...Me.Sell some wieners, take some wieners, sell some wieners,She wants to push it...I want to push it...Eh.take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners, sell some wieners, take some wieners,On your marks, get set, fish.She wants to push it...?You want to push it?I want to push it...RaiseBlow claims to have developed The Witness as a sophisticated puzzle game rather than aim for mass appeal. He calls this strategy "Anti-Nintendo", where, in contrast to the average Nintendo game, almost no information is given to the player. According to Blow, the majority of games developed now treat the player as if they were completely clueless, but in The Witness it is assumed that "the player is inquisitive and likes to be treated as an intelligent person". Blow uses Thomas Pynchon's "Gravity's Rainbow" to illustrate this line of thinking. The novel does not provide any additional resources to assist the reader in understanding the text, and Blow thought that he could apply this to video games. According to Blow, The Challenge, a timed and algorithmically generated puzzle, is designed to be comparatively more difficult, "testing how deeply a player has internalized the rules to the puzzles and how quickly they can react to new configurations."
From the Japanese Wikipedia entry on The Witness.