You gave an interview a while ago about bringing game design inspiration from other sources (like movies, for example). Could you talk a bit about what were your references (if any) while designing The Witness puzzles?
On a related note: In The Witness, you get to develop this "puzzle language" with the player without using any words: It teaches the player a language without assuming a prior common language with them. Did you do any research about this or it just came to you as you were designing the game? If so, do you have any references that you used that you could point us to?
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You gave an interview a while ago about bringing game design inspiration from other sources (like movies, for example). Could you talk a bit about what were your references (if any) while designing The Witness puzzles?
On a related note: In The Witness, you get to develop this "puzzle language" with the player without using any words: It teaches the player a language without assuming a prior common language with them. Did you do any research about this or it just came to you as you were designing the game? If so, do you have any references that you used that you could point us to?
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