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One
of the things I found interesting while playing the game is that it's kind of
like a series of logic puzzles. Each room you get to, you've got a logic
puzzle. You work out what to do, and then you can move onto the next one.
I
don't know if you saw Jonathan Smith's talk about the springy path, so you
could get through the game and generally get through the game without too much
resistance, but you can see all these other things if you go back and look
again.
But
the bit about being in a room and trying to work out what to do in a room kind
of reminds me of point-and-click adventures. It's something that's been kind of
left by the wayside, that way of doing things. Obviously, it's in no way a
point-and-click adventure, but that active process that you go through as a
player is similar.
It's
one of those games where one person might get it straight away. They'll walk
into a room and go, "Okay, I get it." And then someone else will be
there for an hour. I've seen that with your game. Some people do it straight
away, and some people take forever. How on earth do you balance something like
that? It depends on the minds approaching the game in a much more exaggerated
way than in most games.
JB: Early on, once I had all these ideas
and was really hyped about the game, I decided that this is going to be the
best game I've done so far. It's going to be like a philosophical pursuit for
me. So I'm going to abandon all the other traditional ideas about game design
that I've had.
Those include stuff like, "You need to have danger in order
to keep the player interested." It started as an action-platformer, and it
moved to puzzles when it was like, "Well, I don't want to kill the player
or have lives, so how do I make the game interesting?" It's about thinking
about where you are, and not just jumping over monsters.
Another part of game design that I just
threw out was the idea of balance, or even the idea that everybody should be
able to finish a game. That's certainly something that's come into prevalence.
It's not something the industry does very well. People still don't play through
most games.
But it's something that designers try to do. I was like,
"No." This game is like a meditation or a kind of study -- a fun kind
of study, hopefully. But it's about understanding the answers to these puzzles,
and if you don't understand them yet, you just haven't finished the game, and
that's okay.
Now, I did design the game because... not
only are different people going to have different ease at solving this kind of
puzzle, based on how much they've thought about weird time stuff or if they've
read science fiction as a kid. I don't know what it has to do with. Not only
that, but different people find different puzzles harder than others. There are
definitely some puzzles that are easier and some that are harder, but among the
ones that are harder, you just don't know.
So the game is designed so that it doesn't
actually block you in a room almost ever. It does that a very little bit at the
beginning in order to make sure the player understands the rules of the game.
It starts out with just rewind, and then rewind with exceptions, but once you
understand the exceptions... well, you can get through that level without
really understanding it by failing, but once it's been shown to you, then the
game is actually open. All you have to do is walk to the end of every level.
You don't actually have to solve a puzzle almost ever. There's boss monsters
that lock you in until you kill them, but that's it.
And that was just to provide some pacing
and not make the game totally feel like a cakewalk to get to the end. That was
actually a case in which I didn't throw out traditional design wisdom, which
has been hard-earned over many years. It's like, if there's a hard puzzle that
you just can't get because you can't read the designer's mind or whatever and
it's frustrating, there's no reason why you shouldn't be able to play the rest
of the game and then come back to that later. I wanted to allow that.
In fact, in Braid, sometimes there will be
a puzzle that's pretty hard. It's almost like dynamic difficulty adjustment.
Sometimes you'll have a puzzle that's hard in some way. "I don't get
it." And then you play on, and maybe there's another puzzle that has an
easier aspect of that that you can solve that will remind you of the earlier
one and give you an idea. "Oh yeah, that puzzle that I was stuck on might
work like this!"
So if you're a more hardcore player who
wants to grind through the game, you can attack that puzzle and not give up,
but if you don't do it that way, it might be a little easier, but you're still
not being given hints. The game never gives you hints.
I think Microsoft wanted
a hint system early on and I was like, "No. There's no way that there's
going to be a hint system in this game, because it's opposed to the fundamental
philosophy of the game, which is about actually understanding." So yeah, I
think I talked that one dry, but I don't feel like I've quite hit the end.
When
you were testing, did you balance anything as a result of that? Or were you
like, "No, there's no room for balancing. Either you get it or you don't
and come back to it later, but that's just how it is?"
JB: Yeah, most of the puzzles are just the
best puzzles that I've found through interpretation. It so happened that there
was a good difficulty variety.
That was another thing. One traditional
idea of games is that a game starts out easy and then gets harder toward the
end, and it ramps up, because you've got to have this challenge that ramps up.
I didn't find that to be the case when I really questioned that for Braid because of a couple of reasons.
One is that it has this parallel structure.
Every time you go into a new world, there's a new rule that wants to ramp up
from easy to harder, at least. But then also, it's just nice to have pacing.
It's nice to be playing something hard for a while and then have something easy
and then hard.
If you go see an action movie, it doesn't
ramp up the action until it's solid action for the last hour, necessarily. I
guess some movies do that, but it's kind of exhausting. It's like, maybe you
open with a big scene, then you have a rest period, then you have another big
scene. Things like that.
Kind
of like comic relief game mechanics.
JB: Yeah. I've had lectures about rewards
-- artificial rewards and natural rewards -- and it's kind of a natural reward
to work on something hard and figure it out. First of all, that feels really
good, like, "Dude, I am smart. I figured this out. I didn't think I would
be able to. It took me an hour of just staring."
Because Braid
is not like one of those 13-puzzles or whatever where you're moving something
around, or a Rubik's Cube, or anything. It's like, there's two things on the
screen, and you're like, "What? It's not possible to get that thing,"
and then like an hour later it's like, "Oh yeah, I actually just do one
action and I can get it."
That's another reason why it feels good,
because it's not arbitrary. It's not like you've stumbled your way through a
complex series of motions, usually. There are a couple of puzzles in the game
that you can get that way, but there's always a better solution. The speed run
at the end of the game that unlocks after you win it encourages you to find a
better solution so that you can get through the game in the minimal time.
There's layers of improvement that can happen.
But what I was trying to say is not only do
you get that little rush of, "I've figured out something hard. That's so
cool." But then you get some easy stuff as a little lull after that,
hopefully. You can't quite predict what's easy for whom, but you don't want to
bang your head against something and then bang your head against the next
thing. Ebb and flow was more of the idea, so I tried to pace it that way. Who
knows if I did a good job? But I do feel like it doesn't feel like traditional
pacing. I think people can see that.
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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 in which the interview was conducted.
I find this to be a shocking and horrible development in modern gaming, and anyone who follows this model with the intent of "taking it to the next level" - a common goal in development; the same thing, but more of it - is moving beyond the unethical into the outright immoral. It is not merely an encouragement of irresponsibility, but an active extermination of individuality and creativity.
This is not in any way intended to be a slam on Jonathan Blow's desire to drive gaming in new directions and provide experimental types of games, nor am I saying that Braid should never have been made. Any defense of individuality must accept that individuals will frequently want things and do things that are distasteful to others, and those things may even be seen as desirable by large groups of people. It can be productively argued that if nobody hates your game, your game doesn't have any real merit in the first place, and Jonathan has certainly opened a valuable discussion. He injects great insight to that discussion, and asks valid questions that drive the seeking of valid answers.
When you turn from playing Braid to reading Jonathan's elucidation of the principles behind it, you find the very opposite of how I see Braid itself: he encourages creativity and individuality, calling for developers to display more of both.
Jonathan's most incisive statement (IMO) has been the basic truth that WoW is not a good game, that it has gone too far. I entirely agree with that; I don't like WoW either, but for very different reasons. What Braid demonstrates to me is that it is every bit as possible to go too far in the other direction, and every bit as bad for the industry as a whole. If most game developers were trying to make something like Braid instead of something like WoW, and there are certainly many people pointing at Braid as an inspiration, things would still suck. The real lesson - and I think Jonathan would agree - is that what really sucks isn't what game you're chasing, but the idea of chasing someone else's game at all. When all the games are variations on the same theme, whether they're all MMOs or all RTS or all Braid, there is simply not enough variance in the population.
The principle of expressive fertility applies: there must be many kinds of games with many kinds of gameplay. There must be games like Braid, and there must be games like WoW, and there must be games like Tetris (yet another game I don't like), and all the spaces in between. You can't eliminate the games that suck, because your opinion is no better or worse than mine - and we'll never agree completely on which games suck.
Getting beyond that, this was a fascinating interview about a great game. Pages 3 and 4 in particular, dealing with the intent and thought processes behind Braid, grabbed me.
So you contradict your own conclusion, because Johnthan *is* expressing himself through his game. Braid is in part a response to the *way* WoW makes players meet designer expectations. He's saying it forces players, therefore it's artificial, where as with Braid the player learn naturally what the designer expects.
I don't see why he'd agree that "chasing the designer at all" is a bad thing, as not all games are sandboxes. A great designer is a pleasure to "chase".
Expressive fertility is for players. Designers already have it; they can make whatever game they want, and they can restrict and control the player experience as much or as little as they desire. Where Braid fails in this regard is that most of the goals have one and only one path leading there. It reduces to a maze - one path leads out, the rest are dead-ends. The ability to choose another maze and come back to this one later is just a book of mazes. "This one is too hard; I'll turn the page." The player has no ability to solve any maze in a new and unexpected fashion.
Chasing someone else's game is about designers. A designer who begins construction of a new game by saying "this will be just like that other game over there, except with X and Y and Z" is chasing someone else's game, instead of leveraging the environment of expressive fertility he naturally enjoys.
Creativity that begets more creativity is good. Because Braid does not beget more creativity from the player, it is not-good in that space (which doesn't make it bad). Because chasing someone else's game is not creative at all, it is also not-good, although creative elements might conceivably be added. Even the sandbox game is not necessarily good; it takes very little creativity to stick an avatar in an environment with a physics engine, and you have no assurance that the player will do anything more than duplicate what he does in other sandbox games.
The restrictions of the game environment stimulate creativity - make them too loose, and there WILL be none; make them too tight, and there CAN be none. While neither is good, I find only the latter to be actively bad.
How many of us joined this industry with high hopes of making outstanding contributions and redefine genres ? Only to end up being wage slave for large publishers trying to create and design the next Slot Machine of the industry. The take-over by large corporations and the recent mergers are only further proof of this tendency, obliterating the creativity and leaving a lot of people in the dark, hoping for their big break, one day... It's very easy to criticize but how many of you actually took 3 years of your life and made a game that you truly believe in ?
The industry is in a very sad state right now. The future brings us: In-game micro payments, free to play with tons of ads, slot machine design approach (think about the pathetic old lady with her ice cream bucket filled with quarters at Las Vegas). The Asian gaming market is actually a very good example of this unethical design approach. I understand the economical mechanics behind our industry, but I think that now we are unbalanced and we lean only toward the financial aspect of this medium.
Since I first entered this industry, I've been waiting for this day forever, the day when finally creators can make games with their soul and their mind. I believe that democratizing the game creation process and making it accessible to small teams is key to reinvigorate this industry. Jonathan did not mention XNA, but in my opinion it's a good first step in the right direction (PSN and WiiWare as well).
I truly hope that one day our industry matures enough to reach a point where we can offer content for everybody and we don't only focus on the next big trend / Pop phenomenon. Where we can aspire to offer something else than pre-chewed ideas and universes.
Gaming is more than money, it's a beautiful blend of art, literature, philosophy, cinema, music and more.
We do have now a very powerful medium in our hands, and I hope that we push it to where it truly belongs.
Why are we so afraid to create intellectual content ? We will scare the mass ? We won't sell enough of Ever Crack 28 or Bejewel V.45 ? There is room for all genres, just look at the literature industry and the movie industry, we are no different.
Again, thank you Jonathan for your achievement, and lets hope it will pave the way to more creations like yours. There is hope for this industry.
That Braid only has one right solution out of an amazing variety of clever ones makes it a failure? Are we using the number of solutions as a metric for successful game design now?
"Expressive fertility for players" can also take place in the mind. That doesn't mean the game should (or can) respond to all the creative approaches players have.
If you've played Braid, then you know that you can try all sorts of creative ways to reach the "one" solution. You don't solve all parts of the puzzle in the same order or way either. You also know there are many layers of interpretation of the story. If these aren't enough for you, I'm surprised you haven't dismissed almost all non-Spore games out there as "not-good".
The problem is, this is exactly the kind of game that should have extra levels or DLC. I'd like to play more, but I can't, because now I know the solutions!
And to the anonymous commenter... XNA is an absolutely awesome step in the right direction, especially with the arrival of Community Games. I think we're going to see a lot more games next year that aren't "more of the same", but by the same token, I think none of them are going to be like Braid. There's a world of possibilities out there, and a lot of them haven't been explored simply because nobody knows how to make money exploring them. To the indie developer, this is an open doorway begging to be entered, while the larger studios just nervously scurry past as though it isn't there.
Designing a puzzle with a primary solution dictated by the environment and rules of play isn't the same thing as creating a sequence that the player must follow, the difference being that the player is completely free to move within the space created and by the rules created, and all those rules are transparent to the player. Because of this, I don't believe that creating a space with a specific puzzle solution is limiting the players' creativity, any more than placing them in another environment that limits their movement. There may often be only one 'right' solution, but if that solution is a natural product of the rules of interaction and of the environment I think there's still plenty of room for players to feel creative, if not necessarily inventive.
And yes, it's an original puzzle game, disguised as a platformer. So don't be surprised if the challenges it features have only one solution. Puzzles aren't meant to be solved in unexpected ways.
I think some puzzles should push for more possible solutions or methods of a solution, but even if they do only have one solution that can be good. Especially in the case of Braid, where there is a message involved and themes to be expressed. Those things could be compromised or more easily misinterpreted or simply backfire or contradict with the important messages and subtler metaphors.
"subjugation and submission", wow. What a closed mindset. I see it more like the designer saying "Hey, I thought of a cool riddle! Can you solve it?" Most of the puzzles can be solved by logical thinking, so it's not necessarily forcing you to think like the designer, just to think logically...
In a way, the fact that the game puts you in someone else's head and shows you how someone else is thinking is still a beneficial thing. It's expanding someone's world-view somewhere :)
I especially liked the usage of the puzzle you create to effect the environment you are playing in.
great demo
I believe in every game I make.
Being in the industry proper does not make you less important, less creative, or mean you contribute less to 'advancing games' than some indie who sinks a bunch of money into a personal pet project.
That's the problem with this stuff: people get carried away. We get that you like Braid. Many of us don't understand why (simple platforming, simple puzzles, time mechanics that are mainly borrowed from other games, etc) but that's a matter of personal preference.
But Braid has redefined nothing. It has 'advanced' nothing, at least nothing more than any other game. It's just a game that has some fans and some detractors.
The only thing Braid seems to have truly proven is the 'indie' effect: if an independent developer makes a game, it gets a cred and score boost from every reviewer who is anxious to rattle on and on about 'death of the industry' and 'games need creativity' and blah blah blah. It's a soapbox catalyst.
Industry games have done more to 'advance gaming' than any of these recent indie darlings. That's just a fact.
"simple puzzles, time mechanics that are mainly borrowed from other games"
Case in point. Now, I can entirely understand how playing through some small early portions of the game could give this impression, but I can only say that anyone who believes the complete collection of Braid puzzles to be 'simple' is either a genius beyond the reckoning of man or someone who has only played the demo.
Anyway, there's no need to get defensive. If it's a soapbox catalyst, then I think it's perhaps time you took a CLEAN look at where you, yourself, are standing.
I have.
My issue is not specifically with Braid. My issue is with the culture of defeatism that we engender with the constant, nonsensical cry of "there is no creativity in games!". While I don't doubt that some people (naively) believe this to be the case, most people only make the argument to preface their self-aggrandizing and soapboxing. It's the game industry's form of conspiracy theory: belief in an unprovable, tenuous assertion that confers upon its belief group a sense of superiority. E.g., if I say there is no creativity in games, I come across as a more creative and concerned person than the average gamer.
There is no romance in defending the status quo. But just because a position is or isn't romantic doesn't make it right or wrong. We'd all like to be the single voice crying out in the wilderness while tragic music plays; but the fact is that there is no 'creativity crisis' in games.
Anyway, just because you're annoyed at people being callously dismissive of something you've worked on, there's no reason to callously dismiss something someone else has worked on to try to restore some kind of cosmic balance.
I think that there are so many incredibly creative people working in the mainstream games industry, working so hard, but I believe that they are hobbled by their medium. The companies are becoming more and more risk averse. However, I know that I, personally, am not fond of most of what gets released nowadays. You can't tell me that the industry at large is creatively healthy when every fourth game is an FPS/TPS with either a gritty futuristic theme or a World War 2 theme. This is not an insult to the people who worked on these games. This is economics at work. If I ran a game company, and was beholden to the stockholders, I might well find myself making the same decisions. Those who did not could expose themselves to lawsuits.
Does this mean that only indies will ever be any good any more? Of course not. The industry moves forward, and bits of brilliance shine through; but with so many people working on a single project, and in many cases working towards cross-purposes, I don't believe a large and externally funded team can ever create as streamlined and unified a product as a small and internally funded team can. Once again, merely economics at work. It's not a matter of who's creative and who isn't. We're all creative. It's a matter of who has the most freedom to pursue that creativity.
I just read the last comment from Ben Taber, and it basically sums up what I was about to reply. This is actually what I meant when I first wrote my comment, but maybe expressed it too much in a drama tone.
I've been in creative lead positions working on AAA titles for a while now, but the more I progress in this industry and the more it goes the way that Ben stated it, design by committee and diluted visions.
I know this is a generalization and there are many examples of studios and teams that benefit from more creative freedom, and not surprisingly this is from where comes most of the innovation and breakthroughs. Until they get bought by EA or another big publisher and then fall into the "machine". I am not saying it's necessary a bad thing, it's part of the industry ecosystem.
Right now we are witnessing the end of a cycle. The industry started with garage gaming and a more democratized way of developing games and then we switched to the corporate / MC Donald business model for many years. I am just glad to see that new options and distribution channels are becoming available to Indie developers.
I really think that we need to create a change in the way we do videogames. It's not about the hottest graphics, but how an ORIGINAL design, music, gameplay and game mechanics leave to your users a unique and unforgettable experience. That is the real challenge; and is what we need to make the exception like Jonathan. The future of the industry is in the people that thinks (and acts) like him.
Both thumbs up for you and I hope meeting you soon.