Why Adventure Games are the last decent genre around - a lecture by Jonathan Blow
Ok, that's not exactly the title of this fascinating lecture by "Braid's" creator Jonathan Blow, but that's one of the main ideas I'm getting from it.
Title: Video Games and the Human Condition The lecture is basically about what popular modern games are designed to put through their players - or their brains to be exact. These are things like developing compulsive behavior while in the games (Skinner box style), or even forcing the players to modify their real lives to accommodate playing specific titles. As one of the alternatives Blow presents the kind of games that he makes, in which "most of the actual game happens solely in the player's mind as he tries to figure out things" (not an exact quote). He also underlines that game designers should strive to create works that will be really meaningful to their audiences - not unlike filmmakers and writers. His newest game - the somewhat Myst-resembling "The Witness" - will be, as he says centered around the concept (or the experience?) of "epiphany". Anyway, here is the whole lecture (you can pick video or mp3): http://edtech.rice.edu/cms/?option=c...ils&event=2349 It's quite long, but worth the time IMO. |
downloading mp3
braid is one of my favourite games of this generation, |
Adventure games do not have a monopoly on making you figure things out. Braid is not an adventure game.
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I liked Braid, I though it was a fantastic puzzle game, but Jonathan Blow just comes off as the video game equivalent of a trying-too-hard film student to me making superficially arty things that are all forced style and no substance. The fact that he's giving a 1 and a 1/2 hour long presentation about game design having only released one game just makes me perceive him more as someone who'd write "Aronofsky-ish" in a game design document. People like Ken Levine, Warren Spector and Peter Molyneux could probably talk about game design for nearly 2 hours, I think Jonathan Blow should start with a 20 minute speech about how to create a good time-based puzzle and then work his way up from there.
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Decent genre, yes. Shame about the games. Can't say it's as strong as it once was.
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The lecture was interesting, if a bit unfocused. But it really opened my eyes to what kind of person Blow is, his world view and what drives him. Seems like a really good guy and I'd love to have a conversation with him sometime. We seem to share a lot of values. Also, simply his statement that The Witness is about "epiphany" cranked my interest in that game up by 200% - it's very much the kind of theme that keeps recurring in my own project ideas, and I'd love to see someone else's take on it (though people like Gregory Weir have already explored it on a smaller scale). |
i agree, maybe its not fun to admit, but a lot of gaming these days is designed to manipulate rope people in.
i wouldn;t call it evil, id just call it human nature, fact is though, games that try to respect the gamer as much as possible are usually the deeper, more rewarding experiencess so while the lecture was a bit all over the place, his basic analysis of the industry as it stands is very much accurate. |
I haven't watched the video, not sure that I will, but I've read some stuff from Blow. I'm not sure I agree with his "collecting coins is unethical" view, but I don't fully understand it either.
Regardless of how I feel about his criticism, I fully trust him to make more brilliant and different games. When people got all upset that his new game looks like a Myst clone, I just laughed...there's no way a guy like that would make a simple Myst clone. |
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And this game has been in development since 2005 right?
Well, good luck with it. I hope to be able to play it soon. |
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