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	<title>
	Comments on: Island Update	</title>
	<atom:link href="https://the-witness.net/news/2012/04/island-update-2/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2012/04/island-update-2/</link>
	<description>Explore an abandoned island.</description>
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	<item>
		<title>
		By: prony bony		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-8779555</link>

		<dc:creator><![CDATA[prony bony]]></dc:creator>
		<pubDate>Fri, 22 Jun 2018 16:07:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-8779555</guid>

					<description><![CDATA[Gg4TUB Looking forward to reading more. Great article post. Really Cool.]]></description>
			<content:encoded><![CDATA[<p>Gg4TUB Looking forward to reading more. Great article post. Really Cool.</p>
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		<title>
		By: Fred Martini		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12283</link>

		<dc:creator><![CDATA[Fred Martini]]></dc:creator>
		<pubDate>Fri, 20 Apr 2012 01:31:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12283</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12133&quot;&gt;Jonathan Blow&lt;/a&gt;.

Jon,
  I know nothing about the limitations of game design, from my limited experience it appears to be medium not very different than poetry and prose, both of which have the ability to convey great meaning and beauty but often used as a tool for simple entertainment.  Can a game be created that isn&#039;t a game, but a path to something else?  Can a designer, such as yourself, move beyond logic or design complexity as tools of creativity?  Could you get away with frustrating players without loosing them, by not adhering to the rules of fairness, right or wrong?  Can you give them puzzles that are not meant to be solved but explored?  Can you strip the player of their sense of control yet keep them engaged? Can you be god like? 
  Kind regards,
        Fred]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12133">Jonathan Blow</a>.</p>
<p>Jon,<br />
  I know nothing about the limitations of game design, from my limited experience it appears to be medium not very different than poetry and prose, both of which have the ability to convey great meaning and beauty but often used as a tool for simple entertainment.  Can a game be created that isn&#8217;t a game, but a path to something else?  Can a designer, such as yourself, move beyond logic or design complexity as tools of creativity?  Could you get away with frustrating players without loosing them, by not adhering to the rules of fairness, right or wrong?  Can you give them puzzles that are not meant to be solved but explored?  Can you strip the player of their sense of control yet keep them engaged? Can you be god like?<br />
  Kind regards,<br />
        Fred</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12170</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 15:20:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12170</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12135&quot;&gt;Jonathan Munoz&lt;/a&gt;.

Because it is a puzzle game, we are being careful about spoiler leaks, so I don&#039;t want to do this.  On a different kind of game, though, it would be fun.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12135">Jonathan Munoz</a>.</p>
<p>Because it is a puzzle game, we are being careful about spoiler leaks, so I don&#8217;t want to do this.  On a different kind of game, though, it would be fun.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Nica Kalo		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12167</link>

		<dc:creator><![CDATA[Nica Kalo]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 14:30:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12167</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12129&quot;&gt;Anonymous&lt;/a&gt;.

I found it rather funny and harmless. Did it upset you Mr. Anonimous? 
Why wouldn&#039;t he post it here? If you&#039;ve been folloeing the blog you&#039;ve been following this character Justin. He always does things like this for unknown purposes. Mr. Blow must have thick skin and he has the personality of a buddisth monk. 

Some people have commented they believe Justin is Jonathan.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12129">Anonymous</a>.</p>
<p>I found it rather funny and harmless. Did it upset you Mr. Anonimous?<br />
Why wouldn&#8217;t he post it here? If you&#8217;ve been folloeing the blog you&#8217;ve been following this character Justin. He always does things like this for unknown purposes. Mr. Blow must have thick skin and he has the personality of a buddisth monk. </p>
<p>Some people have commented they believe Justin is Jonathan.</p>
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		<title>
		By: Jonathan Munoz		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12135</link>

		<dc:creator><![CDATA[Jonathan Munoz]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 05:22:51 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12135</guid>

					<description><![CDATA[Always great to see new development updates!

Now that the island&#039;s topography is being reworked, would the team mind catching some time lapses as they work? Being a level designer myself, it would be awesome to see the team&#039;s thought process in laying out the world and how it will correlate to the whole experience. 

If you think this might give away a little too much of the game, don&#039;t sweat it; don&#039;t mind waiting for the finished game.]]></description>
			<content:encoded><![CDATA[<p>Always great to see new development updates!</p>
<p>Now that the island&#8217;s topography is being reworked, would the team mind catching some time lapses as they work? Being a level designer myself, it would be awesome to see the team&#8217;s thought process in laying out the world and how it will correlate to the whole experience. </p>
<p>If you think this might give away a little too much of the game, don&#8217;t sweat it; don&#8217;t mind waiting for the finished game.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12134</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 05:19:47 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12134</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12041&quot;&gt;Naveen&lt;/a&gt;.

Yes, the game is very non-linear and where there are blockages we try to do as good a job with them as possible.

We are starting to firm up ideas around release date and platforms.  I expect we will announce something there before too long.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12041">Naveen</a>.</p>
<p>Yes, the game is very non-linear and where there are blockages we try to do as good a job with them as possible.</p>
<p>We are starting to firm up ideas around release date and platforms.  I expect we will announce something there before too long.</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12133</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 05:18:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12133</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12131&quot;&gt;Fred Martini&lt;/a&gt;.

I certainly do aspire to things very much like this.  However, it&#039;s easier said than done.  (Perhaps the more one knows about game design, the harder it looks).]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12131">Fred Martini</a>.</p>
<p>I certainly do aspire to things very much like this.  However, it&#8217;s easier said than done.  (Perhaps the more one knows about game design, the harder it looks).</p>
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		<item>
		<title>
		By: Fred Martini		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12131</link>

		<dc:creator><![CDATA[Fred Martini]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 02:14:38 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12131</guid>

					<description><![CDATA[Jonathan,
  I read the recent article in the Atlantic about you and your games, it made me curious.  I am not a gamer in any way so I don&#039;t see the appeal in either the popular social games or the awareness inspiring puzzle game you&#039;re attempting to create (Jenga is the only game I own).  My impression garnered from the article and your choice of Tai Chi clip posted on your web page, is that you appear to be a bright and creative guy with an eye for balance.  So let me put this out there, your game &quot;The Witness&quot; is just another video game to guys like me.  To the droves of gamers out there, I&#039;m sure it will offer something new and spark new fires of stylized creativity in your community.  But I think if you really want to create something lasting, you have to go big.  Create a game, which will challenge gamers to give up their title as an anonymous gamer with unlimited lives.  Create something which will encourage them, assist them, travel with them to the precipice of who they are, not as the controller of an imaginary icon, but as a human being.  Help them understand themselves, their decision making processes (including the decision to play games) and how that relates to not only a game but to life and the relationships which constitute life.  If this is possible, then why not aspire to it?  If it is not possible, then you know more than I.
  Kind regards,
        Fred]]></description>
			<content:encoded><![CDATA[<p>Jonathan,<br />
  I read the recent article in the Atlantic about you and your games, it made me curious.  I am not a gamer in any way so I don&#8217;t see the appeal in either the popular social games or the awareness inspiring puzzle game you&#8217;re attempting to create (Jenga is the only game I own).  My impression garnered from the article and your choice of Tai Chi clip posted on your web page, is that you appear to be a bright and creative guy with an eye for balance.  So let me put this out there, your game &#8220;The Witness&#8221; is just another video game to guys like me.  To the droves of gamers out there, I&#8217;m sure it will offer something new and spark new fires of stylized creativity in your community.  But I think if you really want to create something lasting, you have to go big.  Create a game, which will challenge gamers to give up their title as an anonymous gamer with unlimited lives.  Create something which will encourage them, assist them, travel with them to the precipice of who they are, not as the controller of an imaginary icon, but as a human being.  Help them understand themselves, their decision making processes (including the decision to play games) and how that relates to not only a game but to life and the relationships which constitute life.  If this is possible, then why not aspire to it?  If it is not possible, then you know more than I.<br />
  Kind regards,<br />
        Fred</p>
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		<title>
		By: Anonymous		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12129</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 18 Apr 2012 02:09:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12129</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12037&quot;&gt;justin&lt;/a&gt;.

Just out of curiosity, why did you feel compelled to provide a link that makes fun of Jonathan Blow (or, at the very least, of the Atlantic article) on the page run by Jonathan Blow? I suppose what I&#039;m asking is whether you were being humorous or provocative?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12037">justin</a>.</p>
<p>Just out of curiosity, why did you feel compelled to provide a link that makes fun of Jonathan Blow (or, at the very least, of the Atlantic article) on the page run by Jonathan Blow? I suppose what I&#8217;m asking is whether you were being humorous or provocative?</p>
]]></content:encoded>
		
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		<title>
		By: Naveen		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12041</link>

		<dc:creator><![CDATA[Naveen]]></dc:creator>
		<pubDate>Sun, 15 Apr 2012 21:17:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12041</guid>

					<description><![CDATA[Will the game be non-linear in the order in which you tackle puzzles/ explore and discover across the islands? If there are only certain areas you can access at early stages  of the game it would be cool to have a reason to be locked out of an area, because often developers cop out and just have an invisible barrier or come up with something lame that limits the players natural exploration and guiding you down a pre determined path while giving you the look of exploration (i.e. RAGE). It would be I think quite cool if you could access an area or puzzle but not be  able to solve it because you need something from another area (think Monkey Island 2-although too much of that gets frustrating); even better would be not requiring something, but requiring the knowledge gained from another area;  that would be sooo awesome.

Also, do you have a rough idea of release time. Like late this year, or do you think it&#039;ll be pushed into next year as you strive to polish it more? When did you come up with the idea for the game?]]></description>
			<content:encoded><![CDATA[<p>Will the game be non-linear in the order in which you tackle puzzles/ explore and discover across the islands? If there are only certain areas you can access at early stages  of the game it would be cool to have a reason to be locked out of an area, because often developers cop out and just have an invisible barrier or come up with something lame that limits the players natural exploration and guiding you down a pre determined path while giving you the look of exploration (i.e. RAGE). It would be I think quite cool if you could access an area or puzzle but not be  able to solve it because you need something from another area (think Monkey Island 2-although too much of that gets frustrating); even better would be not requiring something, but requiring the knowledge gained from another area;  that would be sooo awesome.</p>
<p>Also, do you have a rough idea of release time. Like late this year, or do you think it&#8217;ll be pushed into next year as you strive to polish it more? When did you come up with the idea for the game?</p>
]]></content:encoded>
		
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12037</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sun, 15 Apr 2012 18:33:28 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12037</guid>

					<description><![CDATA[http://opinex.tumblr.com/post/21039627308/the-atlantic-on-blow-the-missing-copy]]></description>
			<content:encoded><![CDATA[<p><a href="http://opinex.tumblr.com/post/21039627308/the-atlantic-on-blow-the-missing-copy" rel="nofollow ugc">http://opinex.tumblr.com/post/21039627308/the-atlantic-on-blow-the-missing-copy</a></p>
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		<title>
		By: Andrew Case		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-12003</link>

		<dc:creator><![CDATA[Andrew Case]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 22:10:38 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-12003</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11988&quot;&gt;Jonathan Blow&lt;/a&gt;.

Nice.  Thanks!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11988">Jonathan Blow</a>.</p>
<p>Nice.  Thanks!</p>
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		<title>
		By: Paul Pantea		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11994</link>

		<dc:creator><![CDATA[Paul Pantea]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 07:12:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11994</guid>

					<description><![CDATA[I don&#039;t know if it&#039;s polite to ask too many questions, but since you are an awesome producer and reply to fan questions, I&#039;m going to force my luck here :D

Whenever I look at screenshots and see that brightly lit scenery, it brings back memories of a warm, summer day. Is it summer in the game?

Also, for me personally, one of the best moments in a game is right at the start, when I have the sense of the unknown and a lot to discover. Like reading a good book, sometimes after playing a game, I wish I could experience it again for the first time.

Do you specifically aim at keeping the player&#039;s curiosity high? If so, how do you do it?

Best regards to the development team from a fellow programmer!]]></description>
			<content:encoded><![CDATA[<p>I don&#8217;t know if it&#8217;s polite to ask too many questions, but since you are an awesome producer and reply to fan questions, I&#8217;m going to force my luck here :D</p>
<p>Whenever I look at screenshots and see that brightly lit scenery, it brings back memories of a warm, summer day. Is it summer in the game?</p>
<p>Also, for me personally, one of the best moments in a game is right at the start, when I have the sense of the unknown and a lot to discover. Like reading a good book, sometimes after playing a game, I wish I could experience it again for the first time.</p>
<p>Do you specifically aim at keeping the player&#8217;s curiosity high? If so, how do you do it?</p>
<p>Best regards to the development team from a fellow programmer!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11990</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 02:16:12 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11990</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11989&quot;&gt;Gary Hawkins&lt;/a&gt;.

448.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11989">Gary Hawkins</a>.</p>
<p>448.</p>
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		<title>
		By: Gary Hawkins		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11989</link>

		<dc:creator><![CDATA[Gary Hawkins]]></dc:creator>
		<pubDate>Fri, 13 Apr 2012 01:44:06 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11989</guid>

					<description><![CDATA[Brilliant to hear how development is coming along, as ever :D!

What&#039;s the current puzzle count, if you don&#039;t mind me asking, Jon?

Gary.

xx]]></description>
			<content:encoded><![CDATA[<p>Brilliant to hear how development is coming along, as ever :D!</p>
<p>What&#8217;s the current puzzle count, if you don&#8217;t mind me asking, Jon?</p>
<p>Gary.</p>
<p>xx</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11988</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 23:37:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11988</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11986&quot;&gt;Andrew Case&lt;/a&gt;.

Naah, those are the luminance of the frame buffer at different levels of resolution (so the tone mapper can measure how bright the screen is).]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11986">Andrew Case</a>.</p>
<p>Naah, those are the luminance of the frame buffer at different levels of resolution (so the tone mapper can measure how bright the screen is).</p>
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		<title>
		By: Andrew Case		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11986</link>

		<dc:creator><![CDATA[Andrew Case]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 20:32:23 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11986</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11983&quot;&gt;Jonathan Blow&lt;/a&gt;.

No, not the curves, the L0, L1, L2, L3?  Those look like neural net layers outputs...]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11983">Jonathan Blow</a>.</p>
<p>No, not the curves, the L0, L1, L2, L3?  Those look like neural net layers outputs&#8230;</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11984</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 18:21:53 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11984</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11976&quot;&gt;Jeff Plum&lt;/a&gt;.

No, I am not worried about that.  The point of the puzzles is that they are intrinsically interesting.  If someone wants to try and approach this game as if the activities in it were not intrinsically interesting, but rather filler activities to do just to get to the end, then they are not in the frame of mind that this game is made for.

I think the attitude you are describing to me is one that is maybe a little bit too conditioned by linear video games.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11976">Jeff Plum</a>.</p>
<p>No, I am not worried about that.  The point of the puzzles is that they are intrinsically interesting.  If someone wants to try and approach this game as if the activities in it were not intrinsically interesting, but rather filler activities to do just to get to the end, then they are not in the frame of mind that this game is made for.</p>
<p>I think the attitude you are describing to me is one that is maybe a little bit too conditioned by linear video games.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11983</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 18:19:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11983</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11981&quot;&gt;Andrew Case&lt;/a&gt;.

That&#039;s not a neural net activation sigmoid; it&#039;s the tone mapping curve.  Totally different!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11981">Andrew Case</a>.</p>
<p>That&#8217;s not a neural net activation sigmoid; it&#8217;s the tone mapping curve.  Totally different!</p>
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		<item>
		<title>
		By: Andrew Case		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11981</link>

		<dc:creator><![CDATA[Andrew Case]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 17:56:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11981</guid>

					<description><![CDATA[Jonathan,

I notice on the second screen shot you have some neural net image processing going on.  I can&#039;t figure out what you might be using this for.  Would you mind sharing some insight into it&#039;s use or is that a trade secret?  :-)]]></description>
			<content:encoded><![CDATA[<p>Jonathan,</p>
<p>I notice on the second screen shot you have some neural net image processing going on.  I can&#8217;t figure out what you might be using this for.  Would you mind sharing some insight into it&#8217;s use or is that a trade secret?  :-)</p>
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		<item>
		<title>
		By: Jeff Plum		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11976</link>

		<dc:creator><![CDATA[Jeff Plum]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 13:01:41 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11976</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11970&quot;&gt;Jonathan Blow&lt;/a&gt;.

Hi Jon, are you not worried that people might be disillusioned if they complete X number of puzzles only to later discover they did not need to solve them all to complete the game? 

I would personally want to feel like everything I did in the game contributed to my success. If you mean that certain sets of puzzles will enhance your understanding of the world but it is technically possible to finish the game without doing them, I would also feel slightly disappointed that I had missed out sections and still completed it.

I suppose it&#039;s like walking through a maze, coming to a fork and choosing the left-hand path, always thinking in the back of your mind that you will come back and explore the right-hand path eventually, only to discover the left-hand path leads to the end of the game. You&#039;ll always be left wondering, &quot;what was down the other path?&quot;]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11970">Jonathan Blow</a>.</p>
<p>Hi Jon, are you not worried that people might be disillusioned if they complete X number of puzzles only to later discover they did not need to solve them all to complete the game? </p>
<p>I would personally want to feel like everything I did in the game contributed to my success. If you mean that certain sets of puzzles will enhance your understanding of the world but it is technically possible to finish the game without doing them, I would also feel slightly disappointed that I had missed out sections and still completed it.</p>
<p>I suppose it&#8217;s like walking through a maze, coming to a fork and choosing the left-hand path, always thinking in the back of your mind that you will come back and explore the right-hand path eventually, only to discover the left-hand path leads to the end of the game. You&#8217;ll always be left wondering, &#8220;what was down the other path?&#8221;</p>
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			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11970</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 07:00:31 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11970</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11968&quot;&gt;Paul Pantea&lt;/a&gt;.

I tend to have some idea of how a player will approach a puzzle, how hard it will be, etc, but these ideas will invariably be wrong, so the key is to construct the game so that it is robust in the face of the player having a very different experience than you expect.

In this game that means a great deal of openness and player choice about what they are going to do next, as well as some leniency in how many puzzles must be solved to finish the game.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11968">Paul Pantea</a>.</p>
<p>I tend to have some idea of how a player will approach a puzzle, how hard it will be, etc, but these ideas will invariably be wrong, so the key is to construct the game so that it is robust in the face of the player having a very different experience than you expect.</p>
<p>In this game that means a great deal of openness and player choice about what they are going to do next, as well as some leniency in how many puzzles must be solved to finish the game.</p>
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		<title>
		By: Paul Pantea		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11968</link>

		<dc:creator><![CDATA[Paul Pantea]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 06:04:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11968</guid>

					<description><![CDATA[It really is impressive to see how things are progressing. I wish you the best of luck with the development!
Now, you were talking in an interview that, for you, the magical moment is when the player suddenly understands how things are working. Do you find it difficult anticipating the complexity of the puzzle, the players reaction and thought process, and estimating a puzzle completion time? Since you already know the solution, how do you figure out how much it&#039;s going to take the player to solve it?

I can hardly wait to play it :)]]></description>
			<content:encoded><![CDATA[<p>It really is impressive to see how things are progressing. I wish you the best of luck with the development!<br />
Now, you were talking in an interview that, for you, the magical moment is when the player suddenly understands how things are working. Do you find it difficult anticipating the complexity of the puzzle, the players reaction and thought process, and estimating a puzzle completion time? Since you already know the solution, how do you figure out how much it&#8217;s going to take the player to solve it?</p>
<p>I can hardly wait to play it :)</p>
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		<title>
		By: Jourdan Cameron		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11964</link>

		<dc:creator><![CDATA[Jourdan Cameron]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 22:59:00 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11964</guid>

					<description><![CDATA[Wow, it looks beautiful! I know it&#039;s something of a dumb question, but will there be Braid references? I think there should be. The game simply wouldn&#039;t be complete without them.
Also, should I play Myst before this game? It&#039;s probably a great way to pass the time, that, and F5-ing this blog.]]></description>
			<content:encoded><![CDATA[<p>Wow, it looks beautiful! I know it&#8217;s something of a dumb question, but will there be Braid references? I think there should be. The game simply wouldn&#8217;t be complete without them.<br />
Also, should I play Myst before this game? It&#8217;s probably a great way to pass the time, that, and F5-ing this blog.</p>
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		<item>
		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11958</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 19:06:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11958</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11952&quot;&gt;tb&lt;/a&gt;.

The game is about natural phenomena, rite? I just think it&#039;s a cool excersice and something new no one has ever tryed.  Not only floaters but maybe  the new FarCry has something like that, having to do with allucinations because of drugs you take in the game in the form of vegetation that you pick up. In Enter The Void alot of parts are from first person and you can see the guy&#039;s chest and shoulders and his blinking and this turns cery cool when he gets high and starts seeing fractals and stuff.

Humans, which most living things that play games are human, unlike me have eyes and these eyes blink and all already but what if being under the sun so much in the island makes your blood pressure go up? What happens to sight when you have high blood pressure or when it really low or when you are blacking out. Those trippy sighthings are very hard to reenact but this example is silly. LET ME GIVE A GOOD EXAMPLE OF MY DREAM PUZZLE.

So you have ipad like touch pannels all over the world, the game is about tracing the right path to &quot;win&quot; the puzzle and understand somehting key about the world that will help you in the real world after the game is turned off. To know the right path to trace you must see or notice &quot;Look what happens when&quot; (as opposed to Braid&#039;s &quot;Look what happens if&quot;)things in the world, and some how practicing seeing will give you the knowledge to solve the problem. *Long tangent, forgot the puzzle* it was something like: Its afirst person game. you see with your eyes. your eyes do weird shit. need to know path on a panel, but pannel is not blue but cristal like glass and see-trough. How do you know what to do. there is weird art near by. Look at it with the character&#039;s eye long enough go back to the pannel. your eyes now have and after-image of the path and some how this communicates many things at once since the after imgae was the original and the one you saw the inverted. 

IS LIKE: WHY ARE SCRUBS GREEN? BECAUSE DOCTORS LOOK AT BLOOD! silly humans are wising up!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11952">tb</a>.</p>
<p>The game is about natural phenomena, rite? I just think it&#8217;s a cool excersice and something new no one has ever tryed.  Not only floaters but maybe  the new FarCry has something like that, having to do with allucinations because of drugs you take in the game in the form of vegetation that you pick up. In Enter The Void alot of parts are from first person and you can see the guy&#8217;s chest and shoulders and his blinking and this turns cery cool when he gets high and starts seeing fractals and stuff.</p>
<p>Humans, which most living things that play games are human, unlike me have eyes and these eyes blink and all already but what if being under the sun so much in the island makes your blood pressure go up? What happens to sight when you have high blood pressure or when it really low or when you are blacking out. Those trippy sighthings are very hard to reenact but this example is silly. LET ME GIVE A GOOD EXAMPLE OF MY DREAM PUZZLE.</p>
<p>So you have ipad like touch pannels all over the world, the game is about tracing the right path to &#8220;win&#8221; the puzzle and understand somehting key about the world that will help you in the real world after the game is turned off. To know the right path to trace you must see or notice &#8220;Look what happens when&#8221; (as opposed to Braid&#8217;s &#8220;Look what happens if&#8221;)things in the world, and some how practicing seeing will give you the knowledge to solve the problem. *Long tangent, forgot the puzzle* it was something like: Its afirst person game. you see with your eyes. your eyes do weird shit. need to know path on a panel, but pannel is not blue but cristal like glass and see-trough. How do you know what to do. there is weird art near by. Look at it with the character&#8217;s eye long enough go back to the pannel. your eyes now have and after-image of the path and some how this communicates many things at once since the after imgae was the original and the one you saw the inverted. </p>
<p>IS LIKE: WHY ARE SCRUBS GREEN? BECAUSE DOCTORS LOOK AT BLOOD! silly humans are wising up!</p>
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		<item>
		<title>
		By: tb		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11952</link>

		<dc:creator><![CDATA[tb]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 08:33:39 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11952</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11931&quot;&gt;justin&lt;/a&gt;.

Why would you simulate floaters and blinks etc when the player already has eyes that behave that way?

Or maybe this confirms what I have long suspected, justin; you are not human!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11931">justin</a>.</p>
<p>Why would you simulate floaters and blinks etc when the player already has eyes that behave that way?</p>
<p>Or maybe this confirms what I have long suspected, justin; you are not human!</p>
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		<title>
		By: Qinyutao		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11949</link>

		<dc:creator><![CDATA[Qinyutao]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 07:22:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11949</guid>

					<description><![CDATA[Is this game by any chance somehow related to some ancient book like( tao teng chi )or (the book of change )? I found braid very provocative in a  phylosophy and religious way.I happen to be a Chinese college student,who is very interested in ancient Aisan wisdom as well as mind-blowing games like braid.]]></description>
			<content:encoded><![CDATA[<p>Is this game by any chance somehow related to some ancient book like( tao teng chi )or (the book of change )? I found braid very provocative in a  phylosophy and religious way.I happen to be a Chinese college student,who is very interested in ancient Aisan wisdom as well as mind-blowing games like braid.</p>
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		<item>
		<title>
		By: Walt		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11944</link>

		<dc:creator><![CDATA[Walt]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 03:26:59 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11944</guid>

					<description><![CDATA[Got to say, the art is starting to look really nice. Looking at that image the orange trees immediately grabbed my attention and the cliffs look sexy :). Also liking the use of color: there are a lot of areas that have a nice soft ambient/bounced light around the trees and on the cliffs. I can now see why getting the light maps working early for you guys was so important. That combined with the new vignetting effect makes everything look soft and inviting. A lot of the time it seems like games opt for hard transitions between light and shadow and overall making everything have hard edges. It&#039;s nice and refreshing to see something that is soft and blends together. Looking forward to seeing the art progress more and seeing the art direction of the buildings in particular.]]></description>
			<content:encoded><![CDATA[<p>Got to say, the art is starting to look really nice. Looking at that image the orange trees immediately grabbed my attention and the cliffs look sexy :). Also liking the use of color: there are a lot of areas that have a nice soft ambient/bounced light around the trees and on the cliffs. I can now see why getting the light maps working early for you guys was so important. That combined with the new vignetting effect makes everything look soft and inviting. A lot of the time it seems like games opt for hard transitions between light and shadow and overall making everything have hard edges. It&#8217;s nice and refreshing to see something that is soft and blends together. Looking forward to seeing the art progress more and seeing the art direction of the buildings in particular.</p>
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		<title>
		By: sixteenbits		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11942</link>

		<dc:creator><![CDATA[sixteenbits]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 02:30:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11942</guid>

					<description><![CDATA[Love all the critical thought going into this game. It looks wonderful so far. 

Regarding, &quot;the first in a series of meetings wherein we think pretty hard about the topography of the island and what the flow of natural curious investigation will tend to be&quot; -- have you read &quot;The Image of the City&quot; by Kevin Lynch? It might be something you&#039;d be interested in. It&#039;s a seminal text on urban planing and spatial design from 1960. Interestingly, I knew about this book way back since my dad was a city planner, however it wasn&#039;t until I met Brian Upton that I realized its implications on level design. Upton gave a great GDC talk back in 2007 on how Lynch&#039;s deconstruction of spatial elements ports over wonderfully for games. You can find a high level breakdown of the book here: http://discoveringurbanism.blogspot.com/2008/05/book-image-of-city.html 

Looking forward to future updates!

(apologies if this is a dupe; my first attempt at commenting seemed to disappear)]]></description>
			<content:encoded><![CDATA[<p>Love all the critical thought going into this game. It looks wonderful so far. </p>
<p>Regarding, &#8220;the first in a series of meetings wherein we think pretty hard about the topography of the island and what the flow of natural curious investigation will tend to be&#8221; &#8212; have you read &#8220;The Image of the City&#8221; by Kevin Lynch? It might be something you&#8217;d be interested in. It&#8217;s a seminal text on urban planing and spatial design from 1960. Interestingly, I knew about this book way back since my dad was a city planner, however it wasn&#8217;t until I met Brian Upton that I realized its implications on level design. Upton gave a great GDC talk back in 2007 on how Lynch&#8217;s deconstruction of spatial elements ports over wonderfully for games. You can find a high level breakdown of the book here: <a href="http://discoveringurbanism.blogspot.com/2008/05/book-image-of-city.html" rel="nofollow ugc">http://discoveringurbanism.blogspot.com/2008/05/book-image-of-city.html</a> </p>
<p>Looking forward to future updates!</p>
<p>(apologies if this is a dupe; my first attempt at commenting seemed to disappear)</p>
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		<title>
		By: Andrew Coggeshall		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11939</link>

		<dc:creator><![CDATA[Andrew Coggeshall]]></dc:creator>
		<pubDate>Wed, 11 Apr 2012 01:48:11 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11939</guid>

					<description><![CDATA[Wow, that&#039;s looking beautiful. The tree look more volumetric. I saw a cool trick where you can transfer the normals from a smooth mesh to all the flat planes that make up the leaves to give the appearance of volume. Are you doing something like that or is this just some other special shader?]]></description>
			<content:encoded><![CDATA[<p>Wow, that&#8217;s looking beautiful. The tree look more volumetric. I saw a cool trick where you can transfer the normals from a smooth mesh to all the flat planes that make up the leaves to give the appearance of volume. Are you doing something like that or is this just some other special shader?</p>
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		<title>
		By: Foxter		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11934</link>

		<dc:creator><![CDATA[Foxter]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 21:50:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11934</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11933&quot;&gt;Jonathan Blow&lt;/a&gt;.

I&#039;ve heard that writing about music is like dancing about architecture... so can we have at least a little achitecture dance?

Nevermind, staying tuned either way. Please hit us with it when you feel it&#039;s post-worthy.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11933">Jonathan Blow</a>.</p>
<p>I&#8217;ve heard that writing about music is like dancing about architecture&#8230; so can we have at least a little achitecture dance?</p>
<p>Nevermind, staying tuned either way. Please hit us with it when you feel it&#8217;s post-worthy.</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11933</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 20:35:31 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11933</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11926&quot;&gt;Foxter&lt;/a&gt;.

We have some interesting work in progress for the sound but not too much to say about it on the blog yet.  It is hard to talk about sound!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11926">Foxter</a>.</p>
<p>We have some interesting work in progress for the sound but not too much to say about it on the blog yet.  It is hard to talk about sound!</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11931</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 19:47:33 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11931</guid>

					<description><![CDATA[The white building looks like it from the future, like the mirros edge future!

The visual effects of dark at the edges while in first person also looks cool. Will the character blink while in first person or are you able to see floaters or the squiggly lines from the eyes? 

In Enter The Void, a movie that is mostly from a first person eye point of view, this happens and it looks cool. Interesting that no video game has done it considering there are so many in first person BUT NO NATURAL PHENOMENA OF THE EYES OR SIGHT OCCURS. Like after looking at the sun and being outside and going in doors you look green! really green!]]></description>
			<content:encoded><![CDATA[<p>The white building looks like it from the future, like the mirros edge future!</p>
<p>The visual effects of dark at the edges while in first person also looks cool. Will the character blink while in first person or are you able to see floaters or the squiggly lines from the eyes? </p>
<p>In Enter The Void, a movie that is mostly from a first person eye point of view, this happens and it looks cool. Interesting that no video game has done it considering there are so many in first person BUT NO NATURAL PHENOMENA OF THE EYES OR SIGHT OCCURS. Like after looking at the sun and being outside and going in doors you look green! really green!</p>
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		<title>
		By: Jakob		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11929</link>

		<dc:creator><![CDATA[Jakob]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 19:13:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11929</guid>

					<description><![CDATA[Any ETA? loved braid and been waiting for this so long :) good work.]]></description>
			<content:encoded><![CDATA[<p>Any ETA? loved braid and been waiting for this so long :) good work.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Foxter		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11926</link>

		<dc:creator><![CDATA[Foxter]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 17:54:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11926</guid>

					<description><![CDATA[I think it&#039;s very interesting to see the game and the team progress through various stages of development. Also tone mapping in Photoshop looks like a serious aid!

Do you have anything to share about music &#038; sound, Jonathan? Braid soundtrack is one of my all time favourites, so I&#039;m looking forward to reading about what you&#039;re planning for The Witness.]]></description>
			<content:encoded><![CDATA[<p>I think it&#8217;s very interesting to see the game and the team progress through various stages of development. Also tone mapping in Photoshop looks like a serious aid!</p>
<p>Do you have anything to share about music &amp; sound, Jonathan? Braid soundtrack is one of my all time favourites, so I&#8217;m looking forward to reading about what you&#8217;re planning for The Witness.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Rick Kolesar		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11925</link>

		<dc:creator><![CDATA[Rick Kolesar]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 17:16:33 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11925</guid>

					<description><![CDATA[Love the style of the Island, it’s realistic but with a style.  Almost like a model someone made out of materials found around their house.  I don&#039;t know… hard to pin down but maybe that&#039;s the point.]]></description>
			<content:encoded><![CDATA[<p>Love the style of the Island, it’s realistic but with a style.  Almost like a model someone made out of materials found around their house.  I don&#8217;t know… hard to pin down but maybe that&#8217;s the point.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Won		</title>
		<link>https://the-witness.net/news/2012/04/island-update-2/comment-page-1/#comment-11923</link>

		<dc:creator><![CDATA[Won]]></dc:creator>
		<pubDate>Tue, 10 Apr 2012 16:54:11 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1569#comment-11923</guid>

					<description><![CDATA[Those autumn-colored trees really pop, and I really like the vignette effect!]]></description>
			<content:encoded><![CDATA[<p>Those autumn-colored trees really pop, and I really like the vignette effect!</p>
]]></content:encoded>
		
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