All posts by Jonathan Blow

Benjamin R. Barber interview

Consumed

In my lecture “Design Reboot”, I urged designers to think not just about the good feelings that people get from playing our games, but what the consequences are of those feelings (and of the time spent playing the games). This is a difficult concern to express to people who don’t already understand, and I am trying to come up with more effective ways of explaining.

This month, Bill Moyers interviewed Benjamin R. Barber about modern capitalism and its undesirable effects. I encourage everyone to watch this interview (it’s 23 minutes long, broken into 3 parts). Barber’s points are ideologically in the same neighborhood as mine, but his scenario is much bigger in scale (applying to everyone in the world, not just game players).

Here are links to the interview:

Part 1
Part 2
Part 3

One thing I find interesting: to consider the picture he paints regarding the infantilization of the modern adult, and think about how that dovetails with modern game design (especially reward-schedule design like MMOs or Diablo-style games or even Peggle).

 

Free source code to use .mo files for internationalization purposes.

In my previous post I talked about how I was doing internationalization for Braid, and wanted to use a standard format, but ran into a bunch of hassle that seemed unnecessary for something so simple.  Thatcher Ulrich suggested that I post the code under the MIT license, and that seems like a good idea, so here it is:

Code for using .mo files.

I actually haven’t tested it yet in the case where the endian-ness of the file is reversed.  I am just kind of assuming that part works.  I will be testing that within a week though (using the PC-generated .mo file on the Xbox 360) and if there is a bug then I will update the code.

Hopefully this is useful to someone!

A Development Note about Internationalization

I just sent this to a mailing list that I am on, but I figured I’d post it publicly too since there is some useful information here. However, it is probably very dry if you are not a programmer.

Internationalization is a requirement for XBLA (and probably any other console deployment)…. Well, I have finally started on that process.

Someone before mentioned gnu gettext() and after reading up on the file format it seemed simple and like the right thing. There is a text file format (suffix “.po”) that you can type stuff into, and then if you want there are tools that convert that into a binary format (suffix “.mo”) that you can just load as one chunk of memory and use (it even has a precomputed hash table inside the file). I didn’t want to link to a big library, and it seemed simple enough to implement, so I just wrote a reader for the binary file format. This did not take long; it was 166 lines of code, 20 of which are just the hashpjw function which I pasted in after looking up the license terms.

Continue reading A Development Note about Internationalization →

Braid milestone passage.

This week Braid passed the Xbox Live Arcade Alpha Milestone (I guess that’s like passing a kidney stone, but less painful). That doesn’t mean too much for anyone not developing the game, except to serve as a concrete sign that the game is getting nearer to release . This milestone means that all of the Xbox functionality is in place and working, but there will be a lot of tweaking and fixing of little bugs a on the way to a finished product.

Audio and Slides for Jonathan Blow’s lecture at MIGS 2007, “Design Reboot”.

I gave a lecture on November 27th at the Montreal International Games Summit; this lecture was highly critical of current game design practice. It’s about what I think is wrong with the intentions designers have when they set out to create a game, and points out that, as games are played by more people, this will become increasingly societally damaging. It also holds some suggestions about how to create games that are deeper and more meaningful, rather than being throw-away entertainment.

Here’s a zip file containing an audio recording of the lecture, as well as a PowerPoint file containing the slides:

“Design Reboot”, Jonathan Blow, Montreal International Game Summit 2007

Unfortunately there’s nothing embedded in the audio telling you when to flip slides. Hopefully I will make a video version soon, which will be easier for people to deal with (and they won’t need to worry about having slide presentation software installed).

A number of news sites have written stories about it and people have started commenting on what they feel is the validity or the invalidity of the arguments. However, I don’t think this really works, because the news sites are only reporting about 2% of the lecture; the rest of the lecture is very important in terms of providing context and setting examples. So if you are interested in this kind of subject, I recommend you get the full lecture.

Preview videos will probably happen.

It’s been a while since I posted an update about Braid, mainly because we are just working hard to tighten up all the slack, and whereas it’s all good work that needs to be done, there isn’t much news-like happening at the current time.

People have asked for gameplay videos.  I’ve been wanting to do them for a while, but one of my concerns is that it’s a relatively subtle game — the things that are interesting about it are mainly things that go on in your mind while you play, as opposed to Big! Explosions! on the screen.  I think that for much of the gameplay, a video wouldn’t even make that much sense — many viewers wouldn’t understand what was happening without having played the game.  (Plus I would have to spoiler a significant number of puzzles).

However!  I have concocted a plan wherein we produce augmented gameplay videos…

Continue reading Preview videos will probably happen. →

Braid release announcement.

Braid Screenshot from World 2

There has been some speculation, but we can now confirm that Braid will be released on Xbox Live Arcade.  Our release date is in early 2008 (this will allow us to miss the insane rush of huge cames coming this Christmas, and release at a mellower time).

Microsoft announced this at their pre-Tokyo-Game-Show press event.  xblarcade.com has the announcement text for this and other games; probably some other sites do as well.

Two Video Lectures about Game Design now available.

Free Play lecture

The first lecture was the keynote at the FreePlay conference, a couple of weeks ago in Melbourne. The lecture is about how to minimize risk and maximize quality as an indie developer, while creating art instead of products; also, it goes pretty deeply into my views about what we could/should be doing as game designers. Sumea, an Australian game developer portal, has posted the video on this page (here is the direct download link; it’s about 92MB).

Indie Game Summit talk (at the GDC)

The second lecture was given in March 2007 at the Indie Games Summit (at the GDC). This talk is more about prototyping; it shares some material with the FreePlay talk, but has a bit more in terms of game demos, and a heavier emphasis on details about Braid (though the version of the game it shows is much earlier). Here is a download link to that one (.mov format). I would provide a Google Video link but WordPress is being lousy and stripping out necessary things from the tags (why would it do such a thing?)

If anyone wants the PowerPoint slides to either of these lectures, leave me a note and I will become motivated to put them up.