well, Sup Forums?
Well, Sup Forums?
The one on the bottom, I guess?
LOL
what the fuck, that's the right one, how did you know? have you played this game already?
what gaem
The Witness. It's a masterpiece if you're patient, it's not worth your time if you're not.
Ok thanks.
ez shit
How poorly conveyed can one mechanic be?
If you get to the point where you're solving this puzzle you should have figured out the mechanic already. The only poor thing is your problem solving.
This is just not true for lots of mechanics in this game. The idea that those two on the outside can be placed anywhere is not conveyed at any point up until this puzzle. It's the most common sticking point I've seen, and it's VERY common.
The triangles is another great example. Jonny missed the mark on that one, too.
What am I supposed to be doing here?
I don't agree, you have these puzzles showing up that clearly can't be solved without "moving" the symbols from their tile, and a few panels later they introduce the tilted tetris pieces.
The tutorial panels for the triangles are scattered across the world, you've been seeing them throughout the game without knowing what they are for, then once you stumble upon the first real triangle puzzle you'll realize you've seen this before, go back to the easier ones and figure out the rules.
You're describing this to me like I haven't played the game to completion three times.
In the yellow panels the only examples of patterns that stick to the sides require the exact 4 blocks that the yellow dots represent, and at no point is it illustrated that they can be moved. In fact, it's established that they CAN'T be moved. Which is how the game tricks you into thinking you've had a mind-blow moment, when in reality, it was just very misleading about its mechanics.
The inside of the mountain makes up for it, don't worry. But stop pretending the game is perfect, because it's not.
Not him, but you're wrong and he's right. My friends and I immediately understood how these puzzles worked after the few tutorial ones.
You're just bad at problem solving
Go play talos principle instead of this grandma game.
The op image had the tetris blocks tilted. The early puzzles establish that you can't rotate them so you know something is up.
Assuming it means that can take any orientation is the obvious next step.
If I hear one more fucking person compare the witness to the talos principle
The Talos Principle would be an F paper in any 400 level philosophy class. The puzzles would be an F final in any game design class. And despite both of those things, it manages to be ENTIRELY unoriginal!
Say what you want about Blow's game design (and you should), he is an artist and The Talos Principle falls incredibly short of that.
>Assuming it means that can take any orientation is the obvious next step.
So what you're saying is, rotated blocks mean one thing for every puzzle in the sequence except for one puzzle, at which point it's "obvious" that it does something completely different. Got it, thanks for clarifying how well that sequence was designed.
I don't think the game is perfect, but I don't think complaining about unintuitive tutorials is a valid complaint because puzzle mechanics progress logically and unless you're doing something like the endgame town or unlocking shortcuts first you will never get to a sequence of panels featuring a mechanic that you have not yet already solved. You can always go back and re-attempt panels with different solutions until you "get" it.
If anything, I'd complain that there aren't enough puzzles that combine mechanics. Not having stuff like shadow puzzles with tetris pieces, sound puzzles with suns or glare puzzles with black/white segregation feels like wasted potential.
The progress of the tetris area is:
1) you figure out that you have to contain tetris pieces and ASSUME that the piece has to be in the same square
2) you learn that pieces can be combined
3) you learn that pieces can be shuffled around as long as they are connected, which means that your assumption was wrong
4) the game introduces tilted pieces and clearly shows that you can not solve them without rotating, and plays along with the "if they are connected you can shuffle them" rule.
At what point does the game suggest that tilted pieces can not be moved?
This puzzle introduces, for the first time in the sequence, (the second time being OP's picture) the idea of blocks being EXACTLY in the position required by the picture. Here are four blocks, they correspond to four squares on the grid. At no point were these tilted between this picture and OP. And you really think that's not misleading? I'm glad you got it your first try, I really am. I did too! But lots and lots of people do not. I don't know what to tell you, go watch some let's plays and watch people stumble over this exact same thing.
I seriously don't get what you are getting at.
Those are not tilted pieces, so they can not be rotated. The pieces in OP's image are rotated (slightly turned). The sequence of panels I posted () are the ones that introduce tilted pieces and come directly after those you posted.
The symbol with the two pieces on the left and two pieces on the right is the same kind of symbol as the left and right symbol's in OP's image. We have no precedent for what the rotation of OP's symbols means, since in the OP it means something like "you can move these around the board freely," whereas in your example, it means "these can be rotated."
>Shilling this hard
Wheuw kiddo
Those are not their own set of symbols, they are tetris pieces just like any other and follow the exact same set of rules. The only difference being that the positions they mark are have a two square gap inbetween them. You can clearly see that those two are right angles (they can not be rotated), while OP's are tilted and can be rotated.
If you thought the fact that they are split means that they are different types of tiles I guess you overthought it.
The main problem people have with your puzzle is that they think it's a one-square gap and not two squares, which I agree is poorly communicated. It's irrelevant to OP's puzzle though.
honestly treating "academic knowledge" as way more important than it actually is is a mistake. talos is just as successful if not moreso in the realm of having fans and selling well. at the end of the day, nobody's textbooks matter much next to that.
i agree that the witness is more interesting and less cringey (excluding the audio tapes), though.