This post requires some extra focus on the part of the reader — partially because it is several thousand words long (!) — but I assure you it is worth it.
In fact, this post may forever change the way you think about games. And it’s not because of anything I did.
For starters, I have two quotes for you all to read.
The first, referring to the later worlds of an upcoming video game: “I think that a lot of people feel like the point of life is to be happy, or comfortable, or something like that, whereas I am highly suspicious of those things. All other things being equal I like being happy, but the problem is, all other things are not equal — probably happiness comes at a cost, possibly a great cost. I think this idea is very important in the background of the fiction, most solidly around worlds 5 and 6.”
The second: “If you think a game is ‘Madden 2008,’ then hey, games probably aren’t art.”
Are you intrigued? Have you just read the thoughts of a kindred soul? Or have you just read something that makes you angry?
The quotes are from Jonathan Blow, the enterprising developer of the upcoming PC (and console?) game “Braid.” I first met him and played his game — both briefly — at Game Developer’s Conference 2006, where his game won the design innovation award.
Since that GDC I’ve wanted to play more of his time-warping side-scroller, and this weekend I did. I also wanted to talk to Blow more, and over the last 24 hours he not only let me, but showed me a generosity I’ve rarely seen in interview subjects. Via an e-mail interview — a format I generally dislike — he bared not just the history of “Braid” but, I think, a good deal of his soul as a game designer and as a person.
If the quotes above intrigued you, I strongly suggest you print the rest of this post out and give it a thorough read. While I excerpted from my exchange with him in my GameFile column at MTVNews.com (where I also explained a couple of the game’s levels), it’s really best for you to read his full, unedited thoughts on everything from his disappointment with “TimeShift” and the “unethical” design of most MMOs to his abandoned concepts for “Braid” and his fascinating vision for what games can be.
That last bit came in reference to a question I posed about his dislike of the name of the online gaming publication “The Escapist.” If you’re pressed for time, do a search and read that one. Trust me.
The interview begins after the jump.
(All images in this post are part of “Braid” screen-shots — world art by David Hellman; character by Edmund McMillen. Click them to see more of the game. And go to Jonathan’s site for more on the game.)
Me: Having played preview builds of “Braid” and “Everyday Shooter” in the last week — and having read the very personal creator’s notes attached to each — I’ve been thinking about how personal or impersonal games are, as they relate to the gamers who play them. What’s your take on this and on how gamers these days relate to or understand the creative vision of the games they play? Is the current situation one you think can or should change?
Jonathan Blow: About gamers these days and what they are thinking, I’m not sure. With those of us who have been in the industry for a while, it helps to be honest with ourselves that we are pretty far-separated from the viewpoint of the typical gamer. So I can’t exactly know what the general perception is about the creative vision of games, but my guess is, people don’t think that games are generally created with much of a vision at all. For me, the very existence of the “are games art?”argument is proof of this. It’s obvious — of course games are art! The entire argument just seems ridiculous to me. But it doesn’t seem ridiculous if you don’t have a certain kind of mental model about what a game is, and about the role of the creators’ vision in that. If you think a game is “Madden 2008,” then hey, games probably aren’t art.
I don’t want to get on the “modern game industry sucks” rant wagon, but that’s really a big part of the issue. When you’re gunning for the big bucks, you pursue craft, not art. So most of what gamers see is just craft. Sometimes it’s really good craft. But these days I don’t tend to have a negative attitude about the modern game industry; I just observe it as the natural evolution of things, and know that if creative expansion is going to happen, it needs to be brought by determined individuals, who aren’t too worried about money. Well, I can be one of those individuals, sure.
Definitely I think that older games, say from the 1980s, were often more personal, and I miss that aspect.
To name another indie game, “Space Giraffe” has a nice aspect of personal-ness — it becomes clear very quickly that it is what it is because that’s just what Jeff Minter wanted to do. Not because he felt such-and-such was the right way to conform to some notion of what games are, or appeal to certain demographics and sell a lot of copies. He just did what he felt like. It’s very refreshing to see that in another soon-to-be-sold-commercially game.
Me: Please tell me more about the making of Braid. I was wondering when you started it, what your initial idea was, and how the development of the game has fit into your daily routine.
JB: I started “Braid” in December 2004; I was on vacation in Thailand, and I get really inspired on trips, so I made a prototype of the game. It took about a week to make, and I sent it to my friends and they liked it. In mid-April 2005 I started developing the game for real; by December 2005 the first version was done as a complete game (it had the same number of worlds and puzzles in it as the current version).
However, all the graphic art was placeholders, and it looked extremely amateur. But, I felt that this was the right way to develop the game — I wanted to focus on the gameplay and make sure it was good, and the graphics could come later. This is the version of the game that won the [Independent Games Festival] game design award at the GDC in 2006.
Over the course of the game’s development I had many false starts trying to find a good “artist” (graphic artist) for the game. It’s actually very hard to find someone who is talented and willing to sit down and really understand and care about your game, even if you are willing to pay a lot of money. Eventually people referred Edmund McMillen (who did all the current character art) and David Hellman (who did all the world
art) to me.
There is not too much character art, but the world art is a big job, and David has been working on that for more than a year, mostly half-time. We spend a lot of time talking about what a particular world’s art should be like; what the mood should be, how the colors will reinforce that mood, how those things will interact and emphasize the story that introduces each world, and how all those things will work together and be appropriate for that world’s gameplay hook. When you are about things like this, it takes a long time. Furthermore, all the world art is broken up into pieces so that eventually people can use them to make their own levels.
While this art process has been going on, I have been doing the art direction, but also am constantly reviewing the game design and making tweaks and improvements (since the version you have played, already one of the puzzles has been refined to play better), and doing programming that supports the art additions, and taking care of all the business concerns. The puzzles in the game have all been revised a lot since the original December 2005 version, and I feel the game is much better as a result.
It seems like the game has been in development for a long time (3 calendar years by the time it’s released), but it’s really not so long; development really started in April 2005, and there were a few periods of 1-3 months each in which I didn’t work on the game at all; so it is probably closer to 2 years all together. Still, 2 years is a long time, and I am hoping my next game will go faster. Even though “Braid” looks kind of simple on the surface because of its gameplay philosophy (very few types of player actions and enemies; all the variation coming from the time-based gameplay tasks and interesting level design), it really was kind of a beast to program and design because of all the little concerns that go on. The time stuff is pretty complicated, from a programmer’s-eye view, when you are about the minutiae of all the different individual puzzles and how they feel.
And actually, even over those two years, I didn’t work 8-hour days. My average is probably something like 3.5 hours a day. I have all the time I spent working on the game recorded in a text file, down to 5-minute accuracy. But I haven’t added it up yet.
I have some other interests that are existentially important to me, and that feed back into my game design philosophy, but also take a lot of time; stuff like kung fu and tai chi training, and dancing contact improvisation. Also, these days I do a lot of consulting work in order to have some income. I think it would be great if Braid sells reasonably well, because then I could drop the consulting work and focus more effort on upcoming games. I have a file full of the ideas for all the games I want to make, and there are 50 things thing there. It’s hard to even think about making an appreciable number of those while I am also working for other people.
So the picture there is, I don’t really have a daily routine; I just juggle all this stuff around so that things mostly work out, week after week.
The original idea for “Braid” was to have a bunch of worlds, each of which explored some different aspect of space/time/causality. That sounds like the game that is there now, but the original idea was pretty different: each world was going to have separate special controls and play in a very different high-level way. For example, one of the ideas I wanted to explore was the fact that, when you look at the rules of quantum mechanics, there is no arrow of time; whether time goes forward or it goes backward, things follow the same rules. That is a weird existential problem, because if you really take it to heart, what does it mean for your daily existence? I wanted to try and make some gameplay that explored that idea, but the best things I could come up with were relatively weak. So for example, when you go to the No Arrow of Time World, you need to get from one end of the level to the other, but in order for that path to be valid, you need to be able to retrace your steps backwards. One way for this design to work would just be to do it with the normal player controls, which means the player when traveling forward would have to choose a path where he never fell from a height higher than he can jump — otherwise that path is invalid in the other direction, and he fails. Another way to do it is, for that world, to give him a powered jump, where you hold down the jump button for a while, and the duration you hold it down controls the height of your jump; so if you fall a long way on the way forward, you need to powered-jump that on the way backward.
That could be a little interesting but in general this idea did not seem too deep, so I just never pursued it. On the other hand, as soon as I started programming the rewind, I knew that it could be mined for tons and tons of good material; so I did so. Very early on I managed to put together some puzzles that made philosophical points about game design, or that felt magical-and-transcendent. So I just kept going and going and going, and kept finding stuff. There are a few worlds that I experimented with back in 2005 that ultimately got cut from “Braid,” because they didn’t turn out to be interesting enough; the ones that are in the game now were the best.
From the very beginning I had the idea that there would be this fiction to the game, and it would be structured like Italo Calvino’s “Invisible Cities” which was one of my favorite books. (Alan Lightman’s book”Einstein’s Dreams” is a clear homage to Invisible Cities that is about worlds where time behaves differently in each one; but I didn’t actually like what “Einstein’s Dreams” did very much, so whereas I respect that book, it also served as a marker for territory that I didn’t want to go into). Luckily, I realized that the fiction shouldn’t to clutch too closely to Calvino’s model, because here it’s part of a different thing, and is happening at a different scale. So the “Braid” fiction became its own thing, but I think some of the influence can still be felt. Another big influence on the fiction is David Lynch’s film Mulholland Dr., which I think is the greatest film ever made; and also, maybe just a little bit, Robert Heinlein’s book “The Cat Who Walks Through Walls” (though only in a vaguer, more impressionistic sense, since I read that book 18 years ago).
Me: What kind of impact are you hoping “Braid” will have? And who do you hope will most feel that impact? Gamers? Developers? Publishers?
JB: This is a difficult question, because behind it is the “what motivates you to make games” question, and the answer to that, if I am honest, I don’t fully know. I want “Braid” to be mind-expanding, and I want people to get experiences from it that they have not gotten from anything else. I want it to inspire people to go out and do other strange things that I wouldn’t have thought of. Also there, very strongly, is the artist’s inherent desire to communicate. There are a lot of things about my personal reality, and my day-to-day thoughts, that I feel alienate me from most people — or at least, alienate me from the societal projection of what people are usually like. So I just wanted to put some of them out there — not too many of them, and not in a very extreme way (since the focus is on expression through gameplay, not through words, so to an extent I had only limited control over what could be said. When writing fiction you could say anything, but game design needs to stand the test of reality, which is a hard constraint. It’s like architecture — you can design this fine mansion and be very artful about it, but it also has to stay standing while people are living inside.)
Me: In your note you criticized the “flawed” time systems in “Prince of Persia: Sands of Time” and “Blinx.” You also talked about creative ruts in game design. What do you think is causing such ruts and such flawed game designs? I’m curious if you can share some of your experiences or anecdotes about how commercial development currently works (or doesn’t work, as the case may be).
JB: Getting stuck in ruts is, I think, the natural way of any kind of design, when you look at things on a societal scale. If you know about some things that already work, it is much easier to do those than to come up with something very different, where you don’t even know if it*can* work, and if it can, you need to do all that extra figuring out of how it can work, on top of all the stuff that the guy just doing the regular design has to do, in order to make it function.
So with “PoP” and “Blinx,” they had this idea that it would be cool to have rewind in the game. But they didn’t want to deviate from their core idea of what a game is about (you have a limited number of lives, and you fight guys and jump over traps, and if you get killed too many times it’s game over). So in those games the rewind was just this sort of
superfluous thing. Yeah, it was kind of cool, but they didn’t allow it to be really meaningful inside the game design. Because if they did that, it would have destroyed the rest of their design, removing all the consequence from the fighting or the puzzles.
One of the things that made “Braid” different from the beginning was my determination to strike out in a new design direction, and just have faith that I could make it work. Rewind was going to be the basis of the game. If rewind conflicted with some other element of the design, then I would throw away that other element — regardless of how traditionally necessary it was. And I was glad I had that faith, because it paid off.
Another game I would add to this list is “TimeShift.” I played the demo at E3, and they have rewind, but it just feels like a gimmick again. They took the extra step of making rewind not affect the player (which I don’t think was true in earlier versions of the game), but they didn’t seem to really know how to exploit that in a compelling way. And to me,
it looks like that’s because it conflicts with the rest of their game design, but they held on to all that other stuff.
Me: In your note, you talked about how fun and use of the player’s time are fundamental concepts you’re addressing in “Braid.” You’ve chosen a side-scroller to provide your commentary, in interactive form. Given that today’s major commercial games are primarily in 3D, do you feel like there has been a whole new wave of bad habits in game development introduced through 3D games? And, if so, would it take a 3D game to tackle them?
JB: This was a significant part of the presentation on “Braid” that I gave at GDC 2006. The issue isn’t strictly 2D versus 3D — since you could use 3D rendering and still present the game from a side-scrolling viewpoint — but about whether you use a perspective view (1st person, or 3rd-person over the shoulder), or that detached-from-the-character side view. Most people designing a game “with cool time stuff in it” would pick the 3rd person or 1st person views, for perceived marketability reasons (”PoP,” “Blinx,” and “TimeShift” are all like that). But a lot of what “Braid” does would just be impossible in a perspective view; or in cases where it’s possible, it would have been a lot more muddled. Certainly the end of the game would be basically impossible. If I had designed “Braid” as a 3rd-person game initially, maybe it would have just sucked, the puzzles would not have been very good, and I wouldn’t have understood why.
I think 1st and 3rd person games cause a lot of design problems, especially with console controllers; I think if someone is serious about game design, and wants to pursue the best design possible, they should at least consider a non-perspective view. Because it does remove those perception and navigation problems, and can potentially simplify the
situation enough to let the game design flourish.
I do think there are a lot of bad habits in modern 3D games. As for how to solve them, well, I think the best solution is just to hold a higher standard about what games are about, and what games can be. When you do that, all sorts of smaller concerns just fall away. Lots of things that are taken for granted about games right now, when you take this kind of viewpoint, appear counterproductive.
So many of today’s games seem so boring. As an example, I bought “GRAW 2,” played it for a few maps, and was pretty much done — I didn’t feel like the game had much to offer me, and it was basically a bad use of $60. (And I didn’t even play “GRAW 1!“) I don’t mean to pick on GRAW too much, because most games are like that for me, these days.
Me: Finally, can you share the latest publishing information about “Braid”? When can readers of my article play the game, and on what platforms? (It does say “Achievements” in the menu of your preview build curiously enough!)
JB: Unfortunately, I can’t give complete details about the game’s release yet. This may happen soon, but who knows. There will definitely be a PC release, and there may be a console release. The release dates depend on various business concerns that haven’t been ironed out yet. I would say, expect to be able to play the game sometime between November 2007 and February 2008.
NOTE: Inspired by his May 20th, 11:58 AM comment to the a post here, I had also sent Jonathan the following question:
Me: I’ve mentioned to you before that I was intrigued by your complaint about the term ‘Escapist’ as it relates to games. You said it implied that games are primarily about escapism. Can you take a moment to clarify what you think games are really about?
I don’t think this is necessarily something that I can explain very well, if only because I haven’t tried to explain it very often. But I’ll give it a go here; just keep in mind that this isn’t necessarily the greatest conveyance of what I think.
I’ll come at escapism from two sides, “what is” and “what should be”. The “what is” part is just objective observation, and I want to separate that out because when I start talking about “what should be”, it’s very easy for people to disagree and start arguments and etc.
The “what is” part: Saying “games are about escapism” is a nearly content-free statement; it just provides some kind of pat answer so that you don’t have to look any further into the subject. But it’s obviously, at its core, woefully incomplete, and I think people who really understand games know this implicitly. For example, movies and books provide escapism too. So if games are about escapism, then how are they different from movies or books? Why would anyone ever play a game, if they play games to escape, but they can escape with movies or books instead? Those things are way cheaper! The answer of course is some people like games better, or want to play them sometimes, but what that really means is that what they get out of games is different from what they get out of a movie or a book. And of course you have a good idea what those things are, since you are very familiar with the medium of games. But even for someone who doesn’t understand games, it should be clear that if people get things out of games different from other media, then those things obviously can’t be pure escapism. They must be something else.
Obviously, in fact, movies provide something besides escapism too (by induction… why would people go to the movies when instead they could do some other form of escapism?) Of course there are genres of film that aren’t escapist at all (people didn’t go see Fahrenheit 9/11 as escapism), but for now I’m just talking about big popular movies. Well, there are a lot of things movies do. They provide emotional exercise.
They can give you at least a taste of experiences that you wouldn’t have any other way. They feed some of the mind’s hunger for discovering the answers to mysteries, for seeing what happens next. They can convey ideas and emotions wordlessly. So many people in modern society have seen so many movies that that cinematic language cannot help but have heavily impacted the way they think about things, the way they visualize stories or more abstract images; it has heavily influenced the emotional archetypes that we carry with us. Film is a significant component of what modern people are (because we are products of our origins and of our environment, and film is a big part of the mental environment).
So it must be for games; when (if) they are developed to a reasonable part of their potential, they will have effects like this on people too; effects that we don’t really understand yet. So the way people act and think 50 years from now will, in significant part, be determined by the games we create now, by the path to which we set this medium.
Which is part of why “games are about escapism” f—ing pisses me off. [Note from Stephen: I have to keep the blog clean for the kids]
Now the “what should be” part. A lot of what you get out of a movie depends on what intention you bring to the viewing experience. You can go to a movie just as escapism — and be swept up by the visions and emotions, or whatever. Or you can attend a movie with a more expansionist mindset: you want to experience those same visions and emotions, but you’re doing it to connect those things to the rest of your life, to bring them back; not to escape from the rest of your life. The goal is, maybe, to expand yourself into perhaps a greater, more experienced person. Even just a little bit.
Dogs play-fight because it gives them the experience to fight more effectively when they need to really-fight. etc. So this isn’t some quirk of human-exclusive behavior I am talking about.
Games can provide this kind of mental, emotional and spiritual expansion, and they can push it in a different direction than movies, or books, or music, or whatever. In his new book “Persuasive Games,” Ian Bogost coins the term “procedural rhetoric” to talk about one of the core qualities of games: that they communicate ideas via the way things work, through behavior. I think that is sort of the right idea, but I think the “rhetoric” part is somewhat the wrong idea. I think the richest things that games have to show us are sub-verbal, maybe even sub-intellectual.
There are things you understand very well because you learned them via activities you do all the time. Let’s say, driving a car. (if you live in NY maybe you personally don’t drive much, but hey, most people do, so for the sake of argument). There’s a certain feel to what it’s like driving a car, how things accelerate and slow down, how that feels, how turning happens, what the higher-level flow is as traffic lights go green or red, etc. The activity of driving a car gives you a very intimate understanding of these things, in ways that are more accurate and deeper than we know how to do with words. I could write a whole novel full of words about what it feels like to drive a car with 10 years of experience, but those words wouldn’t be very effective at really communicating what it’s like to someone who never did it. It’s just something you have to do. I am going to call this intimate state of familiarity driving-ness, and apply it to other things.
Games let us author experiences. I can give you a game about something in reality. Maybe it’s about driving a car, in which case you come to understand a little more about it than you would get from a book (though not necessarily as well in some areas as others; the video game would not be as good at communicating the feeling in your body of being accelerated). The driving-ness that you get from the game version of driving is different from the real version; but it is its own thing that is there. That’s what that game has to communicate to you.
Imagine a future where you have that driving-ness experience for a whole wealth of things — geopolitical negotiations, or marital infidelity and deceit, or calculus. And you didn’t get that by running a bunch of tedious programs in school, but rather, by engaging in activities created by skilled authors, that were compelling in their own right? If everyone had the same intimate understanding of propaganda dissemination as they do of the way buddy cops interact in buddy cop films, would we be at war in Iraq? Who would be President of the USA right now? etc.
This is part of the reason why I feel games can be important. Should be important.
To rant about the magazine for a second. When a publication comes along trying to be some beacon of discourse about games, but emptily apes a print format despite the huge inconveniences caused by that (which they have recently changed, finally); and they call themselves The Escapist because by gosh, games are about escapism and they didn’t have any better ideas than to rip off some guys who got the Pulitzer for writing about a ghettoized medium that we had best not emulate… well, none of that is happening at a level of intellectualism that I would consider exemplary.
I don’t want to come across as saying that all escapism is bad. There are people who are traumatized, or sick, or just depressed sometimes, and escapism can be a good therapy for them. In moderation, sometimes.
But I also think that the pat answer of escapism prevents us from seeing the other things people get from media. For example, hope. Even mainstream Hollywood movies try to deal in hope pretty often. Hope is inherently not an escapist emotion, because to have meaning it has to connect back to your regular life. Feelings of aspiration are the same way. I think we live in a society that feels sort of dirty about spiritual yearning, that doesn’t really like to acknowledge it. Media help people with that, sometimes; but if we call it escapism then we don’t see it.
NOTE: One of Jonathan’s answers really intrigued me (well, they all did!), so I sent him a follow-up:
Me: Could you elaborate on this answer you gave me, possibly providing an example of what you’re talking about and how it emerged in the game? “There are a lot of things about my personal reality, and my day-to-day thoughts, that I feel alienate me from most people — or at least, alienate me from the societal projection of what people are usually like. So I just wanted to put some of them out there — not too many of them, and not in a very extreme way.”
JB: It’s hard to point at too many specific examples, because my mode of communicating for this game was more subconscious than that; it’s about the place that things come from, rather than the ideas themselves.
Some of it I would say is clearly visible in the gameplay. For example, I feel like unearned rewards are false and meaningless, yet so many people spend their lives chasing easy/unearned rewards. So there is a very conscious decision that you only get collectibles in “Braid” when you solve a puzzle, and you only get one per puzzle. Some of the puzzles are easy, some are hard; but you did something very explicit to get the reward. It’s not like “Mario” and every other game since then, when there are gold coins sprinkled everywhere, and you get them just by walking along a path or jumping up to some blocks, and that satisfies your reward-seeking reflex for now and pacifies you into continuing to play the game. I actually think that Skinnerian reward scheduling in general (which you see in most modern game design, MMOs being the canonical example) is unethical and games should not do it… scheduled rewards, to keep the player playing, are a sure sign that the core gameplay itself is not actually rewarding enough to keep them playing, and thus you are deceiving your players into wasting their lives playing your game. But I digress.
I think that a lot of people feel like the point of life is to be happy, or comfortable, or something like that, whereas I am highly suspicious of those things. All other things being equal I like being happy, but the problem is, all other things are not equal — probably happiness comes at a cost, possibly a great cost. I think this idea is very important in the background of the fiction, most solidly around worlds 5 and 6.
From a very early age I was determined to find out the truth about life, and not to accept living for lesser things. Even when very young, as a relatively smart kid, you can look around and see that a bunch of what all these adults are doing is pretty stupid — and because you’re so detached from it, you’re not yet enmeshed in that adult world, the lameness is even more obvious. That made a huge impression on me. The problem is that if you refuse to accept easy answers, if you keep digging and insisting on understanding the truth, it becomes very difficult to exist. Because people only manage to get by in their lives, from day to day, by being at least a little bit stupid, by not thinking about this or that; because if they really cared about the answers to certain things, everything would fall apart. At some time in my early twenties I made a deal with myself, that I would let this relentless truth-seeking part of me go inside for a while, so that I would be able to exist and not go crazy; and maybe it could come out sometime in the future, when I would know better how to pursue the truth, and when, maybe, I would be emotionally strong enough to keep going. I think all of this is embodied in the Tim character. The story of rescuing the Princess has a literal interpretation, as well as a metaphorical one; and then there are other small-scale levels of change to the interpretation, too. I don’t intend for any of them to be the sole truth; the story I am trying to tell is something like the quantum superposition of all these things.

August 8th, 2007 at 4:02 pm
“if you keep digging and insisting on understanding the truth, it becomes very difficult to exist. Because people only manage to get by in their lives, from day to day, by being at least a little bit stupid,”
Oh god this is so true. I too liked to go deeper into the meaning of life, why things happen, etc.
What I found out is that you can’t be ‘happy’ if you do that because you become aware of so many things that other people have no idea about.
In college I became a master at reading people by observing and listening (been doing it since my early teens) to their tone of voice, facial expressions, body movements that I reached a point where I thought everyone was lying to me all the time.
The truth is people lie to us all the time, we just aren’t aware of it (or just let it pass) most of the time.
But by being ‘aware’ of that made me a little bit paranoid when it came to dealing with other people.
I totally understand what he means. Most people don’t take the time to analyze their lives or why others behave like they do. As much as it bothers me to see people that don’t give much thought to anything, I have to accept that most of them are happier than me because they don’t think too much and just enjoy their lives.
August 9th, 2007 at 7:25 am
I can’t stand it when people use “I think about things more” as the reason they’re supposedly unhappy or an outcast. As though intelligence and being a part of society are exclusive, that doesn’t make sense as far as I’m concerned. It’s an excuse for some other flaw.
How convenient that you have this virtue of searching for the truth where “the happy people” don’t.
If you’re going to condescend to the entire human race and then act as though you know them better than they do then I’m going to find it impossible to take you seriously.
August 9th, 2007 at 9:49 am
The Apologist, you’ve obviously never seen an episode of Beauty and the Geek. (You should, it’s pretty farking hilarious… and depressing.)
August 9th, 2007 at 10:09 am
It’s also pretty funny that you dig at Jon for acting “as though he knows them better than they do” right after you make your brilliantly researched assertion that he’s covering up some personality defect.
August 9th, 2007 at 12:27 pm
i agree with apologist.
and yet another game maker who first breaks down all other games, and then tell everyone why his is better. its getting old.
August 9th, 2007 at 1:20 pm
apologist fan:
I would hope that most designers are trying to make better games than what came before. Because if they don’t, games will stagnate. I want games to be as “good” as they can possibly be.
So when a designer has spent a long time building a game design, attempting to improve on specific aspects of previous games; and someone asks him in an interview about that design process, then that is what you are going to get: what he thought about the current crop of games, and why he made this game different in certain ways.
I’m not trying to convince you that this game is better than any other. I was only explaining what I did and why, for those who are interested. I don’t like selling things; I figure people can decide for themselves how good the game is, when the demo becomes available. For now, I am happy that many who have played the preview version seem to like it a lot.
It’s may be difficult to be interested in a detailed interview like this when you haven’t been able to play the actual game. I can see that.
August 9th, 2007 at 1:22 pm
I thought Jon’s little aside about unearned rewards being ethically unacceptable was pretty interesting. I think he makes some good points there.
Oh and I don’t know him personally, but I suspect you guys are ganging up on him a little prematurely. I don’t think what he was saying was necessarily a dig against the rest of humanity, just an observation that sometimes everybody needs to just go with the flow and “accept easy answers” in order to get by. This seems easy to agree with.
August 9th, 2007 at 1:26 pm
Except that in this case, he’s right. The skinner-box design of modern games is a huge problem. The industry is going to stay stuck in this rut until it finds ways of reaching a player and connecting with them that don’t rely on addiction to frequent reward stimuli.
August 9th, 2007 at 1:43 pm
moo: I don’t take as hardcore a position as you or apparently Jon do on this. I feel like there is room for “skinner-box” reward mechanisms, the important thing is to understand and use them responsibly. Certainly there is room to argue that many designers don’t, but I wouldn’t be so quick to throw the baby out with the bathwater. It is a *very* powerful tool at our disposal, and I think there are appropriate ways to use it.
August 9th, 2007 at 1:48 pm
Excellent interview.
August 9th, 2007 at 2:03 pm
Well this was just outstanding. Steven, your questions were spot on, and Jonathan, you impressed me a ton. I may have to buy a PC so that I can play Braid now. Man, I might have to re-read this Stephen. When people talk about things of this nature on, say, a Kotaku thread, there are about 5 people who really get it, and provide grat discussion, and about 30 who are just left flailing. I really really hope that number shifts around, and by putting up great headlines like this, I think we’ll get there. I really feel like Jonathan eased into the deeper issues (procedural rhetoric, escapism, etc.), while simultaneously treating his audience with respect.
Jonathan, I don’t know if you’ll read these at all, but if you’re up for a bit of conversation on why people partake in fiction (as more than form of escapism), I’d be very interested. Honestly, I’d like to show you my theory and find out what you think about it. If you’re up for it, give me an e-mail at a_walk at mac dot com.
August 9th, 2007 at 2:14 pm
Thank you, Jonathon, for elegantly stating something I’ve been thinking (and working on) for years. One of the few things that gives me hope is the possibility of using games as a vector for vital information — like how the propaganda machine works, and what people could do to change the world.
@Apologist: What does it even mean to be “happy”, on a planet where a billion people live in extreme poverty, the climate itself is shifting unpredictably, and the most powerful country in the world is engaged in aggressive imperial war and economic domination instead of solving the problems at hand?
August 9th, 2007 at 4:26 pm
I thought this was a really interesting interview. I really find it interesting when game designers talk about other forms of art (the swipe at comics and the excellent Adventures of Kavalier and Clay aside) and try to figure the ways that other arts are like games, and I had a question along those lines.
At a couple different points, Blow mentions that games like Madden ‘08 can be good as crafts, but not as art. my question is what, at the level of gameplay, differentiates art from craft. Because any game has to be a good craft (it’s like his example about architecture– it has to be a good building before it can be anything else), but what is it that you have to add to this in order to make a game a piece of art? Is it expression of a complex idea through gameplay mechanics? (like metal gear solid 2, or something like that) or is it innovation on the level of gameplay design– well-constructed and ineresting puzzles and the like.
Anyways, this has been bothering me for a while, maybe Braid itself is the answer.
August 9th, 2007 at 6:52 pm
It’s very thought-provoking, that unearned rewards thing, but I’m not sure if the Mario example really works there. In Mario the coins were not the reward itself, but rather the hassle you had to go through in order to claim the real reward: The extra life you got for collecting X amount of coins. Amirite? =)
Anyway, I’m looking forward to playing the game. It looks, and sounds, a lot more creative than most of the stuff out there.
August 10th, 2007 at 12:44 am
An intelligent interview and well thought out answers. People like Stephen and Jonathan are changing what it means to study, enjoy and create interactive/games/art or whatever we end up calling it.
Thank you both.
August 10th, 2007 at 1:29 am
To be honest my comment was aimed at ReyVGM (the first comment) more than at Jonathon Blow himself.
That said, the interview did make me angry in parts. For the most part I agree with all of his thoughts, I love the idea of unlimited rewind and how it can be used for temporal puzzles and I think the artwork looks fantastic, but then there are moments of the interview where I see Jonathon intellectualizing processes which should always be instinctual. And I think that’s wrong.
How can Braid be a personal or honest game the way Space Giraffe is (according to Jonathan) when alot of it is intellectual reaction against other games? For a video game to express something it already has to fight through so much technical artifice, I think the game designer atleast needs to be acting instinctually for any “soul” or personality to get through.
To use a musical analogy; it’s the difference between Iggy Pop and Pink Floyd.
Still it’s unclear from this interview whether Jonathan is over-intellectualizing things or whether this interview is simply a rare case where he does intellectualize concepts that would usually remain instinctual or spiritual or based on feelings or whatever you want to call it. I hope so.
August 10th, 2007 at 3:39 am
For me, the games as art debate is very similar to the buildings as art debate. For sure, the vast majority of buildings are “just built” - they are there to do a job and make money (for the construction company). And yet, there are exceptions, buildings so graceful and beautiful they inspire and energize those who gaze upon them: buildings that aren’t “just built”. [Next time you walk past a building, look upwards - you may find some hidden beauty.]
It takes an extraordinary amount of creative effort to break the mold and an enormous amount of time to work and rework and re-rework until you finally get something that fits and is simple and stunning.
I admire Jon for his efforts and look forward to seeing the game in the flesh (so to speak).
August 10th, 2007 at 1:08 pm
Apologist: I would say it’s a mixture of premeditated vs intuitive. Braid in particular started out with some intellectual ideas, but then became mostly intuitive as those ideas were followed up in order to determine how the game would actually be. But once in a while intuition gets stuck and needs a little help from the rational side to push it over the next bump so it can start rolling downhill again.
I wouldn’t say that Braid is mostly reaction against other games — some of the original ideas for the game started that way, but very quickly it became its own thing. I would say that the goal of the game is to provide worthwhile experiences to stand on their own, not to criticize other games. It just sounds that way because of the context of the interview.
Braid is definitely more thought-oriented than something like Space Giraffe, if only because it’s about solving puzzles that had to be carefully constructed. But it’s also an emotional game, and personal. I don’t think that being thought-oriented and personal/artistic are mutually exclusive.
August 12th, 2007 at 8:38 am
I would agree with Jonathan Blow in thinking that the reward scheme used by MMOs is unethical and insulting, and because of that, I take offense to mentioning the design of Super Mario Bros. in the same sentence by way of comparison. The coins in the first level might be ‘false’ rewards, but in the rest of the game they’re placed in challenging locations, and when they are not, especially in the epigones in the jump’n'run genre, they are often meant, not as rewards at all, but to provide orientation in a level with difficult geometry by marking a path. In so far as Jonathan’s game takes cues from the design of the great 2D platformers, he might want to review them and their use of ‘little’ rewards to guide and challenge a player.
August 12th, 2007 at 12:46 pm
I think Apologist’s assumption that instinct and active goals are exclusive is bizarre. Most of my instincts come from having active goals for long enough that I learn the best ways to pursue them. Those that haven’t are usually the ones that get me in trouble.
Artists don’t “think” about every line they put down, but they practiced a long time to get their instinct to guide their hand correctly. It’s not as if someone is just born with these instincts - those intuitions.
August 12th, 2007 at 6:43 pm
I really liked your comparison to game designers being architects. Architecture is one of the “six humanities” and it’s just a great comparison. Both forms take at least more than one person to build, innumerable hours of planning, many years to come to fruition and ultimately have to remember form as well as function. I’ll remember gaming as a glass house for many years to come.
As far as the “truth” debate goes. There’s no better way to sum up this whole thing than to say “Ignorance is bliss.” It truly is. But we’re only able to appreciate that bliss when we become less ignorant which is somewhat of a paradox. This also applies to being lucky. To quote Lucky Number Sleven, “You are here which means yesterday you were lucky, but it was not until today that you realized it.”
Many great points in this article and it would be nice if there were more game designers devoted to the progress of the medium.
August 12th, 2007 at 7:21 pm
I want to play this game haha, good to read something like this finally after all the shallow calls for ‘art’ in games
The ‘intimate understanding’ ideas are great, I’d love to see games actually do this in a meaningful way, its so inspiring just to hear complex ideas being uttered in a popular domain (arrow of time! excellent), can i join the development team somehow? I don’t know what I’m going to do after university heh
August 12th, 2007 at 8:10 pm
“but then there are moments of the interview where I see Jonathon intellectualizing processes which should always be instinctual. And I think that’s wrong.”
Apologist, I don’t understand quite where you’re coming from here. Isn’t the degree to which a specific creator “intellectualizes” or “instinctualizes” part of their individual creative process? Isn’t there room in the world for both? (I must be missing the Iggy Pop / Pink Floyd comparison because I find they both have merit!)
Ultimately I don’t think I really buy the quasi mind-body dualism that you seem to be implying. Game design is part art, part engineering, and disregarding out medium specifically the greatest creators in ANY medium are some combination of intellect and intuition. You need a great deal of both to make monumental games. From what he’s said here Jonathan is truly a credit to the rest of us game designers.
August 12th, 2007 at 8:30 pm
I forgot to praise David Helman the artist mentioned, I loved his stuff with the truly great comic A Lesson Is Learned. Hopefully his compositions found their own way into the flow of the game for some psychedelic platforming.
August 13th, 2007 at 4:19 am
I agree with many things Jonathan said. I´m an indy game developer myself, though my only income comes from dveloping games therefore i can´t easily go out and create something which is sure to be not financially rewarding or even just prone to be possibly not financially rewarding easily at his point, right now i pretty much have to do exactly the opposite, do what pays best and probably has most “market appeal”.
I already took the first risk by dropping out of the company i worked for and starting my own thing a bit back to stepwise be able to do what i´d like to do more, but yeah, I hope one day i´ll either be rich enough or just fed up enough that i jump into the risk of creating one of those projects i have in my mind for a long time (which go way more in the veins of some things Jonathan said than the typical bloatware).
Its funny but this somewhat resembles my experiences, too btw:
“From a very early age I was determined to find out the truth about life, and not to accept living for lesser things. Even when very young, as a relatively smart kid, you can look around and see that a bunch of what all these adults are doing is pretty stupid — and because you’re so detached from it, you’re not yet enmeshed in that adult world, the lameness is even more obvious. That made a huge impression on me. The problem is that if you refuse to accept easy answers, if you keep digging and insisting on understanding the truth, it becomes very difficult to exist. Because people only manage to get by in their lives, from day to day, by being at least a little bit stupid, by not thinking about this or that; because if they really cared about the answers to certain things, everything would fall apart. At some time in my early twenties I made a deal with myself, that I would let this relentless truth-seeking part of me go inside for a while, so that I would be able to exist and not go crazy; and maybe it could come out sometime in the future, when I would know better how to pursue the truth, and when, maybe, I would be emotionally strong enough to keep going.”

)
Overall a very good article, more of this type please (and also hopefully more game developers of this type
August 13th, 2007 at 5:56 am
The Apologist: you obviously have never been to a Mensa meeting, if you don’t understand how intelligence and being part of society can (doesn’t need to) be mutually exclusive. The type of disjunction that one suffers from when what one observes and analyzes differs from the common view has interesting psychological effects.
I also don’t get your Iggy Pop vs. Pink Floyd reference - then again, I like Pink Floyd but don’t care much for Iggy, so I might be biased.
I like this article not so much because the views expressed are my own (they are, to some degree), but because I find texts like this to be refreshing alternatives to “Look, I can blow this wall up. It’s a fully destructible environment. And we have 20 kinds of weapons.”
August 13th, 2007 at 8:13 am
Jon… thank you so much for taking the time to write this. Games are this generation’s rock and roll, and the big corporations really seek to ~*#% a generation of its culture. I really think that independent-thinking game developers (which sadly exist almost exclusively in the independent games world) like yourself, writing things like this is of vast importance. I am someone who has felt the same way as you for a long time and just know that hearing you talk about it really gives me more confidence to push forward with innovative game designs when everyone else is talking about MMOs, HD, and other kinds of ‘checkbox innovation’. Thanks again.
August 13th, 2007 at 4:46 pm
There are lots of interesting points in this article. As usual, Stephen Totilo brings us the most interesting and thought provoking game journalism to be found.
Blow was also a very good interviewee, so thanks to you both for this great material.
Maybe it’s my youthful idealism (I’m 18, almost a college freshman, and I’ll be moving out of my home and into my dorm in four days), but I think intelligence/awareness and happiness don’t have to be mutually exclusive. I think that thinking they are is a big mistake that many, many people make. It has to do with perspective. The world is filled with sadness: diseases like the AIDS virus and cancer run rampant, war is destroying countries like Sudan and Iraq, people are just plain viscious to each other, and so much more. However, by disengaging from the world and looking at it with so much intellectualism that it makes you sad to even be a part of the world, all you do is contribute to the problem. You MUST live! Though sadness abounds, there is so much joy as well: friendship, flowers blooming, helping others, learning, reading, playing video games (or whatever else you like to do), spending time with other souls and caring about them. Love truly can conquer all. There is sadness… but the key is realizing that while I may not can make a difference in Iraq, I can improve my small corner of the world by not detaching, but by caring about what goes on. And if I make a difference in one person’s life, it’s worth it. It helps heal those hurts that are elsewhere. I truly believe this.
Plus, what good does sitting on your intelligence and bemoaning the state of the world do? Intelligence is a gift that should be used to help others, not to sit on your high horse with other smart people and moan about how the world is depressing. Criticizing the world while doing nothing to create a better one is utterly foolish.
I realize what I’ve written is slighly off topic and not something that one would expect to read on a video games blog, but I felt it was pertinent so I’m going to say it.
Once again, great article.
August 14th, 2007 at 2:29 pm
“I actually think that Skinnerian reward scheduling in general (which you see in most modern game design, MMOs being the canonical example) is unethical and games should not do it… scheduled rewards, to keep the player playing, are a sure sign that the core gameplay itself is not actually rewarding enough to keep them playing, and thus you are deceiving your players into wasting their lives playing your game. But I digress.”
I typically dislike MMOs. Actually I actively dislike MMOs but I think you are ignoring a rather large part of the gameplay (loosely used) which is the social interaction. That is a wild card that is tough to ignore.
Also I agree that scheduled rewards is the lazy designers way keep the player hooked — it’s no design secret it’s a relatively easy way to make a “good” game. What surprises me is even with that info out there and plenty of examples to back it up designers still don’t do it. If we are having problems even doing that correctly I fear for the future of our industry.
I know we all say we are currently taking baby steps to some glorious design future but the more and more money that gets pumped into this industry the less and less creative chances we can take outside of flash gaming.
August 15th, 2007 at 11:48 pm
[…] this interview with Jonathan Blow, game designer of Braid. I feel like unearned rewards are false and meaningless, […]
August 19th, 2007 at 11:47 pm
[…] the blogs I frequent have already linked to this interview with Jonathan Blow, but I only found the time to read it now (as it’s extremely long.) Now I know why it […]
August 26th, 2007 at 10:34 am
[…] Multiplayer blog, which I had no idea existed before today, has posted a massive interview with Jonathan Blow, the creator of forthcoming indie game Braid. It’s a very interesting […]
August 30th, 2007 at 6:48 pm
I want to thank both Stephen and Jonathon for their efforts here. I know it was time-consuming in their respective worlds, and I appreciate that they would take time from their lives to share with the rest of us.
I am closing in on 60 years old, so I have a distinctly different perspective on things than someone many years my junior. I’m a lawyer and have been CEO of four successful companies in the tech and telecomm industries. I’m not boasting here; merely trying to set a stage. I believe games and virtual worlds have a far greater potential impact on the evolution of the human mind than most people of my generation (or any generation) would perceive or admit (if you haven’t read “Ender’s Game” by Francis Scott Card, please try to. Although is is clearly fiction, you can read between the lines and it will likely change your opinion of the impact of gaming dramatically.).
I add this note because as much was I was impressed by Jonathon’s well reasoned and truly inspirational perspective (especially if it can be translated to function in 3D Virtual Worlds as well as gaming), I was equally moved by 18-year-old Heather’s comments (on August 13). My response to her: Please do not ever lose sight of the statements you made in your comment. The real world will try its best to beat the sentiments you expressed out of you (both intentionally and by happenstance) until you become calloused and insensitive. Don’t let them succeed. Cling with every fiber of your being to the thoughts you expressed. With people like you and Jonathon (and thousands of others I know) trying to solve issues within their little sectors of the universe (both real and virtual), you really can make a huge difference. And the sum of all those parts could mean something very special for humanity. Thanks for the perspective (all of you, but especially Heather).
September 1st, 2007 at 4:29 pm
[…] Gold, our Academic Coordinator, sent the office a link to a post from the MTV blog called “A Higher Standard.” (Well, the full title takes up about half a page, a good indicator of the length of the […]
September 2nd, 2007 at 1:24 pm
[…] “A Higher Standard” — Game Designer Jonathan Blow Challenges Super Mario’s G… [MTV News: Multiplayer] […]
September 9th, 2007 at 7:52 am
[…] Braid Gameplay Videos Written by Ben on September 9th, 2007 and posted in Game News Tags : development, Indie, video Braid is an interesting looking Indie platform game. It’s gotten a fair amount of press recently in part because of it’s unique gameplay elements, partly because of it’s winning the 2006 IGF Design Innovation winner, and in part because the developer has done a whole bunch of publicity (including a very interesting interview over at the MTV games blog). […]
September 17th, 2007 at 6:04 pm
[…] a great interview with Jon Blow up on the MTV (of all place’s) site. It’s about a month old, so you may have seen it […]
September 19th, 2007 at 9:35 pm
[…] wait to see how Braid turns out after futher polishing. You might want to take a look at this developer interview if you would like to learn more about this interesting […]
September 23rd, 2007 at 12:55 pm
[…] Entrevista con Jonathan Blowmultiplayerblog.mtv.com/2007/08/08/a-higher-standard-game-de… por dThrak hace pocos segundos […]
September 27th, 2007 at 4:08 am
I was never a huge fan of platform games, and while I enjoy a good puzzle or brain teaser, games based almost soley around boring rewards from various puzzles bore me to tears.
What really worries me is the “were more deep than everyone else because were emo*” (* I really do hate that word, but there was at least one post here that pure 100% unadulterated emo). This quasi-intellectualism is a joke and IMHO causing more harm than good. Any cause led by someone who takes the position that they are better or smarter then others which is why the are outcasts is doomed to failure.
Like many others I think the game industry is in a rut as well. I’ve sadly bought several highly hyped games this year and found them completely lacking, but having said which I don’t belive a 2d platform game is going to make me any more excited.
Innovation is a rare thing and to be honest I doubt there’s anything terribly innovative in this game. Reviewers and critics throw the term around every few years when someone releases a game that isn’t the norm, that isn’t to say it’s innovative just the no-one else is currently working on those ideas even if they may have in the past.
I just don’t see future innovation of computer games coming from going back 20 years or lecturing people, I’m not sure where it lies to be honest but I know it will be a sad dull place if 2d puzzle platformers and “brick” games are the big sellers…….sadly this seems to be the way things are headed, “casual” games or MMO’s pick your side and get ready for armageddon gaming style.
October 14th, 2007 at 9:18 am
[…] found a discussion about something Jonathan Blow (of Braid fame) - said a couple of weeks ago. The original interview was well worth a read but he really grabed my attention when he asserted that the core mechanic […]