Why aren’t video games satisfying?

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?

A movie can give you a satisfying experience in 2 hours.

A painting or a sculpture can give you a satisfying experience in 10 minutes.

A song can give you a satisfying experience in 3 minutes.

What is it about certain kinds of linear-experience games that makes players feel they need to play them for hours upon hours in order to accrue a satisfying experience? If it really takes that long, doesn't that mean the medium is somehow deficient in important ways?

Gamers seem to praise games for being addicting, but doesn't that feel a bit like Stockholm syndrome? If you spend 20 hours playing a game, but the good parts could have been condensed into 3, then didn't you just waste 17 hours?

If you waste 17 hours a month for the rest of your life, what is the cost of that, socially, quality-of-life-wise, economically, or however else you want to measure?

I am not saying that all games should be short. Certainly there's a place for long-form games, just as there's a place for long-form TV shows like Deadwood or Lost. But if we lived in a world where all cinema had to be the length of Lost, and films like Inception were criticized by cinema fans, and given lower scores in reviews and such, for being too short... wouldn't that be perverse? Certainly the people in that world would be ignoring a big chunk of the potential of that medium, for arbitrary and weird reasons.



This post is part of an industry-wide commentary by indie developers on the subject of short games. Other participants:

Ron Carmel of 2DBoy

Chris DeLeon

Dave Gilbert of Wadjet Eye Games

Matt Gilgenbach of 24 Caret Games

Michael Todd
Eitan Glinert of Fire Hose Games

Cliff Harris of Positech Games

Chris Hecker of Spy Party

Scott Macmillan of Macguffin Games

Noel Llopis

Peter Jones of Retro Affect

Lau Korsgaard

Martin Pichlmair of Broken Rules

Greg Wohlwend of Intution Games

Jeffrey Rosen of Wolfire

Steve Swink

The Island Today


The Witness: Island Snapshot

We are starting to tinker around with the sky (this one is way too dark). Also, moving around a bunch of locations and adding some new ones.

I'm doing a couple of weeks' worth of serious map organization / reorganization in order to get the game to a point where we can playtest it at pretty much any time, and whoever sits down to play will have a reasonable experience. The game was in this kind of shape back in January, but we had to do a lot of work on game internals in order to get things where they needed to be, interactivity-wise, for the mid-stage of development. Now that most of that stuff is done, it's time to put the world/content back in playable shape; from there, new stuff can be added in a way that continuously fills out the world. Once I feel like the world is "full enough" we can leave the preproduction phase and start going into production (which is where we start caring about what the graphics look like, start seriously doing voice recordings, etc).

One area I've been working on for the past few days is the start of the game. It is meant to be a semi-guided experience that clues the player into what the game is about. (If you remember the beginning of Braid, it's something like that.) You may have seen the interior of the house (the white building on the left) in earlier blog posts:


The Witness: Area just outside the house

The area just outside the house is a constrained path, but very soon the player exits this area and can freely roam an open world.

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. (Braid had a similar high-density philosophy -- though it manifested in a different way -- and many people appreciated that).

A game to watch for: Miegakure


Miegakure, by Marc ten Bosch, is a puzzle game where you travel through four-dimensional space (and manipulate objects in that space). I was privileged to play an early version in 2009; just this week I got to play the most recent version, and it is coming along tremendously. It is my Game of the Year, though it is unlikely to be released this year. I find it easy to think of Miegakure as one of the great puzzle games of all time.

If I can be said to have an agenda in game design, it has something to do with mind-expansion.  Because of that, I very much appreciate it when other designers make games with that kind of intention.  Games that are truly mind-expanding are very rare and very difficult to make, but this is one of them.

Keep an eye out for this game, and when it comes out, play it.  Since it will be a while before release, so there's no demo available.


Here's an introduction to the game.

Here's an interview Marc did with Gamasutra with further details.

To keep up with news on the game, you can subscribe to Marc's blog.

Location Development

To start off, here's the customary island snapshot:

It may not look tremendously different from the last one, aside from the translucent water and added objects at the near corner.  However, a number of locations have been worked on in the past few weeks, which happen to be either far across the map or underground, so I figured I'd post some highlights.

Keep in mind that all of this is placeholder graphics; because we consider gameplay to be very important, we are planning out the gameplay carefully before we go into full production.

This area is an old ruin carved from stone; as the world gets developed, the area around it will become more deserty.  In a later blog update I'll show this area more extensively:


Continue reading

The Indie Fund submissions process is now open…

... and the web site is updated.  See it here: http://indie-fund.com/

Earlier this year, some friends and I, all successful independent game developers, put together the Indie Fund in order to help support newer folks with good ideas.  All the hoops involved in setting up such an organization have been passed through, and we are now open for general submissions.  If you are an independent developer who needs money for a project-in-progress, go check out the Apply page to see what kinds of games we are looking for.

Thanks, and good luck!

Kriging is cool.

In The Witness we decided that it's a good idea to have a heightfield terrain making up the bulk of the island surface.  The advantages of this are in rendering performance and in ease of texturing (it is relatively easy, with one continuously-parameterized terrain block, to get rid of seams; if your terrain is a bunch of otherwise-unrelated meshes, then what do you do?) Continue reading