A video interview with NextGen Player.

At the 2008 Montreal International Games Summit, NextGen Player interviewed Jonathan Blow about independent game development, games as art, and about how Braid was made. Here’s the video, which goes into some topics that haven’t been covered in previous interviews:

Sorry about the incorrect aspect ratio, but I spent 45 minutes trying to figure out how to fix it, with no success. The web is kind of sad sometimes.

Here’s the link to the article at NextGen Player.

16 thoughts on “A video interview with NextGen Player.”

  1. Very interesting interview, especially your points about polish in games and the word impersonal being a synonym for professional.

    One quick question, though: have you considered giving people more of Braid in some non-sequel fashion? Now that it’s coming to PCs, maybe releasing the level editor would satisfy that craving and help the game’s longevity?

  2. In the beginning of the interview you mentioned that you have a hard time relating to the way that people think about games at conferences like that one, but you never went into any more detail. If i may ask, what are those differences in perspective between you and your peers, and do you feel there are any other games that use the same values that you do?

  3. You make a really good point about the price of Braid. While higher priced arcade titles might indicate that the game is better, I think the audience and medium (as you said a lot of XBLA games are crappy) is different. I don’t want to speak for anyone else but I find it really hard to ‘take chances’ on games because most of them are relatively expensive and not all of them are good. While these games cost a lot of money to make, it’s hard for me as a broke gamer to want to spend a large amount of money on one game when there are so many I want to play. But I also feel weird saying that because Braid is well worth $20+ even though I waited for it to come down to $10.

    I think the perception of content online has changed a lot over the last few years, and a lot of people don’t feel the same about what something is worth to them compared to what it costs.

  4. After listening to your lecture about games and art I wouldn’t mind paying more than 20 for it either. I’m really eager to see what Braid is like. Only 2 more weeks till I can!

    I’d also be interested in games that you feel we would enjoy if we enjoy Braid. Any suggestions on games to play/keep an eye on while we’re waiting for your next one?

  5. Jonathan Blow:

    Hello there, why are you not planning on anything else Braid? Could you at least do a prequel, a map pack or a slightly similar game?

    One more thing, if you bring Braid to the PS3, will there be ANY extra content at all?

    Thanks, sorry for keeping message so brief.

  6. I am not planning anything like a prequel or an expansion pack for Braid.

    Also, if the game comes to the PS3 there will be no “extra content”. It is a complete work as it stands.

    Braid isn’t a consumer product!

  7. Great interview. Good luck on your next project! I plan on purchasing Braid for the PC when it comes out. Last time I played it was over at my sister’s apartment several months back so I’m pretty sure I’ve forgotten to bulk of the puzzles by now 😉

  8. Great interview Jonathan.

    Also I was wondering if you’ll post any updates this week on the video card requirement for the game? Also Steam says the game will be available on March 30 while Impulse says March 31. Any idea which is the correct date?

    Thanks!

  9. “Braid isn’t a consumer product!”

    I’m a little confused by this. My girlfriend and I are both artists, and I certainly consider our work a consumer product. I consider movies I go to see, songs that make me feel something special etc, a consumer product.

    Regardless though, attempting to elevate your art by denying the obvious benefits to the particular medium you’re expressing yourself through seems somewhat odd. I can understand “no, I don’t want to” or “creating this game means something to me and I don’t want to see a bunch of idiots putting penis sprites all over it in an editor”, but I’m not quite seeing the mindset behind “it’s not a consumer product,” as it implies prequels and level editors are inherently bad.

    Conversely, prequels and the hyper-franchising in the industry has certainly hurt the industry as a whole, but I think that’s a symptom, not the epidemic.

  10. 19 hours to go, aaarg. Trying to find the hidden button on Steam to buy it right now and not have to wait tomorrow.

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