- Видео 292
- Просмотров 8 401 924
Jonathan Blow
Добавлен 26 авг 2011
6. Breaking the Pattern (with Casey Muratori)
Casey and Jon continue their discussion of the origins of Braid: its final mechanics, the ending, structural pattern breaks, and the "biggest mistake" in the game!
Why are there puzzle pieces in the game? Where did the idea of the slow-down ring come from? How did Paula Abdul inspire the game?
Braid, Anniversary Edition has launched! You can pick it up on Steam (store.steampowered.com/app/499180/Braid_Anniversary_Edition/ ), PlayStation (www.playstation.com/en-us/games/braid-anniversary-edition/ ), Nintendo Switch (www.nintendo.com/us/store/products/braid-anniversary-edition-switch/ ), Xbox (www.xbox.com/en-US/games/store/braid-anniversary-edition/BXR1FQZPCDMV/ ), or play it via Netflix on ...
Why are there puzzle pieces in the game? Where did the idea of the slow-down ring come from? How did Paula Abdul inspire the game?
Braid, Anniversary Edition has launched! You can pick it up on Steam (store.steampowered.com/app/499180/Braid_Anniversary_Edition/ ), PlayStation (www.playstation.com/en-us/games/braid-anniversary-edition/ ), Nintendo Switch (www.nintendo.com/us/store/products/braid-anniversary-edition-switch/ ), Xbox (www.xbox.com/en-US/games/store/braid-anniversary-edition/BXR1FQZPCDMV/ ), or play it via Netflix on ...
Просмотров: 8 384
Видео
5. Experimental Gameplay (with Marc ten Bosch)
Просмотров 9 тыс.Месяц назад
This week's guest interviewer is Marc ten Bosch, an independent developer known for Miegakure, a 4D puzzle-platforming game. Jon and Marc have presented together at IndieCade and NYU Game Center and are working together on Thekla's next puzzle game. Here, the two discuss the puzzle design philosophy of Braid: minimalism, pattern breaks, literary influences, and more. Next: the ramifications of ...
4. Being Particular About Design (with Casey Muratori)
Просмотров 16 тыс.Месяц назад
Jon and Casey continue their discussion about the early design of Braid: specifically how Jon arrived at the design identity of Braid, and how developer design perspectives affect the player experience. Braid, Anniversary Edition has launched! You can pick it up on Steam, PlayStation, Nintendo Switch, Xbox, or play it via Netflix on mobile devices-maybe the one you're using now! Host: Jonathan ...
Braid, Anniversary Edition, Launch Trailer
Просмотров 26 тыс.Месяц назад
Braid, Anniversary Edition, Launch Trailer
3. Starting the Art (with David Hellman and Frank Cifaldi)
Просмотров 11 тыс.Месяц назад
Braid's lead visual artist David Hellman (davidhellman.tumblr.com) is interviewed by Frank Cifaldi of the Video Game History Foundation (gamehistory.org) about getting started on Braid: David's background and artistic process. We start by discussing David's webcomic "A Lesson Is Learned But the Damage Is Irreversible" (www.alessonislearned.com), which inspired Braid in more ways than one. Braid...
2. Getting the Game Going (with Casey Muratori)
Просмотров 30 тыс.Месяц назад
Braid, Anniversary Edition is a massive update to the classic puzzle-platformer Braid, now featuring over 15 hours of developer commentary. This podcast provides another way of digging into the history and development of Braid by presenting the full commentary interviews, complete with details not found in the game. 00:00 - Cold Open 00:25 - Intro 02:35 - Booting Up Cold 11:45 - Programmer Art ...
1. The Origins of Braid (with Casey Muratori)
Просмотров 39 тыс.2 месяца назад
Braid, Anniversary Edition is a massive update to the classic puzzle-platformer Braid, now featuring over 15 hours of developer commentary. This podcast provides another way of digging into the history and development of Braid by presenting the full commentary interviews, complete with details not found in the game. 00:00 - Cold Open 00:22 - Intro 01:15 - Literary Inspirations 08:34 - Translati...
Discussion with Casey Muratori about how easy precedence is...
Просмотров 65 тыс.5 месяцев назад
A discussion with Casey Muratori about how easy precedence is... Watch live at www.twitch.tv/j_blow
Braid, Anniversary Edition trailer: full version
Просмотров 37 тыс.7 месяцев назад
Braid Anniversary is coming out on April 30, 2024. braid-game.com
Braid, Anniversary Edition trailer: short version
Просмотров 11 тыс.7 месяцев назад
Braid Anniversary is coming out on April 30, 2024. braid-game.com
Weekend Project: Color Animation Editor (part 6)
Просмотров 22 тыс.Год назад
Weekend Project: Color Animation Editor (part 6)
Weekend Project: Color Animation Editor (part 5)
Просмотров 4 тыс.Год назад
Weekend Project: Color Animation Editor (part 5)
Weekend Project: Color Animation Editor (part 4, tired late at night edition)
Просмотров 4,5 тыс.Год назад
Weekend Project: Color Animation Editor (part 4, tired late at night edition)
Weekend Project: Color Animation Editor (part 3)
Просмотров 4,9 тыс.Год назад
Weekend Project: Color Animation Editor (part 3)
Weekend Project: Color Animation Editor (part 2)
Просмотров 4,8 тыс.Год назад
Weekend Project: Color Animation Editor (part 2)
Weekend Project: Color Animation Editor (Part 1)
Просмотров 19 тыс.Год назад
Weekend Project: Color Animation Editor (Part 1)
Programming Language Beta Q&A, April 2023
Просмотров 22 тыс.Год назад
Programming Language Beta Q&A, April 2023
I think the problem is not following the rules of the game, if the water behaves like water it should behave like water not like weird conveyer belts, and the design should bend to the fact of water physics, if you want rivers you need real physical world rivers, is you want ocean currents you need the mechanics that produce ocean currents etc, if you want a magical world were water behaves weird then you must declare the rules of this world and make the "water" behave according to that
that winnie the pooh mug is cracking me up for some reason. fantastic discussion! Ive come back to this video many times.
31:28 What do you think about private/readonly modifiers for fields?
Next goal is to beat Embergen
That’s exactly Advaita Vedanta and Karma Yoga. ❤ 90% of the pain is the psychological resistance to it, observing things from 3rd person camera angle makes everything peaceful almost.
19:45 Am I going insane or did Jon just say that the capital of Thailand is Shang Hai😂
Is it available on macos?
you only lack motivation when you do not have anything important to do, 95% of any hjobby or job is at best nonsense but most often destructive and harmful. do not get motivated to do those.
any Techniques is a band aid or coping mechanism that solves nothing unless it leads to action. it is not you that needs to change in a way, it is the way that you live and how you interact with the world and others. this is hard to explain. lets say you live in a dystopia, you then have to solve the dystopia system. dismantle it and build an utopia.
Did this become a game? What game is this? It seems hard to tell from just this early work.
Still in development. Search up "Sokoban Jonathan Blow" for more footage. There's even levels with finished artwork shown.
RIP in peace John Blow's majestic mane
43ish I agree with that. Baldur's gate is an incredible game but at the end of the day is not all that much fun because the idea is cool but not all that fun
50:20 That's so cool you could start a level editor or any creative application putting a human in the loop (maybe a bit too timely for that), or just general program configuration to make personalized programs.
I love how he says "Template Metaprogramming Garbage Garbage". Templates are so bad he had to say garbage twice. I empathize and wholeheartedly agree!
YOOOOOOOOP
I would love this treatment for The Witness when the time comes. I really enjoyed playing the game again and listening to the commentary. Very insightful and inspiring
Initializing floats to NaN is a really great thing to have for debugging - but it's not a good idea for when you need to ship code most of the time. My thoughts: have a simple way to tell the compiler to use different initialization values for all default variable declarations.
Mr Blow, PLEASE have a look at Zig-Lang, a programming language with similar design goals as JAI & an increasing momentum which is also still in its alpha/development phase for the simple reason so as to avoid reinventing the wheel or missing out interesting new ideas in language design. Andrew Kelly, its main designer, is also a game developer who actually builds programs he's using. One of the main design goals of Zig over other languages is that it doesn't try to prevent you to do low-level things, but instead tries to make it obvious & explicit what you're actually doing & allow arbitrary compile-time execution. It also has a lot of promising ideas around basic integer & bit field types which I haven't seen in any other language. Zig also reuses the LLVM compiler infrastructure so it reuses its mid-end optimization & back end modules so it can currently produce code for any platform which LLVM can run on.
Will you upload the video of the lady doing Tai chi?
Okay. Right.
I loved programming and working hard, Until I got my first programming job. Now have been miserable and unproductive ever since. I only enjoy it when I am between jobs.
I've been coding my first 3d-engine, it's made with Powerpoint VBA (don't ask, its a demoscene wild demo flex). and it is visualized by drawing triangle shapes using the shape-system of office programs. So in a way it doesn't draw pixels as such, only triangles, but after implementing all the occlusion culling and simple normal angle lighting systems it dawned on me that creating a proper Z-buffer using triangles will be most likely impossible without a proper per pixel z-buffer. As I've been sorting the triangles in screen by the middle point of the polygon there is considerable z-fighting on some 3d-models. But moving away from the shapes-system defeats the joke, I might need an old-school 3d-modeler to tell me how to model for such engines..
in second though, you are totaly complicating this thing, you dont need to traverse your entities multiple times, if you need speed, then you add "collecg geometry" to your entities, you make a pass, and you collect all the geometry data you need for rendering, this way you still pay only once for cache misses, but you end up with a buffer that is compatible for the gpu, then you render this buffer as many times as you need. and this way you dont need all this low level of control of your memory layout. - so you still have simple inheritence which is useful, and you have your speed.
Very interesting
On my second play through off Braid via the special edition after finding and completing the game around 2014. I spent a year just listening to the soundtrack and watching Johnathan blow interviews. As of this post the only piece remaining is ‘Crossing the Gap’ and the temptation to look up the answer is tremendous…
More slagging on Shingy in future episodes, please 😂
I hate the puzzle platform, but love the game
I'm rewatching this quite often
For me, it's the opposite. Books don't require any kind of an attention span, but video games do. Let me explain: you can quickly pick up the book, read for a few minutes while on a bus or something, then quickly put them down. You're free and start or stop at any time. Meanwhile, to play video games, you have to actually sit down, launch it, wait through loading screen, etc. To exit, you have to find next checkpoint, and only then you can exit. You _have to_ invest a minimum amount of time, or you'll have no progress.
Brilliant interview that helped me think through concepts for the game I'm working on. Thankyou!
I like John having "cojones" 😂
When it comes to the world 2 "pattern break" puzzle, while it's been a long time since I played the game, I do remember at the time really liking it. Not sure if I would call it a "hook", because it's not the point of the game, but it's this cool surprise that just got me more interested and engaged, wondering what else this game might have up it's sleeve. I guess another way to put it is that it adds some intrigue. I feel like a lot of games might put something like this later in the game (if they do it at all), when there has been more of an established pattern and to just keep the player interested, but I can definitely see why world 2 made the most sense in this case.
Quick btw with starting this episode, the playlist on this channel, the episodes are organized in backwards order currently from latest release first to the the first at the end of the playlist. Looking forward to this episode ( ^ v ^ )
This is obviously artistic intent *Looking backward
@@perguto I like that interpretation for that's truly thinkin' with rewind 😆🙂
"Relate the rules of the universe to the fiction" I would be careful with such statements as they are intellectually blunt, if you want to be taken seriously. "Systemic rules within a fiction" is more appropriate as you cannot really claim "rules of the universe" with certainty. Does the game reveal any insights about physics at all?
He's using "rules of the universe" colloquially to refer to the "game mechanics". He dislikes the latter terminology.
@@SufferDYT has he ever said why, game mechanics feels like a pretty unassuming basic term to me. Could also use the word systems I guess? Rules of the Universe just feels too fundamental to me for it to be immediately intuitive what it's supposed to mean exactly
@@acblook As far as I recall, he said that he thinks "mechanics" have been watered down to also mean "features" or "variables". Personally, I think his alternative phrasing doesn't really solve concerns of clarity very well.
@@Muskar2 well like features is a commercial term and variables are a technical term, mechanics is supposed to be a design term so something can be all three
@@Muskar2ditching a word due to a bunch of people using it incorrectly makes zero sense to me. Does he also not use the word "literally" anymore? He used the word "epic" in another episode. He might wanna ditch that one too, considering what internet culture has done to the word.
I’m stuck on Braid anniversary editon already. I mean, I completed the original game, I sware this updated game is way harder. It was taxing on the Brain to say the least. 😂
I forgot a lot of the solutions too. But on the bright side, that makes it like an entirely new game!
That world two puzzle was the only one I had to look up when the game first came out. I still think it's pretty obnoxious
In response to what we do with world one if we can't rewind time for death. You could have death the instigator of the time powers, then it immediately boots you to world 2 and removes world 1 as an option and also make death the final event of the story and the catalyst of rewinding time that you only realize after you finish the last level. That gives thematic meaning and gameplay significance. But maybe too metaphysical or on the nose or not the meaning you wanted to convey with time powers. Thanks again for these, I have been enjoying the remaster on my switch in between making my own game.
While every puzzle of a game should work together to make a cohesive whole, I'm glad topics on a discussion can be a string of random tangents tangled together like a clump of overboiled spaghetti. (To be clear it was tasty overboiled spaghetti).
I'm surprised he didn't just swap a puzzle piece from the level with the painting with the one from Hunt! as you can solve the puzzle using just that.
Which Zach is Jon talking about in the section on iterations/variations on an idea?
Developer of Enigmash. He worked on the new Sokoban. But sadly, he passed away not long ago
@@nerdError0XF Probably Zach Barth, no? Enigmash was made by Jack Lance.
@Decateron his real name was Zackary Polansky. But yea, you may be right about Zach Barth
18:37 did Chris Hecker retire?
1:04:00 It’s so weird to me hearing him talk about how that puzzle can’t easily be fixed when in my mind it could be fixed in literally five minutes by just swapping the puzzle piece you need to complete it from the Hunt! level with one of the pieces from Three Easy Pieces. That way the puzzle would be solvable for 99.9999% of people when they first encounter it. Instead of completely impossible for everyone. Am I missing something? Why didn’t he do that? All he had to do was swap the positions of 2 assets and his problems go away.
12:00 sounds like Loop Hero
Thank you Jonathan and Marc. Always interesting to listen to these. Game design has remained one the most fascinating and stimulating topics for me and I think that's in large part thanks to Jonathan. There's so much to think about here, it feels like a very dense and high-bandwidth conversation, if that even makes sense. There's might be a part of me that feels a bit skeptical sometimes, which might come from my relativist/nihilist inclinations, that all of this is really just a lot of big words and eloquent rhetorics to talk about things that don't really have any objective meaning or whatever. But I recognise this as a very cynical view that doesn't really get you anywhere. Anyway I'll stop rambling.
A recurring theme that resurfaces at multiple points in this podcast is the delineating threshold between the conception of an idea vs. the refinement of the idea. And after that how it fits or alters the directional core of the game. It would be great if this could be explored more deliberately in future segments. Great to hear more discussion between Jon & Marc again, especially on topics related to the aesthetics of game design. The IndieCade talk from years ago was an eyeopener, and here we get to see how it was applied to various details in Braid. Thanks for another great episode. 🙏
damn he even had hair when he started working on this
Woah, pretty cool that at 40:34. If he had done most of the new art in procreate there are some chances that he has the Timelapse’s that procreate records of each document brush history. That would be a sight to see. Else, really cool already, we are also exploring procreate to expand on an art of our next game as one of the artists basically swims like dolphin in water with that app.
oh cool its the guy from super meat boy
Sittin here listening to this podcast high af, getting my dick sucked. Call it J Blow ‘n blow ‘n blow J.
“Why am I an ice cream shop owner-ok, why is one an ice cream shop owner, broadly speaking? And some people will have an answer like ‘Cus I want to make things that let people have fun’ or whatever, and OK. That’s not really why I’m an ice cream shop owner, cus, like, you could design a video game; people would really like the video game. But I’m doing something different. I’m really interested in something about the universe and how it works (through ice cream).” -A pretentious Ice Cream Shop owner named Jonathan Blow somewhere in the multiverse
No no no no - Jonathan SNOW. Or maybe its Jonathan Cone? 😂
i hate gamers