Sabtu, 22 Desember 2007

Jon Blow Interview

I interviewed Jon Blow, creator of upcoming XBLA (and PC eventually!) game Braid, and found him to be an wonderfully nice and insightful fellow.


EB: How do you go about designing a level? In Braid, the levels are sort of no-nonsense. They're very efficient.

The game is about understanding what it means if time behaves in certain ways -- exploring the consequences of these hypothetical laws of spacetime, and the puzzle pieces you collect are concrete tokens representing the understanding you have gained. So, every puzzle in Braid has a very specific point; it is there to tell you one thing.

Because I wanted the game to be focused (and not long and bloated with filler), I decided early on that the levels would only contain the elements necessary to create the puzzles inside them. There aren't lots of random enemies to jump on or big levels to just sort of wander through. Everything is in the game for a specific reason. After being in the game for a while, the player might start to pick up on some of the nuances (why certain puzzles are grouped together, for example).

What I've said here only applies to Braid, though; if designing a different game, I would probably take a different approach.


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