One step closer to paradise

Today I showed my game Of The Ruins (you can play it here) to a friend. At the beginning, he had some problems grasping the concept of the game. He didn’t get the controls right away, even after a huge prompt appeared on the screen. That was alright, I thought, as the game was meant to promote experimentation. I ended up telling him he had to hold the mouse button down. He then proceeded to solve the first puzzle and got to the second puzzle, where he spent some time trying to get a grasp of the mechanics. I spurred him on as he seemed to lose faith. I asked him if he understood how something in the game worked. He answered negatively. I told him to find out. And he did. After some experimentation, he solved the second puzzle. So far so good. When he got to the third puzzle, he again got stuck for a moment and then suddenly realized that there must be something somewhere with which he could solve it. And there was. I asked him to test for some bugs and fortunately they didn’t occur. I was relieved, more than happy. His experience with the game seemed frustrating, he seemed to get stuck, and even if the game was made during a game jam, I could not forgive myself for making such an impenetrable puzzle game.
And then he said it. He said the best thing anyone has ever said about any of my games. He said the one thing I least expected to hear in that moment. He asked me “Have you played The Witness?”
The game was made for the 36th Ludum Dare between August 26th and August 29th of 2016. The Witness came out earlier that year, on January 26th. After playing The Witness, shortly after it came out, I became totally and completely obsessed with everything pertaining to its design, Jonathan Blow’s design principles and Jonathan Blow himself as a game developer and as a person. The Witness was undoubtedly the biggest influence in my life as a game developer. Never had I been confronted with such seemingly unrelated ideas as Pottery and Quantum Physics so majestically woven together by the overall design of a game as in The Witness. I consider it one of the best games ever made, not to say the best and definitely the best use of solid game design principles through and through. I’ve always wanted to write something about it. It had such an impact on me that I could not, even if I tried with all my strength, resist ever formalizing my thoughts on it. But I didn’t hurry, for I knew the time would eventually come to write about The Witness. I’ve been thinking and writing in my mind, arranging thoughts into sentences, tinkering with ideas and pondering how to talks about it without bias.
But fuck bias. Someone just said that a little shitty game I made in 72 sleep-deprived hours reminded them of an object of praise that I have enshrined in my own personal Church as the holy fruit of the divine itself. Today I’m going to bed with a smile.

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