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Jonathan Blow: Video Games and the Human Condition

rubbermuck

2.8K subscribers • 1 video on Hallway

YouTube
  • Recommended by 6 people: 6 on Hacker News.
  • A classic. People kept recommending it from 2011 to 2016.
  • Presented by Jonathan Blow, creator of Braid
  • May be out of date. Uploaded 15 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.

158K views15 years ago6 recommendations

Game developmentSoftware designGame designGame programming

Jonathan Blow discusses the ethics of game design, criticizing manipulative mechanics that optimize for player addiction rather than genuine fun.

September 27, 2010 Source: edtech.rice.edu/www/?option=com_iwebcast&task=webcast&action… This is not my video, it belongs to Rice Digital Media Services. the-witness.net/news/?p=650 Jonathan Blow's websites: number-none.com/blow/ braid-game.com/ the-witness.net/ Description: Video games have evolved tremendously over the past few decades; they're much more entertaining than they used to be. That is not by accident; we, the community of game designers, have been continuously refining our techniques. The most common way we do this is by testing out our games on you, the players, and optimizing for the "best" result (where "best" is defined by us). As this process is ongoing, what kind of relationship exists between the designer and the player? Is it artist/audience, experimenter/subject, entrepreneur/customer, or tycoon/resource? Invariably it's some admixture of these things, the particular ratios for a given game being chosen by its designers (usually without awareness that a decision is being made). Today, due to the way the Internet is widely used, and because game designers are becoming more serious about certain aspects of their craft, the iteration time of this game design optimization process is shorter than ever before: designers can observe their players much more thoroughly, and more quickly, than they ever have in the past. At some point a quantitative change becomes a qualitative one: the result of all this competency may be heavily destructive. Some aspects of the current notion of "good game design" may in fact be very bad, or at least indefensible, from an ethical standpoint. Today's "better" video games spend a great deal of effort to undermine defenses that took you tens of millennia to evolve. They tend to be successful at this. As designers keep evolving their craft and gain greater analytical power, what will happen?

Why it's here

6 people recommend this

What people say. Highly recommended as a classic critique of manipulative game mechanics and the ethics of game design.

kitsune_on Hacker News • Recommends

On “Thoughts on Consoles and Certification Processes - Jonathan Blow”

He is the exact opposite of a "hipster". He is a very smart (and in my opinion humble) guy. I don't know where his portrayal as an arrogant guy comes from. He held an amazing talk / presentation at Rice University called "Video Games and The Human Condition": link to this video

JasonSageon Hacker News • Recommends

On “How Casinos Enable Gambling Addicts”

…althy gambling habits that mirror healthy entertainment habits? I'd love to read about this stuff. Jonathan Blow has a great presentation on the mechanisms of video game addiction and the role of the game designer in building ethically responsible games 0. I highly recommend it to anybody who's interested in exploring this line of thinking. 0: link to this video…

alexkcdon Hacker News • Recommends

On “Who killed videogames?”

Jonathan Blow (creator of Braid) has an interesting rant on social video games: link to this video The gist being that games like Farmville are A/B tested to maximize addictiveness and profit, rather than maximizing fun.

dunckron Hacker News • Recommends

On “Ask HN: I am a good developer but have a serious gaming addiction”

I think that many of us with addictive personalities it is difficult not to be 100% committed to something. So for myself it was a goal of shifting my interest away from gaming and initially towards programming. The best wake up call for me was realising that my focus on games was really just manipulation. I would watch Jonathan Blow's talk on Video Games and the Human Condition now. When you understand that you are being completely manipulated it becomes easier to do something differently. Another idea is to focus on the wasted effort. If you channelled all this time into creating something - your own game for instance. You would have something tangible at the end of it. Good luck. link to this video

ultimapeon Hacker News • Recommends

On “Screeps – the world's first MMO sandbox strategy game for programmers”

…sort of meta-game about designing systems that effect the behavior of players. Consider: Game Mechanics and Mechanism Design ( link ) I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: link to this video To completely ignore this aspect is to develop a game with no real-stickyness factor. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. There is an art to it, and getting it right can make really powerful games: link For board games like chess, much of the ap…

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 <-compares games to televison link link to this video link

ANTSANTSon Hacker News • Mentions

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

There are all kinds of ethical ways to get your most dedicated customers to "pay more" (what's the MBA-speak term for "trying to get everyone to pay exactly as much as they're comfortable with"? I can't remember). There are pre-order bonuses, special editions, purely cosmetic items that don't change the gameplay, mission packs, "mission pack sequels," actual sequels, "pay what you want," donations... It gets "unsavory" when you're focusing more on designing the perfect skinner box than actually creating a game. I think games are all about the feelings and mental states you get into when you play them. An action game gets your adrenaline pumping, competitive ones especially so. Strategy games…

pdfernhouton Hacker News • Mentions

On “Do Laptops Help Learning? A Look at the Only Statewide School Laptop Program”

My wife and I spent over seven person-years building stuff for education in the 1990s on our own dime (funded by unrelated consulting) -- hardly anyone cared: link No doubt we could have done a better job on that software (including about marketing and financing). But puzzling over that situation, to try to understand what went wrong (despite magazine articles back then going on about the need for better educational software), I read widely in the alternative educational field. I discovered many surprising things about the differences between "education" and "schooling" (including regarding self-development, citizenship, employability, and obedience). One big clue though should have been r…