Peter Thiel is teaching a class at Stanford about how to start a technology company. One of the students is posting thorough class notes online. In this instalment, Thiel takes the question of what kind of company to start and reframes it in terms of secrets. Thiel’s point of view reminds me of the way […]
We’ve done a first pass at changing the shape of the island terrain, and here’s the result: The changes are a little bit drastic in some spots, but overall not as drastic as I had expected. I had been worried about some issues in the natural flow of where players would naturally end up going, […]
This talk was presented by Jonathan Blow and Marc ten Bosch at Indiecade on October 7, 2011. Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure […]
GameSpot’s podcast, HotSpot, had Jonathan Blow as a guest for the September 14th episode. There’s a bit of an interview, and chatting about various game topics; some discussion of Braid, some of The Witness, and what makes a good puzzle? Here’s the link.
Back during the press tour, Michael Abbott invited me to come onto the Brainy Gamer Podcast, and the resulting episode is now live. It’s got some inside-baseball stuff that hasn’t been talked about in the press coverage. So that’s something. See also the previous episodes with Manveer Heir and Matthew Burns.
For the past couple of weeks I’ve been showing a preview version of The Witness to various folks in the press who were interested. Typically I just have them sit down and play for a couple of hours, from the beginning, with no guidance from me; afterward, we talk about what they just played. Previews […]
I’ve been trying to refine the trees to look better, and I’m fairly happy with the results so far. All too often, game trees are using many tricks to make em look good. Because of that, the geometry often looks like a mess (unless it’s really high poly). One thing I tried to do is […]
This talk is called Games and the Human Condition; it was given at Rice University on September 27, 2010. It’s about “best practices” of modern game design that I find unsettling, and the way in which “social games” and “gamification” are destructive. A full video is available from this page at Rice University. Here’s a […]
Why can’t video games give me a powerful, high-density experience, so that after 3 hours I am satisfied, I feel like I have had enough? Wouldn’t that be cool? A movie can give you a satisfying experience in 2 hours. A painting or a sculpture can give you a satisfying experience in 10 minutes. A […]