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" "Right now, if you're coming out of school—is the generalization of the age of people who happen to be coming out of school, usually—it's a very valuable time where you're kind of in your prime in terms of learning new stuff and adapting and having energy and inspiration and all this. Or at the last, you'll probably match any later time in your life, whether those impulses decline or not—very good time right now. And sort of one of the worst things you can do is go work at some company that's kinda big and bureaucratic and slow, at that age, because you're still learning and you wanna run the engine fast, you wanna learn things quickly because learning is like compound interest and the more you learn, the more you'll learn from your later experience because you can handle it better or whatever.
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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Well, it's very personal to me, because I have that kind of personality. The same sort of thing that drives somebody to study physics for 30 years, so they can discover a new particle. Just so they can know something more about the world. I have that same personality, but I didn't end up in physics. I ended up in game design. What does that mean? What is my outlet for that? I have gone on record as talking about game design as a practice, like a scientific study, or like a spiritual practice, like yoga or tai chi. And that's part of what I'm doing when I design a game, is that I'm exploring the universe in a certain way. I'm trying to understand true things about it, or to uncover things about it, in ways again that are less bullshitty than just writing words on a paper. Because somehow, and I could be totally fooling myself about this, but I believe that somehow, there is something more meaningful about creating a system. Because the universe is a system, of some kind. And writing is not a system.
I think a lot of game designers are irresponsible. When we can make something that affects so many people's lives—a AAA game these days, a hit one, is 10 million copies or more, probably. When you are making something that affects that many people, and you're not thinking about exactly what way you're affecting them—like seriously, not just like "oh, I'm giving them something fun" but like really introspecting—I feel like there's something wrong. If you think really hard about it and then you come to the conclusion "oh, what I'm doing is great, this is totally good", that's fine. But I feel like there's a lack of serious thought in the industry. People go and they spend three or four years of their life making a game, working very hard—it's very hard to make games, even when you have a hundred people helping. Because it's that much of your life, you would think it's very important to understand it and spend that time well but I think often the opposite happens psychologically—it's like "oh, I'm spending—I'm putting so much of myself into this". The thought that "it could be a bad thing when I thought that it was a good thing" is almost unbearable. "So I'm just not gonna look at that." I'm not saying that all game designers are like that. I've encountered what I perceive to be that attitude. Whereas other game designers, who make games where you just run around killing a hundred dudes or whatever, I've had totally reasonable discussions with them and they're just like "no, I've really thought about it and here's what I think". And so, it's complicated.
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?’