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Examining 'The Witness': how architects crafted the island's volcanic history and climate zones.
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This week, we're learning about the island's natural history, which has a sense of realism thanks to all the thought that's been put into it, even though everything is so stylized and compressed (deserts next to forests, etc).
10:50 -- The volcanic geology of the island! Note, in the video I say that the middle of the island is granite and talk about how this doesn't make sense. Actually, I was wrong about this; looking again at their diagrams it's clear that the middle of the island is just assorted sedementary rock.
16:40 -- Climate zones (rainfall & temperature), based on my assessment of the vibe of each distinct ecological area.
20:25 -- Trying to figure out the prevailing winds on the island, as revealed by which parts of the shore are wave-beaten versus calm.
25:50 -- The "weed garden" easter-egg put into the game by the architects, explained by my real-world restoration ecologist wife! This specialized ecological knowledge adds some interesting thematic context to the marsh area, which we discuss at 30:10.
33:05 -- Learning about all of Fletcher Studios' contributions to the Witness helped change my view of the game away from "this masterpiece came entirely from the brain of Jonathan Blow" towards recognizing how even when you are building a super-thematically-coherent artwork with so many interdependencies, it still helps to have input from a diverse team (indeed, is necessary -- Jonathan Blow wouldn't have known all the subtle architecture & ecology details that give the game its feeling of seriousness and cohesion).
35:10 -- Naming just a few of the many, many small touches of architectural realism that can be found all over the place in The Witness.
40:45 -- My doomed quest to figure out what time it is on The Witness island!
10:50 -- The volcanic geology of the island! Note, in the video I say that the middle of the island is granite and talk about how this doesn't make sense. Actually, I was wrong about this; looking again at their diagrams it's clear that the middle of the island is just assorted sedementary rock.
16:40 -- Climate zones (rainfall & temperature), based on my assessment of the vibe of each distinct ecological area.
20:25 -- Trying to figure out the prevailing winds on the island, as revealed by which parts of the shore are wave-beaten versus calm.
25:50 -- The "weed garden" easter-egg put into the game by the architects, explained by my real-world restoration ecologist wife! This specialized ecological knowledge adds some interesting thematic context to the marsh area, which we discuss at 30:10.
33:05 -- Learning about all of Fletcher Studios' contributions to the Witness helped change my view of the game away from "this masterpiece came entirely from the brain of Jonathan Blow" towards recognizing how even when you are building a super-thematically-coherent artwork with so many interdependencies, it still helps to have input from a diverse team (indeed, is necessary -- Jonathan Blow wouldn't have known all the subtle architecture & ecology details that give the game its feeling of seriousness and cohesion).
35:10 -- Naming just a few of the many, many small touches of architectural realism that can be found all over the place in The Witness.
40:45 -- My doomed quest to figure out what time it is on The Witness island!
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