<![CDATA[Kotaku: jonathan blow]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: jonathan blow]]> http://kotaku.com/tag/jonathanblow http://kotaku.com/tag/jonathanblow <![CDATA[Braid Finally Makes It To The PlayStation Network]]> After charming the pants off of players on Xbox Live Arcade and the PC, Jonathan Blow's Braid is finally heading for the PlayStation Network later this month.

The time-twisting adventures of Tim will be taking the trip to the North American PlayStation Network on November 12th courtesy of Hothead Games, with a European release coming at a later date. Press, players, and rap artists alike have heaped praise on Blow's innovative platformer, both for its unique gameplay and its distinctive hand-painted look. If for some reason you've not heard about Braid until this very moment, welcome to Kotaku, and visit the game's official website to find out more about the title everyone was talking about while you were trapped in that cave.

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<![CDATA[Braid Creator Names, Details Next Game 'The Witness']]> Independent developer Number None's follow up to Braid, the time-shifting puzzle adventure game, will be The Witness, an exploration-puzzle game on an uninhabited island. Hold onto that knowledge, for it will be a long wait before you get The Witness.

The developer recently began hiring for The Witness, described in job listings as "philosophical and quiet" and placing "a heavy emphasis on the way things look." That look will take sometime to nail down, apparently, as the game is slated for a release in "late 2011." That's a "hopefully" late 2011, according to the game's official, currently minimal web site.

The only other nugget of information offered to the desperate to pick at is a snippet from the Tao Te Ching, which serves as a poor fact sheet.

Like Braid, The Witness is planned for release on multiple platforms, "whatever makes sense in late 2011," according to the official description.

The Witness [Official Site via the Braid blog]

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<![CDATA[Yeah, Braid Is Coming To The PS3]]> Those Germans know a thing or two about upcoming game releases, because no sooner do the USK display a listing for a PSN version of Braid than we get official confirmation of the game's PS3 debut.

The confirmation comes courtesy of a representative from publisher Hothead Games, who told IGN that the game is indeed coming to the North American and PAL PlayStation Stores. What they didn't tell IGN, however, was a price point or release date, so for now, just know that Braid is coming to the PSN sometime...in...the future....

Confirmed: Braid Coming To PSN [Update] [IGN]

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<![CDATA[Braid Developer Hiring For "Quiet, Philosophical Puzzle Exploration Game"]]> The official Braid news blog offers some helpful hints about developer Number None's follow-up to the time-bending puzzle-platformer. Just don't expect that particular game any time soon.

The unnamed, unannounced title is described as a "puzzle-exploration game that is philosophical, and quiet" in listings for 3D Environment Concept Artist and Lead Artist positions. The game is further described as placing "a heavy emphasis on the way things look" and candidates are further wooed by noting that the job will be "a refreshing project for those who value nuance."

The job listings, posted yesterday, estimate that the project will have a 2-year development cycle.

According to further job details, what the game is unlikely to feature are girls with big tits, barbarians wielding axes, aliens, space shapes, gangsters getting shot in the face, orcs, giant robots and post-apocalyptic wastelands. Huh? How is this even a game anymore?

It makes no sense! Braid was alright though, so maybe we'll find a way to cope without all that other business.

Braid News [Official Site via Endsights]

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<![CDATA[Blow: Less Focus On Innovation, More On Interesting-ness, Please]]> Braid co-creator Jonathan Blow argues that the pursuit of innovation is a prerequisite for making a great game.

Calling the zeal for innovation in games an idea he used to promote but now considers "a little bit misdirected," Braid designer Jonathan Blow recently described a possibly superior design goal:

In a recent interview with The Independent Gaming Source, he said:

"I think gameplay innovation can result in things that are interesting, but at the same time it doesn't automatically result in something that is deep-often it's a gimmick. I am interested in deepness and richness of game design. You can get that with deliberate innovation or without; I think the issues are orthogonal. At the same time, I think if a designer is working on something he really cares about, and is really exploring some ideas in his own style, bringing his own particular insight to the table, then he will automatically come up with something different than most other games; furthermore, this will be a deeper, more-compelling kind of innovation.

There's plenty more on that idea — including specifics — from the ever-interesting Blow in the interview. Also in the full piece are details about some scuttled ideas that were once planned for Braid.

TIGInterview: Jonathan Blow

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<![CDATA[Braid Delayed (for the PC)]]> PC gamers looking forward to Indie hit Braid are gonna have to look forward a couple more weeks. Jonathan Blow is delaying his game til April 10 to work out some bugs.

Says Blow, on the official Braid Blog:

The delay is just to fix some problems that came up in testing with various versions of Windows.

Also, we have a special surprise planned concerning the music in Braid.

So, sorry for the delay, I know folks have been waiting a long time for the PC version and it's not so great to have to wait an extra 10 days, but it's only so that I can try to ship you guys a version that works well (which frankly is impossible in Windows, but the best I can do is make it work for most people most of the time).

When it does roll out, you'll get it through Steam and download services Greenhouse, Impulse and GamersGate. And, "If I have some more time to do the appropriate discussions, it may appear in one or two other places," Blow says.

Braid Release Slightly Delayed [Braid-game.com via Joystiq]

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<![CDATA[Hothead Brings Braid To Mac, The Maw To Windows]]> Hothead Games is teaming up with other independent game developers to bring award winning titles to new platforms, starting with Twisted Pixel's The Maw and Jonathan Blow's Braid.

Hothead Games, the developers behind the Penny Arcade Adventures series, is teaming up with other indie developers to help bring their games to new platforms so they can focus on development. They'll be helping Jonathan Blow bring Braid to Mac users, while delivering Twisted Pixel's Xbox Live Arcade title The Maw to Windows PCs.

"We focus on finding new distribution opportunities so that they can focus on what they do best: developing their next great game," said Hothead Games COO Joel DeYoung. "These two titles represent only the tip of the iceberg. We're committed to working with indies and helping them be successful, so look for lots more announcements to come."

This is an excellent example of the kind of comraderie you find among independent developers. Let's hear it for the little guys!

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<![CDATA[Jonathan Blow Lowers Price On PC Braid]]> A day after Stardock started accepting preorders for Jonathan Blow's Braid for the PC at $19.95, the independent developer has announced a five dollar price drop in the interest of reaching a wider audience.

Worried that the $19.95 price point for the PC version of the popular and innovative Xbox Live Arcade title Braid would keep PC gamers from purchasing the title upon it's release next month, Blow quickly leapt into action, explaining that attracting new players was more important than money at this point.

I don't care that much about the PC release price. The XBLA version was nicely profitable, and my goal with the PC release is mainly to get the game out to a wider audience. Sure, it would be nice to earn the optimal amount of money from that release - I have interesting ideas for games that I want to make in the future, and making games is very expensive, and I will probably have to hire people to help! But ultimately, I would rather have people talking about the game itself, what they like and dislike about it, than about how many American Fiat Currency Dollars it costs.

While I believe Braid is worth every penny of the original price, I suppose it's nice of Blow to give PC gamers a little break. Perhaps they'll pay him back in kind by buying the game in enormous quantities.

Meanwhile, Stardock has announced that they will be honoring the lowered price point, with anyone who preordered the game at $19.95 only being charged the reduced $14.95 price. Good for them!

Braid for the PC is now $15. [Braid]

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<![CDATA[Braid Makes The Jump From 360 To PC Next Month]]> Braid - the indie darling of 2008 - did good business on the Xbox 360, a platform not exactly renowned for its indie darlings. So how will it fare next month when released on PC?

The game will be released on Impulse, the digital download shopfront of Stardock, who in turn are the publishers of Sins of a Solar Empire. So your money would be going to all kinds of good causes.

If it helps, we loved it. It'll be out on March 31 (though you can preorder now), and will cost $20.

Braid [Impulse]

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<![CDATA[Braid Creator Now Working on 2D RPG?]]> That's one nugget in a four-page interview Jonathan Blow gave to Gamasutra. But he's not sure if he'll end up finishing it:

"My newest game I started is looking very promising. I'm very excited to do it. But if the patterns of history continue, then I may not be working on it a month from now, so I don't want to start telling people about it," he said. While he said it's a 2D role-playing game, it sounds like his project schedule can get turned on its head at any time, and he'd ending building "a Pac-Man clone or something." Yes, but it would certainly be the most critically acclaimed Pac-Man clone or something, that's for sure.

Jonathan Blow: The Next Phase [Gamasutra via Xbox 360 Fanboy]

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<![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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<![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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<![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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<![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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<![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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<![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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<![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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<![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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<![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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<![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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