'500-hour' Order of the Sinking Star is as complex and exhausting as it sounds
polygon.com
polygon.com
However, so far I can't point to anything substantial that should have been skipped. Almost every level is teaching me something, and those things keep coming up later.
Ultimately, Order of the Sinking Star applies the same formula as The Witness (although hopefully with a little more story, but probably not a lot more), and dials it up to 11. I loved The Witness, so really it's exactly what I asked for, and I think the feeling of the distance left to go is an artifact of a desire for instant gratification.
I think the game is deeply rewarding and fantastic, as long as you understand you're signing up for a slow burn. That's not for everyone, and that's ok.
General problem in criticism/critique: we are different audiences. Different people want genuinely incompatible things. I wouldn't put that length of time into a puzzle game .. but I have into factorio, which is just a different kind of puzzle. Some people like extremely long RPGs. A lot of people play extremely short games, especially the kind of mobile games which give you about 30 seconds between adverts.
Can be hard to get people (critics and punters alike) to separate "this is not for me" from "this is bad".
Factorio: Play Time: FE_OVERFLOW
Compared to Baba Is You which gets difficult and interesting after like 10 minutes.
That said -- like The Witness, OotSS also reaches for a message beyond just its mechanics. In this case, it focuses on how a small number of mechanics interacting can produce a combinatorial explosion of situations; the role of the puzzle designer in surfacing "interesting" situations; the relationship between designer and player; and the way we pass an understanding of design on to the next generation.
I appreciate the attempt, but I thought it fell far short of The Witness; it didn't really saying anything insightful about the themes and also didn't even hint at them until you're 30+ hours in.
If you change your perspective from “I’m not gonna spend 500 hours on this” to “30 hours of great gameplay for 30 bucks” maybe it isn’t so bad.
I tend to "graze" on games by regularly(ish) playing for usually not more than an hour. I often swap between games and don't finish many of them. That's never really seemed like the point[0] any more than the idea of "completing" chess or skiing[1]. A tedious, unskippable tutorial level or spending hours early on grinding or subsisting with basic tools/weapons/mechanics before you get the good stuff is what kills a game for me.
So the question for me is how much boredom before it gets fun rather than whether I will eventually lose interest before I finish it. That's a given (I predictably didn't finish Braid or The Witness, I like both).
[0] And besides, like TV series, it just seems like such a lot of time! A game has to be very short or _really_ good, which means both engaging and fun mechanics and a great story, for me to make it to the end.
[1] Ok that's a lie, I definitely intend to complete skiing
There is also an argument that this is why PvP multiplayer is so compelling. The game is adaptive in its complexity, and every round of play is a relatively brief, self-contained experience not quite like the others. If you are going for bang-for-buck, it's really hard to beat the emergent properties of a MOBA, BR or RTS.
I think those who reject multiplayer games on principle are missing the forest for the dead tree. There is an incredible amount of upside if you can tolerate the occasional bad mood. The dream is when the entire team comes together without any explicit communication and executes perfectly. Nothing beats that sensation. Especially when you can tell that the enemy team is also executing well. I have to seek it out in video games because I can't find it in a real business anymore. Games like League of Legends and CS2 are eternal experiences. I fired up LoL classic the other day and I could easily see myself putting another 5k hours into lux. WoW forever is also looking compelling with its PvP ruleset and unified realm architecture.
It was already there in the Witness. One secret challenge involves you watching a movie and slowly tracing a light for 56min straight.
It's a good movie, though. For anyone who's interested: https://maraoz.com/the-secret-of-psalm-46-transcript/
The point I'm making the game doesn't respect my time. Why should I respect it back?
Haven't played this one so I don't know if it's like that too. If it forces you to get through the whole 500 hours then it's really bad.
Can't wait for 11hr unskippable cutscene that contains a hidden puzzle. And if game dies during that time... Restart from the beginning.
Having to sit through a full hour of video to slowly trace a line is pointlessly antagonistic. It only tests a player's desire to sit through your bullshit. Being able to do it does not make you better at any other part of the game. It doesn't even make you better at that part of the game.
I consider the witness one of my favorite games, and I fully completed it, but I did not do that because it's dumb. The existence of the thing really has nothing to do with the game.
I said that bit was bad puzzle/game design. You say it’s dumb. Which is another way of saying you didn’t think it was a good design.
I think it’s psychologically interesting how many people feel the need to defend Blow and his games to the hilt when he’s produced so very little.
But it's not really a puzzle, or the game, or antagonizing you, because there's no purpose in doing it. Like I said, it's just something that exists in the game. It's not the game; it doesn't reflect upon the puzzle design or the game design because it's irrelevant to the actual puzzles and the actual game.
I'll repeat myself: if you stand in one spot for an hour a special sound effect plays and some lights flash for 2 seconds. If that happened in Call of Duty, it would be strange, but it also would have nothing to do with the game design quality of Call of Duty. It would not make sense to say Call of Duty has bad game design due to the presence of this thing.
I'm defending the witness because it's a good game, and this comment thread implies that doing that dumb thing is required to play or finish the game, when it is not. It is a misleading comment that gives an uninformed reader an incorrect impression of the product.
It's a puzzle in that it's a line you have to draw to complete all the puzzles. What's that worth to anyone is what it is. There are lots of games with post-game content that's not technically required to "finish" the game.
But the goal of the Witness is to find and draw these lines. If you didn't find and draw that line, Blow would say you didn't find and draw all the lines.
So, it is a puzzle in the game. It is. It's a puzzle. It's in the game. You don't know whether it's pointless or not until after you complete it. So you can't look at it and say, "Well, this is not needed, I can skip it".
And the overall product is kind of bad. It's overly tedious and mistakes hiding necessary information with being clever.
And I bought it day one without reading reviews. Whether or not the game is good, personally I'm happy to support someone who's completely self-funded working on PL design. Not that many people are in position to do that kind of work, and even fewer with a documented history of finishing things.
Perhaps it's such a cool game because it doesn't need milking or sequels? Perhaps he never made a sequel because he doesn't want to repeat the same things ad infinitum?
I have been turned off from a few JRPGs with such high playtimes that they have no respect for the player.
While I do enjoy longer games like Yakuza, etc, I really enjoy being able to play through a game in 1 to 2 evenings.
Currently I'm playing through Cyberpunk 2077 and as usually I do almost all side content. I play it for months already, just an hour here and there. I don't mind it at all.
What's important for me the game doesn't waste my time on senseless, boring, repetitive activities. That way, even 30min of playthrough scratches the itch and feels fulfilling.
Is that the case? Or do they want short games, so they can complete it and move on to the next game. If you’re buying games regularly, either they’re shorter games, or you’re not completing them all—in which case, the length doesn’t really matter. Or looking at it the other way, if you like long games, and you’re completing them, you’re not buying games regularly.
Sadly, like most things, Buying Games and Playing Games are 2 different hobbies.
I tried the same last summer with Baba Is You and had an absolute blast. Playing through OotSS now, and momentum has been solid for the past ~20 hours. Skipping Stones has been my favorite!
I remember the feeling of playing Baba is You. The wonder and the sense of… a sort of abyssal depth of the mechanics, once you start to get a feeling for how they expand. And then how that yields to intuition. Hadn't come to such a lovely crack in the metacognitive vessel!, to deliberately pry at. Thanks!
The perspective you offer here makes me want to find or bring about a venue for… this.
In theory I should love this, I'll happily play repetitive games like Tetris for hours. The way he does it though just feels so boring because he doesn't do it in a way that makes you feel like you're learning anything until the very end and the bits in the middle are just the same idea with some gimmick that isn't that interesting.
I'm not spending 450 hours smashing my head into a wall before I get to the good bit.
I still found it really strange though for an indie hero to be so reductive in how he described such games, particularly when one could more easily produce similarly reductive readings of his games without even being too uncharitable
On Twitch he would often give short "hot takes". However, when he takes time to actually enunciate his thoughts, suddenly it makes sense what he means.
E.g. IIRC he came off as very critical of Blue Prince, but then on Wookash Podcast (?) he talked about how he would probably do the same decisions within same constraints, and how it was a great achievement for a small team even if the game wasn't for him
I'm sorry, I really like both games, but this is unbelievably false.
Counting purely "raw mechanics" introduced in new panels then yes, you could argue The Witness did have a lot of repetitive puzzles. Once a new puzzle grammar was introduced then essentially entire areas were dedicated to expanding the complexity of how you could interpret that set of rules.
And yet I don't think there were many puzzles that you could say were the exact combination of ideas from another puzzle.
A significant part of the design idea in The Witness was in not showing you, the player, any set of rules but instead having you infer them from simple and deliberately restricted examples of those rules in use, and then testing your inference against larger and more complex versions of that same shape of puzzle.
Those later versions of the same puzzle shape would sometimes force you to rethink what you inferred and refine your understanding of a rule or sometimes show you what felt like an emergent property of that set of rules. "I didn't know I could trace the inverse of a shape too", "I didn't know pairs cancelled out", "I didn't know the shape could be rotated", etc.
This approach almost necessitates having a lot of puzzles that start from the simplest possible example, and gradually increasing in scope and complexity over a set of panels, which can end up looking like "a lot of the same kind of puzzle".
So, that's my context. If you relate to that, I think you'll enjoy the game and find it is excellent value for $40.
I've been slowly reading One Piece for over 2 years now. Where other people find the idea of such a long series daunting, I'm happy that there's always more I haven't read yet. If I never finish, it will still have been worth it.
It reminded me of when I read a post from someone on some game subreddit, saying they had invested something like sixty hours into it and asking how much longer to get good and start enjoying the game.
It’s a video game. Its primary purpose is to entertain. There are dozens of them released each day. If you don’t enjoy something, move on.
Some things take time to learn to enjoy. I've bounced off things in the past several times before I started to really enjoy them later on. I'd like to think my experience with media is not just a random walk through whatever is in front of me and that I can direct that experience, at least a bit.
I also don’t think not appreciating something is a flaw which “needs fixing”.
But all good, you do you, and I’m glad you’re enjoying the experience. Have a nice weekend, and remember to look away from the screen periodically! I’m going to follow that advice myself right now.
How are the crystals made translucent like that? They almost feel alive. Is this shaders or just assets?
The game looks top down, but is 2.5 dimensional. How is this made? Is it just the assets or something more complicated is done in terms of programming.
However Order of the Sinking Star is also made in a custom programming language and custom engine. This is not at all normal for game development. There also doesn't appear to be a scripting system. Normally you have an engine built in C++ or something fast, and then a scripting system where you write a higher level language to script how the game runs. Engine development is more separate from scripting development. With Order of the Sinking Star, the game engine appears to be much more just like a library, and the same codebase runs the engine and game logic, with no scripting layer, as far as I can figure out from public hints.
I only wonder because I recall the reason they built an engine from scratch for The Witness was to achieve certain lighting goals, and that specific feel and style I have never encountered quite like that in any other game.
A lot of that is down to art and direction, but there's a raw quality of the lighting that just feels different to any game I have played. You can often feel a game's engine out if it's one of the big ones, through the feeling of its lighting. I suspect since all engines have certain default approaches and settings in their lighting setups and devs only move the knobs as far as they need to meet their artistic goals, leaving much alone.
I don’t buy that. Even back then, as an indie developer, the only reason you build your own engine is because you want to build your own engine.
You have to be doing something truly technically impressive to need a new engine and The Witness wasn’t pushing the envelope.
He had help from another developer specifically for that issue.
Just a guess based on the way he's spoken about it, but I'd expect an open beta in December-February. I'm not expecting that to be open source though (maybe the engine will be but not the language, unclear).
He has a very limited view of what is required of software.
The problem is that he's not entirely wrong. The JavaScript-ification of everything is kind of a problem. Electron apps everywhere is an issue.
But a lot of issues are also just trying to deal with bad actors. Doing authentication or authorization wrong can have real consequences. And it is incredibly difficult. Because security is in opposition to access. And trying to make security invisible is even more difficult.
What is a game save file if not persisted state?
Compared to if you run a cloud storage company, a corrupted file might annoy a user that pays $1m every month, to store data that they themselves make money on, etc.
The stakes for a game save are a lot lower.
Reminds me of the buns in Braid.
I'm addicted. Send help. Very polished game, and fun. Filling the void in my soul from finishing KCD2? (As off of a comparison as that is)
I haven’t had to use any random trial and error / guessing, just logic and thinking through game mechanics and discovering new interactions, and the satisfaction so far is much higher than 90% of puzzle games, with a smooth progression.
The dialog is the only area where I have meaningful criticism so far, but that seems like more of a budget reality, and the puzzles are what really matters.
This is a game for people who like puzzles, spend 5 or 10 minutes and solve a few when you need a break. Compare this to Patrick’s Parabox which has over 350 great puzzles, but you can cruise through in around 20 hours (barely a snack), or another great game with over 750 puzzles, A Monster’s Expedition that will run about 80 hours of play time.
Complaining about being exhausted after 20 hours of play time seems like it is coming from a reviewer in the wrong genre trying to make a deadline, and is probably better off sticking to something like Candy Crush Saga.
Hate to see his thoughts on some of the more “exhausting” puzzle games like Baba is You, Blue Prince, The Golem, Understand... Or heaven forbid, something like Raitlin’s Challenge.
Whether you agree with them or not is not my point ( and yes in this particular case they visibly dislike the game designer’s politics and this eats up a large part of the article) - just that it’s expected .
The fact they look like reviews is very confusing though ( I looked around the website this one is under ‘impressions’ not ‘reviews’ though ) unless you consider politics should be an integral part of reviews but that’s a complicated discussion.
I'm about 20h in and agree the story is pretty meh, but that's no surprise coming from Blow.
And for the amount of work they seem to have put into it, it's probably a more than fair deal.
My kind of game, just I wish it wasn't fantasy. For some weird psychological reason I don't understand, I can't really tolerate fantasy themes for more than a few seconds.
What Cyan were trying to do with Myst and Riven (more successfully with Riven) was make a puzzle game with no "puzzles"; avoid the 7th Guest trope of "a madman has created a labyrinth filled with devious puzzles and you must solve them to escape" and instead just put the player in a weird alien world with culture and tech they are not familiar with, which they explore and eventually understand, and once you understand, there are no puzzles, its trivial. Like if an alien were teleported to new york city and had to figure out what the subway was and how it worked. (btw a great modern example of this, which surpasses the Cyan games and fixes flaws they had, turning them into strengths is "Outer wilds")
The witness on the other hand was just a sequence of grid based puzzles, it was fine, but it wanted to be a mobile game, just puzzle after puzzle. For no reason the puzzles were set in a nice looking 3d world reminiscent of Myst. There's practically zero connection between the two. That's why it seems like a joke to me.
Braid was good tho lol. Perfectly cromulent puzzle platformer, and a fairly early entrant in the genre.
If you prefer Myst then, besides Outer Wilds, I’d recommend Blue Prince.
Isn't solving a puzzle a pretty clear payoff in a puzzle game?
A pivot perhaps, but not a shallow or immediate one.
A piece of art is informed by the artist, and it is incorrect to believe the two can be wholly separate. None of us are impartial robots, what we experience and believe informs what we do and how we do it to different degrees. That’s one of the major points of art, the expression of the author’s views, and videogames are art.
Furthermore, the author of this piece clearly has complicated feelings regarding the game and they themselves make it explicit that they don’t feel it’s fair to pass judgement until experiencing all of it.
What is sad to me is that so many people on this thread fail to see the nuance in the author’s piece, instead jumping to judge any discussion of existing controversy as full on agreement and support. The world isn’t black and white, you don’t have to pick sides and actively fight everything.
It's not incorrect in the least. I adore art made by some people who are insufferable. Blow himself, for example, is so pretentious I wonder how he can hold a conversation with us lesser creatures. But Braid is one of the best puzzle games ever made. The art is not the same as the artist, and I am perfectly capable of divorcing them in my mind.
That’s your prerogative, but the world doesn’t revolve around your preferences. Other people are interested in those details, including the writer of the piece and the authors of the games that this game is based on.
> devolved into a hit piece
That is profoundly unfair. Any amount of criticism doesn’t immediately become a “hit piece”. Most of the article is about the game and the reviewer’s thoughts on it. Any mentions to the creator are thoughtful and well-weaved into the larger review, adding to the layers of complex feelings the writer has about the game. They add to it rather than detract, and you’d do well to appreciate the review as a thing in itself instead of assigning agendas.
I'm personally less concerned. Partly because I attribute Blow's social opinions to naivety and ignorance rather than malice – e.g. I think he holds misogynistic views not because he is trying to be misogynistic, but because he's naive about the systemic bias in society, a criticism that can be levelled at many people.
But otherwise, I'm less concerned about Order of the Sinking Star because he has said in interviews that the story is supposed to be interesting to a wide audience and not intended to be based on his world view in any way. The Witness also wasn't some right wing think piece, it was just pretentious.
I get why a journalist would be concerned, but I think they're being overly cautious.
I also think the enlightened have a habit of underestimating how much of an audience the status quo has, and I think that's an ignorance of its own.
And because it's the internet I feel the need to subtext that this is by no means a supportive comment toward Blows personal beliefs. I don't know what they are!
From his tweets and streams I learned that he believes Trump is by far (his characterisation) the best president of his life time, and that he makes fallacious arguments such as defending a belief in God because (paraphrasing) “many physicists believe in it” (appeal to authority).
I can’t tell you much more because I personally got tired of what I saw first hand and decided I shouldn’t spend my time on it. Things like the COVID conspiracies mentioned in the article are not something I can personally attest to.
For better and worse there is a cult of personality around Blow. He puts his views out there and is constantly on stream, all of which is his choice. For sure it’ll lead to many more sales of the game from the fans, but it also opens the door to criticism. He’s very aggressive in sharing his opinion so there shouldn’t be any surprise there is pushback.
Should that affect your purchase of the game? Only you can answer that. I can’t fault people for deciding to not monetarily support those whose beliefs harm their lives, and it seems worth considering that designers responsible for the game have disavowed the creator to the point they’ll be donating their part of the proceeds.
You just repeat the same type of puzzle over and over. The Witness is a bit more tedious considering the real “puzzle” is rule-discovery rather than the flow-style puzzles that make up the majority of the game’s interactions.
Like the best I can say about Order is “yeah, it’s ok”.
What I suppose was repetitive though — and where you might be coming from — is the formula itself. The entire island was the same episode format, even if the plot was different each time. Like Knight Rider — formulaic, but I loved the formula!
Finding the puzzles and discovering the rules are the most involved part of the game. Once you know that, the actual puzzles are just ok. But they're line drawing puzzles, there's a ceiling.
Even the environment puzzles are kinda meh. "Oh, that looks like it could be a line. Yep. It's a line."
I loved the beginning, the art style, the Myst vibes, discovering new areas and a specific “WTF” moment.
But I really didn’t understand the need of piling up similar puzzles with minimal variation.
You could have slashed 2/3 of the puzzles and the game would have been tighter and more satisfying imho.
Brevity is be the soul of wit (not of the Witness).
Reading that is a “500 hours game” instantly drains any interest I might have for Order of the Sinking Star, heck, there are not many pleasant activities I can think of I would like to do for 500 hours.
That's a large part of my problem. You go "Oh, ok, I get it", then have to solve another dozen puzzles.
Maybe that was never promised and I made up the expectation myself when I heard "500 hours." But it feels like there's never a reward for finishing a puzzle other than, okay, here's the next one.
I'm 20 hours in and starting to see examples of mechanics being generalised in a way I wasn't expecting, i.e. an early games thing turns out works in a way more general way that elevates the mechanic in complexity and feels like a very satisfying moment.
I have a suspicion about another that would completely change my perception of the game if it turns out to be true, so... meta puzzles? Not sure, but certainly there's something more than just the 4 initial rulesets colliding.
Either they present you with exactly what you need to solve the area or they give you more. Giving you more, in most cases, will just break the puzzle and make it too easy. So you know in a general sense what you have to do just by what tools you have available. Then it's just a matter of doing them in the right order.
And, yeah, it's fine. But that's the best I can muster for it.
And I see it's $30, which feels an ok price point. I was feeling more like $20, but $30 is fine.
If a game needs to be played for 30 to 40 hours before it gets truly engaging, it is not a good game.
Entertainment's goal is to engage. There are many ways to achieve that, but no one should have to slog through tedium in order to get to "the good stuff".