Braid Creator: The Witness Skipping Current Consoles, Laments Over Outdated Tech

by Mike Bendel on September 28, 2011 @ 1:38 pm


Jonathan Blow’s next project will skip consoles, primarily due to outdated tech. While Braid made it over to Xbox Live and PSN, The Witness is a decidedly more ambitious open-world puzzle game. Blow feels that cutting corners, coupled with the extra effort to get it on consoles would not be worth it, specifically pointing to budget concerns and a lack of RAM.

“We like 360 and PS3, but their specifications are over five years old now, and that’s a lot in computer years. The kind of tricks we’d have to perform to get this game working on those platforms are such a lot of work that to port it over at this point is just not worth it for us,” he told Edge.

He added, “The budget of this game we would hope to make back through Steam and iOS, plus I would like to make a profit. But breaking even is most important as it allows me to keep making games, and I can do that without consoles. Maybe this time next year I’ll be singing a different tune because I found out I was wrong, but I don’t think so. “

If the specifications pan out, Blow is contemplating to release it on the upcoming Wii U, but even that is up in the air. He noted that he’s “unsure about that platform for other reasons, especially in light of the iPad.”

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Read moreBraid Coming To Steam On March 31Braid PC Due In 2009, PS3 Port Still PossibleBraid PC Delayed To April 10Braid “Extremely Profitable,” Next Title To Be Completely Different, Says BlowBraid Hitting PSN Next Week

Comments
hush404 says:

*Rolls eyes.

Adiuvo says:

You don't think console hardware is outdated?

Craig Fairfax says:

Making an IOS version just invalidated his entire statement.

x3sphere says:

I think we'll see IOS devices within the next year with at least 1GB RAM (iPad 3?). Which may be what he plans on targeting.

slicer4ever says:

qft.

edit: x3, i can't imagine 512MB's being limiting, when developers like bethseda can use the same amount of space for expansive games like oblivion/skyrim, or bioware and ME1/2, team Bondai and L.A. Noire.

i'd be fine and dandy with his excuse if he had just left it to wanting to target portable platforms, or didn't want to have to focus on making it work across all platforms, but to try and crop up hardware as the culprit just makes me laugh when he turns around and says, "but were gonna target iOS platforms.".

x3sphere says:

I'd say 512MB RAM *is* a limitation, but there are techniques devs use to get around this such as streaming. Perhaps he doesn't want to do this for various reasons. I don't know much about this game yet - but having a seamless world could be very important gameplay-wise, so adding frequent loading breaks might not be an option.

Like he points out - there are several tricks you can employ to get games running better on consoles too. But being an indie developer, he probably doesn't have the time or resources to implement these optimizations, and even if he did it might not pay off. Bethesda on the other hand has the luxury to fiddle around as much as possible.

I think he could've presented his argument better, that's for sure.

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