<![CDATA[Kotaku: jonathan blow]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: jonathan blow]]> http://kotaku.com/tag/jonathan blow http://kotaku.com/tag/jonathan blow <![CDATA[ Jonathan Blow Says He Spent $180,000 On Braid ]]> You like Braid? We like Braid. Loads of people like Braid, in fact, as it's doing all kinds of excellent things to the Xbox Live Arcade sales charts at the moment. Yet creator Jonathan Blow isn't busting out the high-fives and popped corks just yet: he said earlier in the week the game still had some selling to do to get him out of the red. Seemed an odd thing to say at the time, but now we know why: Braid's told the Wall Street Journal that he sunk an estimated $180,000 of his own money - over a three year period - into the project, which if true makes it surely not just one of the most expensive indie projects of all time, but one of the ballsiest.

Time Out of Mind [WSJ, via GameSetWatch]

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Kotaku-5037392 Fri, 15 Aug 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5037392&view=rss&microfeed=true
<![CDATA[ Braid Sales "Surprisingly Good", But Not Yet Profitable ]]> Despite the budget busting price of 1200 Microsoft Points, Braid seems to be selling at a "surprisingly good" rate, according to the game's official blog. As of today, sales estimate are just shy of 30,000 copies sold to Xbox Live Arcade's more affluent user, a figure the Braid blog writes "seems to be in the right neighborhood."

Does that mean that the segment of the population who has parked their Learjets long enough to complete the download have made the game a profit? Not quite.

Jonathan Blow, the game's creator, says Braid needs to reach sales of exactly "a lot more than it has gotten so far" to get out of the red. Let's hope the rest of the Xbox Live community, the type who don't sport platinum cards and massive trust funds, will be able to dig deep and snatch up what Blow says is "the highest-rated XBLA game ever." See? He says it right down there.

Braid is the highest-rated XBLA game ever. (Also, sales data). [Braid Blog]

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Kotaku-5035752 Mon, 11 Aug 2008 19:00:34 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5035752&view=rss&microfeed=true
<![CDATA[ The Art of Braid: A Deconstruction ]]> The first time I fired up Braid on my laptop, I was immediately struck by the lovely and lush environments — 'It's like stepping into a children's book!' — that gelled together in a visually pleasing way. Puffy clouds and suns hovered over pale mountains, forests made up of brilliant yellows — whatever it's other merits or lack thereof, I loved the visual look of the game. David Hellman, who created the art for Braid, goes through the process of creating the visual look of Braid, from "programmer art glory" to finished product:

Braid had already appeared at two GDCs before I ever got involved. Jonathan Blow, its creator, showed Braid's time manipulation puzzle-platformer gameplay at a couple Experimental Gameplay Workshops, and an Independent Games Festival, where it won an award for game design. Minus some polish, it was nearly a finished game: playable, coherent and individualistic.

Visually, though, it was primitive. Its blocks, spikes and ladders were utilitarian, communicating merely the elements of platformer-ness. It could have remained a visually simple game, but it already contained hints that it wanted to be more, to express itself across the full multi-media palette available to video games.

... Hired as visual artist in the summer of 2006, my challenge was not only to clearly present Braid's mechanics and behaviors, but to help tell a story that was anything but literal: part anecdote, part artifice, part philosophy.

It's an interesting article even if you're not terribly interested in Braid, as it goes through the art creation step by step with lots of screens. It's an edifying little essay.

The Art Of Braid: Creating A Visual Identity For An Unusual Game [Gamasutra]

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Kotaku-5035133 Sat, 09 Aug 2008 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5035133&view=rss&microfeed=true
<![CDATA[ Braid Priced High To Prevent "The Space Giraffe Problem" ]]> When the pricing was announced (both times) for Xbox Live Arcade puzzle-platformer Braid, the vocally frugal gamer crowd bemoaned the higher than average cost. Too bad, really, as it's one of the best XBLA titles I've ever played. Still, there are folks who can't get past the 1200 MS Points pricing — that makes it one of the more expensive downloadable games, but still cheaper than Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness.

Jonathan Blow, creator of Braid, explains why it was priced so, commenting on the official Braid blog he had to "guard against [...] the Space Giraffe problem." He offers up the low priced, low selling (just 19,000 downloads) psychedelic shooter as an example of how pricing came back to bite the developer in the ass (specifically the wallet).

He writes that Space Giraffe for XBLA already had a built-in audience of Jeff Minter followers, something Braid does not.

"There is a significant possibility that Braid would have been the next Psychonauts or Beyond Good and Evil (critically acclaimed but nobody played it)," Blow contends "Even at $10."

He later puts the cost into more tangible terms, commenting that "If it were just a matter of my own money, I wouldn’t care so much, but I ran out of money while developing Braid and had to borrow a lot — so I owe people a lot of money. That makes the nature of the decision a little different."

That decision, it sounds like, may not have been entirely Blow's to make. He theorizes that Microsoft would have priced the title at 1200 MS Points regardless of his wishes to go lower.

I'll be buying the game when it's released on Xbox Live Marketplace early tomorrow morning, despite having free access to it right now. I would recommend you do the same. But only if you like awesome games with a great sense of humor, fantastic gameplay mechanics and stunning artwork.

Recent Braid Review and Preview [Braid Blog - thanks, Mike!]

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Kotaku-5033567 Tue, 05 Aug 2008 20:40:27 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5033567&view=rss&microfeed=true
<![CDATA[ Braid Is Indeed $15 ]]> When we posted the news on pricing for the Jonathan Blow's Braid for Xbox Live Arcade last week, Microsoft was quick to respond to the post, telling us that the price listing on the Japanese site was incorrect, and that pricing was still being determined. Well now the official price has been revealed over at the Gamerscore Blog, and Braid will indeed cost 1200 Microsoft Points - $15 - when it is released this Wednesday. I don't know why they'd go to all the trouble to deny the pricing, only to confirm it as correct a week later.

Now we just have to wait a couple more weeks to see if the Castle Crashers price tag was wrong yet actually right as well.

Summer of Arcade: Braid - XBLA - Wednesday
[Gamerscore Blog]

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Kotaku-5032777 Mon, 04 Aug 2008 11:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5032777&view=rss&microfeed=true
<![CDATA[ "Braid: More Fun Than Calculus!" ]]> braidtitlescreen.jpg Some of us here at Kotaku Tower are a little divided on Braid: I had a discussion with another editor who declared that the story ruined it for him, since it "reads like a prepubecent boy wrote it." Ouch! As I referenced in a recent essay, I enjoyed Braid a lot, though I felt the story was trying a little hard in spots (which I suspect is why the aforementioned critic wasn't a fan). But despite my sometimes strident opinions on Jonathan Blow, the game's creator, and my apparent propensity for managing to irk the man with practically every post I make about Braid, I liked the setup of the game and was always looking forward to discovering what new mechanics a level would bring. Chris Dahlen has a different take on the Braid game mechanics: maybe they make you think too hard? Kinda like calculus:

I started fumbling my way through instead of actually understanding the exact solution and executing it flawlessly. I beat the boss at the end of the branching-paths level but I'm still not sure how I did it. This again reminds me of taking a math exam and writing down some random number because I kind of figured that was the answer, but couldn't crisply explain it. There are plenty of games that you can win just by randomly mashing buttons - say, any number of fighting games - and everyone's played an adventure game where you combine the plunger with the rubber ducky and the shoelace and somehow manage to fish the key out of the grate, but the only reason you threw all that crap together is that it was the only stuff left in your inventory.

That said, Braid has little tolerance for half-assedry.

I personally didn't find it maddening, since there's no penalty for screwing up and it's pretty easy to hop back and forth between levels if you find yourself hideously stuck (sometimes it's better to just come back later). The experimentation was what made the game fun for me; if I couldn't 'crisply' explain how I did something, did it really matter? I've come through more than one boss battle or game level on little more than luck and just managing to survive; since Braid doesn't have a death penalty, 'managing to survive' isn't a concern, and that luck can lead to happy accidents that will allow you to understand exactly how to manipulate the controls.

Braid: More Fun Than Calculus! [Save the Robot]

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Kotaku-384491 Sun, 27 Apr 2008 16:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=384491&view=rss&microfeed=true
<![CDATA[ Jonathan Blow 'Braid' Interview ]]> I have a sort of love-hate relationship with Jonathan Blow. I still think he can come off like a pretentious jerk, but after some epistolary exchanges, I think we're maybe seeing a little more eye to eye on several key issues. But I adore his game Braid. I'm even willing to put up with the fact that it doesn't play nicely with my Mac: it's really a pleasure to play, and I'm looking forward to having it on my 360 so I can look at it on something bigger than my laptop. The guys at 1UP did an interview with developers Blow and David Hellman on the subject of Braid; we posted the gameplay montage a few weeks back. Now you have another chance to hear Blow talking about why Braid is pretty awesome. And I will — for once — gleefully concur on a lot of it.

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Kotaku-368337 Sat, 15 Mar 2008 17:30:13 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=368337&view=rss&microfeed=true
<![CDATA[ Braid Twists Time In Knots ]]>

Developer Jonathan Blow may be an annoyingly pretentious loudmouth, but this video for his upcoming Xbox Live Arcade game Braid shows that he at least has some idea about making an intriguing game. The game revolves around manipulating time, with time behaving differently on different levels. It looks like a rather interesting mechanic, and the obvious homage to a certain famous plumber gives it a silly sort of charm. As long as playing the game doesn't involve me having to actually listen to Blow talking I think I might be sold.

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Kotaku-364436 Wed, 05 Mar 2008 20:00:43 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=364436&view=rss&microfeed=true
<![CDATA[ Jonathan Blow On Marketing, 'Lying' to Players, Passage ]]> braid_title.jpg Oh, Jonathan Blow. You're so painfully pretentious it would almost be cute if you didn't go zinging so far over the line almost every time you open your mouth publicly. The maker of the forthcoming XBLA title Braid is back with another discussion of his views on the industry, this one really launching off on a new - wait, no, it's the same old, same old. I'm really curious to see the end product of his game, but I could do without the pretentious attitude that reminds me of hipster indie music people. It was fine the first few go rounds, but someone needs a new schtick, pronto:

The way you've formed the question is the way I think a lot of principled indies approach it — "I want to have integrity, but I also need to get my game out there so people will buy it." This is sort of true, but I think this way of looking at things inherently causes problems. Making money is hard sometimes, and if you convince yourself that you need to make money (in order to eat, or fund the next game, or whatever), then you are automatically on a slippery slope and will start justifying all sorts of things, and eventually you are far from your original ideals but that doesn't seem too bad because you "just had to be realistic".

Do people sometimes go in directions they might not otherwise because they have silly things like food to worry about? Sure. But 'automatically on a slippery slope'? Give me a break. God forbid people should want their job to at least provide basic necessities — how un-indie of them! However, I wasn't really irked until I read his take on Passage, even though he managed to throw the designer a bone after seemingly missing the whole point. It's an interesting interview to read through, even if it did make me hopping mad at points.

Jonathan Blow Says 'Fuck That!' [Gamehelper]

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Kotaku-359969 Sat, 23 Feb 2008 11:30:54 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=359969&view=rss&microfeed=true
<![CDATA[ Jonathan Blow's Montreal Int'l Games Summit Presentation ]]> braid.jpg Jonathan Blow pops up occasionally on the news radar, either in relation to his game Braid or in regards to his view on the nature of games today (frequently both in combination). He's ever so helpfully provided a zip file including the full audio of his Montreal International Games Summit presentation (given a couple of days ago) entitled "Design Reboot" and all his slides from the lecture. The presentation clocks in at one hour, a not insignificant time investment - Blow complains in his blog that "a number of news sites have written stories about it and people have started commenting on what they feel is the validity or the invalidity of the arguments," but the comments are only taking into account 2% of the whole speech. I'd venture a guess it's because that 2% is the stuff we've heard before, and the most likely to spur discussion (and calling modern MMO design 'unethical' will usually do that). Rock, Paper, Shotgun sums up one of the hot points of the lecture thusly:

Blow attacks World of Warcraft, describing the grind of leveling and the reward system inherent in that as "lying to the players", and even suggests that designers should be ashamed of exploiting illusory level-based mechanics. He argues that games are, like film and literature, becoming a powerful medium in which creators will be able to make choices they can be ashamed of. He wonders whether games as they are currently executed could lead to a "societal problem". Gasps and nervous laughter rises from the audience as Blow delivers his ideas, an audience which reportedly included uncomfortable-looking reps from Blizzard ....

There's more, of course (including going after the 'moral dilemma' of the Little Sisters in Bioshock that has been much discussed), but if it sounds interesting, you can head over to the Braid blog and snag the files.

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Kotaku-328902 Sun, 02 Dec 2007 13:00:15 MST Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=328902&view=rss&microfeed=true
<![CDATA[ Space Giraffe Is Like Joyce's Ulysses? ]]> spacegiraffescreen.jpg Via GameSetWatch comes an musing on Space Giraffe, Yak Minter's psychedelic shooter that people seem to either love or hate. The author is Jonathan Blow, the guy behind Braid, and he says you either get Space Giraffe (and love it), or you don't (and hate it, giving it 2/10 when you write your review).

This game is about expanding your perception. It demands that you learn to see. Most of the reviewers who gave the game low scores, I claim, were too closed-minded; they weren't receptive to this kind of teaching, which the game is obviously telling you it wants to do, if you are quiet enough and listen.

The game could be much clearer about its intentions. There's a tutorial, but it only teaches you the basic game mechanics (and not very clearly, at that). The tutorial never says anything like "this game is going to throw ever-more visual insanity at you, and your job is to make sense of it all". That would have been undesirably heavy-handed, but I know that if Jeff had structured the game so that this intent was somehow clear to the player from the start, there would be many fewer bad reviews.

He goes on to say that maybe Space Giraffe is like James Joyce's Ulysses - a firestorm for controversy, but some people just don't get it. Me? Not a fan of Ulysses, but I'm pretty fond of Space Giraffe.

In which I compare Space Giraffe to Ulysses [Braid via GameSetWatch]

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Kotaku-295833 Sun, 02 Sep 2007 10:30:56 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=295833&view=rss&microfeed=true
<![CDATA[ An Interview With Game Designer Jonathan Blow ]]> braidtitle.jpg Stephen Totilo posted an interesting interview with game designer Jonathan Blow, who created Braid - a not-yet released game that plays with time mechanics in an attempt to create a "a mind-expanding experience" for the player. I don't agree with some rather large swaths of what he has to say about modern game design (saying that "Skinnerian reward scheduling in general ... is unethical and games should not do it" seems to be taking things to a rather far extreme), but his thoughts on games today, why the title of The Escapist really irks him, why the 'games are art' question is stupid, and a host of other matters is worth reading - or at least skimming if you don't have time for the whole thing.

About gamers these days and what they are thinking, I'm not sure. With those of us who have been in the industry for a while, it helps to be honest with ourselves that we are pretty far-separated from the viewpoint of the typical gamer. So I can't exactly know what the general perception is about the creative vision of games, but my guess is, people don't think that games are generally created with much of a vision at all. For me, the very existence of the "are games art?"argument is proof of this. It's obvious — of course games are art! The entire argument just seems ridiculous to me. But it doesn't seem ridiculous if you don't have a certain kind of mental model about what a game is, and about the role of the creators' vision in that. If you think a game is "Madden 2008," then hey, games probably aren't art.

There's some sweeping condemnations in the interview, but some relatively refreshing view points, as well.

"A Higher Standard" — Game Designer Jonathan Blow Challenges Super Mario's Gold Coins, "Unethical" MMO Design And Everything Else You May Hold Dear About Video Games [MTV News: Multiplayer]

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Kotaku-288603 Sun, 12 Aug 2007 15:30:58 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=288603&view=rss&microfeed=true