Your donations keep RPGWatch running!
Box Art

Gamasutra - Jonathon Blow Interview

by Dhruin, 2009-01-23 21:24:55

You may have heard of Jonathon Blow's Braid, an indie art/platform game that achieved critical success on XBL Arcade.  This would normally be way out of our coverage but Gamasutra's new interview includes news that Jonathon is toying with an "RPG-ish" game, as well as several fascinating comments.  On Fallout 3:

But I played Fable II, Fallout 3, stuff like that. And in Fallout 3, there's one section of the game that people comment on that feels kind of personal and emotional, and it's not the stuff that's supposed to feel that way. It's not the stuff with your dad at the beginning, or trying to find him. That all feels generic.

It's when you find this abandoned camp that's now got monsters in it, but there are these stories of this nurse trying to hold it together right after the bombing.

And you think, "That was really a touching story that I just found out there." And it wasn't actually the game. [laughs] It was just this little pre-authored story.

...and on a contradiction in game design:

To give a really simple example: almost every game we make now is challenge-based in some way, right? Unless you're talking about Wii Music, there's some goal that you have to meet. The player is here, and wants to go this way. The game's challenge pushes back on him, adding some friction. You want the player to get through the game eventually, but that challenge slows them down or makes them go in a circuitous path.

That's half our game, this challenge element. In story-based games, the other half is the story. And the problem is that story needs to go [the opposite direction challenge does]. Because stories have pacing. They have an order of events that happen.

So the challenge part is trying to hold the player back and keep him from getting to the next segment. But the story part wants you to get to the next part in order to keep going. This structure doesn't actually work, because these two fight each other. You try to balance them, but usually one of these is going to be more strong than the other, and that's the direction you'll feel more of.

Information about

Gamasutra


Details