Braid

Call Of Duty Guy Overpays For Five Games, Minecraft Guy Quadruples ThatIt was impressive when Robert Bowling, creative strategist for Call of Duty studio Infinity Ward, paid $500 for a batch of indie games that only cost $85. Then Notch, maker of Minecraft stepped up, with $2000.


These guys and a few others are paying lots of money for the Humble Indie Bundle 2, which went on sale yesterday. The bundle is the second offering of indie games being offered to gamers for any price they want to pay. People can name their price and direct their payment in different proportions to the games' developers and various charities.


The games in the second bundle are: Braid, Machinarium, Osmos, Cortex Command and Revenge of the Titans (pictured up top).


Bowling and Notch paid a whole lot more than the ordinary gamer, who are spending a little over $7 on average for the bundle, as of the writing of this post.


Humble Indie Bundle sales stats [Thanks to everyone who sent this in.]


Braid

Braid's Russian Box Art Is GloriousIndie hit puzzle-platformer Braid has come to retail in Russia, thanks to MumboJumbo and Russobit-M/GFI, giving us the box art giggles with its delightfully inappropriate and mischievous take on Tim and gang. Thanks, Maritan!


Braid

Don't Worry About The WitnessSome gamers who loved Jonathan Blow's Braid were perplexed when early footage of his team's next game, The Witness, debuted on Kotaku last month. To those alarmed or confused, Blow offers some encouraging words.


"The only two guys who have played The Witness to completion have said it will be better than Braid when it is done," he writes after addressing the puzzled reaction to the puzzles glimpsed in his game. "I am certainly not going to jump up and down and say "hey this game is better than Braid", or even claim that Braid is good. But I just want to put that out there as reassurance to those of you who are worried about that gameplay video."


The Kotaku gameplay video showed a player moving through a beautifully-lit and apparently uninhabited island that is full of puzzles, many of them blue squares through which the player has to trace patterns. It seemed simple. It seemed Myst-y. It seemed like something that wasn't as obviously wonderful and innovative as many of our memories of Blow and team's previous game, the time-warping Braid.


In a post about The Witness at the game's development blog, Blow hints at the gameplay significance of some of the early blue puzzles in the clip that ran here. I encourage you to read his full post. It won't take long and should put the early gameplay we've seen in better context.


The Witness has no scheduled release date or platforms.

About the Blue Mazes
[The Witness blog]


Braid

A Tantalizing Session With The Witness, The Next Game From The Creator Of BraidUnattended, unlabeled, unmarked... the new game from the small team led by Braid creator Jonathon Blow was stealthily present at the Penny Arcade Expo this weekend. The adventurous — and those who recognized Blow standing off in the shadows — got a delightful surprise.


All I knew of The Witness before spotting it in the same booth that housed Spy Party and Monaco was that it was being made by Blow and a handful of other game creators, that it involves an island — it's "an exploration-puzzle game on an uninhabited island" — and has gorgeous lighting.


In other words, I knew just about nothing about The Witness. I didn't need to in order to want to play it. Blow and David Hellman's subtle, time-bending Braid was the kind of scrupulously-designed video game that earns its creators a player's long-term trust.


The version of The Witness at PAX is far from finished. The game will be complete a year from now, at earliest, Blow told me once I got done playing and found him so we could discuss. He cautioned me that I was seeing a lot of "programmer art." This was the game's first showing in public, its puzzles still far from complete and refined. It was being presented in a manner intentionally detached from any references that might hype the Braid connection and bias its players. Blow wanted to see, from afar, what people made of their first touch of this game.



What I could make of The Witness is about as much as you can, watching it here in this two-part video I shot at PAX. The Witness seems to be a quiet game set on a lovely landscape landmarked with puzzles. I played it with an Xbox 360 controller, witnessing the island in first-person. Many of the puzzles I found involved using the controller to draw routes on blue squares that were set vertically on posts at the level of museum paintings, trying to inscribe the proper pattern that would solve the challenge and possibly lead to a new one. The puzzles were not just in the posted squares but in the more natural environment. One of the earliest challenges, seen partially in the video here, involves figuring out how three wires or tubes, all connected to a locked gate, can be electrified in order to progress. Trying to solve this, you wind up looking behind trees and bushes and over a roof. You find clues that lead to new mysteries that lead to solutions of their own. Early, it is clear that this is a game for the patient, the un-flustered and the observant.


From my brief conversation with Blow about the game, I heard a confirmation of my own sensation that this is a game about discovery. The pace of the game seems to be that of a gradual dawning. You stroll in first-person view. You look at beautiful or intriguing things — a windmill in the distance, a figure that is either a man or a statue — and you approach. There appears, in so many places, puzzling things. You ponder them. You try to solve them. You're given no instruction and no order, not in the PAX version, what to do next. You try to make sense of it. You play.


Blow didn't bristle when I told him that the game made me think of Myst. But I suspect that if The Witness is as much Myst as Braid was Super Mario Bros., then it can still be something very special


UPDATE: This wasn't planned, but it looks like Blow posted about his game's quiet PAX appearance at the same time that this post went live.


Braid

Some of the more crass video games, those for the unwashed masses, are turned into cartoons, or motion pictures. Something with ambitions as lofty as Braid, though, was never going to settle for such a low-brow adaptation.


It's not much surprise, then, to see the indie platformer reborn here as...interpretive dance, brought to the stage by the Chaparral High School Alumni Theatre. I admire the team's enthusiasm, but really, there aren't enough dinosaurs for my low-brow tastes. And where are the glasses of red wine?


[thanks Brett!]


Braid

Why Are So Many Indie Darlings 2D Platformers?2D platformers like Limbo and Braid have created deep metaphorical experiences, but can gamers appreciate them? And can their success move game literacy into new genres?


Earlier today (at the time of writing), an interesting Twitter exchange took place between Trent Polack and Manveer Heir regarding Limbo. [Note from Kotaku: This article had been originally published on Monday, July 26th] With an intro like that, I realize this could easily veer into navel-gazing Twitter wankery. But trust me, this is going somewhere. (And hopefully their Twitter conversation can be understood, if you go looking. Twitter is sort of weird in that it's really difficult to reproduce any significant exchange. In that way, I guess it's kind of like chatting in a pub or at a meet-up.)


I'm also probably going to be putting words in both their mouths, so don't take what's below as a real representation of what these guys actually think. I've heard both perspectives more or less echoed elsewhere, they just conveniently brought it up today. Okay, enough prelude.


Trent raises the titular question, "Limbo's presentation and atmosphere and visual style are all remarkable, but haven't I played this game like a dozen times in recent years?" Continuing, "2d platformers are like the lowest common denominator of video game upon which indie devs seem to project their neat artistic ideas & vision."


Manveer responded with, "Design and ideas go through phases and right now this is our "platformer" phase. Like there was a punk rock phase for music." And, "Distilling a well crafted experience that trumps most other AAA games as 'another indie platformer' is a hugely reductive argument."


They're both valid perspectives. But what really interested me was that fundamental question, "Why are so many indie darlings 2D platformers?" I'm not using 'indie darling' pejoratively, and I'm going to sidestep splitting hairs about what is and isn't "indie." Suffice to say, edge cases aside, I think there's a common set of games we can agree on. As for why there are so many 2D platformers, there are at least two significant reasons. One is purely pragmatic, the other more related to the medium itself.


On the pragmatic side, 2D platformers are relatively easy to develop. A great deal of the indie game community is made up of individual creators or very small teams. Shipping any game with a chance of financial viability (whether or not it's a primary objective, bills still have to be paid) is a significant undertaking, let alone doing it by yourself or with a 3 or 4 other people. Opting to creating a 2D platformer removes a significant amount of risk for what almost certainly begins as a very risky proposition.


To do otherwise requires resources that many indies don't have access to. Simply, Narbacular Drop wasn't Portal or to be more timely, Tag: The Power of Paint wasn't Portal 2. Transforming those experiences from things that were merely fun to something more substantive requires the resources and experience of Valve. Shadow of the Colossus takes a single aspect of games, the boss battle, and uses that to create a beautiful, haunting experience. But that required Sony's financial backing and one of the most visionary creators in the entire industry. That Game Company has been achieving similar successes, but they've also got Sony bankrolling their operation.


This is a solvable problem though and it has, and will continue, to get better with time. The larger challenge, I think, is that of game literacy. Few people can "read" games as well as they can film or books. Being literate in different media isn't just a matter of being able to comprehend a simple description/depiction of events, it's being able understand symbolism, metaphor, what a piece is "really about." Tom Armitage talksaboutthis a bit; read/listen to what he says because it's smart.


A big challenge here for games is so many games are merely defined in terms of success or failure that seeing any greater message beyond that is difficult for many players. So many games are built to be "fun" and nothing but, and creating something that's more (and communicating this) is similarly difficult for creators. And of all the types of games out there, 2D platformers may be the type that both players and creators are most literate in.


2D platformers are well understood mechanically. We've had a chance to internalize their structure since Super Mario Bros. There is a formula and a set of rules, and with that, comes the ability to either leverage or disrupt those rules for the purpose of saying something. Many other types of games are still so amorphous that an aesthetic, meaningful rule decision is indistinguishable from just another feature to make the game better/more fun.


In some ways, 2D platformers are as close to a tabula rasa for games (no pun intended) as we can get. As long as a few simple things are in place to make something appear as a platformer, almost anything else can be included without the thing feeling alienating or confusing. Other styles of game have more strict sets of expectations (e.g. think about what makes an arcade fighter or an RTS). If too many of those expected elements are absent, the message becomes harder to read.


2D platformers are also very playable, largely due to the above. This means players of many stripes can play these games and engage with these experiences without requiring specific skills or genre familiarity. Making a game a first-person shooter immediately puts it out of the hands of many. At least for now, the number of people that want more than just fun from their games isn't colossal. It's probably in the tens or hundreds of thousands. Now if someone made a deeply aesthetic flight simulator, the number of people actually interested and able to play that game would be tiny. Almost anyone can play a 2D platformer and we want as many people as we can get thinking about games as more than just "fun."


I don't disagree with Trent, I'd love to see other styles of game have the tone of Limbo


, the richness of metaphor and mechanics of Braid


. But I also realize that while I can get a lot out of Democracy 2


and see some of the interesting things it says, most people see an impossible flurry of graphs and charts. For a lot of people, 2D platformers work. And we can build 2D platformers reliably, leaving more freedom to worry about the mechanics and the message.


I'd be worried if some of the best minds in this scene were getting comfortable, or if new folks were just aping what's already out there, but I don't think it's anywhere close to stagnant yet. Part of the reason why I'm looking forward to Jason Rohrer's Diamond Trust of London is I imagine it will have some interesting things to say about the blood diamond trade, but will do so through a strategy game.


I'm looking forward to seeing how more types of games can present substantive meaning. But we also need as many game literate folks seeking out more than just fun as possible. If the easiest way to get them on side is with a 2D platformer, then I'm more than happy to keep side scrolling. At least for now.


Nels Anderson is a gameplay programmer at Hothead Games. He is probably the only game developer in Vancouver (and maybe all of Canada) that was born and raised in Wyoming. He writes about games and game design at Above 49.


Republished with permission.


Braid

Hollywood has tried for years to make a good movie based on a video game, and failed. May as well try making one based on an indie game, then!


Many of the current crop of indie darlings are represented here, from the gorgeous Shank to the clever Super Meat Boy, though it's a shame there's no Braid trailer, featuring a man endlessly sipping, then unsipping, a glass of red wine.


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