The Witness (2016 Video Game)
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''The Witness'' is a 2016
puzzle video game Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. H ...
developed and published by Thekla, Inc. Inspired by ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's character t ...
'', the game involves the exploration of an open world island filled with natural and man-made structures. The player progresses by solving puzzles, which are based on interactions with grids presented on panels around the island or paths hidden within the environment. The game provides no direct instructions for how these puzzles are to be solved, requiring the player to identify the meaning of symbols in the puzzles. A central design element to the game was how these puzzles are presented so that the player can achieve a moment of inspiration through trial and error and gain that comprehension themselves. Announced in 2009, ''The Witness'' had a lengthy development period.
Jonathan Blow Jonathan Blow (born 1971) is an American video game designer and programmer. He is best known for his work on the independent video games ''Braid'' (2008) and '' The Witness'' (2016). Born in California, Blow developed a passion for game progra ...
, the game's lead designer, started work on the title in 2008, shortly after releasing ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
''. The financial success of ''Braid'' allowed him to hire a larger production team without ceding creative control over the final product. To create the game's visual language, the team developed their own
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software i ...
and retained artists, architects, and landscape architects to design the structures on the island. This required a protracted development process, and the game's release was delayed from 2013 to 2016. Blow desired to create a game around non-verbal communication, wanting players to learn from observation and to come to epiphanies in finding solutions and leading to a greater sense of involvement and accomplishment with each success. The game includes around 650 puzzles, though the player is not required to solve them all to finish the game. ''The Witness'' was released for
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and
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in January 2016, with later versions released for the
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,
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,
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, and
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. Original plans for release on the
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and
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were abandoned as the game engine became more demanding, and the team ultimately opted for an initial release on Windows and the PlayStation 4, with support for other platforms following. ''The Witness'' received generally favorable reviews from critics, who praised the difficult but surmountable puzzles and the game's art and setting. Within a week of release, the game had sold over 100,000 copies, which was about as many copies as ''Braid'' had done within a year of its release, nearly recouping all of the development costs for the game.


Gameplay

''The Witness'' is a first-person
puzzle video game Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. H ...
. The player, as an unnamed character, emerges from an underground bunker and explores an island with numerous structures and natural formations. The island is roughly divided into eleven regions, arranged around a mountain that represents the ultimate goal for the player. The regions are differentiated from one another by changes in vegetation, and the puzzles within each region are similar to one another (e.g. their solutions may all involve symmetry). Throughout the island are yellow boxes housing turrets. These can be activated once the puzzles within the box's region have been solved. When activated, the turrets emerge to shine a light toward the top of the mountain, indicating that a section of the game is complete. Several such turrets need to be activated to unlock access to the inside of the mountain and ultimately reach the game's final goal. Additional puzzles can be discovered if all eleven turrets are activated. Once the player finishes the ending puzzle, they are carried through the air by a cage and returned to the bunker where the game began. There are additional optional puzzles scattered around the island. One such set of puzzles, accessible after entering the mountain and colloquially referred to as "The Challenge", is a time-based test to complete about a dozen algorithmically generated puzzles of various types within seven minutes. The sequence is set to music from
Edvard Grieg Edvard Hagerup Grieg ( , ; 15 June 18434 September 1907) was a Norwegian composer and pianist. He is widely considered one of the foremost Romantic era composers, and his music is part of the standard classical repertoire worldwide. His use of ...
's "Anitra's Dance" and "
In the Hall of the Mountain King "In the Hall of the Mountain King" ( no, I Dovregubbens hall, , In the Dovre man's hall, link=no, italic=no) is a piece of orchestral music composed by Edvard Grieg in 1875 as incidental music for the sixth scene of act 2 in Henrik Ibsen's 1867 ...
". The game has more than 650 puzzles, which
Jonathan Blow Jonathan Blow (born 1971) is an American video game designer and programmer. He is best known for his work on the independent video games ''Braid'' (2008) and '' The Witness'' (2016). Born in California, Blow developed a passion for game progra ...
estimates will take the average player about 80 hours to solve. The puzzles include one that Blow believed that less than 1% of the players would be able to solve. Mechanically, all puzzles in ''The Witness'' are solved in the same way: a path is drawn on a grid. For a path to be a solution to a puzzle, it must satisfy a number of rules. The rules are usually simple. For example, in a grid with white and black squares, a path may be required to separate the different kinds of squares, as illustrated to the left. The rules are taught to the player throughout the course of the game by the puzzles themselves, as such, there is no text or dialogue directly explaining a puzzle's rules. While the rules a path must satisfy can differ substantially across the game, at least three rules apply to all puzzles: paths must always begin from a round node, end on a line segment with a rounded end, and avoid self-intersection. As such, many of the game's puzzles can be classified as
maze A maze is a path or collection of paths, typically from an entrance to a goal. The word is used to refer both to branching tour puzzles through which the solver must find a route, and to simpler non-branching ("unicursal") patterns that lea ...
s. The game has two modes of interaction. The first, a walking mode, allows the player to move around and explore the island. The second, the path-drawing mode, is the one the player uses to attempt to solve puzzles. This mode is distinguished from the former by a white border around the screen. In path-drawing mode, the player's avatar is prevented from moving and instead allows the player to use their controls to trace the path through the puzzle's grid. The mode ends once the player solves the puzzle or cancels the mode. Normally, this mode is activated in front of a panel, moving the player's view directly to the panel to solve it, but it can also be activated at any other time. Nearly all puzzles provide immediate feedback if they have been solved correctly or not through sound effects or visual indication. Most puzzles are easy to identify, located on recognizable eye-level panels scattered around the island. Sometimes several panels will be clustered together, as is typically done when the game is teaching a rule to the player. Most panels are daisy-chained to one another with power cables; solving one will light-up the cable, and unlock another panel. When this occurs in one of the game's regions, the complexity of the puzzles increases as the player works towards unlocking the region's yellow box (the size of the grids may increase, the region's rules may be refined, or new rules may be created). Though puzzles in a given region usually need to be completed in order, the regions themselves do not. This gives the game an open-world feel and allows players who get stuck in one region to move on to another. Sometimes the rules of a puzzle depend not on the elements in its grid, but on the environment itself (for example, studying a tree whose branch structure mimics that of a nearby grid). There are also a number of optional environmental puzzles, where a single path is disguised in the environment. As with the game's grid puzzles, these are solved by entering path-drawing mode and tracing out the path. However, the components of such paths are distributed across different parts of the environment and disconnected. Only when a path is viewed from a certain perspective do the components join together to form a continuous path. The player then needs to find the correct viewpoint to complete the puzzle. Completing one such puzzle early in the game leads to an alternate ending, which culminates in a live-action sequence, apparently from the player's point-of-view, as they finish the game and take off their
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
(VR) headset, having seemingly been lost in the game for several days. They try to get back to their senses but still look for the game's puzzles in the real-life environment. Throughout the island are audio recordings that provide insightful quotes for the player, from people such as
Buddha Siddhartha Gautama, most commonly referred to as the Buddha, was a śramaṇa, wandering ascetic and religious teacher who lived in South Asia during the 6th or 5th century BCE and founded Buddhism. According to Buddhist tradition, he was ...
,
B.F. Skinner Burrhus Frederic Skinner (March 20, 1904 – August 18, 1990) was an American psychologist, behaviorist, author, inventor, and social philosopher. He was a professor of psychology at Harvard University from 1958 until his retirement in 1974. ...
, and
William Kingdon Clifford William Kingdon Clifford (4 May 18453 March 1879) was an English mathematician and philosopher. Building on the work of Hermann Grassmann, he introduced what is now termed geometric algebra, a special case of the Clifford algebra named in his ...
. Voice actors for these logs include Ashley Johnson,
Phil LaMarr Phillip LaMarr (born January 24, 1967) is an American actor, comedian and screenwriter. LaMarr was one of the original featured cast members on the sketch comedy television series ''Mad TV''. His voice acting roles in animated series include Jo ...
, Matthew Waterson, and
Terra Deva Terra Deva McNair is an American singer, songwriter, actor, and dancer known for her work in seasons 4 & 5 of ''The Disney Channel's Mickey Mouse Club.'' She has had continued success as a solo and collaborative artist. Terra was born in Nort ...
. The player can also encounter a theater where short video clips, such as from James Burke's '' Connections'' series or the ending of
Andrei Tarkovsky Andrei Arsenyevich Tarkovsky ( rus, Андрей Арсеньевич Тарковский, p=ɐnˈdrʲej ɐrˈsʲenʲjɪvʲɪtɕ tɐrˈkofskʲɪj; 4 April 1932 – 29 December 1986) was a Russian filmmaker. Widely considered one of the greates ...
's ''
Nostalghia ''Nostalghia'' (UK: ''Nostalgia'') is a 1983 Soviet-Italian drama film directed by Andrei Tarkovsky and starring Oleg Yankovsky, Domiziana Giordano, and Erland Josephson. Tarkovsky co-wrote the screenplay with Tonino Guerra. The film depicts a R ...
'', can be viewed. A number of
visual illusions Within visual perception, an optical illusion (also called a visual illusion) is an illusion caused by the visual system and characterized by a visual percept that arguably appears to differ from reality. Illusions come in a wide variety; thei ...
based on
depth perception Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsis an ...
from the player's position can be found in the game's environment, such as two seemingly disparate human figures at different parts of the island that appear to be holding hands when viewed from the right position and angle.


Development

''The Witness'' was envisioned after Jonathan Blow released ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
''. After seeing the title become a success in 2008, Blow took time off from "serious development" to prototype new game concepts, spending a few months on each. The concept that proved to be the basis for ''The Witness'' was a prototype that Blow considered to be "very ambitious and challenging". He considered it risky as it would include the development of a 3D gameplay engine, and feared that he would "fall back to square one"—referring to his lifestyle before the success of ''Braid''—should it fail. Despite these challenges, Blow continued to go forward with ''The Witness'' as it was also the most compelling prototypes he had crafted. Direct development work on the title began in late 2008. The game concept itself is based on an earlier title that Blow had envisioned but never completed. According to Blow, in this unfinished title, there was a side gameplay aspect with a "magic moment" that would have made the title exciting. ''The Witness''s gameplay is based on distilling out this "magic moment" and wrapping it within its own game and story. Blow compared this moment to a
spoiler Spoiler is a security vulnerability on modern computer central processing units that use speculative execution. It exploits side-effects of speculative execution to improve the efficiency of Rowhammer and other related memory and cache attacks. Ac ...
for a movie, and thus avoided disclosure of the mechanic or other aspects of the game before release. The maze panel idea came from an earlier idea that Blow had around 2002 for a game involving wizards where the player would cast spells through
mouse gestures In computing, a pointing device gesture or mouse gesture (or simply gesture) is a way of combining pointing device or finger movements and clicks that the software recognizes as a specific computer event and responds to accordingly. They can be ...
, a popular element of video games at the time, with the ability to modify the effect of the spells through slight alterations of specific gestures. One of Blow's goals for ''The Witness'' was to explore the types of non-verbal communication that can be achieved through the medium of video games, an exploration he felt to be important to understanding them as an art form. The name ''The Witness'' is derived from the core gameplay aspect of making the player attentive to the surroundings to discover meaning and solutions to puzzles without verbal communication, similar to the approach taken by ''
Myst ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's character t ...
'' (1993). Blow attributes much of ''The Witness''s design to ''Myst'', citing ''Myst'' as a game that inspired him to become a developer. An aspect of ''Myst'' that Blow desired to correct was the nature of "pixel hunting" in some of its puzzles; the player would have to click on various parts of the virtual machinery without knowing what the end result was until sometime later in the puzzle. Within ''The Witness'', Blow created the maze panels as a unifying mechanic for all the puzzles to avoid this confusion. While the basic mode of interaction is the same for every maze in the game, the rules for solving each puzzle differ depending on the set of symbols included on each specific maze. The game map was divided into sections so that the information the player needed to understand the puzzles in that section would be segregated to one general location, "
utting Utting am Ammersee (until 1953 just Utting) is a municipality in the district of Landsberg in Bavaria in Germany. History During World War II World War II or the Second World War, often abbreviated as WWII or WW2, was a world ...
down a lot of ambiguity that used to exist in adventure games". Puzzles within the game were designed to be unique and meaningful within the context of the rest of the puzzles in the game. Part of the game's concept is a balance between puzzle-solving and perception, giving the player the freedom to explore ''The Witness''s world and creating a non-linear approach to gameplay. Two of the first puzzles Blow created involved "clues in objects that populate the world", which led him to recognize he needed to create a world to support these puzzles. This would form a dichotomy between exploration and puzzle-solving, which "made a lot of sense" to Blow. Blow felt that a common issue among most adventure games was punishing the player for being stuck, so he created the island as an open world, allowing players to abandon puzzles they were stuck on to explore others. Blow wanted puzzles to be clearly presented in the open and without any
red herring A red herring is a figurative expression referring to a logical fallacy in which a clue or piece of information is or is intended to be misleading, or distracting from the actual question. Red herring may also refer to: Animals * Red herring (fis ...
s, similar to the approach he had taken with ''Braid''. Exploration is encouraged through the game's narrative, which is told through audio logs the player can find on the unpopulated island; Blow used the audio logs to create a "feeling of loneliness in a beautiful space" for the player. Because these logs can be found in any order, Blow hopes that each player may have a different perception of the narrative depending on how they have approached the game. These audio logs were initially intended to be more story-driven, but Blow opted later to replace these with more obfuscated and obtuse information, similar to the text elements used in ''Braid'', to avoid directly relaying the story to the player and allow them to figure out the narrative for themselves instead. Blow's team designed the narrative so that players will gain a more concrete understanding of the story as they solve more puzzles. Blow designed the game to allow the player to self-direct and explore and learn about the world through their own curiosity. Blow saw
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as hollow and false rewards for the player in comparison to puzzle-solving epiphanies and only implemented them because of requirements for certification by the game console platforms. Blow was also concerned about the immersion-breaking pop-up messages that announce achievements, as he considers ''The Witness'' a "subtle kind of game" and external cues can be jarring. For Blow, the ideal player "is inquisitive and likes to be treated as an intelligent person". He was very careful to avoid "over-tutorializing" the game, noting that when a new idea is introduced in a game, the decision to immediately explain it to avoid confusion "kills epiphany and related things like the joy of discovery." He considers ''The Witness'' to be "anti-Nintendo", saying that "if you play a Nintendo game, there's a little character telling you every obvious thing over and over again for hours." "This is going the other way. It's more like the original ''Legend of Zelda'', which didn't tell you anything." Blow designed the puzzles to be "as simple as they can be" while still being challenging enough that players would have "miniature epiphanies over and over again." When asked how he felt about the fact that some players may not finish the game due to its difficulty, Blow said he would rather make a game that people who like to be challenged can appreciate than "scale it back so that more people can feel like they got everything."


Funding and development

''The Witness'' was announced in 2009 following the release of Jonathan Blow's previous game, ''Braid''. At the time, Blow had no firm plans to release or publicize the game, and had allocated a budget of about for the game. Blow created the Thekla, Inc. team for the development and publication of ''The Witness''. The company's name is taken from a city in
Italo Calvino Italo Calvino (, also , ;. RAI (circa 1970), retrieved 25 October 2012. 15 October 1923 – 19 September 1985) was an Italian writer and journalist. His best known works include the ''Our Ancestors'' trilogy (1952–1959), the '' Cosmicomi ...
's novel ''
Invisible Cities ''Invisible Cities'' ( it, Le città invisibili) is a novel by Italian writer Italo Calvino. It was published in Italy in 1972 by Giulio Einaudi Editore. Description The book explores imagination and the imaginable through the descriptions of ...
''. Starting in December 2009, Blow worked remotely with a 3D artist and a technical programmer full-time. Blow stated that by 2015 there were about eight full-time members on his team, though there were ten or eleven people involved around 2011 and as many as fifteen at its peak. ''The Witness'' incorporates other artists' and programmers' contributions in smaller roles, such as David Hellman, who had previously worked with Blow on ''Braid''s art design and worked on conceptualizing the design of ''The Witness''. Other contributors include Eric Urquhart, who provided 3D concept artwork for the game, and Ignacio Castaño, who developed a rendering system for the game's illumination and visual effects. Blow gives much credit to Orsolya Spanyol, a freshly graduated graphic artist he hired around 2011, for transforming the original sparse imagery of the island to the more vivid scenery that was included in the final game. By diversifying work on the game, Blow was able to focus more of his time on the core game design, allowing his team to implement his vision, in contrast to the development of ''Braid'', where he also had to program much of the game himself. ''The Witness'' took seven years to complete. Blow attributes this long period to the expansion of the game's scope as he and his team continued to work on it. He opted against time- and cost-saving solutions that would have affected his ambition for the game, such as condensing the game's scope or using an off-the-shelf game engine. Instead, he put revenues from sales of ''Braid'', totaling around as of April 2014, into development costs. Blow had to seek out additional capital in February 2015 after exhausting the ''Braid'' revenues, but believed that regardless of the costs of extra development time, the debt would be justified in the long run. Final development costs were estimated at just under . While Blow considers ''The Witness'' to be an
indie game An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
due to the lack of funding or support from a major publisher, he also feels that the scope of the project by time and cost is closer to what a
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studio would produce, and that it represents a new type of game development in the industry. ''The Witness'' uses its own engine developed by Blow and his team, which took a significant portion of the development time. Blow was insistent on using his own game engine instead of an existing solution such as
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, as he would be able to fully control every element of a game engine that he created himself. As a compact game world compared to open-world games, the whole of the island of ''The Witness'' was treated as one
zone Zone or The Zone may refer to: Places Climate and altitude zones * Death zone (originally the lethal zone), altitudes above a certain point where the amount of oxygen is insufficient to sustain human life for an extended time span * Frigid zone, ...
, simplifying the gameplay and engine development. This presented a secondary challenge to the team, because to concurrently work on the project, they needed to find a means to allow multiple developers to edit areas without resorting to using locking on their version control system, as well as being able to work without being connected to a central server. Blow and his team developed an unconventional means of serializing the game world into text files that would have revision control while at the same time making it easy to find conflicting edits. They also converted the 10,000-some entities in the game world into their own individual files for tracking to further reduce conflict between edits. Other features of this system include using defined control points for terrain elements to automatically recalculate seamless connections between them within the game's rendering engine, and a built-in world editor within the game engine to easily access existing serialized elements and create new ones. The development team had incorporated support for upcoming VR hardware within ''The Witness'', following a November 2013 meeting between Blow and two
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fittings ...
developers demonstrating their upcoming
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technology, which Blow found to help enhance the player's ability to explore the island. Though the technical support for VR is present in the released game, ''The Witness'' was not designed to take advantage of virtual reality, as many of the puzzles could be "cheated" if the head movement could be separated from the body movement, according to programmer Andrew Smith.


Design, art, and sound

The design and layout of the island in ''The Witness'' has been nearly consistent since the start of the game's development, with the team working on populating the world with specific puzzles, and detailing the landscape and other art assets. Sam Machkovech, a writer for ''
Ars Technica ''Ars Technica'' is a website covering news and opinions in technology, science, politics, and society, created by Ken Fisher and Jon Stokes in 1998. It publishes news, reviews, and guides on issues such as computer hardware and software, sci ...
'' who had played a demo of the game in 2012 and again in 2015, noted that the island had remained familiar between these two sessions. One aspect of the design of the game world is the use of power cables running across the island, connecting puzzle panels to the mechanics they control. Blow found these to help in the initial parts of the game to provide "extreme clarity" of where the player was to go next, but discovered that this also made the game too much of a grind of repeating the same pattern. Over the course of development, the power cable aspects remained, but the designers changed how easy they were to trace across the landscape as a means to guide the player towards potential objectives. The island has been structured to provide a fair mix of puzzle-solving, exploration, and narrative elements while avoiding a "paradox of choice" by giving the player too much freedom and confusion about where to go next. According to artist Luis Antonio, one of the first things that Blow wanted the player to see was the mountain, to make them aware that this was their ultimate goal. The game initially started the player in an abandoned bunker converted to a living space, but as it was originally arranged, the player would exit the bunker not facing the mountain. Though they attempted to move and rotate the bunker space to meet Blow's goal, it was ultimately scrapped in favor of a simpler space with interior elements that fit with other portions of the game, and which the player would climb out of into the external environment with the mountain in full view. This introductory area was also meant to serve as the game's tutorial, helping players to understand the fundamental mechanics of switching between solving puzzles and exploring the environment to find others, and Thekla spent a great deal of time fine-tuning the details to be clear without verbal explanation. The team's artists worked to support Blow's objective of guiding the player by using contrasts of color and of natural and man-made structures to highlight areas that the player would be drawn towards. Blow wanted the game's art to start off with bright colors and high saturation, to present a type of optimism to the player, while later settings in the game would become less bright. He also wanted to make sure all elements of the game world stood out to avoid visual noise within the game that may have interfered with puzzle solving. To accomplish this, he and his team often had to review the game as if they were new players to it, and identify what elements they were visually drawn to; this would often identify features of the island they had incorporated early on but were no longer appropriate for the final game. The art style was influenced by a simplification approach, eliminating enough details but keeping overall shapes to make objects clearly recognizable. According to Antonio, they took inspiration for simplification from real-world photography, from artwork, and from the environments of the games ''
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'', ''
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'', and ''
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''. They still wanted to ensure that a player would be able to recognize an area of the island they were in based on the visual appearance, such as by the types of trees around them, and ensured there was enough distinction while simplifying the assets to make this possible. Blow's team also engaged with Fourm Design Studio, a real-world architecture firm, and Fletcher Studio, a landscape architecture team, to help develop the environments for ''The Witness''. According to Fourm's founder, Deanna Van Buren, they developed the various man-made and cultivated areas based on the concept of three different civilization periods, with later civilizations building on the structures from earlier ones and repurposing these structures as needed. Their studios helped to bring design principles to the main development team, allowing them to then extrapolate their own ideas for the final game. Blow said that the guidance and advice of the architects helped to craft the island in a way that "feels more immersive just because the details are in place, and your brain kind of picks up on it". Blow gives an example of how many of the buildings on the island are in various states of deterioration, but were designed as fully detailed and complete structures and purposely worn down to create the ruined look; the resulting structures retain logically consistent details, such as the remains of wooden support posts for rotted-away stairways in a castle, which aid in immersion for the player. The final game shipped with very little music, instead relying on the ambient sounds of the environment, which were developed by Wabi Sabi Sound. Blow felt that the addition of music was a "layer of stuff that works against the game". The ambient sound effects were difficult to include, as the game world has no wildlife, making the player aware of how alone they are while on the island. Most of the ambient sounds were recorded by Andrew Lackey of Wabi Sabi Sound, capturing them while walking around
Angel Island Angel Island may refer to: *Angel Island (California), historic site of the United States Immigration Station, Angel Island, and part of Angel Island State Park, in San Francisco Bay, California * Angel Island, Papua New Guinea * ''Angel Island'' (n ...
in the San Francisco Bay. Lackey layered the various sound effects to enable many different variations depending on the player's location on the island while also providing a seamless transition from one environment to the next.


Marketing and release

The game was quietly revealed to the public by Blow at the 2010 Penny Arcade Expo with the help of independent developers
Chris Hecker Christopher Bryan Hecker (born 1970) is an American video game programmer and commentator. He is the founder of the gaming company Definition Six and best known for his engineering work on Will Wright's 2008 game '' Spore''. Hecker is an advocat ...
and Andy Schatz, who were sharing booth space for demonstrations of their own games, ''
SpyParty ''SpyParty'' is a social deduction stealth video game developed by Chris Hecker. ''SpyParty'' was first shown at the Experimental Gameplay Workshop at the 2009 Game Developers Conference. Hecker describes his game as "an asymmetric multiplayer ...
'' and '' Monaco: What's Yours Is Mine''; the two provided a table for demonstrating ''The Witness'' without any signs or other markings. Blow wanted to keep the demonstration subtle and a surprise and to see players' reactions without the pressure of other players waiting in line to try the game. Blow himself was present at the Expo but kept his distance from the demonstration table. The fact that ''The Witness'' was playable at the Expo was only fully revealed after the Expo by both Blow and Stephen Totilo of ''
Kotaku ''Kotaku'' is a video game website and blog that was originally launched in 2004 as part of the Gawker Media network. Notable former contributors to the site include Luke Smith, Cecilia D'Anastasio, Tim Rogers, and Jason Schreier. History ...
'', who saw and played the game but did not mention its presence until later. Players who tried the game at PAX or saw footage of it from the Kotaku article afterward became concerned that ''The Witness'' would simply be a series of mazes to solve. Blow reiterated that there was more to the game than mazes, and that he encountered similar problems when trying to promote ''Braid'', since seeing videos of portions of the game does not serve to demonstrate "what happens in the player's mind during the puzzle-solving process". At the time of the 2010 reveal, Blow had anticipated releasing ''The Witness'' on Windows and iOS devices, and on an unspecified set of consoles, including possibly the
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation ...
and
PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Interactive Entertainment, Sony Computer Entertainment. The successor to the PlayStation 2, it is part of the PlayStation brand of consoles. It was first released on Novemb ...
. Later that year, Blow restated his stance, and felt that there would be no console release on initial release, considering the amount of additional programming time and limitations of the console platforms. In November 2011, Blow was able to hire two more programmers, and had rethought the release for consoles; while he could not commit to a console release initially, the additional labor would help make it possible to have one console version ready at the time of the game's launch, with the version for other consoles to be made available at a later time. As the game's development progressed and its engine become more complex, Blow opted to forgo the development of
seventh-generation console The seventh generation of home video game consoles began on November 22, 2005, with the release of Microsoft's Xbox 360 home console. This was followed by the release of Sony Computer Entertainment's PlayStation 3 on November 17, 2006, and Ninte ...
versions, citing their "relatively low system specs". Around 2012, development of ''The Witness'' for the next generation of consoles with improved hardware capabilities became a possibility, and Blow and his team started looking at this opportunity. They had discounted the
Wii U The Wii U ( ) is a home video game console developed by Nintendo as the successor to the Wii. Released in late 2012, it is the first eighth-generation video game console and competed with Microsoft's Xbox One and Sony's PlayStation 4. The W ...
, again citing low specs, and decided to choose between the
PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in ...
and the
Xbox One The Xbox One is a home video game console developed by Microsoft. Announced in May 2013, it is the successor to Xbox 360 and the third base console in the Xbox series of video game consoles. It was first released in North America, parts of ...
platforms. At the time of this decision, Sony was able to provide hardware information and development kits. Sony also sought out independent developers like Blow to learn about the upcoming PlayStation 4 in preparation for its launch, while Microsoft had not yet released firm specifications for their console. Blow opted to go with the PlayStation platform; this decision was also aided by representatives from Sony who were interested in bringing the game to their system, and Sony's larger trend of bringing more downloadable and independently developed games to their next console, in contrast to Microsoft's tighter controls. Blow affirmed that there was no monetary deal involved with this decision. He also later acknowledged that he had had difficulties working with Microsoft in the past, and had previously explained several of the issues he had to go through with Microsoft to release his earlier game ''Braid''. ''The Witness'' had been planned as a launch-window title for the PlayStation 4 in 2013, a limited-time console exclusive. The Windows and iOS versions, at that point, were planned to be released alongside the PlayStation 4 version, barring any development delays that Blow and his team encountered. Other console versions would come later if they opted to develop for them. ''The Witness'' remained in development, missing the planned 2013 release while Blow and his team continued to improve and fine-tune the game. In September 2015, Blow announced that the game's release was set for January 26, 2016, simultaneously for PlayStation 4 and Windows, with the iOS version to follow shortly thereafter. Though the
ESRB The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Asso ...
rated the title for the Xbox One just prior to the game's release, Blow clarified that they had no plans for release on that platform at the time and were only acquiring the ESRB rating for that console platform at the same time as the other confirmed versions to avoid having to redo that step prior to release in the future. About a week before its release, Blow announced that the game would be priced at , an amount he said was "fairly reflective of what the game is". The cost was met with some criticism that it was a high price for an indie game. Game journalists believed the price was justified given the estimated 100-hour playtime Blow had stated, and also compared it to a similar puzzle game, ''
The Talos Principle ''The Talos Principle'' is a 2014 puzzle video game developed by Croteam and published by Devolver Digital. It was simultaneously released on Linux, OS X and Windows in December 2014. It was released for Android in May 2015, for PlayStation 4 ...
'' (2014), which was released for the same price. To help promote the game, the development team created three "long screenshot" videos, inspired by the experimental film ''
Koyaanisqatsi ''Koyaanisqatsi'' (), also known as ''Koyaanisqatsi: Life Out of Balance'', is a 1982 American experimental film, experimental non-narrative film directed and produced by Godfrey Reggio with music composed by Philip Glass and cinematography by R ...
'', that slowly panned across the island and its features without additional commentary. Blow stated that they had been in discussions with publishers for a physical release of the game, but opted to not do that step initially, citing the additional time that would have been needed for the manufacturing and distribution processes. However, with the game completed and released digitally, they are looking to potential retail versions. Following release, some players reported getting
motion sickness Motion sickness occurs due to a difference between actual and expected motion. Symptoms commonly include nausea, vomiting, cold sweat, headache, dizziness, tiredness, loss of appetite, and increased salivation. Complications may rarely include d ...
due to a combination of the narrow
field of view The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Humans a ...
used by the game and the bobbing of the player's viewpoint simulating walking motions. Blow stated that they were working on a patch to allow players to adjust their field of view, disable the head bobbing, and enable faster movement options. In August 2016, the Windows version was updated to provide support for
Nvidia Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to ...
's Ansel extension, which allows players to compose shots to be rendered in ultra-high resolutions or for 3D and virtual reality devices. Following Sony's announcement of the
PlayStation 4 Pro The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in E ...
, Blow said they would patch the game for that console to support
4k resolution 4K resolution refers to a horizontal display resolution of approximately 4,000 pixels. Digital television and digital cinematography commonly use several different 4K resolutions. In television and consumer media, 38402160 (4K Ultra-high-definitio ...
without sacrificing framerate. Blow is also working to support devices with
high dynamic range High dynamic range (HDR) is a dynamic range higher than usual, synonyms are wide dynamic range, extended dynamic range, expanded dynamic range. The term is often used in discussing the dynamic range of various signals such as images, videos, au ...
(HDR) for both PlayStation 4 and PlayStation 4 Pro. The Xbox One version of the game was released on September 13, 2016. Blow said in August 2016 that they were looking into porting the game to mobile devices, but it would require them to reduce the quality of the graphics and investigate an alternate control scheme that would work on touch screens. An Android version for the
Nvidia Shield Nvidia CorporationOfficially written as NVIDIA and stylized in its logo as VIDIA with the lowercase "n" the same height as the uppercase "VIDIA"; formerly stylized as VIDIA with a large italicized lowercase "n" on products from the mid 1990s to ...
was released on January 16, 2017. The iOS version was released on September 20, 2017.


Reception

''The Witness'' received "generally favorable reviews" according to the
review aggregator A review aggregator is a system that collects reviews of products and services (such as films, books, video games, software, hardware, and cars). This system stores the reviews and uses them for purposes such as supporting a website where users ...
website
Metacritic Metacritic is a website that review aggregator, aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted arithmetic mean, weighted average). M ...
. Chloi Rad of ''
IGN ''IGN'' (formerly ''Imagine Games Network'') is an American video game and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa distri ...
'' awarded the game a perfect score of 10/10, calling it a masterpiece and stating that it was " beautiful, powerful, and cleverly designed puzzle game with a wealth of mysteries to unravel." Brenna Hillier from ''
VG247 ''VG247'' is a video game blog published in the United Kingdom, founded in February 2008 by industry veteran Patrick Garratt. In 2009, CNET ranked it as the third best gaming blog in the world. History Founded in collaboration on 1 February 2 ...
'' praised the game's use of a first-person perspective to present what otherwise could have been a simple series of puzzle boards, and was impressed by the steep
learning curve A learning curve is a graphical representation of the relationship between how Skill, proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience ...
that the puzzles presented, "impossible, incomprehensible puzzles melt into simple exercises after you’ve visited nearby locations". Aaron Riccio of ''
Slant Magazine ''Slant Magazine'' is an American online publication that features reviews of movies, music, TV, DVDs, theater, and video games, as well as interviews with actors, directors, and musicians. The site covers various film festivals like the New York ...
'' found that there was a "jarring shift" once the player reached the puzzles inside the mountain, with puzzles that relied more on obfuscation in a more clinical environment, contrasting with the rest of the island. Julie Muncy of ''
Wired ''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San Fra ...
'', though impressed with the game, noted that the lack of any narrative or gameplay guidance could cause "players to bounce off
he game He or HE may refer to: Language * He (pronoun), an English pronoun * He (kana), the romanization of the Japanese kana へ * He (letter), the fifth letter of many Semitic alphabets * He (Cyrillic), a letter of the Cyrillic script called ''He'' in ...
entirely". Muncy noted that Blow wanted to make games for people who read ''Gravity's Rainbow'', but whereas the novel was difficult yet "enamored with the world and the people in it", the game felt lifeless, concluding "It's hard, but empty. That's not the same thing." Cian Maher of ''
Rock Paper Shotgun ''Rock Paper Shotgun'' (also rendered ''Rock, Paper, Shotgun''; short ''RPS'') is a UK-based website for reporting on video games, primarily for PC. Originally launched on 13 July 2007 as an independent site, ''Rock Paper Shotgun'' was acquir ...
'' disagreed, describing the game as "hardcore postmodern", and concluding that Blow "actually did make a game for people who like to read ''Gravity's Rainbow''." Oli Welsh of ''
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 and owned by alongside formed company Gamer Network. Its editor-in-chief is Martin Robinson. Since 2008, it is known for the formerly eponymous games trade fair EGX ...
'' praised the game's puzzles for providing numerous "eureka" moments to the player and considered the title as the video game analog of the ''
Goldberg Variations The ''Goldberg Variations'', BWV 988, is a musical composition for keyboard by Johann Sebastian Bach, consisting of an aria and a set of 30 variations. First published in 1741, it is named after Johann Gottlieb Goldberg, who may also have ...
'', but felt that the narrative atop the puzzles was "self-involved and wilfully obscure" and believed that it could have been omitted, as Blow and his team "needn't have tried to make a puzzle out of art when he had already, so beautifully and so successfully, made art out of puzzles".
Justin McElroy Justin Tyler McElroy ( , born November 8, 1980) is an American podcaster, comedian, and former video game journalist. He is known for his work on podcasts (such as ''My Brother, My Brother and Me'', ''The Adventure Zone'', and ''Sawbones'') and ...
of ''
Polygon In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two toge ...
'' gave the game an 8/10 rating, describing it as "uplifting but frustrating"; he criticized the length of time involved in solving certain puzzles while expressing concern that less-patient players would take shortcuts. "That will naturally lead to more cheating. It will snowball." Bob Mackey of ''
USgamer Gamer Network Limited (formerly Eurogamer Network Limited) is a British mass media company based in Brighton. Founded in 1999 by Rupert and Nick Loman, it owns brands—primarily editorial websites—relating to video game journalism and other ...
'' was more critical of the game, giving it 2 of 5 stars. Though he praised its visuals and setting, Mackey found the puzzles to be very difficult, saying that "there's simply too much going on to give me the proper feedback about what I'm getting wrong" and suggesting that "Blow was maybe a little too close to his work". Several theories have been proposed as to the meaning of the story in ''The Witness''. In attempting to analyze the meaning of the game, David Roberts of ''
GamesRadar+ ''GamesRadar+'' (formerly ''GamesRadar'') is an entertainment website for video game-related news, previews, and reviews. It is owned by Future plc. In late 2014, Future Publishing-owned sites ''Total Film'', '' SFX'', ''Edge'' and '' Computer ...
'' said he felt that ''The Witness'' was about the nature of epiphanies within the scope of
epistemology Epistemology (; ), or the theory of knowledge, is the branch of philosophy concerned with knowledge. Epistemology is considered a major subfield of philosophy, along with other major subfields such as ethics, logic, and metaphysics. Episte ...
, the theory of knowledge. Roberts stated that as one proceeds through the puzzles in the game, the player begins to recognize other elements of the island setting as puzzles, and to obtain the game's credit sequence (the "true ending" as described by Roberts), the player solves such an environmental puzzle built into one of the first puzzles they would encounter on the island: "the end of your journey becomes the beginning, and the beginning leads to the end – the very cycle of epiphany". Within a week of release, Blow stated that sales of ''The Witness'' had nearly outpaced what ''Braid'' had done during its first year of release. He later specified that first-week sales were over 100,000 copies, with gross revenues over , on track to break even with development costs, with which Thekla would start considering porting the game to other platforms, potentially including
iOS iOS (formerly iPhone OS) is a mobile operating system created and developed by Apple Inc. exclusively for its hardware. It is the operating system that powers many of the company's mobile devices, including the iPhone; the term also includes ...
, Android,
OS X macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac computers. Within the market of desktop and lapt ...
, and Xbox One. During this time, Blow observed that the Windows version of ''The Witness'' was one of the top downloads through illegal BitTorrent sites, comparable to what he had seen for ''Braid''. He had opted to forgo strong
digital rights management Digital rights management (DRM) is the management of legal access to digital content. Various tools or technological protection measures (TPM) such as access control technologies can restrict the use of proprietary hardware and copyrighted works. ...
for the title, as he believes "people should have the freedom to own things", but has said he may change his mind and
software piracy Copyright infringement (at times referred to as piracy) is the use of works protected by copyright without permission for a usage where such permission is required, thereby infringing certain exclusive rights granted to the copyright holder, su ...
controls "might happen on the next game".


Awards


Legacy

''The Witness'' is widely regarded as one of the best games of the 2010s. The game appeared on 'Best of the decade' features from ''IGN'', ''Polygon'', ''
NME ''New Musical Express'' (''NME'') is a British music, film, gaming, and culture website and brand. Founded as a newspaper in 1952, with the publication being referred to as a 'rock inkie', the NME would become a magazine that ended up as a f ...
'', ''
CNET ''CNET'' (short for "Computer Network") is an American media website that publishes reviews, news, articles, blogs, podcasts, and videos on technology and consumer electronics globally. ''CNET'' originally produced content for radio and televi ...
'', and ''
National Post The ''National Post'' is a Canadian English-language broadsheet newspaper available in several cities in central and western Canada. The paper is the flagship publication of Postmedia Network and is published Mondays through Saturdays, with ...
''. ''
Edge Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by ...
'' considered the game the 22nd-best game of all time in 2017, and ''IGN'' ranked it the 59th-best in 2022. ''The Witness'' has inspired the parody ''The Looker'' by Subcreation Studio, as well as puzzle game ''Taiji'' by Matthew VanDevander, both released in 2022.


Notes


References


External links

*
The Art of ''The Witness''
– blog entry by artist Luis Antonio, detailing the development and functionality of the game's environmental art {{DEFAULTSORT:Witness, The 2016 video games Adventure games Cancelled PlayStation 3 games Cancelled Xbox 360 games First-person adventure games IOS games MacOS games Oculus Rift games Open-world video games Perspective video games PlayStation 4 games PlayStation 4 Pro enhanced games Puzzle video games Single-player video games Video games developed in the United States Video games set on fictional islands Video games set on uninhabited islands Windows games Xbox One games