How
have you found the process of getting it onto XBLA? Has it been smooth, or
enjoyable, or horrible?
Jonathan Blow: Well, it's a difficult
question to answer, because it's at least two of those three, and possibly all
three. The process is definitely smooth, in a certain sense. It's well mapped
out. They had 150 games go through it at this point, or something, right? There
are all these stages that you have to go through, and the requirements are well
mapped out.
There are some things that are annoying,
like you always end up having certain things that you have to fix in your game,
and you're like, "I know at least 100 of the 150 games figured this out
for themselves, and why do I have to figure it out myself and waste a few
days?" But it's pretty well organized, so that's not bad.
The problem is that it's a certification
process that came from triple-A games. That's where it started. They removed
some of the requirements for Xbox Live Arcade games, but there are still a lot
of requirements. I believe that -- especially for a single-player game, like my
game -- the vast majority of those requirements are unnecessary and in fact are
for things that realistically, no user would ever care about, or most people
wouldn't care about.
I've put in a tremendous amount of work
meeting these requirements, when I could've put that work into the actual game
and made it a little more polished and better. So I feel that Microsoft feels
that this certification process is to ensure that the games are high quality,
but I feel like it actually decreases the quality of games, because people spend
so much of their energy on these things that users don't even really care
about.
So
do you think you'll do it again, with whatever your next idea is that you're
cooking up?
JB: Well, money is not really my goal... I'm not going to do a sequel to Braid. I don't care how many copies it
sells. Maybe in five years when I'm motivated, if I have a really fresh idea
for it. I'm not waiting in the wings with a level pack or DLC or anything.
No
dashboard themes?
JB: No. In fact, I was actually thinking
about doing dashboard themes since they released the new dashboard, but I
didn't want to do them on the old dashboard, because it's covered with ads
everywhere.
Braid is about setting a mood and a feeling, and it can't happen
while there's a Burger King ad flashing in your face. I just felt that that juxtaposition
would've been bad for the game.
But do I want to do it again? I've
definitely had a couple of unpleasant business interactions with Microsoft.
Nothing horrible. Well, nothing quite bad enough to cause me to cancel
releasing the game on Live Arcade. And it's not necessarily surprising.
Publishing relationships always have negative elements.
But really, what would keep me from putting
out a game on Arcade
again is that they've changed the business deal now. Right? Or at least I've
heard. I had the old deal. My game got signed barely over a year ago, before
they were changing it.
So with the new deal, if it's as I've heard that it is,
I couldn't necessarily even break even. And I'm one guy. David Hellman did a
significant amount of work on Braid.
He worked a year and a half -- not quite full-time over that time, but a lot --
but it's still like one and a half people worth of work for three years, or
something.
Across
all disciplines, isn't it? Is it like business as well as design?
JB: Yeah. But the point is, most games
actually have larger staffs than that, especially the games that a lot of
people want to play. If you look at The Behemoth, they're releasing Castle Crashers, which has a lot of
people looking forward to it. I don't know how many people are actually on that
team, but I think it's four or five, at least. They'll probably sell a lot of
copies, because they have a lot of people looking forward to their game.
But still, to even break even... Braid and Castle Crashers have been in development for about the same amount
of time, so their costs have got to be a lot higher than mine. And Microsoft is
now talking about, "Well, everybody is going to get about half as much
money as they had." What that means is, in practical purposes, the amount
of money that developers can spend on their games and break even is cut in
half. Which means that if I were making Braid
for XBLA, I would've had to release it a year and a half ago. How would it have
been? Not nearly as good as it is now. I worry about that.
Xbox Live Arcade had a lot of really lousy
games for a while. When the service first started, it was great. Everybody was
like, "Awesome." Little downloadable games -- they've fast to get
into, and they're fun, like Geometry Wars.
Then, for a while, they just started releasing a bunch of junk with
occasionally good games. But they released a lot of bad games.
Now, especially with the Summer of Arcade,
but with some of the games leading up to it, too, you've got some really high
quality games that people want. And just when they're getting that and
reestablishing the quality of the service, they've changed their deal, and
we're going to start seeing games come out under the new deal, which means a
lot less work can be put into it. And I fear that they're going to lose the
quality right when they've got their best games. But who knows. I could be
wrong about that, but I don't think so.
Three of these games in Summer of Arcade
are from like Capcom and Konami and people like that. They don't do one-person
games at Capcom. It'll be a small team, but it's a team, and it has to be
funded. Though actually, I guess it's the case of the larger publishers still
getting the old deal, so maybe it doesn't affect them. But then what you're
going to see is that larger publishers have the same quality of games, and
independent games are going to get worse, which sucks.
Because
you want the independent games leading the bigger push.
JB: Absolutely.