GamesRadar: Does adding the inkwells make it harder or easier to come up with new puzzles because you have more to work with other than just paint and thinner?
Warren Spector: Generally speaking, when you're making a game designed to give players the power to decide for themselves how to interact with the game world, having a variety of tools, a variety of game systems like inkwells, is a good thing – both for players and for designers. But it's a bit of a mixed blessing for the level builders. I mean, if you offer players timed invisibility, say, you have to make sure that ability is supported in the levels. And it wouldn't be very useful to be able to make yourself invulnerable for a while if there were nothing to fight or nothing to damage you.
On the flip side, the more things your player can do, the more inspiration there is as you conceive a level. Overall, I guess there's a bit more complexity for the level builder--you have to make sure all the game systems are useful and, ideally, equally useful--but the effort is worth it. And, at worst, it's a mixed blessing. Oh, and by the way, we don't use the word "puzzle" at Junction Point – that implies a single-solution problem and we frown on that! Every game problem or challenge (our preferred terminology!) should be solvable in a variety of ways!