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▲ '500-hour' Order of the Sinking Star is as complex and exhausting as it sounds(polygon.com)
135 points by cvoss 3 days ago | 80 comments
▲danpalmer 6 hours ago | parent | next [-]

I'm really enjoying Order of the Sinking Star, but I'm in two minds about the length. It is long, I'm 20 hours in and still feel like I'm scratching the surface, and any story pay-off feels a very long way away, which isn't a great motivator.

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.

▲npinsker 4 hours ago | parent | next [-]

I felt this was true until 30 hours in, but after that, it starts feeling much more repetitive. Smaller ideas are stretched much further and IMO they're not nearly as exciting as the beginning ones.

▲danpalmer 4 hours ago | parent | next [-]

Fair enough, it has definitely evened out now that I've completed the 4 base stories. Reaching the Antipode though has certainly ignited some motivation, I want to figure out the red areas, and getting into the deeper AxB areas is still interesting and I suspect I've got another 20 hours of that to go at least.

▲IshKebab 3 hours ago | parent | prev [-]

I felt like that in the demo. It's waaaay too slow to do anything difficult. Basically everything in the hour or so that I played was trivially easy.

Compared to Baba Is You which gets difficult and interesting after like 10 minutes.

▲modeless 2 hours ago | parent | prev [-]

My only problem with it is I feel like if I stop playing for more than a couple of days I'll forget half the stuff I learned and I'll be stuck when I return to levels that assume I know everything from before.

▲dwroberts 4 hours ago | parent | prev | next [-]

This is the first of Blow’s games that I’m just not very interested in playing, and the fixation on its length and size is why. Being really long or having a huge completion time for the sake of it seems like a big step backwards compared to Braid and The Witness, and also philosophically literally the opposite of what he claimed made his games interesting. So I find this game and how it’s being marketed etc pretty odd

▲wodenokoto 2 hours ago | parent | next [-]

Another poster here said the first thirty hours were great, but after 40 it started feeling repetitive.

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.

▲barnabee 2 hours ago | parent [-]

Makes sense to me…

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

▲leoc an hour ago | parent | prev | next [-]

I assume it’s in part a consequence of Blow’s newer self-definition as a game-programming iron man: after all the work on the custom engine you probably feel the need to get as much mileage as you can out of it. But as others have said https://news.ycombinator.com/item?id=50115215 , presumably they could have applied some razzle-dazzle like staged releases in “seasons” to make the large amount of content feel more like ongoing fun than a huge homework assignment.

▲skohan 35 minutes ago | parent | prev | next [-]

Haven't played it yet, but from what I know my impression was that this game was as much a test bed for his new programming language as it is an artistic expression. I wouldn't be surprised if some puzzles made it in because they were a good test of some novel comp time feature (i.e. the real puzzle game was making the language, not playing the game).

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.

▲kouru225 3 hours ago | parent | prev | next [-]

I didn’t either until i started playing but its length and size isn’t just for the sake of it. It’s that size because it’s that complex. It’s like The Witness dialed up to 11

▲bob1029 3 hours ago | parent | prev | next [-]

Short games can be the best experiences. There are a lot of horror titles that barely crack 1 hour and still feel worth the purchase.

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.

▲scott01 an hour ago | parent | prev | next [-]

I played the demo and it blew my mind how cool the puzzles felt. I'll definitely get the full game later, though I doubt I'll invest 500 hours into it.

▲marhee 2 hours ago | parent | prev | next [-]

I sort of feel the same. I also don't understand why - it seems quite natural to make it smaller and cool and they for example release new level packs, maybe free even (or for a small price). I've also never understood why he didn't make a sequel for Braid. Such a cool game. You're not milking it if you make a sequel it deserves.

▲troupo an hour ago | parent [-]

> I've also never understood why he didn't make a sequel for Braid. Such a cool game.

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?

▲tikotus 3 hours ago | parent | prev | next [-]

I'm with you on this boat, but I believe I see the point in the way it's marketed. An average person who makes regular game purchases likes long games. They want value for their money, and the number of hours is a big factor. This game has a big piblisher behind it, and I believe they know exactly what they're doing with the marketing!

▲3eb7988a1663 3 hours ago | parent [-]

The regular game buyer has more games than they can possibly play. Some people are focused on maximizing enjoyment-dollars/hour, but I would posit that an excessively long playtime is a detriment to most gamers.

I have been turned off from a few JRPGs with such high playtimes that they have no respect for the player.

▲sersi 2 hours ago | parent [-]

Exactly, until my 20s I enjoyed long games. Now, I have a family, I have other things competing with my time, I want something that is tight with barely any fillers that deliver a good story. My most memorable recent games all delivered on that: Forgotten City (8 hours to finish it completely), Carto, A Juggler's Tale, There Is No Game: Wrong Dimension, ...

While I do enjoy longer games like Yakuza, etc, I really enjoy being able to play through a game in 1 to 2 evenings.

▲Ygg2 an hour ago | parent | prev | next [-]

> a big step backwards compared to Braid and The Witness

It was already there in the Witness. One secret challenge involves you watching a movie and slowly tracing a light for 56min straight.

▲1una 42 minutes ago | parent [-]

I realized there was a puzzle about halfway through the movie. But there is no way I'm spending another 56min just to complete the challenge.

It's a good movie, though. For anyone who's interested: https://maraoz.com/the-secret-of-psalm-46-transcript/

▲Ygg2 4 minutes ago | parent [-]

At least your game didn't crash forcing you to redo the section.

The point I'm making the game doesn't respect my time. Why should I respect it back?

▲MattRix 3 hours ago | parent | prev [-]

Well... it's more about how many interesting permutations there are, not really just about length or quantity for the sake of big numbers. In other words: it's not about "look how many puzzles there are" it's "look how many INTERESTING puzzles there are"... which may seem like a small distinction, but when the claim of the puzzles being "interesting" is true, and being said in a genuine non-marketing way, it means a lot.

▲__alexs 2 hours ago | parent | prev | next [-]

Blow's game design philosophy seems to be mostly about repeating variations of the same idea as many times as possible regardless of whether those variations are actually that fun or interesting.

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.

▲vector_spaces 2 hours ago | parent | next [-]

I remember seeing a clip of him describing Hollow Knight as "wow, I am in a different room now, cool" and saying such games weren't for him. I understand what he meant in the sense that I know he is very mechanics-focused and is far more interested in plumbing a small number those to their deepest depths, where HK has many comparatively shallow mechanics but with a rich space of interesting interactions -- generally this is what you want in a game where exploration and world building are more central.

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

▲pontsun an hour ago | parent | next [-]

What's especially funny about his dislike for Hollow Knight is that it was partially funded by the Indie Fund, which Blow is a founding member of.

▲troupo an hour ago | parent | prev [-]

I found that there's Blow the Twitch streamer and Blow the interviewee/presenter.

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

▲mmustapic an hour ago | parent | prev | next [-]

It is the opposite: he wants the variations to be different and interesting. There are no repetitive puzzles in The Witness or Braid. There are themes, but each puzzle is unique.

▲__alexs an hour ago | parent | next [-]

I think you're probably right that's what he thinks, he's just failed to convince me to think the same way.

▲12_throw_away 41 minutes ago | parent | prev | next [-]

> There are no repetitive puzzles in The Witness or Braid.

I'm sorry, I really like both games, but this is unbelievably false.

▲tumdum_ an hour ago | parent | prev [-]

Lots of sequences of puzzles in The Witness are just “the same thing, in gradually increasing space, with no new mechanics in between“.

▲DonHopkins an hour ago | parent | prev [-]

Game Helpin' Squad took the piss out of Jonathan Blow's tedious, sanctimonious approach to game design with this parody of Braid called "Time Travel Understander":

https://www.youtube.com/watch?v=1fABGyVzVwI

The fictional creator, "Jimothy Lasic", has supposedly "said repeatedly that if you can't figure out what you're doing in the game you're just not thinking in the right way."

The joke skewers the same self-important sermonizing running from Braid to Order of the Sinking Star: endure my tedium, absorb my philosophy, and if you aren't enlightened, you're thinking wrong.

It's everything the MAGA/Gamergate crowd screams about when a game acknowledges women or LGBTQ+ people exist: preachy, ideological, more interested in lecturing its audience than entertaining it. Apparently "keep politics out of games" makes an exception for a foaming-at-the-mouth Trump supporter assigning hundreds of hours of philosophical homework.

That's what makes the review's discussion of Blow's Trump support relevant: once you present your games as lessons in how to think, your own judgment becomes fair game. You're asking players to trust that adopting your way of thinking will reward their patience. The Game Helpin' Squad parody punches back up at a designer who punches down at his own players' intelligence by assuming that any failure in that relationship must be theirs.

This review follows that question of trust into the contradiction between the new game's celebration of collaboration across differences and the developers whose work it draws on distancing themselves from the project over Blow's pro-MAGA politics. If we're supposed to take the philosophy seriously, we get to question its contradictions too. "You're just not thinking in the right way" cuts both ways.

Unfortunately, Braid's rewind mechanic can't undo January 6, Trump's historical revisionism, or Blow's infamous track record of sycophantic praise for Trump, crackpot COVID-19 conspiracism, and bigoted attacks on inclusive hiring as well as his own colleagues and players. Rewriting history requires a different kind of time travel understander. Meanwhile, understanding why his own star is sinking shouldn't take 500 hours.

▲xpct 4 hours ago | parent | prev | next [-]

My favorite thing about puzzle games is meta, cognition stuff. What mindset can I put myself in, so that I can solve this faster? What should I think about, and how, to reduce complexity of the problem?

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!

▲AnthonBerg 2 hours ago | parent | next [-]

I have to say, I would love to tap into those thought processes. If they are tappable-into?

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 deliverately pry at. Thanks!

The perspective you offer here makes me want to find or bring about a venue for… this.

▲soulofmischief an hour ago | parent | prev [-]

Check out Supraworld. David Münnich is building the most peak 3D puzzle platformer you will ever play.

▲knuckleheads 3 hours ago | parent | prev | next [-]

I am generally not a fan of Sokoban puzzles, but I told myself that Order was the best chance to fix that so I’ve been forcing myself to play it. I don’t find myself actively wanting to sit down and play it, the puzzles don’t attract me that way, but once I do, I’ll play for about five hours at once. Great game.

▲throwaway81523 an hour ago | parent | prev | next [-]

Try lichess.org. Supposedly it takes 10,000 of intentional practice to reach true expertise.

▲androng 2 hours ago | parent | prev | next [-]

I played this game for like 5 hours and just did not find it fun. I played the Witness and found it much more engaging and liked the discovery. but this sokoban game just felt like i had to try a lot harder to solve the mirror puzzles and it was not very rewarding. I got stuck in the advanced area too and had to quit. i think The Witness was just easier overall which made it more fun

▲androng 2 hours ago | parent | prev | next [-]

that article was weird and was some giant hit piece on Jonathan Blow as a person

▲Agingcoder 2 hours ago | parent [-]

It’s on Polygon, which writes cultural and political essays on games - they’re not really reviews focusing on game mechanics, player experience etc ( well they do talk about it but it’s usually drowned under other concerns ).

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.

▲derektank an hour ago | parent [-]

I wish they were a bit more self reflective about this. The author says, “I’m not raising these points to get a dig in on Blow for a perspective I personally disagree with,” but come on, let’s be real. You absolutely are raising these points to get in a dig at him, if only because you know your audience will complain if you don’t. Like, I find Blow to be a huge blowhard (nominative determinism at work) but having played the Witness, you can absolutely write a review of that game without mentioning his politics and I seriously doubt that Order of the Sinking Star is different. If you want to write about his politics, that’s great, there’s a lot of grist there to discuss. But stop pretending you’re doing something other than opinion journalism

▲cubefox 16 minutes ago | parent [-]

Yeah. It's less "opinion journalism" and more "dig journalism". They are essentially trying to punish their political enemies by using every chance to mention the political stance of the enemy in question, so that the readers of the publication (who largely share their political opinion with the journalist) categorize him as "the enemy" rather than judging his work without prejudice.

It's a particularly dirty form of culture war. Rather than restricting their political disagreements to articles about the subject matter "out in the open", these journalists sneak in opportunities to throw shade at people in articles that aren't about politics at all. And in this case the journalist even has the gall of a faux innocent "Oh I’m not raising these points to get a dig in".

▲Fraterkes 2 hours ago | parent | prev | next [-]

Honestly thought this was a very competent way of talking about the more controversial stuff "outside" the game. Blow's a smart guy who genuinly believes that games can be vehicles for exploring some heady themes. Reducing a review to "is it fun" does him and us a disservice.

▲ball_of_lint 5 hours ago | parent | prev | next [-]

Order has been great for me so far. I can understand it being difficult/tiring for some, but for those who don't find it so the puzzle design is simply amazing.

I'm about 20h in and agree the story is pretty meh, but that's no surprise coming from Blow.

▲kouru225 3 hours ago | parent | prev | next [-]

This game has an absolute hold on me. I played through 8 hours like it was nothing

▲coolThingsFirst 4 hours ago | parent | prev | next [-]

Yeah, interesting game. Some puzzles are hard. I am interested in the programming of it.

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.

▲danpalmer 4 hours ago | parent [-]

It's built as a full 3D game, and has extensive use of nice shaders for transparency effects like the crystals, water effects, particle effects, and more. This is all pretty standard game development stuff, you'd be able to do this pretty quickly with an off the shelf engine like Godot, Unity, or Unreal. Godot is a good place to start if you want to learn some of this stuff!

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.

▲d-us-vb 4 hours ago | parent | next [-]

Yeah, Blow has a generally unfavorable opinion of scripting in game engines. Jai (the language) gets around that by being very fast to compile debug builds, about 150 kloc/s, which he says he intends to optimize up to 1 mloc/s. Order of the sinking star compiles in about 2 seconds for a clean build, so iteration can be basically as fast as what you'd expect from scripting.

▲ehnto 3 hours ago | parent | prev | next [-]

I am a little curious if there any interplays between Global Illumination, rastering and shaders that they are exploiting on account of having complete engine control. Techniques that something special about their engine might be allowing.

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.

▲teamonkey an hour ago | parent [-]

> I recall the reason they built an engine from scratch for The Witness was to achieve certain lighting goals

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.

▲baranul 4 hours ago | parent | prev | next [-]

Speaking of the custom programming language (Jai), thought it was supposed to be released (beta goes public) with the game.

▲danpalmer 4 hours ago | parent | next [-]

He has said after the game. They wanted to get the game launched, early bugfixes, etc, and then follow it up soon with the language/engine, initially closed source, but eventually open source.

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).

▲OtherShrezzing 4 hours ago | parent | prev | next [-]

It’ll be a few months further down the line. The developer has said their first obligation is to fix any bugs found by the people who bought the game, so they wanted to leave space for that process.

▲bowsamic 2 hours ago | parent | prev [-]

He said that he foresees the effort to deal with open source community will be huge so I think he’s apprehensive of that effort

▲nylonstrung 3 hours ago | parent | prev [-]

For how much Blow complains about modern software performance and bloat I was disappointed to hear a lot of reports that the performance is apparently bad, even for a type of game popular in the 8-bit era

▲baal80spam an hour ago | parent | prev | next [-]

Haters gonna hate, meanwhile the game is awesome and has "Overwhelmingly positive" reviews on Steam.

▲bowsamic 5 hours ago | parent | prev | next [-]

I think it’s absolutely incredible. Sure maybe it’s exhausting but that’s a good thing, it means the puzzles are challenging

▲krige an hour ago | parent [-]

Solving 600 10x10 jigsaw puzzles in a row would easily exhaust you without posing any challenge at all.

▲bowsamic 8 minutes ago | parent [-]

In this case it’s more like 600 sudoku that introduce and teach new methods without needing an external guide, and that is great for me

▲tbojanin 4 hours ago | parent | prev | next [-]

I clicked on this expecting an interesting article about the complexity of the game, but instead it devolved into a hit piece on its creator. I'm not interested in the creator's background or personal beliefs! I came here to read about the puzzle game itself!

▲Terr_ 4 hours ago | parent | next [-]

That seems a little unfair, there are like... ~1700 words about the gameplay complexity before anything about the creator's personal life starts getting mentioned.

A pivot perhaps, but not a shallow or immediate one.

▲Hitton 2 hours ago | parent | prev | next [-]

Agreed. Quite sad that some people are not able to put away their personal feelings about creator when judging the creation. For instance an author wouldn't play a role when choosing whether to use ReiserFS either.

▲latexr 3 hours ago | parent | prev | next [-]

> I'm not interested in the creator's background or personal beliefs!

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.

▲danpalmer 4 hours ago | parent | prev | next [-]

I sort of agree, but I can see their point. The author seems concerned that they strongly disagree with Blow, and have a piece of his writing that, if it echoes his world view, might end in a way they don't support, and they haven't got to the end yet.

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.

▲ehnto 3 hours ago | parent | next [-]

There is a place for stories we don't agree with or that illustrate aspects of our world we might not be happy about, and the creator isn't necessarily complicit just for telling it. I feel we shouldn't hit the writers of those stories for telling them, as not everyone tells a story because they personally support it's message or the status quo it illustrates.

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!

▲latexr 2 hours ago | parent [-]

> 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.

▲slopinthebag 2 hours ago | parent | prev [-]

what are his misogynistic views? the only thing i saw that people might take offence to was that he voted for trump, but he didn't seem like he was particularly happy to do so.

▲latexr 2 hours ago | parent | next [-]

> he voted for trump, but he didn't seem like he was particularly happy to do so.

What makes you say that? He called him by far the best president of his life time. Seems perfectly happy to me.

https://x.com/Jonathan_Blow/status/1887599339037663629#m

https://xxcancel.com/Jonathan_Blow/status/188759933903766362...

▲slopinthebag 4 minutes ago | parent [-]

tbf i didnt see that and was going by this tweet

https://x.com/Jonathan_Blow/status/1939982295936782396

i still cant quite get a read tbh. a lot of people were pro trump based on 2016-2020 which was a very different trump compared to today. id be curious his thoughts on today, because banana republic indeed.

▲bowsamic an hour ago | parent | prev [-]

He said women are less interested in programming than men

▲slopinthebag 7 minutes ago | parent [-]

if i said men are less interested in teaching would that be misandrist? genuine question

▲bowsamic 4 minutes ago | parent [-]

No, but I agree with Jon Blow

▲andersmurphy 3 hours ago | parent | prev | next [-]

I mean it's part of the marketing play. Drama always is. This article will get more views because it throws some shade. More copies of Order of the Sinking Star will sell as a result.

▲baal80spam an hour ago | parent | prev [-]

> I clicked on this expecting an interesting article

That's on you - you shouldn't expect an interesting article from Polygon.

▲bena 6 hours ago | parent | prev [-]

Like the Witness, Order of the Sinking Star descends into tedium.

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”.

▲gorgoiler 4 hours ago | parent | next [-]

The Witness was repetitive? Every puzzle set had a lesson, and every set of sets had a gag / out of the box puzzle at the end where something was fundamentally different (a crack or flicker, or an interaction with the environment, or a reference back to something else on the island.)

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!

▲Kurtz79 5 hours ago | parent | prev | next [-]

I still haven’t tried the new game, but I did feel like that about The Witness.

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.

▲fwipsy 4 hours ago | parent [-]

Animal well could be called, perhaps, a 500 hour game in that many people will never find all of the secrets by themselves, it took a community effort. Is OotSS a 500-hour game in that the main storyline takes 500 hours, or 100%ing it takes 500 hours?

▲add-sub-mul-div 5 hours ago | parent | prev [-]

I agree. There's variety in all the new elements being added to each of the core puzzle types, but it doesn't remain satisfying or engaging for very long, it just becomes repetitive. I was expecting more in the way of a meta-puzzle experience.

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.

▲danpalmer 5 hours ago | parent [-]

It seems like because there's just so much of it that people just haven't got to the "meta puzzles" yet.

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.

▲senkora 4 hours ago | parent [-]

Just be careful; if you find the coin then you’ll have to write the next one!