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Jonathan Blow: Game design: the medium is the message

CreativeMornings HQ7 HN recommenders · recommended in 7 months, 2013–2020
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talk · general · evergreen · 2013–2020 on HN

Jonathan Blow's CreativeMornings talk arguing that business models shape game design, drawing an analogy between 1970s TV and HBO and between free-to-play and premium games. He calls for games that inspire awe rather than chase constraints.

HN cites it repeatedly in debates about in-app purchases and monetization corrupting games.

7 comments from Hacker News

@DanielRibeiro2013-11 · in “On Game Development”

Jonathan Blow (Braid and Indie Fund) recently gave an amazing presentation on the evolution of Television, and he made an interesting parallel to the evolution of games: ▶ this video

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@hnick2020-06 · in “Facebook announces policy changes ahead of 2020 elections”

There's an interesting talk about that by Jonathan Blow, using the common phrase 'The Medium is the Message'. The eventual topic is mobile game design but he starts off with TV and how commercial and other constraints influence show (and game) design. ▶ this video

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@emsy2017-05 · in “So You Want to Make Games”

While I disagree with the word dumb and find "ignorant" more suitable, your Candy Crush comparison is bad. Jonathan Blow nailed it in this presentation: ▶ this video

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@aethertron2015-09 · in ““We Own You” – Confessions of an Anonymous Free to Play Producer”

>It is almost certain you have or are playing a game I have produced or worked on in a major capacity. Maybe for a few minutes. I like to think I'm good at analysing game mechanics, as a long time gamer and sometimes amateur game designer. So I mostly avoid F2P games. The tactics are repulsive to my tastes, and I can smell them from a mile away. When there's a choice between struggling to meet a challenge by improving my skill, or paying my way though, my inclination is to take a 3rd choice: stop playing this and do something else. So I much prefer paying up front for a game. I'm old-school that way. Maybe this option is viable, as a 'serious' gaming hobbyist, only temporarily. But right now, the best games (in my genres of choice) are sold on the traditional purchase model. They are PC and console games. Generally, I don't like 'endless' games; I prefer a game to have an ending: I play it, experience it 'fully', finish it, then move on to something else. (But... just to undermine everything I've stated above, I am playing Pac Man 256. It has good gamefeel. I'll play it until I get all the powerups, perhaps. No interest in high-scores...) tl;dr: IMO F2P games are inferior instances of the artform. Be cool like me and play superior PC and console games. Also, Jonathan Blow has some interesting points to make on how the payment form of games (and entertainment in general) affects their structure/quality. This is the one where he talks about addictive mobile Skinner box games [x

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@kelukelugames2015-02 · in “‘Braid’ creator sacrifices his fortune to build his next game”

I've followed Jonathan Blow for a while. He has a reputation for being condescending. If you follow him a Twitter then you might come to the same conclusion. But he has given some amazing talks. ▶ this video <-compares games to televison link link link

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