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Jonathan Blow: Game design: the medium is the message

Jonathan Blow: Game design: the medium is the message on HackerTube: recommended by 7 Hacker News commenters across 7 separate months, 2013–2020.

CreativeMornings HQ

talk · evergreen

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Jonathan Blow's CreativeMornings talk arguing that business models shape game design, drawing an analogy between 1970s TV and HBO and between free-to-play and premium games. He calls for games that inspire awe rather than chase constraints.

Why Hacker News recommends it

HN cites it repeatedly in debates about in-app purchases and monetization corrupting games.

people recommended it
7
separate months
7
strong recommendations
1
discussed on HN
2013–2020
“how the business model deeply corrupts the game through the metaphor of bad 70's TV shows vs HBO”
— po, Dec 2013, in “The case for an IAP off button in mobile games”

What HN commenters said

7 Hacker News comments link this video. Each one links back to its thread.

DanielRibeiroNov 2013Strongly recommends

Jonathan Blow (Braid and Indie Fund) recently gave an amazing presentation on the evolution of Television, and he made an interesting parallel to the evolution of games: ▶ this video

in “On Game Development” · View on HN

hnickJun 2020Recommends

There's an interesting talk about that by Jonathan Blow, using the common phrase 'The Medium is the Message'. The eventual topic is mobile game design but he starts off with TV and how commercial and other constraints influence show (and game) design. ▶ this video

in “Facebook announces policy changes ahead of 2020 elections” · View on HN

emsyMay 2017Recommends

While I disagree with the word dumb and find "ignorant" more suitable, your Candy Crush comparison is bad. Jonathan Blow nailed it in this presentation: ▶ this video

in “So You Want to Make Games” · View on HN

aethertronSep 2015Recommends

>It is almost certain you have or are playing a game I have produced or worked on in a major capacity. Maybe for a few minutes. I like to think I'm good at analysing game mechanics, as a long time gamer and sometimes amateur game designer. So I mostly avoid F2P games. The tactics are repulsive to my tastes, and I can smell them from a mile away. When there's a choice between struggling to meet a challenge by improving my skill, or paying my way though, my inclination is to take a 3rd choice: stop playing this and do something else. So I much prefer paying up front for a game. I'm old-school that way. Maybe this option is viable, as a 'serious' gaming hobbyist, only temporarily. But right now, the best games (in my genres of choice) are sold on the traditional purchase model. They are PC and console games. Generally, I don't like 'endless' games; I prefer a game to have an ending: I play it, experience it 'fully', finish it, then move on to something else. (But... just to undermine everything I've stated above, I am playing Pac Man 256. It has good gamefeel. I'll play it until I get all the powerups, perhaps. No interest in high-scores...) tl;dr: IMO F2P games are inferior instances of the artform. Be cool like me and play superior PC and console games. Also, Jonathan Blow has some interesting points to make on how the payment form of games (and entertainment in general) affects their structure/quality. This is the one where he talks about addictive mobile Skinner box games [x

in ““We Own You” – Confessions of an Anonymous Free to Play Producer” · View on HN

kelukelugamesFeb 2015Recommends

I've followed Jonathan Blow for a while. He has a reputation for being condescending. If you follow him a Twitter then you might come to the same conclusion. But he has given some amazing talks. ▶ this video <-compares games to televison [link] [link] [link]

in “‘Braid’ creator sacrifices his fortune to build his next game” · View on HN

wsc981Feb 2014Recommends

Jonathan Blow -creator of Braid and working on The Witness- also has a very nice critique on the problems with games that are designed around micro-payments. The whole talk is interesting, but he starts discussing the issues around the 20 minute mark: ▶ this video

in “How in-app purchases have destroyed the game industry” · View on HN

Show 1 more comment
poDec 2013Recommends

If anyone wants to see a good example of why you can't just toggle off IAP you should check out Jonathan Blow's talk about "Free to Play" games and how the business model deeply corrupts the game through the metaphor of bad 70's TV shows vs HBO: ▶ this video The solution isn't to toggle IAP off in the game, it's the ability to toggle it off in the App Store. The difficulty is some IAP is legitimate and some is not. For example, Carcassonne has an IAP to upgrade the game into a slightly different game with additional tiles. It's only when the IAP is part of the core game mechanic that is troubling. I think categorising them and relegating them to a particular category like we do with FPS, RPG, RTS, etc.. would help.

in “The case for an IAP off button in mobile games” · View on HN

Topics & tags

Game designIndie game developmentjonathan blowfree-to-playmonetizationmobile gamesmedium is the message