Of course this one is sticking up for Elon, what a surprise 🙃
@gamingonlinux is that going to stop you playing his games though?
@mariusor @gamingonlinux I would like to reiterate my previous statement about hating The Witness perhaps more than any other game I've played, so I don't have any interest in ever playing Jonathan Blow's further works.
@rezzyreksya I'll grant you that I was more into the Witness as a technical and pretty piece of abstract art than as a game (I think I didn't reach the half of it). But to hate it, I can't say I understand. :D Can you give an abstract?
@mariusor I posted something about it a while back but it's a faff to find that stuff. Basically the game felt deeply antagonistic to me and did a load of stuff I *really* hate like hardly ever explaining it's own rules and then still telling you you're wrong over and over again, plus the whole environment felt dead and sterile. I spent a few hours on it and my initial intrigue with the concept developed into a deep hostility toward the entire experience. It's like it was built specifically to frustrate me.
@rezzyreksya yeah, I agree that once the witness grows into an "open world" it can become confusing, but my impression on Blow's puzzle building experience is: if the current one seems to be using different mechanics than you've used so far, it means that you're off the path he planned for the players, and it's just a matter of finding that. Maybe that's a terrible combination with the "open world" concept, but I see him using it again in the game he's working on currently (a Sokoban like).
@mariusor I think it was just this unnecessarily obtuse approach to puzzle design alongside the horrible atmosphere of the island that really put me off. I don't mind a game where you have to do lateral thinking and note taking and very little text or descriptors (I absolutely loved FEZ) but for me The Witness was just drawing lines on grids in a variety of unexplained rulesets.