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	<title>
	Comments on: Island Snapshot	</title>
	<atom:link href="https://the-witness.net/news/2010/11/island-snapshot-2/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2010/11/island-snapshot-2/</link>
	<description>Explore an abandoned island.</description>
	<lastBuildDate>Fri, 17 Dec 2010 04:13:35 +0000</lastBuildDate>
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		<title>
		By: Too Obvious?		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1976</link>

		<dc:creator><![CDATA[Too Obvious?]]></dc:creator>
		<pubDate>Fri, 17 Dec 2010 04:13:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1976</guid>

					<description><![CDATA[&quot;That means all communication with the player is through symbols, imagery, colour, lighting, and is completely non-verbal, unless they decide to listen to the audio logs. This is not a decision to just use good voice-actors and have no subtitles for conversations: this goes way beyond that.&quot;

Right, but deaf players are going to miss out on the full Witness experience.  I get the idea of using the not-traditional ways of game information dispersion, but we both agree deaf gamers shouldn&#039;t be left out.

What do you think about having the &#039;A&#039; button appear on screen?  I get that it&#039;s a game, but if the idea is too truly immerse oneself, reminding the player that they are holding a controller doesn&#039;t seem less egregious that subtitled audio.]]></description>
			<content:encoded><![CDATA[<p>&#8220;That means all communication with the player is through symbols, imagery, colour, lighting, and is completely non-verbal, unless they decide to listen to the audio logs. This is not a decision to just use good voice-actors and have no subtitles for conversations: this goes way beyond that.&#8221;</p>
<p>Right, but deaf players are going to miss out on the full Witness experience.  I get the idea of using the not-traditional ways of game information dispersion, but we both agree deaf gamers shouldn&#8217;t be left out.</p>
<p>What do you think about having the &#8216;A&#8217; button appear on screen?  I get that it&#8217;s a game, but if the idea is too truly immerse oneself, reminding the player that they are holding a controller doesn&#8217;t seem less egregious that subtitled audio.</p>
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		<title>
		By: James Patton		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1966</link>

		<dc:creator><![CDATA[James Patton]]></dc:creator>
		<pubDate>Wed, 15 Dec 2010 23:29:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1966</guid>

					<description><![CDATA[From reading the gamasutra interview, it sounds like Jonathan isn&#039;t avoiding the use of text for some arbitrary reason: he&#039;s actually doing it for an artistic reason which gets right to the heart of the game. Whether text, as an object on-screen, is distracting, isn&#039;t the point: the point is, he&#039;s deliberately not using text to convey messages in any way. That means all communication with the player is through symbols, imagery, colour, lighting, and is completely non-verbal, unless they decide to listen to the audio logs. This is not a decision to just use good voice-actors and have no subtitles for conversations: this goes way beyond that.

Having said that, it would be a shame if deaf players can&#039;t play the game. So perhaps a &quot;subtitles&quot; option would be sensible for if/when they listen to the audio logs?]]></description>
			<content:encoded><![CDATA[<p>From reading the gamasutra interview, it sounds like Jonathan isn&#8217;t avoiding the use of text for some arbitrary reason: he&#8217;s actually doing it for an artistic reason which gets right to the heart of the game. Whether text, as an object on-screen, is distracting, isn&#8217;t the point: the point is, he&#8217;s deliberately not using text to convey messages in any way. That means all communication with the player is through symbols, imagery, colour, lighting, and is completely non-verbal, unless they decide to listen to the audio logs. This is not a decision to just use good voice-actors and have no subtitles for conversations: this goes way beyond that.</p>
<p>Having said that, it would be a shame if deaf players can&#8217;t play the game. So perhaps a &#8220;subtitles&#8221; option would be sensible for if/when they listen to the audio logs?</p>
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		<title>
		By: David		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1948</link>

		<dc:creator><![CDATA[David]]></dc:creator>
		<pubDate>Tue, 14 Dec 2010 03:39:03 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1948</guid>

					<description><![CDATA[I&#039;ve got to agree with the above person.  Personally, I have a lot of strong memories and emotions tied to games that used text for conveying messages and dialogue.  I found Final Fantasy VI-IX did a great job of this.  They had well-timed pop-ups of the right lengths of text, with appropriate character animations to convey certain reactions/emotions, and I thought that it really blended well to give me a powerful experience (where the realism existed in my head, despite the lack of verbal dialogue).]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve got to agree with the above person.  Personally, I have a lot of strong memories and emotions tied to games that used text for conveying messages and dialogue.  I found Final Fantasy VI-IX did a great job of this.  They had well-timed pop-ups of the right lengths of text, with appropriate character animations to convey certain reactions/emotions, and I thought that it really blended well to give me a powerful experience (where the realism existed in my head, despite the lack of verbal dialogue).</p>
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		<title>
		By: Too Obvious?		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1929</link>

		<dc:creator><![CDATA[Too Obvious?]]></dc:creator>
		<pubDate>Sat, 11 Dec 2010 01:31:23 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1929</guid>

					<description><![CDATA[@Jonathan Blow:

...and for deaf gamers?

I&#039;m not deaf, but I don&#039;t understand why you&#039;re not liking the idea of captions as an option.  You would grant that &quot;we&quot; are intelligent enough to discern the difference between random pop-up text (or reading in-game texts or any other way of having in-game data presented via text) and captioning of audio, yes?

I&#039;d say captions for audio is no less egregious to sucking someone out of a world--like when you talk about not wanting Achievements for this game--then having the &quot;A&quot; button appear when first approaching one of the blue puzzles as shown in a gameplay video.]]></description>
			<content:encoded><![CDATA[<p>@Jonathan Blow:</p>
<p>&#8230;and for deaf gamers?</p>
<p>I&#8217;m not deaf, but I don&#8217;t understand why you&#8217;re not liking the idea of captions as an option.  You would grant that &#8220;we&#8221; are intelligent enough to discern the difference between random pop-up text (or reading in-game texts or any other way of having in-game data presented via text) and captioning of audio, yes?</p>
<p>I&#8217;d say captions for audio is no less egregious to sucking someone out of a world&#8211;like when you talk about not wanting Achievements for this game&#8211;then having the &#8220;A&#8221; button appear when first approaching one of the blue puzzles as shown in a gameplay video.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1927</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 10 Dec 2010 20:36:37 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1927</guid>

					<description><![CDATA[Yep, I am looking forward to the Dear Esther remake&#039;s release in 2011.

Ruber: We&#039;ll see.  I&#039;m not positively predisposed, right now, to the use of captions.]]></description>
			<content:encoded><![CDATA[<p>Yep, I am looking forward to the Dear Esther remake&#8217;s release in 2011.</p>
<p>Ruber: We&#8217;ll see.  I&#8217;m not positively predisposed, right now, to the use of captions.</p>
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		<title>
		By: Ruber Eaglenest		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1922</link>

		<dc:creator><![CDATA[Ruber Eaglenest]]></dc:creator>
		<pubDate>Fri, 10 Dec 2010 09:06:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1922</guid>

					<description><![CDATA[Hey Jonathan, I&#039;ve just read the recent interview in Gamasutra, you said that you don&#039;t want any text on the game, at least verbal comunication, but no text at all... please don&#039;t make the wrong decision of not use captions, please. You will need captions for all that verbal comunications for the translations to other languages.

That&#039;s all, I&#039;m sure you will do the right thing, but it is better to say something now that lament later a release without localization.

Regards,]]></description>
			<content:encoded><![CDATA[<p>Hey Jonathan, I&#8217;ve just read the recent interview in Gamasutra, you said that you don&#8217;t want any text on the game, at least verbal comunication, but no text at all&#8230; please don&#8217;t make the wrong decision of not use captions, please. You will need captions for all that verbal comunications for the translations to other languages.</p>
<p>That&#8217;s all, I&#8217;m sure you will do the right thing, but it is better to say something now that lament later a release without localization.</p>
<p>Regards,</p>
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		<title>
		By: shadow		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1915</link>

		<dc:creator><![CDATA[shadow]]></dc:creator>
		<pubDate>Thu, 09 Dec 2010 20:54:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1915</guid>

					<description><![CDATA[did you guys (the witness developers) hear about Dear Esther remake?]]></description>
			<content:encoded><![CDATA[<p>did you guys (the witness developers) hear about Dear Esther remake?</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: MarioColbert		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1910</link>

		<dc:creator><![CDATA[MarioColbert]]></dc:creator>
		<pubDate>Thu, 09 Dec 2010 03:49:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1910</guid>

					<description><![CDATA[http://www.npr.org/2010/12/08/131909788/solving-puzzles-satisfies-the-nimble-brain

Science is in favor of The Witness. :)]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.npr.org/2010/12/08/131909788/solving-puzzles-satisfies-the-nimble-brain" rel="nofollow ugc">http://www.npr.org/2010/12/08/131909788/solving-puzzles-satisfies-the-nimble-brain</a></p>
<p>Science is in favor of The Witness. :)</p>
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		<title>
		By: Daniel Carvalho		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1815</link>

		<dc:creator><![CDATA[Daniel Carvalho]]></dc:creator>
		<pubDate>Mon, 22 Nov 2010 11:56:21 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1815</guid>

					<description><![CDATA[Wouldn&#039;t it be possible to split the map into logical chunks, and then only use chunks that are in close proximity to water generate reflections? So, for the outside sea it would pretty much render the entire scene as it is now, but for the lake it would render say 40% of the scene necessary to pull off the lake reflections.]]></description>
			<content:encoded><![CDATA[<p>Wouldn&#8217;t it be possible to split the map into logical chunks, and then only use chunks that are in close proximity to water generate reflections? So, for the outside sea it would pretty much render the entire scene as it is now, but for the lake it would render say 40% of the scene necessary to pull off the lake reflections.</p>
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		<title>
		By: David Amador		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1807</link>

		<dc:creator><![CDATA[David Amador]]></dc:creator>
		<pubDate>Sun, 21 Nov 2010 18:50:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1807</guid>

					<description><![CDATA[Looking great. Great job what you and your team are doing =)]]></description>
			<content:encoded><![CDATA[<p>Looking great. Great job what you and your team are doing =)</p>
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		<title>
		By: Chris		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1805</link>

		<dc:creator><![CDATA[Chris]]></dc:creator>
		<pubDate>Sun, 21 Nov 2010 17:41:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1805</guid>

					<description><![CDATA[I think it&#039;s a good move to not texture some of the structures, but what about all the other components?  The grass texture for example looks relatively low-res, is it just a placeholder?]]></description>
			<content:encoded><![CDATA[<p>I think it&#8217;s a good move to not texture some of the structures, but what about all the other components?  The grass texture for example looks relatively low-res, is it just a placeholder?</p>
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		<title>
		By: a		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1801</link>

		<dc:creator><![CDATA[a]]></dc:creator>
		<pubDate>Sun, 21 Nov 2010 15:54:47 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1801</guid>

					<description><![CDATA[i hadn&#039;t notice... you still have a water thingy in the middle of the island. by the logs where you put a bridge to cross the body of water. is this so small that it doesn&#039;t really  matter or will it need to render separate and still be sea level? or maybe you&#039;re just not finished moving things around...]]></description>
			<content:encoded><![CDATA[<p>i hadn&#8217;t notice&#8230; you still have a water thingy in the middle of the island. by the logs where you put a bridge to cross the body of water. is this so small that it doesn&#8217;t really  matter or will it need to render separate and still be sea level? or maybe you&#8217;re just not finished moving things around&#8230;</p>
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		<title>
		By: AbstractCloud		</title>
		<link>https://the-witness.net/news/2010/11/island-snapshot-2/comment-page-1/#comment-1800</link>

		<dc:creator><![CDATA[AbstractCloud]]></dc:creator>
		<pubDate>Sun, 21 Nov 2010 14:55:26 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=692#comment-1800</guid>

					<description><![CDATA[Looking good, some green and blocky drafts, but it&#039;s getting there pretty good. Keep up the good work.]]></description>
			<content:encoded><![CDATA[<p>Looking good, some green and blocky drafts, but it&#8217;s getting there pretty good. Keep up the good work.</p>
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