubDate>Thu, 26 Aug 2010 05:48:40 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-768</guid>
		<description>Maybe the game is  about being sucky and boring!!!</description>
		<content:encoded><![CDATA[<p>Maybe the game is  about being sucky and boring!!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by z</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-767</link>
		<dc:creator>z</dc:creator>
		<pubDate>Thu, 26 Aug 2010 05:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-767</guid>
		<description>a, you want him to ruin the game for you now? come on, have a little gaming spirit!</description>
		<content:encoded><![CDATA[<p>a, you want him to ruin the game for you now? come on, have a little gaming spirit!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by a</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-766</link>
		<dc:creator>a</dc:creator>
		<pubDate>Thu, 26 Aug 2010 02:38:28 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-766</guid>
		<description>when will you talk about gameplay? after all you say that&#039;s what games are all about. all we know so far is that you are gona have us do mazes in some sort of touch screen, you can&#039;t based your whole game on that, can you?</description>
		<content:encoded><![CDATA[<p>when will you talk about gameplay? after all you say that&#8217;s what games are all about. all we know so far is that you are gona have us do mazes in some sort of touch screen, you can&#8217;t based your whole game on that, can you?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by Cody Burrow</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-765</link>
		<dc:creator>Cody Burrow</dc:creator>
		<pubDate>Wed, 25 Aug 2010 21:49:59 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-765</guid>
		<description>Camera in the sky! It would be cool if you could render that view as a webcam type feed online. Or maybe you could just take a snapshot or two every day and animate the island&#039;s growth over time.</description>
		<content:encoded><![CDATA[<p>Camera in the sky! It would be cool if you could render that view as a webcam type feed online. Or maybe you could just take a snapshot or two every day and animate the island&#8217;s growth over time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by Ltr.2</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-764</link>
		<dc:creator>Ltr.2</dc:creator>
		<pubDate>Wed, 25 Aug 2010 21:15:42 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-764</guid>
		<description>I wonder if it will be in third person or in first person.</description>
		<content:encoded><![CDATA[<p>I wonder if it will be in third person or in first person.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by Gavin</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-762</link>
		<dc:creator>Gavin</dc:creator>
		<pubDate>Wed, 25 Aug 2010 06:20:38 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-762</guid>
		<description>great progress!</description>
		<content:encoded><![CDATA[<p>great progress!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Paint-Over by AbstractCloud</title>
		<link>http://the-witness.net/news/?p=459&#038;cpage=1#comment-761</link>
		<dc:creator>AbstractCloud</dc:creator>
		<pubDate>Wed, 25 Aug 2010 06:17:22 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=459#comment-761</guid>
		<description>Good to see progress on your guys game :-D</description>
		<content:encoded><![CDATA[<p>Good to see progress on your guys game <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_biggrin.gif' alt=':-D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Location Development by Dimitri</title>
		<link>http://the-witness.net/news/?p=385&#038;cpage=1#comment-759</link>
		<dc:creator>Dimitri</dc:creator>
		<pubDate>Wed, 25 Aug 2010 05:26:34 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=385#comment-759</guid>
		<description>Braid was incredible, but I am way more interested in this!  It&#039;s based of the Tao Te Ching, right?  Cool that these are placeholder graphics ... maybe the final game will look more like this?

http://www.memphis.edu/cium/images/20080829-Chinese_Painting_Landscape.jpg

Jonathan, it sounds like this is going to be a beautiful experience.  Is the game intended to give us that same feeling of reading Basho?  The Witness...</description>
		<content:encoded><![CDATA[<p>Braid was incredible, but I am way more interested in this!  It&#8217;s based of the Tao Te Ching, right?  Cool that these are placeholder graphics &#8230; maybe the final game will look more like this?</p>
<p><a href="http://www.memphis.edu/cium/images/20080829-Chinese_Painting_Landscape.jpg" rel="nofollow">http://www.memphis.edu/cium/images/20080829-Chinese_Painting_Landscape.jpg</a></p>
<p>Jonathan, it sounds like this is going to be a beautiful experience.  Is the game intended to give us that same feeling of reading Basho?  The Witness&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Matthew Doucette</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-758</link>
		<dc:creator>Matthew Doucette</dc:creator>
		<pubDate>Wed, 25 Aug 2010 02:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-758</guid>
		<description>Simple. Because games are interactive. Often there is skill-building. Skills which are confined to the game at hand, not across many games even though that takes place to some degree, unlike the skill in appreciating art or movies.

This is simple...

And non-skill based games that are alike movie expereiences take longer because it takes you longer to do things in a game than in a movie, as the movie sets the pace.

I think it&#039;s unfair to judge the medium when the medium is dependent on the user, and the user is what slows down the enjoyment. Am I right?</description>
		<content:encoded><![CDATA[<p>Simple. Because games are interactive. Often there is skill-building. Skills which are confined to the game at hand, not across many games even though that takes place to some degree, unlike the skill in appreciating art or movies.</p>
<p>This is simple&#8230;</p>
<p>And non-skill based games that are alike movie expereiences take longer because it takes you longer to do things in a game than in a movie, as the movie sets the pace.</p>
<p>I think it&#8217;s unfair to judge the medium when the medium is dependent on the user, and the user is what slows down the enjoyment. Am I right?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Jonathan Blow</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-757</link>
		<dc:creator>Jonathan Blow</dc:creator>
		<pubDate>Mon, 23 Aug 2010 23:40:35 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-757</guid>
		<description>A number of people in these threads have said they would be disappointed paying $60 for Portal.  But Portal was never on sale for $60 -- it was $20 when sold standalone.  I do find it difficult to believe that you finished the game in 56 minutes, when most speed runs are in the 15-20 minute range.  To me it sounds a lot like the people who say &quot;Braid is 2 hours long, that is so short!!&quot;  And I know what the accuracy of that claim is.</description>
		<content:encoded><![CDATA[<p>A number of people in these threads have said they would be disappointed paying $60 for Portal.  But Portal was never on sale for $60 &#8212; it was $20 when sold standalone.  I do find it difficult to believe that you finished the game in 56 minutes, when most speed runs are in the 15-20 minute range.  To me it sounds a lot like the people who say &#8220;Braid is 2 hours long, that is so short!!&#8221;  And I know what the accuracy of that claim is.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by PdxGuy</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-754</link>
		<dc:creator>PdxGuy</dc:creator>
		<pubDate>Mon, 23 Aug 2010 19:27:37 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-754</guid>
		<description>For me, it&#039;s all about how I feel when I reach certain goals (either mid-game or end-game).

For instance, Portal was a total let-down/disappointment.  My brothers talked it up like it was this incredibly amazing thing.  I finished it in 56 minutes.  Yes, less than an hour.  And I&#039;d never seen or heard anything about it prior to firing it up the first time.  I&#039;d have been supremely upset if I&#039;d paid $60 for it.

Then there&#039;s something like Borderlands.  I love that game inside &amp; out.  But there&#039;s a way that some of the length was built-in to the way you navigate the Pandora world.  Running or driving around probably accounts for 50-60% of my time spent playing.  Granted, I was shooting other enemies at times while driving, but there is a place where perhaps some of that could have been shortened or condensed and still given the player the same experience.

One game that I think is the perfect example of length and satisfaction is Left 4 Dead (and Left 4 Dead 2).  There aren&#039;t any particularly grind-worthy spots.  You can beat the entire game/story in about 5-6 hours (on Easy or Normal) and it feels compelling and riveting the whole time.  I never felt like anything was added simply to make you run further.  Even some of the longer levels keep you on your toes by not knowing if there&#039;s another Special around the next corner.

For me, it&#039;s not necessarily about the time... unless someone built up the experience and then it didn&#039;t deliver.  Portal was a thumbs down, Borderlands was a thumbs up with one caveat (from hype to delivery).  Somewhere in the middle is where games should aim...</description>
		<content:encoded><![CDATA[<p>For me, it&#8217;s all about how I feel when I reach certain goals (either mid-game or end-game).</p>
<p>For instance, Portal was a total let-down/disappointment.  My brothers talked it up like it was this incredibly amazing thing.  I finished it in 56 minutes.  Yes, less than an hour.  And I&#8217;d never seen or heard anything about it prior to firing it up the first time.  I&#8217;d have been supremely upset if I&#8217;d paid $60 for it.</p>
<p>Then there&#8217;s something like Borderlands.  I love that game inside &amp; out.  But there&#8217;s a way that some of the length was built-in to the way you navigate the Pandora world.  Running or driving around probably accounts for 50-60% of my time spent playing.  Granted, I was shooting other enemies at times while driving, but there is a place where perhaps some of that could have been shortened or condensed and still given the player the same experience.</p>
<p>One game that I think is the perfect example of length and satisfaction is Left 4 Dead (and Left 4 Dead 2).  There aren&#8217;t any particularly grind-worthy spots.  You can beat the entire game/story in about 5-6 hours (on Easy or Normal) and it feels compelling and riveting the whole time.  I never felt like anything was added simply to make you run further.  Even some of the longer levels keep you on your toes by not knowing if there&#8217;s another Special around the next corner.</p>
<p>For me, it&#8217;s not necessarily about the time&#8230; unless someone built up the experience and then it didn&#8217;t deliver.  Portal was a thumbs down, Borderlands was a thumbs up with one caveat (from hype to delivery).  Somewhere in the middle is where games should aim&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by zGat</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-748</link>
		<dc:creator>zGat</dc:creator>
		<pubDate>Sun, 22 Aug 2010 22:21:26 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-748</guid>
		<description>&lt;blockquote cite=&quot;comment-744&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-744&quot; rel=&quot;nofollow&quot;&gt;technogran&lt;/a&gt;&lt;/strong&gt;: But surely its about the enjoyment you receive from playing a game that you don’t want it to end?And yes, there is also the expectation that if you have spent up to £40 or £50 on a game, you should get your moneys worth. I would feel cheated if I spent that money and a game just lasted a few hours.
But for most of the type of games I play such as Oblivion, Fallout 3, Mass Effect etc, I don’t want the game to end, its that simple.

&lt;/blockquote&gt;
Well, people usually think of computer games as escapist fantasies, so that&#039;s what we expect of them. We don&#039;t see why should the conclusion of the plot be able to stop our interaction with the world of the game... it&#039;s like being thrown out of a bar after the last call.</description>
		<content:encoded><![CDATA[<blockquote cite="comment-744">
<p><strong><a href="#comment-744" rel="nofollow">technogran</a></strong>: But surely its about the enjoyment you receive from playing a game that you don’t want it to end?And yes, there is also the expectation that if you have spent up to £40 or £50 on a game, you should get your moneys worth. I would feel cheated if I spent that money and a game just lasted a few hours.<br />
But for most of the type of games I play such as Oblivion, Fallout 3, Mass Effect etc, I don’t want the game to end, its that simple.</p>
</blockquote>
<p>Well, people usually think of computer games as escapist fantasies, so that&#8217;s what we expect of them. We don&#8217;t see why should the conclusion of the plot be able to stop our interaction with the world of the game&#8230; it&#8217;s like being thrown out of a bar after the last call.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by technogran</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-744</link>
		<dc:creator>technogran</dc:creator>
		<pubDate>Sun, 22 Aug 2010 08:02:12 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-744</guid>
		<description>But surely its about the enjoyment you receive from playing a game that you don&#039;t want it to end?  And yes, there is also the expectation that if you have spent up to £40 or £50 on a game, you should get your moneys worth. I would feel cheated if I spent that money and a game just lasted a few hours. 
But for most of the type of games I play such as Oblivion, Fallout 3, Mass Effect etc, I don&#039;t want the game to end, its that simple.</description>
		<content:encoded><![CDATA[<p>But surely its about the enjoyment you receive from playing a game that you don&#8217;t want it to end?  And yes, there is also the expectation that if you have spent up to £40 or £50 on a game, you should get your moneys worth. I would feel cheated if I spent that money and a game just lasted a few hours.<br />
But for most of the type of games I play such as Oblivion, Fallout 3, Mass Effect etc, I don&#8217;t want the game to end, its that simple.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Zhb</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-743</link>
		<dc:creator>Zhb</dc:creator>
		<pubDate>Sat, 21 Aug 2010 22:07:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-743</guid>
		<description>That&#039;s true, in puzzle games like Tetris or even in more complex games like Diablo, the Sims or GTA there is no forced narrative so you can enjoy the gameplay alone. Complex story and realistic design can often become so dominant that there is no need for a gameplay anymore. After playing a game with the strong focus on the narrative elements player didn&#039;t achieve anything in the game, maybe his character did... the player was controlled by his character&#039;s destiny, trapped in someone else&#039;s story, and now s/he&#039;s left with existential crisis!:o
But seriously why didn&#039;t they make a film instead? Maybe because it&#039;s easier to sell a cheap story to the gamers who seek just the gaming experience? Their gaming experience is, in turn, limited by the story, so in the end the game industry is able to sell a lot of simple stories for a pretty high price because the gameplay is almost always the same. So maybe we&#039;re not satisfied with the narratives or their relation to the actual gameplay?</description>
		<content:encoded><![CDATA[<p>That&#8217;s true, in puzzle games like Tetris or even in more complex games like Diablo, the Sims or GTA there is no forced narrative so you can enjoy the gameplay alone. Complex story and realistic design can often become so dominant that there is no need for a gameplay anymore. After playing a game with the strong focus on the narrative elements player didn&#8217;t achieve anything in the game, maybe his character did&#8230; the player was controlled by his character&#8217;s destiny, trapped in someone else&#8217;s story, and now s/he&#8217;s left with existential crisis!:o<br />
But seriously why didn&#8217;t they make a film instead? Maybe because it&#8217;s easier to sell a cheap story to the gamers who seek just the gaming experience? Their gaming experience is, in turn, limited by the story, so in the end the game industry is able to sell a lot of simple stories for a pretty high price because the gameplay is almost always the same. So maybe we&#8217;re not satisfied with the narratives or their relation to the actual gameplay?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by asd</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-742</link>
		<dc:creator>asd</dc:creator>
		<pubDate>Sat, 21 Aug 2010 15:08:33 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-742</guid>
		<description>One of the nice things with games is that they don&#039;t really need to have a &quot;length&quot; at all. Tetris e.g keeps going until the player fails, but the intention is for you to keep playing to get even further. You will never &quot;beat it&quot;, because there is no progress to speak of.

Chess is another game which could be considered very short, but no one complains because it&#039;s intended to be played again and again.

I think the problem is that if your level designs are created by human beings, they must have a finite length, and therefore the game must end. For gamers, the interesting thing is the gameplay in and of itself - being caught up in the mechanics of the game. If there is also an interest in level design variation, there must be and end, and you want to postpone that to keep up the fun of the gameplay. So you want a long game rather than a short.

Fundamentally, the problem lies in trying to combine something that has no duration but is a state (the gameplay) with something that must have a fixed scope (the content the creator has put in). By completely removing the variation, as in chess, or making it simply random, as in Tetris, you escape the problem.</description>
		<content:encoded><![CDATA[<p>One of the nice things with games is that they don&#8217;t really need to have a &#8220;length&#8221; at all. Tetris e.g keeps going until the player fails, but the intention is for you to keep playing to get even further. You will never &#8220;beat it&#8221;, because there is no progress to speak of.</p>
<p>Chess is another game which could be considered very short, but no one complains because it&#8217;s intended to be played again and again.</p>
<p>I think the problem is that if your level designs are created by human beings, they must have a finite length, and therefore the game must end. For gamers, the interesting thing is the gameplay in and of itself &#8211; being caught up in the mechanics of the game. If there is also an interest in level design variation, there must be and end, and you want to postpone that to keep up the fun of the gameplay. So you want a long game rather than a short.</p>
<p>Fundamentally, the problem lies in trying to combine something that has no duration but is a state (the gameplay) with something that must have a fixed scope (the content the creator has put in). By completely removing the variation, as in chess, or making it simply random, as in Tetris, you escape the problem.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Too Obvious?</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-740</link>
		<dc:creator>Too Obvious?</dc:creator>
		<pubDate>Fri, 20 Aug 2010 20:02:56 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-740</guid>
		<description>&quot;Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough? Wouldn’t that be cool?&quot;

If it costs the same as a movie ticket, yes.</description>
		<content:encoded><![CDATA[<p>&#8220;Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough? Wouldn’t that be cool?&#8221;</p>
<p>If it costs the same as a movie ticket, yes.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Pritchard</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-737</link>
		<dc:creator>Pritchard</dc:creator>
		<pubDate>Fri, 20 Aug 2010 15:53:51 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-737</guid>
		<description>@Scott Reynolds:  Great, so I&#039;m playing a higher price for a lower utility function.</description>
		<content:encoded><![CDATA[<p>@Scott Reynolds:  Great, so I&#8217;m playing a higher price for a lower utility function.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Shrinkage by Pritchard</title>
		<link>http://the-witness.net/news/?p=447&#038;cpage=1#comment-736</link>
		<dc:creator>Pritchard</dc:creator>
		<pubDate>Fri, 20 Aug 2010 15:46:54 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=447#comment-736</guid>
		<description>@Todd:
From the front page:  &quot;An exploration-puzzle game on an uninhabited island.&quot;</description>
		<content:encoded><![CDATA[<p>@Todd:<br />
From the front page:  &#8220;An exploration-puzzle game on an uninhabited island.&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Shrinkage by Fraser</title>
		<link>http://the-witness.net/news/?p=447&#038;cpage=1#comment-734</link>
		<dc:creator>Fraser</dc:creator>
		<pubDate>Fri, 20 Aug 2010 08:02:02 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=447#comment-734</guid>
		<description>I really enjoy the way that the empty area looks vacant and depressing but at the same time bright and exuberant, this is very possibly due simply to the fact that you are still developing the game but I feel like it really conveys the feeling of a deserted island by being bright and beautiful but at the same time empty and dismal in that it is almost a symbol for hopelessness and being alone.

Also in you comment above you mentioned that &quot;The Witness&quot; uses code from Braid, that was quite surprising as I realize that a lot of the base code may be the same between 2D and 3D games i find it odd that a 3D adventure game set on an abandoned island and a 2D time traveling sidescroller share any substantive amount of code, could you elaborate slightly? Also is there any blog post of interview in which you mention the basis of the method behind time traveling in Braid? Or is that something you would like to keep under-wraps as I&#039;ve been looking allover the internet and so far Im still coming up short...</description>
		<content:encoded><![CDATA[<p>I really enjoy the way that the empty area looks vacant and depressing but at the same time bright and exuberant, this is very possibly due simply to the fact that you are still developing the game but I feel like it really conveys the feeling of a deserted island by being bright and beautiful but at the same time empty and dismal in that it is almost a symbol for hopelessness and being alone.</p>
<p>Also in you comment above you mentioned that &#8220;The Witness&#8221; uses code from Braid, that was quite surprising as I realize that a lot of the base code may be the same between 2D and 3D games i find it odd that a 3D adventure game set on an abandoned island and a 2D time traveling sidescroller share any substantive amount of code, could you elaborate slightly? Also is there any blog post of interview in which you mention the basis of the method behind time traveling in Braid? Or is that something you would like to keep under-wraps as I&#8217;ve been looking allover the internet and so far Im still coming up short&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Shrinkage by Todd</title>
		<link>http://the-witness.net/news/?p=447&#038;cpage=1#comment-731</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Thu, 19 Aug 2010 17:03:58 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=447#comment-731</guid>
		<description>It&#039;s amazing the tone I am getting from these screenshots you&#039;ve been posting. To an outsider of the project, there isn&#039;t much to go on when looking at them. But... probably from the feeling you created with Braid and how this reminds me of Myst... It feels very lonely. A sense of dread too? I&#039;m not even sure why.

Are you going to populate it with critters? Or is going to be completely devoid of animal life?</description>
		<content:encoded><![CDATA[<p>It&#8217;s amazing the tone I am getting from these screenshots you&#8217;ve been posting. To an outsider of the project, there isn&#8217;t much to go on when looking at them. But&#8230; probably from the feeling you created with Braid and how this reminds me of Myst&#8230; It feels very lonely. A sense of dread too? I&#8217;m not even sure why.</p>
<p>Are you going to populate it with critters? Or is going to be completely devoid of animal life?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by MarioColbert</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-728</link>
		<dc:creator>MarioColbert</dc:creator>
		<pubDate>Thu, 19 Aug 2010 12:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-728</guid>
		<description>Although many developers weighing in on this subject mention Limbo (arguably the culprit for starting the discussion on Gamasutra in the first place), neither you nor 2D Boy spill the beans on what you actually think about it. The main reason why I ask is not to validate my own opinion of the title, but because works tend to be evaluated quite differently by people within the field - e.g. your promotion of Everyday Genius had most certainly opened my eyes as to how easy it is for me to disregard a title, missing out on examples of great design in the process. Limbo has been compared to Braid quite often (although I do not find the two to have much in common), and I think it&#039;s fair to ask if you have played it and if you find the title interesting.</description>
		<content:encoded><![CDATA[<p>Although many developers weighing in on this subject mention Limbo (arguably the culprit for starting the discussion on Gamasutra in the first place), neither you nor 2D Boy spill the beans on what you actually think about it. The main reason why I ask is not to validate my own opinion of the title, but because works tend to be evaluated quite differently by people within the field &#8211; e.g. your promotion of Everyday Genius had most certainly opened my eyes as to how easy it is for me to disregard a title, missing out on examples of great design in the process. Limbo has been compared to Braid quite often (although I do not find the two to have much in common), and I think it&#8217;s fair to ask if you have played it and if you find the title interesting.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Devin</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-724</link>
		<dc:creator>Devin</dc:creator>
		<pubDate>Thu, 19 Aug 2010 08:46:09 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-724</guid>
		<description>While you are correct that people enjoy films and TV shows which are generally much shorter than games, you have to understand that price is a definite factor.

For me, a college student and a life-long gamer, money is a big issue for me. As much as I may love a game like Heavy Rain or Portal, it&#039;s extremely hard to justify shelling out 50+ dollars for a game that&#039;s going to last me a few hours. Now, that being said, if the price is lower, as most indie games are including your Braid, it&#039;s an entirely different situation. I am more than happy to pay out 5-10 bucks for a game that will only last me a couple hours if it&#039;s the quality of Braid or Limbo, to name a few. However, if I&#039;m going to shell out for a new, feature game, I hope that I will be able to spend more than a couple hours on it before I&#039;ve exhausted it.</description>
		<content:encoded><![CDATA[<p>While you are correct that people enjoy films and TV shows which are generally much shorter than games, you have to understand that price is a definite factor.</p>
<p>For me, a college student and a life-long gamer, money is a big issue for me. As much as I may love a game like Heavy Rain or Portal, it&#8217;s extremely hard to justify shelling out 50+ dollars for a game that&#8217;s going to last me a few hours. Now, that being said, if the price is lower, as most indie games are including your Braid, it&#8217;s an entirely different situation. I am more than happy to pay out 5-10 bucks for a game that will only last me a couple hours if it&#8217;s the quality of Braid or Limbo, to name a few. However, if I&#8217;m going to shell out for a new, feature game, I hope that I will be able to spend more than a couple hours on it before I&#8217;ve exhausted it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Shrinkage by Jonathan Blow</title>
		<link>http://the-witness.net/news/?p=447&#038;cpage=1#comment-723</link>
		<dc:creator>Jonathan Blow</dc:creator>
		<pubDate>Thu, 19 Aug 2010 07:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=447#comment-723</guid>
		<description>It started with the same source code that Braid was built from (which was written by me), with a bunch of the Braid code then merged back in.

But as you can imagine, we are writing a whole bunch of new stuff for this game.</description>
		<content:encoded><![CDATA[<p>It started with the same source code that Braid was built from (which was written by me), with a bunch of the Braid code then merged back in.</p>
<p>But as you can imagine, we are writing a whole bunch of new stuff for this game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Island Shrinkage by Lee</title>
		<link>http://the-witness.net/news/?p=447&#038;cpage=1#comment-721</link>
		<dc:creator>Lee</dc:creator>
		<pubDate>Thu, 19 Aug 2010 07:06:58 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=447#comment-721</guid>
		<description>Is The Witness using any pre-existing game engine or is it all built for the game?</description>
		<content:encoded><![CDATA[<p>Is The Witness using any pre-existing game engine or is it all built for the game?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Austin Breed</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-720</link>
		<dc:creator>Austin Breed</dc:creator>
		<pubDate>Wed, 18 Aug 2010 21:12:52 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-720</guid>
		<description>With the types of games you&#039;re talking about, they could be considered a sport.  You&#039;ll play for all those hours to get good, become satisfied, and experience a couple good parts.

If you relate video games to gameboards, this opinion of the length of games is not valid.  Besides, many forms of media take up more of a consumer&#039;s time, like books.</description>
		<content:encoded><![CDATA[<p>With the types of games you&#8217;re talking about, they could be considered a sport.  You&#8217;ll play for all those hours to get good, become satisfied, and experience a couple good parts.</p>
<p>If you relate video games to gameboards, this opinion of the length of games is not valid.  Besides, many forms of media take up more of a consumer&#8217;s time, like books.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Stacy Smith</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-719</link>
		<dc:creator>Stacy Smith</dc:creator>
		<pubDate>Wed, 18 Aug 2010 21:08:24 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-719</guid>
		<description>I can&#039;t recall ever actually finishing a game that took more than 10 hours to get to the finish, and the two best games I&#039;ve played recently, Portal and Braid, can be &#039;finished&#039; in under an hour on a speed run.

I hope you don&#039;t feel I&#039;m brown nosing here, but Braid was a fantastic demonstration of how I think games should be. The narrative can be completed in 45 minutes (and I spent days figuring out how - best knee injury ever) but the first time I played it, I took about 5 hours over a few days.
I&#039;d enjoyed it the first time through and was all but ready to shelve it, having decided in my head that the time trials were just for the obsessive and I&#039;d never manage any of them.

Then one day I mentioned it to a friend and, I&#039;m sorry to say, I commented on its length. Not that it wasn&#039;t long enough, I just enjoyed it so much I wanted more. And he said &quot;Did you get all the stars?&quot;

STARS!?!?!

I went right back in and though it took me a while I found them all, and while mastering the (sometimes mindboggling) techniques I started to think &quot;How long would a full playthrough take? Knowing what I know now...&quot;
So I went for it, and did it in about 65 minutes, but I&#039;d botched a few bits and tried again. About 55 minutes. Then 50. Still mistakes, I could see them as I was making them. I started quitting part way through when I fell to my death and new that a 3 second rewind was too much.

Finally I had a near perfect run, few small mistakes, and as I bolted through the epilogue I was thinking &quot;I&#039;ve almost made it, even if I miss it&#039;ll be by a few seconds and I could see a few seconds worth of mistakes.&quot; Final time: 42minutes 8 seconds!

The relief on seeing that time come up and the little &quot;blip!&quot; of the achievement was like the final climax of the game. One of the best feelings there is.

That&#039;s what made me realise that I don&#039;t want 40 hour games that I quit 10 hours in. I want 45 minute games that make me work for 10 hours to complete.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t recall ever actually finishing a game that took more than 10 hours to get to the finish, and the two best games I&#8217;ve played recently, Portal and Braid, can be &#8216;finished&#8217; in under an hour on a speed run.</p>
<p>I hope you don&#8217;t feel I&#8217;m brown nosing here, but Braid was a fantastic demonstration of how I think games should be. The narrative can be completed in 45 minutes (and I spent days figuring out how &#8211; best knee injury ever) but the first time I played it, I took about 5 hours over a few days.<br />
I&#8217;d enjoyed it the first time through and was all but ready to shelve it, having decided in my head that the time trials were just for the obsessive and I&#8217;d never manage any of them.</p>
<p>Then one day I mentioned it to a friend and, I&#8217;m sorry to say, I commented on its length. Not that it wasn&#8217;t long enough, I just enjoyed it so much I wanted more. And he said &#8220;Did you get all the stars?&#8221;</p>
<p>STARS!?!?!</p>
<p>I went right back in and though it took me a while I found them all, and while mastering the (sometimes mindboggling) techniques I started to think &#8220;How long would a full playthrough take? Knowing what I know now&#8230;&#8221;<br />
So I went for it, and did it in about 65 minutes, but I&#8217;d botched a few bits and tried again. About 55 minutes. Then 50. Still mistakes, I could see them as I was making them. I started quitting part way through when I fell to my death and new that a 3 second rewind was too much.</p>
<p>Finally I had a near perfect run, few small mistakes, and as I bolted through the epilogue I was thinking &#8220;I&#8217;ve almost made it, even if I miss it&#8217;ll be by a few seconds and I could see a few seconds worth of mistakes.&#8221; Final time: 42minutes 8 seconds!</p>
<p>The relief on seeing that time come up and the little &#8220;blip!&#8221; of the achievement was like the final climax of the game. One of the best feelings there is.</p>
<p>That&#8217;s what made me realise that I don&#8217;t want 40 hour games that I quit 10 hours in. I want 45 minute games that make me work for 10 hours to complete.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Tom H.</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-717</link>
		<dc:creator>Tom H.</dc:creator>
		<pubDate>Wed, 18 Aug 2010 15:30:14 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-717</guid>
		<description>Maybe I&#039;m a bit odd, but the &quot;satisfying experience&quot; I can get from a painting or a sculpture doesn&#039;t begin to compare with the experience of a good video game. Songs can be as deep, but are qualitatively different, and usually only powerful on repetition. Only the movie comparison seems even remotely valid in my personal experience.</description>
		<content:encoded><![CDATA[<p>Maybe I&#8217;m a bit odd, but the &#8220;satisfying experience&#8221; I can get from a painting or a sculpture doesn&#8217;t begin to compare with the experience of a good video game. Songs can be as deep, but are qualitatively different, and usually only powerful on repetition. Only the movie comparison seems even remotely valid in my personal experience.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by CommanderHate</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-712</link>
		<dc:creator>CommanderHate</dc:creator>
		<pubDate>Wed, 18 Aug 2010 09:44:03 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-712</guid>
		<description>Well, here&#039;s a question that may answer why games tend to need to be longer. If a shorter more dense experience should be attractive to the consumer, why do most episodic games fail?

I think it really comes down to bang for the buck. If a game is a short experience, it must also cost less to be of value to the consumer. I think iPhone games are a good example of short games that are considered to be of the appropriate value. Sure, it&#039;s a 1 hour or less game, maybe it&#039;s fun on repeated plays or maybe not, but it&#039;s 99 cents. That feels right...

For developers, the issue is really the time it takes to generate assets versus creating the content once the assets are in place. Many games can generate tons of content once they have a large set of assets, far beyond the scope of the initial concept. So what most developers will do, is generate a lot more content in order to increase the value.

I think the mistake is when all this content they generate after the initial concept is just filler, with no thought put into it, and no feeling of progression in the concept. What you end up with is this empty experience that just absorbs your time. No one really wants that, no matter how fun the initial concept is. The first Halo is a good example of that. 

Yeah, everyone loved that game, but boy oh boy did they beat a dead horse with some of their levels. 

Anyways, back to the point. There ARE short games out there. Many of them are satisfying experiences. Why aren&#039;t short games popular in the mainstream? Because the blockbusters are still games like Halo, Starcraft, and other giant games that take multiple hours of play, and beyond that have a multiplayer component that can be played forever.

Why? Because they CAN be played nearly forever, and thus are of tremendous value to the end consumer. It&#039;s basically what Blizzard banks on. People still play Starcraft 1... Everyday... Sometimes as an esport... For money... 

So, to answer the question.

&quot;Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough?&quot;

Because in order to feel like you&#039;ve had enough, you have to feel like there&#039;s nothing more to experience, but that will always have less value to you than a game that makes you feel like there&#039;s always something more to experience.

Of course, not everyone feels like that. I have had those experiences, Portal and Braid being my favorites.</description>
		<content:encoded><![CDATA[<p>Well, here&#8217;s a question that may answer why games tend to need to be longer. If a shorter more dense experience should be attractive to the consumer, why do most episodic games fail?</p>
<p>I think it really comes down to bang for the buck. If a game is a short experience, it must also cost less to be of value to the consumer. I think iPhone games are a good example of short games that are considered to be of the appropriate value. Sure, it&#8217;s a 1 hour or less game, maybe it&#8217;s fun on repeated plays or maybe not, but it&#8217;s 99 cents. That feels right&#8230;</p>
<p>For developers, the issue is really the time it takes to generate assets versus creating the content once the assets are in place. Many games can generate tons of content once they have a large set of assets, far beyond the scope of the initial concept. So what most developers will do, is generate a lot more content in order to increase the value.</p>
<p>I think the mistake is when all this content they generate after the initial concept is just filler, with no thought put into it, and no feeling of progression in the concept. What you end up with is this empty experience that just absorbs your time. No one really wants that, no matter how fun the initial concept is. The first Halo is a good example of that. </p>
<p>Yeah, everyone loved that game, but boy oh boy did they beat a dead horse with some of their levels. </p>
<p>Anyways, back to the point. There ARE short games out there. Many of them are satisfying experiences. Why aren&#8217;t short games popular in the mainstream? Because the blockbusters are still games like Halo, Starcraft, and other giant games that take multiple hours of play, and beyond that have a multiplayer component that can be played forever.</p>
<p>Why? Because they CAN be played nearly forever, and thus are of tremendous value to the end consumer. It&#8217;s basically what Blizzard banks on. People still play Starcraft 1&#8230; Everyday&#8230; Sometimes as an esport&#8230; For money&#8230; </p>
<p>So, to answer the question.</p>
<p>&#8220;Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough?&#8221;</p>
<p>Because in order to feel like you&#8217;ve had enough, you have to feel like there&#8217;s nothing more to experience, but that will always have less value to you than a game that makes you feel like there&#8217;s always something more to experience.</p>
<p>Of course, not everyone feels like that. I have had those experiences, Portal and Braid being my favorites.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by ludorino</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-710</link>
		<dc:creator>ludorino</dc:creator>
		<pubDate>Wed, 18 Aug 2010 08:10:55 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-710</guid>
		<description>Good point!! I absolutely agree. I really like SHORT games, but only if they have one of the following features:

1. The game is just ENTERTAINING, that is, making fun, having nice graphics or sound, just cute, etc. (even if the game mechanics is dumb)
- Examples: Peggles (VERY relaxing), Tetris 4000 (good effects), Bombliss (old SNES-game, good sound experience on chain reactions), Pizza Frenzy (entertaining clicking stress), ... and of course Braid

2. The game gives me &quot;A-ha!&quot; experiences and comes up with unexpected game play/behavior/results.
- Examples: Osmos, Miegakure could be such a game

3. Soving puzzles, tricky situations. That&#039;s the typical adventure genre, however, I personally do not like long and complex stories and unlogical puzzle solutions or  broadly scattered puzzle parts. It&#039;s a good puzzle if you can EASILY overview the available possibilites but it&#039;s not obvious how to solve it and/or if it&#039;s just FUN to solve it.
- Examples: Day of the Tentacle, Myst and Riven, but not URU (unnecessarily long, boring, strange puzzles), but also strategy games like Master of Defense and Defense Grid (the SMALL maps are the key!)

4. Game allows to be creative, fostering to come up with a solution only YOU could have come up with.
- Examples: Crayon Physics, Game of Life, Spore

Braid is a very good example satistying these features (not so much the latter, however) WITHOUT requiring you to play hours on only one puzzling level.

Looking forward to &quot;The Witness&quot;! :-)</description>
		<content:encoded><![CDATA[<p>Good point!! I absolutely agree. I really like SHORT games, but only if they have one of the following features:</p>
<p>1. The game is just ENTERTAINING, that is, making fun, having nice graphics or sound, just cute, etc. (even if the game mechanics is dumb)<br />
- Examples: Peggles (VERY relaxing), Tetris 4000 (good effects), Bombliss (old SNES-game, good sound experience on chain reactions), Pizza Frenzy (entertaining clicking stress), &#8230; and of course Braid</p>
<p>2. The game gives me &#8220;A-ha!&#8221; experiences and comes up with unexpected game play/behavior/results.<br />
- Examples: Osmos, Miegakure could be such a game</p>
<p>3. Soving puzzles, tricky situations. That&#8217;s the typical adventure genre, however, I personally do not like long and complex stories and unlogical puzzle solutions or  broadly scattered puzzle parts. It&#8217;s a good puzzle if you can EASILY overview the available possibilites but it&#8217;s not obvious how to solve it and/or if it&#8217;s just FUN to solve it.<br />
- Examples: Day of the Tentacle, Myst and Riven, but not URU (unnecessarily long, boring, strange puzzles), but also strategy games like Master of Defense and Defense Grid (the SMALL maps are the key!)</p>
<p>4. Game allows to be creative, fostering to come up with a solution only YOU could have come up with.<br />
- Examples: Crayon Physics, Game of Life, Spore</p>
<p>Braid is a very good example satistying these features (not so much the latter, however) WITHOUT requiring you to play hours on only one puzzling level.</p>
<p>Looking forward to &#8220;The Witness&#8221;! <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by bobisimo</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-705</link>
		<dc:creator>bobisimo</dc:creator>
		<pubDate>Wed, 18 Aug 2010 02:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-705</guid>
		<description>Maybe it has something to do with the fact that games are built on game play mechanics -- and those mechanics are created in such a way as to be fun and addictive.

Movies and books have more of a steady build to a climactic ending -- a straight progression -- whereas games are trying to replicate that in terms of the overall experience while, as I said, simultaneously wanting to keep you engaged and playing. So while the experience is &quot;satisfying&quot; in games, it&#039;s not &quot;the same&quot; satisfaction because you don&#039;t want to play for a couple hours and quit. Or put another way, you wouldn&#039;t stop mid-way through chapter one and re-read a paragraph for the next 3 days straight because it&#039;s such a good paragraph.

I don&#039;t know. Maybe this is off base. But it&#039;s the first thought I had as to a potential difference.</description>
		<content:encoded><![CDATA[<p>Maybe it has something to do with the fact that games are built on game play mechanics &#8212; and those mechanics are created in such a way as to be fun and addictive.</p>
<p>Movies and books have more of a steady build to a climactic ending &#8212; a straight progression &#8212; whereas games are trying to replicate that in terms of the overall experience while, as I said, simultaneously wanting to keep you engaged and playing. So while the experience is &#8220;satisfying&#8221; in games, it&#8217;s not &#8220;the same&#8221; satisfaction because you don&#8217;t want to play for a couple hours and quit. Or put another way, you wouldn&#8217;t stop mid-way through chapter one and re-read a paragraph for the next 3 days straight because it&#8217;s such a good paragraph.</p>
<p>I don&#8217;t know. Maybe this is off base. But it&#8217;s the first thought I had as to a potential difference.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Phil Willis</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-704</link>
		<dc:creator>Phil Willis</dc:creator>
		<pubDate>Wed, 18 Aug 2010 00:49:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-704</guid>
		<description>Absolutely agree.

Most of my favourite games of late have been short enough for me to finish before I got bored and moved on: Braid and Portal are the two most recent examples.

Not only are they brilliant games in their own right, but they explore all their gameplay options sufficiently, without repeating - and then call it quits.

I couldn&#039;t begin to count the number of games in my hall of shame list where I started, but didn&#039;t finish: Fallout 3, Saints Row 2, Arkham Asylum.

I only finished Far Cry 2 because someone said the ending was worth the effort (not sure about that).  And I&#039;m 35+ hours into Dragon Age: Origins with no end in sight.  That&#039;s like 3 seasons of the Sopranos!

Sometimes less is more.</description>
		<content:encoded><![CDATA[<p>Absolutely agree.</p>
<p>Most of my favourite games of late have been short enough for me to finish before I got bored and moved on: Braid and Portal are the two most recent examples.</p>
<p>Not only are they brilliant games in their own right, but they explore all their gameplay options sufficiently, without repeating &#8211; and then call it quits.</p>
<p>I couldn&#8217;t begin to count the number of games in my hall of shame list where I started, but didn&#8217;t finish: Fallout 3, Saints Row 2, Arkham Asylum.</p>
<p>I only finished Far Cry 2 because someone said the ending was worth the effort (not sure about that).  And I&#8217;m 35+ hours into Dragon Age: Origins with no end in sight.  That&#8217;s like 3 seasons of the Sopranos!</p>
<p>Sometimes less is more.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Stephan Ahonen</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-703</link>
		<dc:creator>Stephan Ahonen</dc:creator>
		<pubDate>Tue, 17 Aug 2010 23:31:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-703</guid>
		<description>I think what you&#039;ll find is that any long form medium that takes over a dozen hours to get through will try to break itself into chunks that can be experienced in one sitting each. A television season has individual episodes, a novel has chapters, a video game has individual &quot;quests&quot; and save points. Look at Braid. Each world, heck, each individual puzzle piece, offers the player a logical place to take a break from the game after completing it. The key to successful pacing of a video game is making your individual &quot;units&quot; of gameplay manageable instead of overwhelming, and making sure that at the end of an individual gameplay unit the player is looking forward to the next. You can think of a video game you buy off the shelf as being like a TV season box set.

I think a video game can be a completely satisfying experience in only a couple hours of play. I believe the Rebel Assault games were only a few hours each, and a lot of old arcade games have only a couple hours of content as well. The problem is one of eliminating &quot;down-time&quot; in the player&#039;s experience. Puzzle games aren&#039;t really a good candidate for short form gaming since most of the time playing is figuring out the puzzles rather than really experiencing the content (most of the puzzle games I have are about 10-20 times shorter on the second play through as the first). A video game that is as dense as a movie or TV show has to railroad the player, keep them moving forward and experiencing the content.</description>
		<content:encoded><![CDATA[<p>I think what you&#8217;ll find is that any long form medium that takes over a dozen hours to get through will try to break itself into chunks that can be experienced in one sitting each. A television season has individual episodes, a novel has chapters, a video game has individual &#8220;quests&#8221; and save points. Look at Braid. Each world, heck, each individual puzzle piece, offers the player a logical place to take a break from the game after completing it. The key to successful pacing of a video game is making your individual &#8220;units&#8221; of gameplay manageable instead of overwhelming, and making sure that at the end of an individual gameplay unit the player is looking forward to the next. You can think of a video game you buy off the shelf as being like a TV season box set.</p>
<p>I think a video game can be a completely satisfying experience in only a couple hours of play. I believe the Rebel Assault games were only a few hours each, and a lot of old arcade games have only a couple hours of content as well. The problem is one of eliminating &#8220;down-time&#8221; in the player&#8217;s experience. Puzzle games aren&#8217;t really a good candidate for short form gaming since most of the time playing is figuring out the puzzles rather than really experiencing the content (most of the puzzle games I have are about 10-20 times shorter on the second play through as the first). A video game that is as dense as a movie or TV show has to railroad the player, keep them moving forward and experiencing the content.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Ava Avane Dawn</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-701</link>
		<dc:creator>Ava Avane Dawn</dc:creator>
		<pubDate>Tue, 17 Aug 2010 22:06:10 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-701</guid>
		<description>I&#039;m rather left wanting more than becoming &quot;bored&quot; from a game. I&#039;m also one of those people who really like to replay a game for a different experience and do applause those developers that take into account this possibility when creating their piece. Deep reading and mastery through repitition of what has already been thus gives me satisfaction which a slightly longer game cannot give me.</description>
		<content:encoded><![CDATA[<p>I&#8217;m rather left wanting more than becoming &#8220;bored&#8221; from a game. I&#8217;m also one of those people who really like to replay a game for a different experience and do applause those developers that take into account this possibility when creating their piece. Deep reading and mastery through repitition of what has already been thus gives me satisfaction which a slightly longer game cannot give me.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Dolgion</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-700</link>
		<dc:creator>Dolgion</dc:creator>
		<pubDate>Tue, 17 Aug 2010 22:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-700</guid>
		<description>I think it is and always has been more stupid than justified to rate a game on its length. As long as the length fits for the particular game, then I don&#039;t have a problem with it. Saying that game&#039;s have a deficiency because they aren&#039;t as dense as movies can be isn&#039;t fair. Movies are have a clearly defined and unalterable pace created by the director and editors. Games on the other hand depend on the player to invest initiative, and thus the pacing and density of the experience can vary greatly. Lately there have been so many hollywood wannabe games around that increasingly sacrifice the player&#039;s choice of action for the linear scripted spectacle. This doesn&#039;t have to be bad at all (I got a post on it on my blog: http://thedoglion.wordpress.com/2010/08/12/analysis-cinematic-gaming-masterpieces/),  as long as the execution is spot-on. 

Long games can be amazing experiences. Some games, especially RPGs such as Oblivion, Fallout 3, Dragon Age, Baldur&#039;s gate 1+2, and others deliver a long gameplay experience that requires the player to invest a lot of time, but in turn deliver a real sense of being an adventurer, and embarking on a quest. No movie let&#039;s me do that. Books are the closest thing to that, but only if they are good enough to identify with the characters.</description>
		<content:encoded><![CDATA[<p>I think it is and always has been more stupid than justified to rate a game on its length. As long as the length fits for the particular game, then I don&#8217;t have a problem with it. Saying that game&#8217;s have a deficiency because they aren&#8217;t as dense as movies can be isn&#8217;t fair. Movies are have a clearly defined and unalterable pace created by the director and editors. Games on the other hand depend on the player to invest initiative, and thus the pacing and density of the experience can vary greatly. Lately there have been so many hollywood wannabe games around that increasingly sacrifice the player&#8217;s choice of action for the linear scripted spectacle. This doesn&#8217;t have to be bad at all (I got a post on it on my blog: <a href="http://thedoglion.wordpress.com/2010/08/12/analysis-cinematic-gaming-masterpieces/)" rel="nofollow">http://thedoglion.wordpress.com/2010/08/12/analysis-cinematic-gaming-masterpieces/)</a>,  as long as the execution is spot-on. </p>
<p>Long games can be amazing experiences. Some games, especially RPGs such as Oblivion, Fallout 3, Dragon Age, Baldur&#8217;s gate 1+2, and others deliver a long gameplay experience that requires the player to invest a lot of time, but in turn deliver a real sense of being an adventurer, and embarking on a quest. No movie let&#8217;s me do that. Books are the closest thing to that, but only if they are good enough to identify with the characters.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by christopher hyde</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-699</link>
		<dc:creator>christopher hyde</dc:creator>
		<pubDate>Tue, 17 Aug 2010 17:38:45 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-699</guid>
		<description>I love the videogame form, but the biggest obstacle to me is in its lack of brevity. I&#039;ve got Red Dead Redemption still in plastic because every time I think about starting it I realize the time commitment involved and I decide to watch a movie instead..</description>
		<content:encoded><![CDATA[<p>I love the videogame form, but the biggest obstacle to me is in its lack of brevity. I&#8217;ve got Red Dead Redemption still in plastic because every time I think about starting it I realize the time commitment involved and I decide to watch a movie instead..</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Yakatori</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-698</link>
		<dc:creator>Yakatori</dc:creator>
		<pubDate>Tue, 17 Aug 2010 17:18:38 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-698</guid>
		<description>I remember when I was younger when reviewers factor in their ratings the number of hours of gameplay that you can get in a particular title. If the said title don&#039;t meet a particular threshold for their genre then they reduce its score. I was a kid and I knew back then that that was very stupid (just as dumb as the fascination of gamers and &quot;critics&quot; with scores). 

With my wife, kids, and work, I rarely have any time to play 30+ hour epics like I used to. I can only play one, or at most three, of those in a year.

But thank Zeus for the indies where I can download a title like Limbo and have a nice satisfying gameplay experience without it consuming so much of my valuable time.</description>
		<content:encoded><![CDATA[<p>I remember when I was younger when reviewers factor in their ratings the number of hours of gameplay that you can get in a particular title. If the said title don&#8217;t meet a particular threshold for their genre then they reduce its score. I was a kid and I knew back then that that was very stupid (just as dumb as the fascination of gamers and &#8220;critics&#8221; with scores). </p>
<p>With my wife, kids, and work, I rarely have any time to play 30+ hour epics like I used to. I can only play one, or at most three, of those in a year.</p>
<p>But thank Zeus for the indies where I can download a title like Limbo and have a nice satisfying gameplay experience without it consuming so much of my valuable time.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by darthyip</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-696</link>
		<dc:creator>darthyip</dc:creator>
		<pubDate>Tue, 17 Aug 2010 17:13:01 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-696</guid>
		<description>The counter argument is that in all forms of entertainment, it&#039;s never completely satisfying. There&#039;s always more you want.

Yes I loved the latest Star Trek movie and I felt great after leaving the theatre, but you can be sure I want to see a sequel. If I hear a good song on the radio, I want to hear the whole album. And if that&#039;s good I want to see the artist put out more albums. Movies have sequels, music artists have albums, painters have whole galleries, comics have issues, TV shows and sports have seasons.

In the land of the consumer, the consumer always wants more. Almost every form of entertainment, as long as the product is quality, is long form. This is where video games have a leg up on the rest. They can give you more of an experience in one package. The one game is already long form. You don&#039;t have to sit through an entire season of 24 or rent each Matrix movie. One package, one experience. And of course not every minute spent playing can be a winner, just like not every episode (or even season) of Lost pushed the story dramatically forward and there&#039;s certain 007 movies I could have done without. Whether or not the time was worth the effort is something each individual needs to ask themselves. It&#039;s a balance like everything in life.

A three hour game will never be completely satisfying, just like a single quality TV season or song won&#039;t be. Entertainment will always be a &quot;more&quot; business.</description>
		<content:encoded><![CDATA[<p>The counter argument is that in all forms of entertainment, it&#8217;s never completely satisfying. There&#8217;s always more you want.</p>
<p>Yes I loved the latest Star Trek movie and I felt great after leaving the theatre, but you can be sure I want to see a sequel. If I hear a good song on the radio, I want to hear the whole album. And if that&#8217;s good I want to see the artist put out more albums. Movies have sequels, music artists have albums, painters have whole galleries, comics have issues, TV shows and sports have seasons.</p>
<p>In the land of the consumer, the consumer always wants more. Almost every form of entertainment, as long as the product is quality, is long form. This is where video games have a leg up on the rest. They can give you more of an experience in one package. The one game is already long form. You don&#8217;t have to sit through an entire season of 24 or rent each Matrix movie. One package, one experience. And of course not every minute spent playing can be a winner, just like not every episode (or even season) of Lost pushed the story dramatically forward and there&#8217;s certain 007 movies I could have done without. Whether or not the time was worth the effort is something each individual needs to ask themselves. It&#8217;s a balance like everything in life.</p>
<p>A three hour game will never be completely satisfying, just like a single quality TV season or song won&#8217;t be. Entertainment will always be a &#8220;more&#8221; business.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Ruber Eaglenest</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-694</link>
		<dc:creator>Ruber Eaglenest</dc:creator>
		<pubDate>Tue, 17 Aug 2010 16:41:20 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-694</guid>
		<description>I disagree completely. I can name a lot of games that gives me a satisfying experience, in a wide range of time of playing or completion, precisely, a lot of indie games are within the range of a long film, and are pretty awesome as an experience. But I see that this post is an attempt of make indie evangelism against, or by criticising, the industry and triple A games. Sincerely, I cannot be more disagree with it. Long games are like good long books, or sagas. It is unfair to say that we enjoy looong games because Stockholm syndrome. The same could be said of The Lord of the Rings, and like that master saga, games like Morrowind (although poor implementation in the end) or Diablo 1, are a lot satisfying to end after all the effort.

If you want experience a similar short emotion like in films or short stories, you could try Interactive Fiction, there are a lot of amazing stories out there, and most of them are within the range of two to three hours of gameplay:
http://ifdb.tads.org/

For example, try Spider and Web, or A Change in the Weather, the two of the same author.

Regards,</description>
		<content:encoded><![CDATA[<p>I disagree completely. I can name a lot of games that gives me a satisfying experience, in a wide range of time of playing or completion, precisely, a lot of indie games are within the range of a long film, and are pretty awesome as an experience. But I see that this post is an attempt of make indie evangelism against, or by criticising, the industry and triple A games. Sincerely, I cannot be more disagree with it. Long games are like good long books, or sagas. It is unfair to say that we enjoy looong games because Stockholm syndrome. The same could be said of The Lord of the Rings, and like that master saga, games like Morrowind (although poor implementation in the end) or Diablo 1, are a lot satisfying to end after all the effort.</p>
<p>If you want experience a similar short emotion like in films or short stories, you could try Interactive Fiction, there are a lot of amazing stories out there, and most of them are within the range of two to three hours of gameplay:<br />
<a href="http://ifdb.tads.org/" rel="nofollow">http://ifdb.tads.org/</a></p>
<p>For example, try Spider and Web, or A Change in the Weather, the two of the same author.</p>
<p>Regards,</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by AbstractCloud</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-693</link>
		<dc:creator>AbstractCloud</dc:creator>
		<pubDate>Tue, 17 Aug 2010 16:18:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-693</guid>
		<description>Never thought of that, that,s why I like indie people and there games, they think beyond game boundaries.</description>
		<content:encoded><![CDATA[<p>Never thought of that, that,s why I like indie people and there games, they think beyond game boundaries.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Scott Reynolds</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-689</link>
		<dc:creator>Scott Reynolds</dc:creator>
		<pubDate>Tue, 17 Aug 2010 14:37:44 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-689</guid>
		<description>I think part of the reason gamers tend to expect games to take dozens or hundreds of hours to complete is their cost.  A three hour movie costs about $10.  Spending $60 on a game that lasts three hours would be a little disappointing.</description>
		<content:encoded><![CDATA[<p>I think part of the reason gamers tend to expect games to take dozens or hundreds of hours to complete is their cost.  A three hour movie costs about $10.  Spending $60 on a game that lasts three hours would be a little disappointing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by Artfunkel</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-688</link>
		<dc:creator>Artfunkel</dc:creator>
		<pubDate>Tue, 17 Aug 2010 14:07:56 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-688</guid>
		<description>The most satisfying game I&#039;ve ever played was &lt;a href=&quot;http://www.moddb.com/mods/research-and-development&quot; rel=&quot;nofollow&quot;&gt;Research and Development&lt;/a&gt;, hands down. I put this down not to its design (excellent though it is) but the fact that I was playing it on a system with a damaged video card, and couldn&#039;t spend more than ten or so minutes before the system froze.

That time window proved just long enough to be given two or three hits of puzzle-solving -- then I had to leave to wait for my hardware to cool down and reset. While I waited my brain cooled and reset too, and I was able to approach each session with a clean mental palate.

Compare that to an online FPS. Let&#039;s say Counter-Strike, since it&#039;s split into discrete rounds. If you&#039;re like me you play and play until you&#039;re exhausted, and even if you don&#039;t play again for days your palate remains clouded by that last session.

But have you ever gone back to a long-session game after a break of a few months? That feeling of deep satisfaction is exactly what I enjoyed during every one of my short R&amp;D puzzling bursts.

This leads very quickly to the idea of enforcing short sessions by scheduling events -- &lt;a href=&quot;www.farmville.com/&quot; rel=&quot;nofollow&quot;&gt;and behold&lt;/a&gt;!</description>
		<content:encoded><![CDATA[<p>The most satisfying game I&#8217;ve ever played was <a href="http://www.moddb.com/mods/research-and-development" rel="nofollow">Research and Development</a>, hands down. I put this down not to its design (excellent though it is) but the fact that I was playing it on a system with a damaged video card, and couldn&#8217;t spend more than ten or so minutes before the system froze.</p>
<p>That time window proved just long enough to be given two or three hits of puzzle-solving &#8212; then I had to leave to wait for my hardware to cool down and reset. While I waited my brain cooled and reset too, and I was able to approach each session with a clean mental palate.</p>
<p>Compare that to an online FPS. Let&#8217;s say Counter-Strike, since it&#8217;s split into discrete rounds. If you&#8217;re like me you play and play until you&#8217;re exhausted, and even if you don&#8217;t play again for days your palate remains clouded by that last session.</p>
<p>But have you ever gone back to a long-session game after a break of a few months? That feeling of deep satisfaction is exactly what I enjoyed during every one of my short R&amp;D puzzling bursts.</p>
<p>This leads very quickly to the idea of enforcing short sessions by scheduling events &#8212; <a href="www.farmville.com/" rel="nofollow">and behold</a>!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why aren&#8217;t video games satisfying? by rolphus</title>
		<link>http://the-witness.net/news/?p=438&#038;cpage=1#comment-686</link>
		<dc:creator>rolphus</dc:creator>
		<pubDate>Tue, 17 Aug 2010 13:15:44 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=438#comment-686</guid>
		<description>It&#039;s a very valid point. Some of my favourite games (Half-Life 2: Episode 1, Portal, Max Payne 2, and FEAR) have been very dense, relatively short experiences (although FEAR could have done with being a couple of hours shorter). 

Racing and simulation games tend to be very long on content, but the individual activities (races etc) are generally short, and it&#039;s those bursts of activity that are the memorable parts. 

The longer non-simulation games I&#039;ve enjoyed (Oblivion, Far Cry 2, Diablo II, Half-Life, Mafia) have tended to have a lower level of mental energy required to play most of the time (Oblivion/FC2/Diablo), or had a sense of gameplay &quot;segments&quot; or &quot;chapters&quot; which avoid boredom (The Half-Life series is wonderful for this, and Mafia kept things varied).

In terms of a story-driven games, I would absolutely favour richness and density of content over length. If a game is outstaying its welcome, it&#039;s being done wrong in my opinion, and with a reasonably busy life, I generally stop playing when I feel the game is no longer rewarding. 

Long games like Oblivion, Diablo, and Fallout 3 have their place, but there shouldn&#039;t be criticism for shorter -form entertainment being short.

The only counterpoint I have is that games are substantially more expensive to purchase than a DVD or Blu-Ray film, and generally require a higher upfront investment in technology (although with the PS3 being a very capable Blu-Ray player, this is less of an issue). 

If some games are to become shorter-form entertainment, then they need to be correspondingly less of a monetary investment. I look at XBox Live Arcade, the PlayStation Store, and even to an extent the iOS App Store, and see a plethora of short-form games for very reasonable prices.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a very valid point. Some of my favourite games (Half-Life 2: Episode 1, Portal, Max Payne 2, and FEAR) have been very dense, relatively short experiences (although FEAR could have done with being a couple of hours shorter). </p>
<p>Racing and simulation games tend to be very long on content, but the individual activities (races etc) are generally short, and it&#8217;s those bursts of activity that are the memorable parts. </p>
<p>The longer non-simulation games I&#8217;ve enjoyed (Oblivion, Far Cry 2, Diablo II, Half-Life, Mafia) have tended to have a lower level of mental energy required to play most of the time (Oblivion/FC2/Diablo), or had a sense of gameplay &#8220;segments&#8221; or &#8220;chapters&#8221; which avoid boredom (The Half-Life series is wonderful for this, and Mafia kept things varied).</p>
<p>In terms of a story-driven games, I would absolutely favour richness and density of content over length. If a game is outstaying its welcome, it&#8217;s being done wrong in my opinion, and with a reasonably busy life, I generally stop playing when I feel the game is no longer rewarding. </p>
<p>Long games like Oblivion, Diablo, and Fallout 3 have their place, but there shouldn&#8217;t be criticism for shorter -form entertainment being short.</p>
<p>The only counterpoint I have is that games are substantially more expensive to purchase than a DVD or Blu-Ray film, and generally require a higher upfront investment in technology (although with the PS3 being a very capable Blu-Ray player, this is less of an issue). </p>
<p>If some games are to become shorter-form entertainment, then they need to be correspondingly less of a monetary investment. I look at XBox Live Arcade, the PlayStation Store, and even to an extent the iOS App Store, and see a plethora of short-form games for very reasonable prices.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Braid: A Movement Piece by justin</title>
		<link>http://the-witness.net/news/?p=433&#038;cpage=1#comment-671</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Sun, 15 Aug 2010 03:14:44 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=433#comment-671</guid>
		<description>I bet you where pretty happy when you saw this, you must have been, really exited that your game inspired something like this and all the talk it has sparked. It must be really exiting… see! One person can make a difference! One person can leave a mark! One single human being can make a change and inspire generations. 

I wonder how these influence the creation of your future games.

My mother told me I can’t make a difference, my father told me I’ll never leave a mark. That when we die we wont be remembered, that art is a drug to escape our true senses, that we wont be as good as old poets or don’t think of anything but sex b/c we are so young, that we can’t achieve greater thought to make people aware or interested in an idea. When I grow up I want to be like you.</description>
		<content:encoded><![CDATA[<p>I bet you where pretty happy when you saw this, you must have been, really exited that your game inspired something like this and all the talk it has sparked. It must be really exiting… see! One person can make a difference! One person can leave a mark! One single human being can make a change and inspire generations. </p>
<p>I wonder how these influence the creation of your future games.</p>
<p>My mother told me I can’t make a difference, my father told me I’ll never leave a mark. That when we die we wont be remembered, that art is a drug to escape our true senses, that we wont be as good as old poets or don’t think of anything but sex b/c we are so young, that we can’t achieve greater thought to make people aware or interested in an idea. When I grow up I want to be like you.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Braid: A Movement Piece by Klelith</title>
		<link>http://the-witness.net/news/?p=433&#038;cpage=1#comment-665</link>
		<dc:creator>Klelith</dc:creator>
		<pubDate>Thu, 12 Aug 2010 20:20:58 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=433#comment-665</guid>
		<description>Wait, Braid had a story?</description>
		<content:encoded><![CDATA[<p>Wait, Braid had a story?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Braid: A Movement Piece by Jonathon Wisnoski</title>
		<link>http://the-witness.net/news/?p=433&#038;cpage=1#comment-664</link>
		<dc:creator>Jonathon Wisnoski</dc:creator>
		<pubDate>Thu, 12 Aug 2010 20:03:25 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=433#comment-664</guid>
		<description>lol, nice.
My HS never did anything this cool.</description>
		<content:encoded><![CDATA[<p>lol, nice.<br />
My HS never did anything this cool.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Braid: A Movement Piece by Jasin</title>
		<link>http://the-witness.net/news/?p=433&#038;cpage=1#comment-661</link>
		<dc:creator>Jasin</dc:creator>
		<pubDate>Thu, 12 Aug 2010 19:54:07 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=433#comment-661</guid>
		<description>Haha great wish I could see it live</description>
		<content:encoded><![CDATA[<p>Haha great wish I could see it live</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Braid: A Movement Piece by Jeremy</title>
		<link>http://the-witness.net/news/?p=433&#038;cpage=1#comment-660</link>
		<dc:creator>Jeremy</dc:creator>
		<pubDate>Thu, 12 Aug 2010 19:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=433#comment-660</guid>
		<description>I watched a little and I have to say it seemed bizarre, but still interesting.

I wish their was an explanation somewhere of who thought this up and more importantly, how they convinced other people to be in it. Not that it isn&#039;t an interesting idea, but I imagine it would be a tough sell.

As a side note, I feel they should have gone with a different font, and Tim&#039;s reaction in part 5 to walking along the timeline was about the same as my reaction at first, too.</description>
		<content:encoded><![CDATA[<p>I watched a little and I have to say it seemed bizarre, but still interesting.</p>
<p>I wish their was an explanation somewhere of who thought this up and more importantly, how they convinced other people to be in it. Not that it isn&#8217;t an interesting idea, but I imagine it would be a tough sell.</p>
<p>As a side note, I feel they should have gone with a different font, and Tim&#8217;s reaction in part 5 to walking along the timeline was about the same as my reaction at first, too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by Cody Burrow</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-650</link>
		<dc:creator>Cody Burrow</dc:creator>
		<pubDate>Tue, 10 Aug 2010 05:12:29 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-650</guid>
		<description>I really hope the player can just explore the island and enjoy its beauty. If the world is made to seem at all alive, I would love to simply park my view next to the centre lake (in the shade of a slowly creaking windmill) and watch the wind blow in the reeds, or ripple over the water.

This is the form of simple beauty I feel needs to be put into a fully realized 3D game. If there&#039;s anyone to agree with me, I should expect it to be yourself.</description>
		<content:encoded><![CDATA[<p>I really hope the player can just explore the island and enjoy its beauty. If the world is made to seem at all alive, I would love to simply park my view next to the centre lake (in the shade of a slowly creaking windmill) and watch the wind blow in the reeds, or ripple over the water.</p>
<p>This is the form of simple beauty I feel needs to be put into a fully realized 3D game. If there&#8217;s anyone to agree with me, I should expect it to be yourself.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Graphics Tech: Texture Parameterization by Cody Burrow</title>
		<link>http://the-witness.net/news/?p=120&#038;cpage=1#comment-649</link>
		<dc:creator>Cody Burrow</dc:creator>
		<pubDate>Tue, 10 Aug 2010 04:11:25 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=120#comment-649</guid>
		<description>Amusingly, I use a similarly colored checkerboard texture to check my UVs! I like the idea of fading between lightmaps for ambient light according to aperture states - will have to try that.</description>
		<content:encoded><![CDATA[<p>Amusingly, I use a similarly colored checkerboard texture to check my UVs! I like the idea of fading between lightmaps for ambient light according to aperture states &#8211; will have to try that.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by Pritchard</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-646</link>
		<dc:creator>Pritchard</dc:creator>
		<pubDate>Mon, 09 Aug 2010 21:18:53 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-646</guid>
		<description>Exploring game spaces &gt; exploring map spaces

Density was my idea, but you can have it if you like :)
(All right, I stole it from a small game my friend syn9 made called Prompt Critical.  More developers need to think of their game play&#039;s utility function.)</description>
		<content:encoded><![CDATA[<p>Exploring game spaces &gt; exploring map spaces</p>
<p>Density was my idea, but you can have it if you like <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
(All right, I stole it from a small game my friend syn9 made called Prompt Critical.  More developers need to think of their game play&#8217;s utility function.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by Puran</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-641</link>
		<dc:creator>Puran</dc:creator>
		<pubDate>Sat, 07 Aug 2010 12:04:47 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-641</guid>
		<description>Touch panel? Like gestures?... Hate to compare it to myst again, but like in Myst V? (you had a tablet where you drew things on it and stuff happened).</description>
		<content:encoded><![CDATA[<p>Touch panel? Like gestures?&#8230; Hate to compare it to myst again, but like in Myst V? (you had a tablet where you drew things on it and stuff happened).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by Wyrmling</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-637</link>
		<dc:creator>Wyrmling</dc:creator>
		<pubDate>Sat, 07 Aug 2010 00:36:20 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-637</guid>
		<description>Well, one thing Jon mentioned in one of his lectures is that there are touch panel puzzles in the game. He really didn&#039;t give much more info than that, but he seemed really excited about them, so I&#039;m pretty pumped.</description>
		<content:encoded><![CDATA[<p>Well, one thing Jon mentioned in one of his lectures is that there are touch panel puzzles in the game. He really didn&#8217;t give much more info than that, but he seemed really excited about them, so I&#8217;m pretty pumped.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by sfury</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-636</link>
		<dc:creator>sfury</dc:creator>
		<pubDate>Fri, 06 Aug 2010 16:51:57 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-636</guid>
		<description>I bet Jon Blow knows what it is about. But he&#039;s not telling. :\

Anyway if I end up liking it as much as Braid, I don&#039;t mind waiting a bit more for the big reveal.</description>
		<content:encoded><![CDATA[<p>I bet Jon Blow knows what it is about. But he&#8217;s not telling. :\</p>
<p>Anyway if I end up liking it as much as Braid, I don&#8217;t mind waiting a bit more for the big reveal.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by asd</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-635</link>
		<dc:creator>asd</dc:creator>
		<pubDate>Fri, 06 Aug 2010 15:33:15 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-635</guid>
		<description>Maybe that&#039;s what makes everyone think of Myst - it and its followers seem to share that &quot;density&quot; philosophy, though probably out of necessity - they didn&#039;t have any room left on the CDs to put anything extra in.

Anyway, does anyone actually know what The Witness is about? Old school puzzles? Playing with some interesting game play mechanic, like the time in Braid? Hms hms hms.</description>
		<content:encoded><![CDATA[<p>Maybe that&#8217;s what makes everyone think of Myst &#8211; it and its followers seem to share that &#8220;density&#8221; philosophy, though probably out of necessity &#8211; they didn&#8217;t have any room left on the CDs to put anything extra in.</p>
<p>Anyway, does anyone actually know what The Witness is about? Old school puzzles? Playing with some interesting game play mechanic, like the time in Braid? Hms hms hms.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by Puran</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-632</link>
		<dc:creator>Puran</dc:creator>
		<pubDate>Thu, 05 Aug 2010 22:24:09 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-632</guid>
		<description>Voice recordings?

Isn&#039;t the island supposed to be uninhabited?

Soo... You find audio/video recordings, or is there some sort of narrator?

(or maybe a-la Myst hmm was it IV? Where when you found books, you could read them with voice-overs).

I&#039;m still very curious to see how this will differentiate itself from the Myst series (including the evolutions of the last few offerings) gameplay-wise.</description>
		<content:encoded><![CDATA[<p>Voice recordings?</p>
<p>Isn&#8217;t the island supposed to be uninhabited?</p>
<p>Soo&#8230; You find audio/video recordings, or is there some sort of narrator?</p>
<p>(or maybe a-la Myst hmm was it IV? Where when you found books, you could read them with voice-overs).</p>
<p>I&#8217;m still very curious to see how this will differentiate itself from the Myst series (including the evolutions of the last few offerings) gameplay-wise.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by sfury</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-630</link>
		<dc:creator>sfury</dc:creator>
		<pubDate>Thu, 05 Aug 2010 08:12:50 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-630</guid>
		<description>&quot;Most open-world games want to impress you with the hugeness of the world, and the corollary to that is that you spend a lot of time walking / riding / driving between places. The Witness takes the opposite philosophy: it wants the world to be as high-density as possible, just packed full of interesting things. As the island develops, we will be placing areas as close to each other as we can, within constraints. &quot;

Thank you, that&#039;s shaping up as something I&#039;d love to play. Also I like the idea that you have this place you can roam freely, enjoy the view, solve a puzzle or two at your own pace - without something chasing or fighting you (there won&#039;t be something like that, right? please?) or constraining you in any other way.</description>
		<content:encoded><![CDATA[<p>&#8220;Most open-world games want to impress you with the hugeness of the world, and the corollary to that is that you spend a lot of time walking / riding / driving between places. The Witness takes the opposite philosophy: it wants the world to be as high-density as possible, just packed full of interesting things. As the island develops, we will be placing areas as close to each other as we can, within constraints. &#8221;</p>
<p>Thank you, that&#8217;s shaping up as something I&#8217;d love to play. Also I like the idea that you have this place you can roam freely, enjoy the view, solve a puzzle or two at your own pace &#8211; without something chasing or fighting you (there won&#8217;t be something like that, right? please?) or constraining you in any other way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Island Today by justin</title>
		<link>http://the-witness.net/news/?p=424&#038;cpage=1#comment-629</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Thu, 05 Aug 2010 04:52:37 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=424#comment-629</guid>
		<description>i loved that in Braid. the most amount of content in the least amount of time. this &quot;high-density philosophy&quot; makes the game feel packed with alot of content. Braid was 3 hours lond but you could play 15 minutes and feel satisfaction. p.s. is there a way i or a person outside your team could be a tester?</description>
		<content:encoded><![CDATA[<p>i loved that in Braid. the most amount of content in the least amount of time. this &#8220;high-density philosophy&#8221; makes the game feel packed with alot of content. Braid was 3 hours lond but you could play 15 minutes and feel satisfaction. p.s. is there a way i or a person outside your team could be a tester?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by ludorino</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-585</link>
		<dc:creator>ludorino</dc:creator>
		<pubDate>Wed, 21 Jul 2010 07:34:35 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-585</guid>
		<description>It reminds me of Super Paper Mario (see http://www.gamespot.com/wii/rpg/superpapermario/review.html for instance), however, I&#039;m sure Miegakure goes much farer. Looking forward to a demo version of the game. It&#039;s great that, sometimes, people still have new creative ideas for games! :-)</description>
		<content:encoded><![CDATA[<p>It reminds me of Super Paper Mario (see <a href="http://www.gamespot.com/wii/rpg/superpapermario/review.html" rel="nofollow">http://www.gamespot.com/wii/rpg/superpapermario/review.html</a> for instance), however, I&#8217;m sure Miegakure goes much farer. Looking forward to a demo version of the game. It&#8217;s great that, sometimes, people still have new creative ideas for games! <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hey, who is making this game? by raigan</title>
		<link>http://the-witness.net/news/?p=408&#038;cpage=1#comment-582</link>
		<dc:creator>raigan</dc:creator>
		<pubDate>Tue, 20 Jul 2010 14:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=408#comment-582</guid>
		<description>sounds like a sausage-fest :p</description>
		<content:encoded><![CDATA[<p>sounds like a sausage-fest :p</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hey, who is making this game? by justin</title>
		<link>http://the-witness.net/news/?p=408&#038;cpage=1#comment-576</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Tue, 20 Jul 2010 04:10:27 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=408#comment-576</guid>
		<description>wow! mr. Galvin... i thought iwas the only person that did that... like ever! that&#039;s why i like how jonathan refers to this game as &quot;EXPLORATION puzzle&quot; really great team. they are 7 i counted them all</description>
		<content:encoded><![CDATA[<p>wow! mr. Galvin&#8230; i thought iwas the only person that did that&#8230; like ever! that&#8217;s why i like how jonathan refers to this game as &#8220;EXPLORATION puzzle&#8221; really great team. they are 7 i counted them all</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hey, who is making this game? by Arelius</title>
		<link>http://the-witness.net/news/?p=408&#038;cpage=1#comment-573</link>
		<dc:creator>Arelius</dc:creator>
		<pubDate>Mon, 19 Jul 2010 22:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=408#comment-573</guid>
		<description>David: It&#039;s appropriate to design with full knowledge of prior games. Otherwise the industry as a whole wouldn&#039;t be able to progress.

It&#039;d be safe to assume that similarity to prior games is at least acknowledged and understood if not explicitly deliberate.</description>
		<content:encoded><![CDATA[<p>David: It&#8217;s appropriate to design with full knowledge of prior games. Otherwise the industry as a whole wouldn&#8217;t be able to progress.</p>
<p>It&#8217;d be safe to assume that similarity to prior games is at least acknowledged and understood if not explicitly deliberate.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Location Development by Oddkins</title>
		<link>http://the-witness.net/news/?p=385&#038;cpage=1#comment-571</link>
		<dc:creator>Oddkins</dc:creator>
		<pubDate>Mon, 19 Jul 2010 16:53:09 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=385#comment-571</guid>
		<description>Can not wait...
But will.</description>
		<content:encoded><![CDATA[<p>Can not wait&#8230;<br />
But will.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by Daniel</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-568</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Sun, 18 Jul 2010 21:51:32 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-568</guid>
		<description>Yeah, i&#039;ve had my eye on this one for a while. It&#039;s looking wonderful, but I still can&#039;t wrap my head around it=S</description>
		<content:encoded><![CDATA[<p>Yeah, i&#8217;ve had my eye on this one for a while. It&#8217;s looking wonderful, but I still can&#8217;t wrap my head around it=S</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by Leroy</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-565</link>
		<dc:creator>Leroy</dc:creator>
		<pubDate>Sun, 18 Jul 2010 09:14:13 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-565</guid>
		<description>Been looking out for this game ever since I heard about it through reports on the  Experimental Gameplay Sessions of 2009.</description>
		<content:encoded><![CDATA[<p>Been looking out for this game ever since I heard about it through reports on the  Experimental Gameplay Sessions of 2009.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by Joel</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-564</link>
		<dc:creator>Joel</dc:creator>
		<pubDate>Sun, 18 Jul 2010 06:35:38 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-564</guid>
		<description>I had a friend who tried to describe the 4th dimension to me the other day.
After visiting this site, I still have no idea :)</description>
		<content:encoded><![CDATA[<p>I had a friend who tried to describe the 4th dimension to me the other day.<br />
After visiting this site, I still have no idea <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by Fraser</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-563</link>
		<dc:creator>Fraser</dc:creator>
		<pubDate>Sat, 17 Jul 2010 23:09:31 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-563</guid>
		<description>This game truly hurts my brain in a way I never though possible... More than Portal even.  I hope the developer releases a demo soon so I can stop feeling all flat and dimensionally weaker :P</description>
		<content:encoded><![CDATA[<p>This game truly hurts my brain in a way I never though possible&#8230; More than Portal even.  I hope the developer releases a demo soon so I can stop feeling all flat and dimensionally weaker <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on A game to watch for: Miegakure by Jonp382</title>
		<link>http://the-witness.net/news/?p=414&#038;cpage=1#comment-561</link>
		<dc:creator>Jonp382</dc:creator>
		<pubDate>Sat, 17 Jul 2010 19:09:45 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=414#comment-561</guid>
		<description>If you say it&#039;s good I have no doubt the game will exceed my own expectations. I was just looking at this a few days ago on Kotaku and it instantly became a must-have.</description>
		<content:encoded><![CDATA[<p>If you say it&#8217;s good I have no doubt the game will exceed my own expectations. I was just looking at this a few days ago on Kotaku and it instantly became a must-have.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The Indie Fund submissions process is now open&#8230; by increpare</title>
		<link>http://the-witness.net/news/?p=375&#038;cpage=1#comment-559</link>
		<dc:creator>increpare</dc:creator>
		<pubDate>Sat, 17 Jul 2010 10:53:09 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=375#comment-559</guid>
		<description>Congrats on getting it all set up, folks -</description>
		<content:encoded><![CDATA[<p>Congrats on getting it all set up, folks -</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Hey, who is making this game? by Devin</title>
		<link>http://the-witness.net/news/?p=408&#038;cpage=1#comment-558</link>
		<dc:creator>Devin</dc:creator>
		<pubDate>Sat, 17 Jul 2010 08:55:13 +0000</pubDate>
		<guid isPermaLink="false">http://the-witness.net/news/?p=408#comment-558</guid>
		<description>Oh wow! I had no idea you guys had so much experience under your belts. I&#039;m very impressed. I guess I had this image that the team was made up of people just starting out in game design but I guess after Braid, I should have known better. Anyway, looking forward to the game! Very sad to hear it won&#039;t be available till late next year but I&#039;ll still wait for it fervently :)</description>
		<content:encoded><![CDATA[<p>Oh wow! I had no idea you guys had so much experience under your belts. I&#8217;m very impressed. I guess I had this image that the team was made up of people just starting out in game design but I guess after Braid, I should have known better. Anyway, looking forward to the game! Very sad to hear it won&#8217;t be available till late next year but I&#8217;ll still wait for it fervently <img src='http://the-witness.net/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>
