Jonathan Blow

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  • Blow considers rewinding time, removing Braid bugs

    by 
    Justin McElroy
    Justin McElroy
    08.13.2008

    Whether or not we think Braid is brilliant (and we do) no game is too angelic to escape our probing eye. We dig deep to find the real dirt that the big boys don't want you to know about, like bugs. We've used our investigative skills to find out about two from a secret source who ... oh, who are we kidding? They came from Jonathan Blow, the guy who created the game.The bugs are a bit too specific to fully explain here, suffice it to say that if they hit you it's going to mean a fair amount of backtracking. They don't seem to be especially common, but they're serious for those who've been afflicted. The good news? While Jonathan Blow is spilling the beans he's also working with Microsoft on solutions.Update: Blow's posted a few temporary fixes for one of the bugs.

  • Jonathan Blow: Microsoft made Braid demo shorter

    by 
    Jason Dobson
    Jason Dobson
    08.12.2008

    Jonathan Blow's masterwork, Braid, has quickly become the water-colored poster child for indie game development. However, while both critics and players alike have been singing the game's praises since it was released a week ago, there are some things that Blow wishes would have turned out differently. Specifically the XBLA demo, which he originally wanted to represent a larger portion of the full game, a bubble that Microsoft was only too happy to burst. "There was one little issue at the very end of development when [Microsoft] wanted me to make the trial version shorter than it was," recalled Blow in an interview with SavyGamer, adding belief that "it's ok to give people a significant portion of the game because if they like it, they'll want to play the rest." Nevertheless, this apparently didn't jibe with Braid's publishing overlords, as Blow noted that he and Microsoft argued back and forth over the demo's length before settling on the teaser we have today. So, tell us, was the result enough to make your virtual wallet 1200 MS points lighter?

  • Braid: tearing up Metacritic; one of the top XBLA launches

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    08.12.2008

    Jonathan Blow's Braid is drowning in critical acclaim, just now hitting an average of 93 on Metacritic and becoming the 8th highest-rated Xbox 360 game on the console. The official Braid Blog takes the opportunity to point out that indie developers don't need to make cheap PopCap clones to be successful; if they do something different, their work can be recognized. Yeah? Well, this industry is all about sales so ... how's the game selling on XBLA?Blow cites VGChartz's ballpark figure of 28.5k copies sold and estimates that the number "seems to be in the right neighborhood" as of last Saturday. Does that mean his struggle with the game's pricing has paid off in a big way? Apparently not. Blow contends that Braid will need to sell a lot more to be profitable but "things are looking promising now." We'll say! Let's put that estimate up against the top XBLA launch figures in a thoroughly unscientific breakdown*: Braid, ~28.5k units Rez HD, 25k units Ikaruga, 22.5k units Penny Arcade Adventures Episode 1, 16.5k units N+, 13k units *(Figures represent sales gathered from the first three days of availability. Blow's ballpark figure was posted on Saturday, three days after Braid's Wednesday launch).

  • PS3 release of Braid 'might happen' -WiiWare not happening

    by 
    Christopher Grant
    Christopher Grant
    08.11.2008

    Blow explains, "I talked to some folks at Sony but they were not interested in carrying the game. Later on I talked to someone from a different division who *was* interested, but by then I had signed with Microsoft and started the XBLA port." Sounds like Sony may get a second chance of having the downloadable hit on its PSN service. In an interview with GameFocus, Braid creator Jonathan Blow says that a PlayStation 3 port "might happen in the future." He explained, "It's a limited exclusive, so if I were to try to make a PS3 or WiiWare version of the game, I would have to wait a little bit."While Blow did not elaborate on how long the Xbox 360 timed exclusivity would last, he did reiterate that a PC release – presumably outside the limitations of any exclusivity contract – will "definitely happen this year" while a WiiWare release "is not going to happen for this game." With over 30K downloads already logged on Xbox Live Arcade, adding two additional platforms should go some way towards obviating that whole price dilemma situation. [Via PS3 Fanboy]

  • Blow on Braid sequel, DLC, XBLA cert

    by 
    Christopher Grant
    Christopher Grant
    08.11.2008

    While it's not true that the entirety of Joystiq operates as a single hive-mind, singularly bent on delivering gaming blog posts straight into your skull, we do often share a common sentiment. This past week, that sentiment has been this: Braid is awesome. If you share our sentiment, you may be disappointed to learn that game creator Jonathan Blow is "not going to do a sequel to Braid" regardless of "how many copies it sells." Those are his words, people. What about fresh new levels, ala Portal: Still Alive, you ask? "I'm not waiting in the wings with a level pack, or DLC or anything," says Blow, appearing to take a peculiar satisfaction in dashing your hopes. But Blow knows better than to say "never" so he offers this caveat: "... maybe in five years when I'm motivated, if I have a really fresh idea for it." Deal! While Braid 2: The Pony Tale might not be in the cards for creative reasons, an XBLA followup might not be in the cards for financial reasons – Blow cited the recent royalty adjustment on the platform as an impediment, stating, "If it's as I've heard that it is, I couldn't even necessarily break even." And while Blow was quick to point out that Microsoft isn't "Bad" (seriously, he's the first commenter) he was particularly frustrated with the oft-cited XBLA certification process, which he felt was time that could have been used to make Braid a "little more polished, little bit better." So if jumping to conclusions is your thing, you can blame Microsoft for whatever shortcomings you see in the game. To us, it sounds like business as usual and, despite any misgivings about the XBLA platform, it still managed to deliver a very polished, and very impressive platformer to a relatively huge audience for the not unreasonable price of $15.

  • X3F rallies around Braid, demands your consideration

    by 
    Ross Miller
    Ross Miller
    08.09.2008

    var digg_url = 'http://digg.com/xbox/Why_should_we_care_about_Braid'; Braid is good, but the biggest hurdle seems to be its pricing (frequently discussed lately by creator Jonathan Blow). With most of the Joystiq staff too busy playing the XBLA time-bender this weekend, our cohorts at X3F (the blog formerly known as Xbox 360 Fanboy) have stepped in to lay out the reasons why you should really care about Braid. Click here and get edumucated.

  • Blow explains dilemma of Braid's price to 1Up

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    08.07.2008

    Braid is great. Braid's 1200 MS point ($15) price, on the other hand, has been a point of contention. Designer Jonathan Blow sat down with 1Up and discussed what went into the decision of the game's price point and some of the tough choices that needed to be made. Blow explains if the game maintained sales among a niche audience at 800 points he would be "bankrupt or in debt." Then again, if Braid sells moderately well -- and if the buzz over the title keeps going, it should -- he says he could have stuck it out at 800 points and then the game would have probably sold even better. Check out the developer's dilemma in the video after the break.

  • Metareview - Braid (XBLA)

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.07.2008

    Capturing the essence of Jonathan Blow's Braid within a single sentence isn't the easiest thing to do, especially not if you want to avoid run-on monstrosities like: It's the game about a tie-wearing, time-traveling gentleman on a quest to rescue a princess, inconveniently held captive at the end of six beautiful worlds filled with all manner of puzzles which require fiddling with the flow of time to solve also it's really, really good according to reviews. So, let's go with "it's really, really good according to reviews" and leave it at that, eh? IGN (88/100): "Xbox Live Arcade needs more games like Braid. Heck, gaming on all platforms needs more titles like this. Imaginative, innovative, and engrossing, Braid is a spectacular achievement. If only the experience lasted a little longer and there weren't as many puzzles with singular solutions." Edge (90/100): "Braid remains a beautiful and brilliantly demanding game that barely contains its dense population of ideas, taking its place alongside Geometry Wars and Pac-Man Championship Edition as one of the finest original titles available on Live Arcade." Eurogamer (100/100): "I've gone to bed thinking about Braid, and I've woken up thinking about it. From the fragments I remember, I'm pretty sure I've dreamed about it as well. Braid is that sort of game." %Gallery-5074%

  • The official Braid walkthrough says, 'Please do not use a walkthrough'

    by 
    Ross Miller
    Ross Miller
    08.07.2008

    If Braid is causing you some trouble this week, let us direct to you designer Jonathan Blow's official walkthrough for the newly-minted Xbox Live Arcade title. Sort of. Let us explain... No, there is too much. Let us sum up. In a nutshell, Blow's advice is to "deal with it." According to the guide, "Some of the puzzles will be hard. But when you manage to solve those hard puzzles, you will feel very good about it. [emphasis theirs] The game will feel very rewarding. Don't rob yourself of that feeling by reading a walkthrough!" While we agree with the sentiment, for irony's sake, our fingers are crossed that Braid will hit Top 10 Wanted FAQs on GameFAQs.%Gallery-5074%

  • Jonathan Blow talks Braid pricing

    by 
    Justin McElroy
    Justin McElroy
    08.06.2008

    There's a really interesting discussion going on in the comments section at Braid designer Jonathan Blow's official blog, as he attempts to explain why he's a bit disappointed the game has to arrive for 1200 ($15), rather than the 800 ($10) points he would have preferred. Though he says Microsoft pushed the $15 price point, he admits he's also got his own financial concerns to consider that make the price a lot more palatable. Blow also says he's worried about ending up like Jeff Minter, who wanted his game Space Giraffe affordably priced but didn't recoup enough as a result. It's a surprisingly frank discussion, and one well worth checking out.%Gallery-5074%

  • This Wednesday: Braid makes timely arrival on XBLA

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.04.2008

    This Wednesday marks the opportunity to become a tie-wearing time traveler in Jonathan Blow's Braid, an "artful puzzle-platformer" and the next volley in Microsoft's all-out August Arcade assault. You'll traverse multiple worlds as you search for a princess (yes, the abducted kind) and wrap your mind around various instances of time behaving badly -- that includes rewinding, time streams, parallel realities, time dilation and "perhaps more."Oh, and you'll be wanting to know the price of all this. Well, we hate to rain on your Braid, but despite Microsoft's earlier denial, the game will indeed cost 1200 ($15).%Gallery-5074%

  • Indie game designer calls MMOs "empty," craves something more

    by 
    Samuel Axon
    Samuel Axon
    11.30.2007

    If World of Warcraft or Lord of the Rings Online didn't have levels or gear, would you still play? Would you still spend several hours fighting Murlocs or servants of the White Hand if the point was the battle itself, and not the XP and loot rewards? At MIGS 2007, indie game developer Jonathan Blow talked about differentiating between gameplay that hooks players with fun or an emotionally affecting story, and gameplay that hooks players with an addictive rewards system. "MMOs are notorious for having relatively empty gameplay, but keeping players hooked with constant fake rewards. This creates the treadmill," he said. "Rewards are a way of lying to the player so they feel good and continue to play the game ... but I am forced to put forth this question -- would they still play a game if it took out all the scheduled rewards?"Gamasutra wrote up the highlights of Blow's presentation. It's a lengthy article that reaches far beyond MMOs, and is a must-read for people who are serious about gaming. But what's the answer to his MMO question? Does World of Warcraft (or any other game like it) feed a hunger for fun gameplay, or is it just a quick-but-empty fix? We have to tackle that question if the MMO is ever going to move past the grind and become something substantial.