# Jonathan Blow on game design [Jonathan Blow](!W) is a video game developer who created _Braid_ and _The Witness_. This page contains notes on two of his lectures on game design. ## Contents ## "Video Games and the Human Condition" A 2011 [lecture](https://www.youtube.com/watch?v=SqFu5O-oPmU). - Difficulty that rises and then stays constant is boring. Difficulty should oscillate a little. It is what creates the drama of the game. - Boredom is a healthy response to unproductive situations. - Boredom, very roughly, is like adding simulated annealing to a hill-climbing process. It lets you get out when you're stuck in a local maximum. - Slots, RPGs are boring without the flavoring. - Engineering a way through others' defenses to profit off them makes you a parasite. - But we circumvent human defenses for good reasons, like in medicine. - The difference is in whether the process benefits you. - Even if it is voluntary and makes you happy for a while it can be a con trick. - The watch con trick. - Even if you live out your whole life and die happy if you could have been happier it could still be a con trick. - Social games where you waste your move or where "your crops wither" are deliberately designed to game your worry. - World of Warcraft is at least a bit more innocent. - "How do we get people to buy a large amount of things that give them a minimum amount of utility?" - If they get a lot of utility out of it they get satiated. - All of biology is about creatures treating creatures as resources. - Manipulation is not a sign of respect. - Game designers manipulate people all the time. - You probably need some degree of it for your game to sell. - How Jonathan Blow does it: - Assume the player is an intelligent person with a rich life; - However, the idea of respecting the player is full of contradictions; - Minimize the use of manipulative tactics; - Traditionally acknowledged good design tactics! - Don't try to make the most fun game or the game that would sell the most; - Trying to optimize the game for interest would imply approaching the player with a kind of scientific scrutiny that isn't respectful. - Alternative approaches: - Personal games; - Games about subjects; - Impact the player's lives in the way you want while still making a good amount of money. - Science shows us the value of being serious about the objective world. - We might be overemphasizing science in game design. - Games are about subjective experiences. - Competent vs. respectable game designer. - "Fun" is a catch-all. - Are FPSs joyous? - Alan Moore on artists: > [...] In latter times I think that artists and writers have allowed themselves to be sold down the river. > They have accepted the prevailing belief that art and writing are merely forms of entertainment. > They're not seen as transformative forces that can change a human being; that can change a society. > They are seen as simple entertainment; things with which we can fill 20 minutes, half an hour, while we're waiting to die. > It's not the job of the artist to give the audience what the audience wants. > If the audience knew what they needed, then they wouldn't be the audience. > They would be the artists. > It is the job of artists to give the audience what they need. - Language is linear. Games let you explore space. - DLC isn't very profitable. It's mainly for prolonging your interest in the game so that you don't sell it to GameStop as a used game. - (Audience member) Parallels between the above and what David Foster Wallace wrote about, including dissatisfaction with language (as building a world from discrete images for DFW). Postmodern tricks are either to entertain the reader or to show off how smart the author is. - The act of playing video games is a bit socially hostile. ## "Game design: the medium is the message" A 2013 [lecture](https://www.youtube.com/watch?v=AxFzf6yIfcc). - In the 1970s, television was different from what it is today. Today's television is better. - Narrative designed to keep people there through the commercials. - Cliffhangers. - Syndication. - The world can't really change. - TV shows were more like an engineering problem. - When you meet the constraints, there is not much room for expression. - In movies, you get your money upfront and can then concentrate on trying to entertain the audience the best you can. There is something pure about that. - In television, there's more manipulation. - Fake "dramas". - No change => no stakes. - HBO. - No commercial breaks. - No syndication. - Not subject to government and industry regulations on profanity, sexuality, and violence. - Constraints invasive to the work. - In games. - Arcade cabinets. - Expensive to build. - Commercial constraints in terms of quarters per minute. - Games were quick action challenges. - Home machines. - Longer-form games. - Text adventures. - High-verisimilitude flight simulators. - "When are games going to go mainstream? When will society start to appreciate it?" - Social games. - Find players who are already on Facebook for other reasons. - Free-to-play. - Virality. - Mobile devices. - Find players who already own the devices for other reasons. - Downsides. - F2P is a lot more like TV than cinema. - The audience is like a TV audience, not a movie audience. - Low expectations. - Little experience. - The games end up designed around micropayments. - Try to ensnare people for as long as possible (build an infinite treadmill). - Meaningless rewards. - Interrupt the player's life as often as possible. - Train players to spend fake currency (through the tutorial). - Get people to bug their friends. - Make the game about waiting; let the player pay to not wait. - Give a reward; threaten to take it away. - Loss aversion. - Designers' excuses. - "All games are going to be this way!" - TV didn't kill movies, etc. - "It doesn't change the nature of good design." - Can't have a personal story. - _Gone Home_. - Buying a bubble gum solvent to read your sister's letter on paper stuck together with bubble gum. - Can't have difficult decisions. - _Papers Please_. - Buying X-ray plates for scans. - Lack of discovery. - _The Binding of Isaac_. - In other areas of life, there is no confusion about quality. - McDonald's is not considered high-quality food. - F2P games are the new _Six Million Dollar Man_, except worse. - Awe. - Awe is the most powerful emotion. - Awesome things are rich and generous. - Can you make a game that inspires awe if you spend your days learning how to nickel and dime people? ## Page metadata URL: Published 2021-02-28, updated 2025-10-20. Tags: - ethics - game design - notes - person - video games Index: [Notes and reviews](/notes).