Could someone who edits Wikipedia please remove the massive Braid plot spoiler that was added today? Not only is it a spoiler, but it is wrong (and it is against Wikipedia policy, since it is POV.)

I would do this but Wikipedia has my IP range blocked for some reason.

47 thoughts on “Wikipedia”

  1. That was more or less the interpretation I had. If it truly is wrong, the scene is very misleading. The game is supposed to have many interpretations, right? So what exactly makes this one wrong? If you’re willing to give an answer, use e-mail instead of comments because everyone else will get spoiled too 😛

  2. WOW!

    Thank you so much for making this game. It is awesome! World 5 is making crazy lol…..

    Are you going to be making any new worlds for download or making a squeal?

  3. Despite it being a game people LOVE, critics citing the lack of replay value and the thirst people have for new puzzles…you DON’T see the point?

  4. Braid is a package of a whole bunch of things (the levels, the time mechanics, the story, the visual aesthetic, etc).

    Braid has already pretty much covered the subject matter that Braid was about. If there are expansion packs or a sequel, it seems inevitable to me that they would be lesser to the first game. That’s what I don’t see the point in. I want to make the best game possible. If I were in this for the money, I would do just like your typical developer-or-publisher does and turn around a sequel as quickly as possible. But I don’t think Braid needs a sequel.

    I have a plan for the next game that (I think) is really good… but it’s not Braid. Isn’t the most important thing just that it’s the best game that I have the idea to make?

    If another developer out there really likes the time mechanics and wants to make a game that uses them, and perhaps some new ones, with their own new level designs, then hey, awesome. They can bring something new to the table in terms of story elements or aesthetics, too. You don’t need me to do that.

  5. Pinecone – if Jon was into rehashing existing ideas, Braid wouldn’t have existed in the first place. I’m sure he’s aware he could squeeze some more cash out of it, but I’m guessing that just doesn’t interest him.

  6. As for the ending — the meaning is pretty clearly explained in the epilogue.

    Certainly, it’s open to personal interpretation. The intended reading is sitting right there, though.

  7. I understand that Braid is it’s own thing, and I respect that, but I don’t think adding more replay value that’s still true to the game is a bad thing, since everyone loves it and it would still be game of the year.

    I like it so much, I just want a little more; I’ve beat Braid more than 5 times and enjoy it every time, though.

  8. But what’s the point? It’s not a question of replay value, so much as it is proportion. At the core of why Braid is great are two things:

    1) It thoroughly explores the possibilities brought upon by its mechanics
    2) It does not repeat itself.

    So, the question is… are there are any more ideas that can be done with the mechanics that are actually worth exploring? Surely, more difficult puzzles could be made, but I do not think they would be any more interesting. Probably just more frustrating.

    That being said, Mr. Blow, if you do make a Braid sequel, The Quickening would be a great name for it. Seriously.

    Alternatively, you could sell the IP to the most hilariously crass, point-missing developer out there — let’s say, I dunno, Popcap — and see what god awful things they do with it. Just for fun. And $$$’s.


  9. Jonathan:

    I completed the game today. My synapses nearly fried on a few of the puzzles, but I persevered. The game is remarkable. Congratulations and thank you on such a wonderful and beautiful project. Loved the “Mario” references. I’d be curious to know some of the other games that inspired you, or perhaps see subtle nods to them in future titles.

    The ending was certainly unique in light of what I had expected. I don’t know if I would want to see a traditional sequel (i.e. more of the same), but I’d like to see where you go next for ideas.

    That said, I would love to see more of a discussion on the game’s storyline at some point in the future. Obviously, a lot of it is left open to interpretation, but I’d almost want to see a webcomic, graphic novel, or even an animated short going into more of what was presented here. I think it boils down to that the story was so unique, I’d simply like to learn more about it. I’d expected we won’t be seeing a storyline discussion anytime soon until the game gets a little older.

    But again, it’s refreshing to see that original gaming ideas, or even 2D gaming hasn’t been tapped out yet.

    Would this at some point ever come out as a physical disc? I like my downloadable games, but I like showcasing my library as well.

    Thanks again,


  10. i would have liked to see a wikipedia editor’s interpretation of the plot. i have my own thoughts on it but they veer into cynical territory since there are a lot of disconnected things in the storyline. i assume purposefully of course, but then donnie darko was purposefully disconnected and actually didn’t amount to anything (and if you liked the movie, then sue me). though i don’t think braid is out to just do ‘comic book absurdity’ like richard kelly.

    despite all that, it’s one of the most visually stunning games since okami and rez hd. and the best 2d puzzle-platformer since abe’s oddysee. if you released an artbook or something like that i would definitely buy it. and then make the library i work in stock it.

  11. Haha my anti-spam word was “princess”, I don’t if thats coincidence or what.

    Either way, I’m going to say this in all posts until it happens, make a Mac port!!

  12. Hmm… myself, and just about everyone on GameFAQS, seems to agree with the deleted Wikipedia interpretation of the ending. (Although I thought of an alternative one which I’m also not sure is right since it doesn’t fit with the Epilogue..)

  13. One of my literature teacher once said that the writer’s intent should not be taken in consideration, that the end material is up for discussion.

    I kind of agree with her.

    I played through Braid and I am now in the process of finding all the secret secrets but I know of what happens once you do and I would say that my own interpretation of this, though maybe not your intention, is completely based upon my experience playing the game.

    What you intend doesn’t necessarily lead to what you expect, right?

    Isn’t that what Braid is about in a way?

  14. Well, clearly the meaning that you get out of a thing is what ultimately matters. I would think the most meaning, however, would come out of cross referencing your own interpretation with the original intent. That doesn’t invalidate your interpretation. What it does do is inform your perspective.

  15. I’m fine with no Braid 2 but you should make a game thats as fun or has as good as story as Braid (Both would be nice.)

  16. I wandered over here from PA. First, I’m not an XBox owner, so I’m wondering if we’ll see the game on other platforms? Second, judging from the comments ere (and I’m trying to stay unspoiled!), I see a lot of similarities to Portal. Both are small, quick games with interesting plot twists, which lead to lessened replayability. Both were created by extremely small teams and then distributed by a big company. And both generated lots of comments about their price.

    Speaking as an outsider, I agree with Tycho: if the game is good enough that I’d forgo one meal to play it, I’ll gladly spend the price of that meal to get it. Looking across the table at my NDS, I own Club House Games and Shiren, which have near infinite replayability. These are games that I’ll still be playing a year from now, so I guess the cost per hour of playtime will gradually drop to zero. On the other hand, I also own the entire Ace Attorney series, each of which have almost zero replayability. I enjoy the plot twists and obviously have no issue with the price. I’m sure that a year from now, I’ll occasionally be reminded of them and will still have fond memories; in a sense, the price per recollection will also drop towards zero. And I’m keeping the cartridges, because I expect that as my memories fade I’ll want to play them again, like rereading a favorite book or watching a rerun of a favorite TV show.

    So, yeah, I support your pricing decision, and I hope to see Braid on the PC or NDS real soon.

  17. I’d hate to be misinterpreted on my view of a game I LOVE so much, so just to clear things up:

    I made no mention of money, rehashing or for the creator to dilute the striking originality of the game. As to the point that the game has no more story left, well I think the fact that the end of the game is so ambiguous lends more than enough room for a sequel.

    Anyway, another game entirely might not even be necessary since you can preserve the integrity of the storyline while still releasing more levels and puzzles for people to enjoy. It seems to me like a huge tease to release a small XBA game based on (relatively to other games) easily made levels that so captivates and enthralls, only for there to be a few hours of gameplay maximum. When Portal came out and there was no word of more levels to be released the fan community wasted no time in creating more levels, when Braid comes to PC I hope the same will happen especially if the creator is so resolute in keeping such a promising game rooted in a one-off-take-it-or-leave-it title.

    To be honest it’s an entirely expected reaction. Simple gamer behavior – Make an awesome game -> people want more. I’m sick of fantastic games coming out taking £40 of my money, holding my attention for a while only for them to be reluctantly put on the shelf to be replayed again when I’ve forgotten about them a year later (Assassins Creed, Oblivion, Mass Effect, Bioshock, The Darkness, etc). I want replayability. I don’t want the fun to be over :( It’s as if publishers don’t want gamers to get too stuck in to a release because that means they won’t go and buy their upcoming games.

    I implore you, Mr Blow, Braid 2 may not be the answer but please do not make the same mistakes and further disappoint all the many, many gamers who remember monumental titles with fondness but also regret that they may not carry on the simple pleasure of playing.

  18. Jonathan: I want to personally thank you for one of the best gaming experiences I’ve had in many years. I’m speechless! I really hope Braid does well so we can see more creative games from you and your team in the near future.

  19. I’d like to say that I applaud the author’s stance on the subject of the sequel. Due to the nature of Braid’s gameplay and its implementation into the complete experience, I have to agree with Jonathan that the sequel will have a very difficult time (if a chance at all) to live to the perfect package that is the game as a whole. However, I’ve been rather intrigued by some of the Speed Run challenges, as most of them (apart from the “Full Game”) seem to be rather impossible at first, and showcase a somewhat deeper rhythm within the game. In that respect, I seem to find Braid more “replayable” than some of its fans.

    I do not feel that a $15 price tag warrants any further discussion of the customer’s expectations. The length of the game is more than appropriate, its quality and attention to detail are praised by far more qualified men than myself. The ending alone makes the game complete in a way that few pieces of electronic entertainment have been.

    Unlike some, however, I do not believe that any of Braid’s concepts are “original” or “innovative” by themselves. The quality of the game is derived from the impeccable implementation of several familiar techniques (the focused delivery of which seems to be the single most successful contribution). After reading Blow’s GDC “rant” from 2006, I have not the slightest clue as to how the author himself feels about the innovative features of the title (though it’s a rather rude question).

  20. Not everything is made to be consumed repeatedly. I remember watching the Matrix for the first time and immediately wanting to experience more of the story. Then I saw the second one. I skipped the third.

    Not all things that end should, and some that continue definitely shouldn’t. Some sequels are worth it, as are some expansions. But if creator of the original work doesn’t think it’s worth it, I’m not going to argue simply because I want a few more levels. No matter how cool it would be to have them.

  21. Some people seem quite dismissive of the Author’s statement that the game has an actual meaning, which i find strange. When absolutely no clue or indication is given by the story, then I would agree more with that sentiment, however, this does not appear to be the case here.


    Post 2 on the above link is very convincing as a possible true meaning to the story. The poster provides enough evidence that I am a buyer of his interpretation. I am not him, and i do not know him – i just stumbled upon that thread.

    While the superficial story of Braid was brilliantly done, i feel it is just that – ‘superficial’, from the perspective that the true story is actually far deeper than most people are willing to give it credit for.

    Jonathan, congrats on an awesome game. Are you going to set the record straight and explain the true meaning to the game (whatever it might be?). That’s actually why I came here. If the above link is correct, I think that it really does give the best evidence yet to the whole ‘game as art’ argument. I’d say more on that subject, but i’m not even sure the interpretation given in the above link is correct.

    Do you plan on explaining the full story at some stage??

    BTW – feel free to delete the link above (and anything else in this post) if you feel I should not have posted it. There is a shocker further up so i thought it would be ok if i also posted a warning.

  22. I read in one of the forums that Blow doesn’t really think its his place to tell us (consumers/adults/people with brains) what the game ‘means.’ Its supposed to make you think about your life, or life in general. Don’t make the game’s meaning your princess. Enjoy it, think about it, but don’t pretend that it means any one thing, or try to categorize it. Or else you’re missing the point.

  23. Maybe so Dissent. However, in that case I would argue for that which others said above. Blow is catehorical at the beginning of this page that the enty in question was ‘wrong’.

    If that is what Blow feels about Braid, then to state with finality that a particular interpretation of the story s just flat wrong is to say that his version is correct and that other versions are not. If all versions are correct, then certainly a spoiler should not have been added to Wikipedia, but it should not be said that the statement is ‘wrong’ as wrong does not exist according to that theory.

  24. I write without knowing what the original Wikipedia spoiler was, but I would guess (judging by many interpretations I’ve seen on various boards) that Blow’s use of “wrong” can probably be interpreted as something along the lines of “ill-conceived and superficial.” People have been too quick to jump to conclusions. I finished the game yesterday and can’t claim to have it all, every single little thing, figured out. As with many of the puzzles themselves, I am taking my time to contemplate ideas slowly, letting them marinate in my mind. I feel no need for instant gratification here.

  25. I have read every single site and theory there is, and while many are relevant and make sense (some more than others), I think the real “meaning” of the game is that the destination is not as important as the journey, the choices we make to get there, and the things we learn on the way. When we play games, the goal is usually to win, beat it, persevere, unlock all secrets in the process, then move onto the next game with the knowledge that you have made the video game world a better place. Some games try to break the norm by being anticlimactic, or having “bad” endings. What this game does is something entirely different which has never been accomplished before, which is making the consequences of each decision, including the decision to play at all, completely relevant to the end result.

    Braid is not only the defining proof that games are, in fact, an art form and a viable source of intelligent media, but the first and only game that has ever made me feel smarter without trying to teach me something. It is absolute brilliance, needs no sequel or expansions, but for the love of God I can’t wait to see what game could possibly move me more than Braid has.

  26. BRAID SHOULD NOT HAVE A SEQUEL – Jonathan Blow is excellent for not surcoming to the lust for money and dilution. Aphex twin of gaming in the making.

  27. way to make an amazing game!

    I read in one of your responses that you were not interested in making any extra worlds, or a braid 2…. but what are the chances of a level editor?

    I’m sure it’s much easier said then done, but the idea of community generated levels really excites me, and I would gladly pay another 10$ for it.

    Keep up the good work, I hope the game keeps selling, because this is one gem that every puzzle lover should play, and I’ve recommended it to all my friends with xbox360 (and to everyone else, I said to wait for the PC version)

  28. We only just got an XBox [not getting into the whys, just that we only just got one] and the first game I bought was Braid =D

    My main comment is that Wikipedia does not discourage spoilers anymore, citing that spoilers are to be expected in an in-depth article about XYZ subject. POV and inaccuracies may still be removed, but there is unfortunately no longer the “May contain spoilers” kindness.


  29. Thank you guys for making the most enjoyable gaming experience I’ve ever had! At times, i was like “Thats not possible!” or “I hate you you stupid game!”, but the music was a perfect balance to calm me and stop me from throwing my Xbox out of the window. I loved every second that I played and really wish I could rewind time to play it over:)

  30. I was just posting my love of the game over at the OXM forums. Absolutely brilliant game on so many levels. Can’t wait to play through again! And I’m definitely looking forward to anything else you have planned for the future.

  31. Jonathon, well done. In all aspects you’ve made the right decisions and the outcome is breathtaking. Certainly you must be pleased the product of your hard work is appreciated on many different levels.

    And personally, thank you for keeping the story vague. My interpretation of your words means more to me than any definitive outline. Like reading a narrative and picturing the voices in your head rather than the contraints of hearing an actor who may not have the same verbal flavour you imagined.

    I’ve recommended Braid to everyone I know. Again, thank you.

  32. Jonathan Blow, I just want to say thank you for this great game. This is by far, the best game I have played in years. I also want to thank you for thinking it out and deciding not to make a 2nd one. Thank you.

    Also I know you are a busy person, but have you ever read Einstein’s Dreams?

  33. To the people who object when an author calls an interpretation “wrong,” this isn’t at all incompatible with the idea that there are multiple interpretations, beyond the author’s intent. On the contrary, I think it’s quite clear that Braid is deliberately ambiguous and open to many, many interpretations. However, multiple interpretations doesn’t mean anything goes. It has to be supported by textual evidence. So when Blow says the original wiki interpretation is wrong, it means there’s just no evidence to support the argument that Tim is a stalker. And to me, that theory quite clearly misconstrues the ending sequence.

  34. If you dont make a sequel, can you at least publish some level editor so many people can create new ones just like LBP? I waited 25 years for a game like that to show up and I went through it in 10 hours :( I want more, I need more.

    Thank you

  35. I’m terribly sorry if this a poor place to be writing this but I’ve been searching various places on the net for somewhere to connect with the makers of this game, and this about the only place that I will be able to.

    I just wanted to thankyou for this game.

    It seems to me that very few creators (be they artists, musicians, writers or game designers) actually realise the effect they can sometimes have on people.

    Which is why I feel it necessary to divulge my story.

    Late in 2007, I was in a very intense relationship with (Who I thought at the time was) the girl of my dreams. Needless to say, this relationship dissolved quite explosively (see that Braid reference there). After the breakup, I didn’t fair quite as well as most people do, and I spiralled out of control mentally. I found myself taking illicit drugs frequently, and… let’s just say, i found “the bottom” with a self-inflicted thud.

    Then one day, in a drunken, drug fueled stupor, I booted up my 360, and began to trawl the demo scene.

    As I came across braid, I was instantly enthralled by the artwork that filled my screen, and simply had to download it. Over the following two weeks, I played Braid almost endlessly, being further, and further enveloped by the premise, the art, and mostly the story.

    I found this beginning to resonate with my situation. The slow destruction and dissolution of losing something, finding something, and realising the choices that we all make are consequential, and have a tremendous effect on everyone.

    I would like to apologise for vagarity of the connections, but I will not ruin the plot for anyone.

    Now, to the point.

    At the “end” of Braid, when the story was fully realised, I was changed. The biggest irony was how far I was actually removed from the true nature of the story.

    I cannot pinpoint the exact catalyst, perhaps it was every part of it gelling together, but, in a way, I was saved.

    I came to understand the reasons for the bad things in my life, and that I had created them all. I was my enemy, and I no longer recognised myself or what I had become. (Sorry that sounded so cheesy).

    I now no longer take the drugs I was taking, though I will confess to still smoking pot. I also resigned from my place of employment (I was working in outbound phone sales for a major telecommunications company, another negative aspect of my life, causing me endless amounts of stress and anxiety)

    As it currently stands I’m part of a very small amount of successful candidates to begin a career as a recreational manager for teens with special needs.

    I feel that I need to take advantage of my existance, and simply be a human being, to exist for something productive. Something good. Something I had long forgotten how to be.

    Thankyou Jonathan Blow for bringing this game to my life, and of course to ALL of the amazing people involved with Braid.

    Free Hugs for all of you, Jef. M. Ellsmore.

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