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Jonathan Blow: Game design: the medium is the message

CreativeMornings HQ

95K subscribers • 2 videos on Hallway

YouTube
  • Recommended by 7 people: 7 on Hacker News.
  • A classic. People kept recommending it from 2013 to 2020.
  • Presented by Jonathan Blow, creator of Braid and The Witness
  • May be out of date. Uploaded 12 years ago, in an area where tools change fast.
  • An opinion. It argues one side of a question engineers disagree on.

Beginner. No background in the topic needed.

118K views13 years ago7 recommendations

Game developmentGame designGame programming

Jonathan Blow compares the evolution of television to video games, arguing that free-to-play business models corrupt game design.

A call to buck negative constraints and inspire awe in modern game design. Jonathan Blow at CreativeMornings Portland, September 2013. Free events like this one are hosted every month in dozens of cities. Discover hundreds of talks from the world's creative community at creativemornings.com/talks Don't miss a video. Subscribe! bit.ly/1jeJwut Follow CreativeMornings: twitter.com/creativemornings facebook.com/creativemornings

Why it's here

7 people recommend this

What people say. Highly recommended for its critique of microtransactions and how monetization models compromise artistic integrity in game design.

DanielRibeiroon Hacker News • Recommends

On “On Game Development”

Jonathan Blow (Braid and Indie Fund) recently gave an amazing presentation on the evolution of Television, and he made an interesting parallel to the evolution of games: link to this video

poon Hacker News • Recommends

On “The case for an IAP off button in mobile games”

If anyone wants to see a good example of why you can't just toggle off IAP you should check out Jonathan Blow's talk about "Free to Play" games and how the business model deeply corrupts the game through the metaphor of bad 70's TV shows vs HBO: link to this video The solution isn't to toggle IAP off in the game, it's the ability to toggle it off in the App Store. The difficulty is some IAP is legitimate and some is not. For example, Carcassonne has an IAP to upgrade the game into a slightly different game with additional tiles. It's only when the IAP is part of the core game mechanic that is troubling. I think categorising them and relegating them to a particular category like we do with FPS, RPG, RTS…

wsc981on Hacker News • Recommends

On “How in-app purchases have destroyed the game industry”

Jonathan Blow -creator of Braid and working on The Witness- also has a very nice critique on the problems with games that are designed around micro-payments. The whole talk is interesting, but he starts discussing the issues around the 20 minute mark: link to this video

kelukelugameson Hacker News • Recommends

On “‘Braid’ creator sacrifices his fortune to build his next game”

I've followed Jonathan Blow for a while. He has a reputation for being condescending. If you follow him a Twitter then you might come to the same conclusion. But he has given some amazing talks. link to this video <-compares games to televison link link link

aethertronon Hacker News • Recommends

On ““We Own You” – Confessions of an Anonymous Free to Play Producer”

>It is almost certain you have or are playing a game I have produced or worked on in a major capacity. Maybe for a few minutes. I like to think I'm good at analysing game mechanics, as a long time gamer and sometimes amateur game designer. So I mostly avoid F2P games. The tactics are repulsive to my tastes, and I can smell them from a mile away. When there's a choice between struggling to meet a challenge by improving my skill, or paying my way though, my inclination is to take a 3rd choice: stop playing this and do something else. So I much prefer paying up front for a game. I'm old-school that way. Maybe this option is viable, as a 'serious' gaming hobbyist, only temporarily. But right now…

emsyon Hacker News • Recommends

On “So You Want to Make Games”

While I disagree with the word dumb and find "ignorant" more suitable, your Candy Crush comparison is bad. Jonathan Blow nailed it in this presentation: link to this video

hnickon Hacker News • Recommends

On “Facebook announces policy changes ahead of 2020 elections”

There's an interesting talk about that by Jonathan Blow, using the common phrase 'The Medium is the Message'. The eventual topic is mobile game design but he starts off with TV and how commercial and other constraints influence show (and game) design. link to this video