[GAMING] Article about game designer Jonathan Blow

A good article in the Atlantic about game designer Jonathan Blow. Interesting quote:

“I continued. “You’ve been chasing some deep form of understanding all your life, and what I think you’ve found is that questing after that knowledge brings alienation with it.

The further you’ve gone down that road, the further it’s taken you from other people. So the knowledge is ultimately destructive to your life, just like the atom bomb was—it’s a kind of truth that has a cataclysmic impact.

You thought chasing that knowledge would make you happy, but like Tim, part of you eventually wished you could turn back time and do things over again.” (from Atlantic Magazine)

And read this thought provoking way to represent a fourth spacial dimension visually. I don’t know whether it works but the description makes it sound quite amazing:

“Well,” ten Bosch countered, “this is what it would be like if there were.” And that was about the last thing he said that I understood for quite a while, as he and Blow chatted avidly about extruding surfaces and imagining flat planes as tubes.

In Miegakure, two spatial dimensions are constant, and the player solves puzzles by swapping between the two others with the press of a button. (fromAtlantic Magazine)

If you read the comment thread on the article you see that this guy (Blow) elicits a lot of negativity because supposedly his games aren’t actually that good, and he’s so full of himself. I haven’t looked at the games so I can just go by what the article says, but I liked what I read!

0 thoughts on “[GAMING] Article about game designer Jonathan Blow

  1. "Braid" is a fantastically innovative game and I enjoyed it greatly. I don't play many games these days, but I just recently finished "Fez", which has a similarly storied history. The article is a bit of a puff piece, though, and doesn't credit the long history of games as a storytelling medium. The Interactive Fiction (IF) community has explored this for decades.

    Like

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