Friday, May 22, 2009

Interview: Jonathan Blow discusses his platformer, Braid

Jonathan Blow is the developer of Braid, a platformer that makes use of the manipulation of time to solves puzzles. The game first came out on XBox 360 Arcade, and is now out on PC.

You can download the demo from Steam, here.

It has a lot of similarities to platformers like Mario done on purpose to make it sort of a platformer parody. This also allows Braid to introduce the concept of time manipulation (rewind, slow, etc) from early in the game. For example, your character never dies in Braid, instead you are allow to rewind when that happens.



Here's some excepts form his interview with Leigh Christian Ashton of TIGSource:
"I have to admit I don’t really enjoy programming very much any more, because in order to get things done I have adopted a style of programming that makes it as simple as I can, so that it is just easy to get things done, and it only requires time and a lot of typing. So I am not really solving any difficult puzzles or challenges when programming, as beginning programmers might. On the plus side, this means I can program in a relatively efficient manner; on the minus side, it’s a less-engaging activity. I make up for that on the design side; whether I am making a prototype or a full game, it’s about exploring some interesting space of ideas. Programming is now just the implementation detail of how I do that exploration.

It’s not really about innovation so much as exploring interestingness. There is this idea of chasing innovation in game design that I used to be a big proponent of, but that I now suspect is a little bit misdirected."

"I try to encourage people to be willing to delete stuff that is mediocre or just kind of good – or at least put that stuff in a closet for some future day – so that they can focus on the stuff that is great. Many people don’t think that way, though. When it is so hard to get anything substantial done, you just don’t want to throw away any of your hard-earned progress."

"I think gameplay innovation can result in things that are interesting, but at the same time it doesn’t automatically result in something that is deep—often it’s a gimmick. I am interested in deepness and richness of game design. At the same time, I think if a designer is working on something he really cares about, and is really exploring some ideas in his own style, bringing his own particular insight to the table, then he will automatically come up with something different than most other games; furthermore, this will be a deeper, more-compelling kind of innovation."

[Source: tigsource.com]
So innovation does not mean interesting, but interesting usually mean innovation.

Also, the phrase "less is more" comes to mind when he challenges others to delete anything that is not extremely core to the experience. While this may cause a game to receive a great review, it does not necessarily mean the game will be played for a long time (and thus maximizes profitability). Will have to see how many people are still playing Braid a year from now.

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