infovore + jonathanblow 8
Architecture in The Witness
december 2011 by infovore
"Yes, we could have started with the placeholder structures and made them more elaborate and better-looking, in a general video-game-level-design way, but that’s different from having well-thought-out ideas subtly embodied in the structures of the areas, which is what we are going for." The Witness used real architecture and landscape architecture firms to help design its world.
games
jonathanblow
thewitness
architecture
gardens
landscape
december 2011 by infovore
Game Prototypes
october 2010 by infovore
Jonathan Blow's game prototypes; some interesting stuff here, especially in the READMEs.
game
design
experimental
prototypes
jonathanblow
october 2010 by infovore
GameSetWatch - Braid's Blow: 'How To Make Games That Touch People'
november 2008 by infovore
"Perhaps the problem is that we so deeply rely on reference points like film, which require stories progressing over time, when we could be referring to things like sculpture or painting, which require no timescale and people find just as moving." Some good thoughts from Jonathan Blow; I think his point about games' unique ability to challenge is an important one.
games
art
braid
jonathanblow
migs
talk
presentation
challenge
difficulty
november 2008 by infovore
Game Designer Jonathan Blow: What We All Missed About Braid | The A.V. Club
august 2008 by infovore
I need to think on this more; there's a lot of meat in it, and some interesting commentary, but suggesting that "the entire bachelor’s degree in English is all about bullshitting things" I find somewhat insulting. I'm frustrated because it feels like Blow is pushing for people to find the "correct" interpretation, rather than any valid criticism they can back up. Still, there's also some excellent stuff in here, but it's the first thing he's said that's rubbed me the wrong way a little (and I'm not just talking about the 'bullshit' comment).
braid
criticism
avclub
jonathanblow
august 2008 by infovore
Penny Arcade! - For Your Consideration
august 2008 by infovore
"You read a lot (in incandescent threads devoted to the topic) about how ten dollars is the "sweet spot" for Live Arcade titles, and that may be the case, but we should entertain the idea that its creator wasn't trying to make an "Xbox Live Arcade Game." Perhaps he was trying to make a good game, the best game he could, and Microsoft's Broadening Initiative For Digital Content was the last thing on his mind." Tycho is pretty much right; the whole Braid-pricing issue isn't just a non-issue, it's maddeningly stupid, and people - including Microsoft - need to get over it.
braid
microsoft
dlc
jonathanblow
games
pricing
economics
pennyarcade
august 2008 by infovore
Braid Review // Xbox 360 /// Eurogamer
august 2008 by infovore
"In the context of Braid's melancholy mood, [the classic Mario quotation] becomes a bona fide commentary on the human condition. Our princess is always in another castle." Braid exists. Braid is real. Dan Whitehead's review is very good.
braid
eurogamer
games
play
review
criticism
jonathanblow
august 2008 by infovore
Braid » Blog Archive » A lecture about how our games are inherently conflicted.
august 2008 by infovore
"This one-hour lecture is about three ways in which current mainstream games are inherently conflicted, and how this holds them back from affecting people as strongly as the forms of linear media they are striving to emulate." Blow's talk from Games:Edu.
lecutre
games
design
art
story
narrative
play
jonathanblow
august 2008 by infovore
GameSetWatch - In-Depth: Braid 's Blow On Why 'Games Need You' Develop: Braid's Blow On Why 'Games Need You'
august 2008 by infovore
"Gameplay elements have meanings outside of the visual and linear; the meaning of the gameplay rules is often in conflict within the visual meanings from the linear meanings, which results in a game becoming conflicted."
gameplay
play
narrative
story
games
jonathanblow
braid
theory
august 2008 by infovore
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