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Jonathan Blow's Comments
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Comment In: Team Meat On Working With Microsoft, Steam 'Powerhouse' [News - 09/07/2011 - 04:16]
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That's not true. It is ... That's not true. It is not too hard for an indie to get on Steam, you just have to get their attention. The Team Meat guys give some advice about that in the podcast. It's true that if you are making an indie game that is not good it's hard ... |
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Comment In: Interview: Jonathan Blow - Xbox Live Arcade 'A Pain In The Ass' For Indies [News - 08/11/2011 - 04:33]
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Maybe, if they want the ... Maybe, if they want the game I don't know My point isn't that it is an evil service that should be shunned, or anything like that. My point is that being on XBLA is actually a huge pain, and there are other options that are preferable. If those other preferable ... |
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Comment In: Monaco And SpyParty, On The Road To PAX [Feature - 08/20/2010 - 04:55]
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Also, Tim, you are sort ... Also, Tim, you are sort of assuming that the natural outcome of someone learning business and negotiating skills is that they then will sell their IP for some kind of good terms. In my experience it is exactly the opposite those with business and negotiating skills keep their IP, and ... |
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Comment In: Mindie – Bridging The Gap Between Mainstream And Indie [Blog - 07/13/2010 - 11:40]
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All of this talk about ... All of this talk about who-deserves-to-be-called-what is just a bunch of uptightness. It is best ignored, because your energy will be more-beneficially focused elsewhere. Making games is hard. It takes a lot of work and a lot of skill. Making good games that are going to win the IGF, get ... |
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Comment In: Ludus Florentis: The Flowering of Games [Feature - 08/27/2009 - 04:25]
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I feel that this article ... I feel that this article is a bit overeager and bends a lot of facts to fit its thesis. As one example, I grew up with video games in my home, and so did all my friends. I'm 37 years old, so I'm not sure how it can be claimed ... |
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Comment In: A small amount of mildly investigative journalism into the IGF 2009 judges. [Blog - 04/11/2009 - 07:47]
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P.S. For what it's worth, ... P.S. For what it's worth, I voted for Blueberry Garden for the grand prize. A game which, you'll note, had no text. As Raigan points out, most of the finalists had minimal text or narrative. Where did the idea of this blog post even come from, and did it check ... |
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Comment In: GDC: Chris Hecker Discusses User-Generated Content, Etcetera [News - 03/25/2009 - 05:34]
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Correction: Frank and I have ... Correction: Frank and I have spoken against the idea of the message model of meaning, cautioning developers not to think about things that way. It is overly simplistic and tends to yield poor work. |
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Comment In: Legitimacy For Game Developers [Feature - 02/10/2009 - 04:55]
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The porn business makes lots ... The porn business makes lots of simple entertainment that pleases people, but it doesn't have the kind of legitimacy this article is talking about. |
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Comment In: Braid's Blow: 'How To Make Games That Touch People' [News - 11/21/2008 - 05:49]
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I do not think Myst, ... I do not think Myst, The Last Express, or Syndicate have anything to do with what I was talking about. Though it's been a while since I played any of those, so if you want to explain further to make your point, I'd appreciate it. Most of the games that ... |
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Comment In: Jonathan Blow: The Path to Braid [Feature - 09/12/2008 - 06:25]
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Erratum: In this interview I ... Erratum: In this interview I said that Braid had some influence on Rod Humble's game The Marriage, but this can't be true since Rod didn't play Braid until close to the ship date. I must have been thinking of something else, and gotten things confused due to the sleep-addled state ... |
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