Jonathan Blow talks about The Witness
in a new interview on Edge Magazine
about his upcoming project, also covering topics like puzzles, non-linearity, the impact on the industry of the success of Minecraft
, his frustration with the aging current generation of game consoles, and more. He has some interesting things to say about the iterative release of games like Minecraft and console limitations:
Plus, these types of games only really work on PC and iOS platforms because consoles aren't open to constant updates.
I wonder what those console platforms are going to do when this type of development becomes more widespread, because I think it will. But we'll still have both types of games - the finished article that's perfectly tied up, and the exploratory type where you, the player, are along for the development ride. If I worked with consoles I'd be wanting to find out how we can make that more possible on my architecture.
We like 360 and PS3, but their specifications are over five years old now, and that's a lot in computer years. The kind of tricks we'd have to perform to get this game working on those platforms are such a lot of work that to port it over at this point is just not worth it for us. The budget of this game we would hope to make back through Steam and iOS, plus I would like to make a profit. But breaking even is most important as it allows me to keep making games, and I can do that without consoles. Maybe this time next year I'll be singing a different tune because I found out I was wrong, but I don't think so. By the time this game comes out in a year or more, we might be on an iPad 4.