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" "As you get a game closer to done there are more graphical assets, and they get bigger and bigger and it takes longer to do things like load them or process them if you need to do some automated processing on them or recompute the lighting for the world, and it gets to a point where it becomes very sluggish to just try to get new things done and that was a real drag. And it's especially a drag when there's so many things to do and you feel like you can't do them very fast because of the computer. And part of that was programming in this programming language C++ that most engine programmers use to build things with, and I just had this very fatalistic attitude toward it like "Well... we can't do anything about that so I just have to like deal with this and get the game done". And then at some point I just changed thatI was like "Wait, is that really true? I know that that's what everybody thinks but is that really true?" And I was like "Yeah, no, it's not true". Like "I shouldn'tlike, we should finish this game in C++, but I don't have to accept that this is what I'm doing for the rest of my life. I can actually change this and do a different thing", and that's what led me to work on this new programming language. But as soon as I decided to do itas soon as I said "This is actually not an unfixable problem; we can do something about this", I became much happier, immediately, because I was no longer in jail; I was no longer in C++ jail for the rest of my life. So I try to use that as an example for other things as well. WheneverI know that feeling now; I know smaller versions of it, like when it comes to the way a game is designed, like "Oh, I realize I'm having this 'I'm in jail' feeling like I don't like this part of this game's design, but I've assumed that it just has to be the case." And I just go back and look, "Does it really have to be the case? Well, I mean, I decided that because this but we could make that decision differently if we're willing to pay the cost of making the decision differently. Is that cost worth me being happier with the game because it's a better game? Well, yes." So once you learn to revisit those decisions it becomes a very good thing to do and so that C++ instance I think was the biggest one, but I've learned to do that more often from that example.
Jonathan Blow (1971) is an American video game designer and programmer. He is best known for his work on the independent video games Braid (2008) and The Witness (2016).
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Here's a thing I like to point out to people—I'm not really anti-piracy, I'm not really pro-piracy. I pirated stuff when I was a kid because I didn't feel like I had a choice. My mom wouldn't really buy video games for me. I actually—one time in like a Waldenbooks or something I stole a physical copy of Where in the World Is Carmen Sandiego? from the store. And it wasn't even a good game! I was a little—I did some bad stuff when I was a kid.
People have this reaction, ‘Why would I be interested in a game where you just walk around and draw lines on a bunch of panels? Why is there even a world there? Why is this not just a cheap iOS game or something?’ There are very good answers to that, but you don’t want to give people those answers because you then spoil the game for them.
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So what are the ideas? Are they anything? Not really. What they are is an exploration of the things that can happen when you’re in a simpler version of the world we live in. So you have light and shadow, and you have colors and shapes occluding other shapes, and there’s an exploration of ‘Let’s make this as simple as we can and look at it with the greatest degree of focus that we can and see what we can see, and what is that like?’ Not even necessarily in a high-minded philosophical way, but let’s experientially look with fresh eyes upon this activity of walking around in a world from day to day, before you even add in other people that send you off into a weird mental place and all that. And then some of the panels are even more primitive. The first ones are more abstract, they’re pre-spatial. So here’s the black and white spots, and you need to figure out that you need to draw a line separating them. That’s an attempt at engaging whether there’s some kind of Platonic idea of category or space that precedes what you get when you have a full 3D world-like space that you can walk around. This is a rambling answer, but the point is that those things all work together on a few levels. On one level it’s just, ‘Hey we’re getting the player into the mindset of looking with fresh eyes upon a world.’ Even if they don’t understand what’s happening, that’s fine, that’s just what we’re doing. But then also it’s metaphorical. There’s a metaphor for being a person in the real world just trying to understand ‘What is the truth about where we are? Are there investigations we can undergo in games that get us closer to the truth about the world we live in?’