I got the term "Epiphany-driven" from the steam storepage for Lingo, which the dev quite possibly coined in response to the same "modeling epiphany" discussion you cited in this blog post.
For context, Lingo is an abstract puzzle game that very much follows a similar path as The Witness, but the small-scope puzzles are word puzzles, and the broader world context is abstract, geometric, and noneuclidian, more in line with Antechamber or Superliminal. The game doesn't have access to Jon Blow's art budget and development schedule, so it lacks a lot of the same polish, but it has a lot of heart, and goes pretty far for a single dev project. Highly recommended.
I got the term "Epiphany-driven" from the steam storepage for Lingo, which the dev quite possibly coined in response to the same "modeling epiphany" discussion you cited in this blog post.
For context, Lingo is an abstract puzzle game that very much follows a similar path as The Witness, but the small-scope puzzles are word puzzles, and the broader world context is abstract, geometric, and noneuclidian, more in line with Antechamber or Superliminal. The game doesn't have access to Jon Blow's art budget and development schedule, so it lacks a lot of the same polish, but it has a lot of heart, and goes pretty far for a single dev project. Highly recommended.