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Jonathan Blow has spent the past decade designing 1,400 puzzles

arstechnica.com

51–60 of 654 posts

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#51

This interplay between different worlds reminded me of Enigmash, by Jack Lance [1] [1] https://jacklance.github.io/PuzzleScript/play.html?p=cfdcc6e...

Jack Lance was one of the designers! https://bsky.app/profile/ostroffj.bsky.social/post/3m7wal2qt...

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#52
post #41
post #10

I always find Jonathan Blow and Casey Muratori to be great educators and advocates on the “simplicity” end of the spectrum. Jonathan can be super abrasive and comes with some political baggage, but does a good job advocating against what he perceives as unnecessary complexity in software. Opponents would suggest his domain and cherry-picked examples create the perfect environment for his positions and that he does ta…

I feel like "simplicity" is often fetishized to the point of counter-productivity. Show me anything that either Blow or Muratori are doing that couldn't be done in an existing language or framework. People laugh at games with thousand-case switch statements or if/else chains but they shipped and the end user doesn't care about logarithmic complexity. And most of the time it doesn't even matter. What fails with games…

Jonathan Blow makes Jai because he wants to make Jai. It's the same reason he makes his games at all.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#53

I wonder how much of the 10 years spent making "a programming language, an engine, and a game" were actually spent on each slice. Hopefully, jai and the engine will help make the next game faster...

It's hilarious he had to build a new language just so he could create a sokoban game with graphics of flash era. I'm sure it builds fast and whatever, but you could make this in python in few weeks.

Or in one of those game engines people like to use.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#54
post #41

Earlier quoted context omitted.

I feel like "simplicity" is often fetishized to the point of counter-productivity. Show me anything that either Blow or Muratori are doing that couldn't be done in an existing language or framework. People laugh at games with thousand-case switch statements or if/else chains but they shipped and the end user doesn't care about logarithmic complexity. And most of the time it doesn't even matter. What fails with games…

> Or does it, like Typescript for JS, only exist because of extreme antipathy towards C++? Typescript exist because people want a type-checked language.

Yeah, I too was wondering about that comparison...Programming in TS is more pleasant (to me) than JS.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#55

Interested to play this but I think the trailer does it a huge disservice. Just a barrage of voice clips and no real structure to it. I think it would help the game a lot if they replace that trailer ASAP

I think there’s way less people willing to work with him in 2025 than when the witness was in development

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#56

Earlier quoted context omitted.

They have a nice collation of his greatest hits over on Reddit[1] [1]: https://www.redditmedia.com/r/SubredditDrama/comments/1jh275...

Ok, I can see the "fascist sympathizer" (though the fascist is Trump, not Mussolini or Hitler, so it's presumably not such a minority opinion in the US overall). But "doesn't seem to think that women have any role to play in his profession" doesn't seem substantiated from those links, unless I'm missing something here? Women being less interested in programming according to him is completely orthogonal to whether he…

He also had a 88 for a long time in his twitch channel name

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#57

Earlier quoted context omitted.

I was gonna buy it for Christmas!

The Witness is, in my opinion, simply one of the best games ever made. There are many layers to the game, and moments of insight that the game leads you to, but also trusts for you to make the final connections. However, I do understand why some consider it a slog. There are many puzzles in the game that people will dislike, indeed many puzzles that I disliked. It seems Jon prioritized finding all of the interesting…

How do you compare it to the Portal games or the Talos principle? I find those superior in puzzle mechanics, sense of achievement and playing dynamics. They can be challenging but you never feel aimlessly going around without a purpose like the Witness. There is good review of the game on youtube by the title "The Witness - A Great Game That You Shouldn't Play", it covers a lot and resonates well with my experience, the panels could've been a standalone mobile/tablet game. Everything else in the game is beautiful but frustrating.

https://www.youtube.com/watch?v=KZokQov_aH0

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#58
post #45

Earlier quoted context omitted.

Ok, I can see the "fascist sympathizer" (though the fascist is Trump, not Mussolini or Hitler, so it's presumably not such a minority opinion in the US overall). But "doesn't seem to think that women have any role to play in his profession" doesn't seem substantiated from those links, unless I'm missing something here? Women being less interested in programming according to him is completely orthogonal to whether he…

> though the fascist is Trump, not Mussolini or Hitler, so it's presumably not such a minority opinion in the US overall Does that make a difference? You could levy the exact same argument about the other two in their respective countries in their respective times. Doesn’t make it OK.

It is OK in the sense that these are not fringe opinions, they are part of the mainstream political discourse that, as a serious person, you can not effectively dismiss by throwing around certain bad words like fascist.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#59

Earlier quoted context omitted.

[flagged]

Does that change how good/bad the game someone releases is? Don't get me wrong, being obviously anti-scientist isn't that great if I absolutely have to judge them, but I'm not sure if that has any impact on how fun a game is. If I'd stop consuming stuff from people/organizations I disagree with politically, I literally would have to move into a cave and start my own hunter-collector society from scratch. Is this real…

Separating the art from the artist is a long and old debate.

I personally can’t watch Roman Polanski’s art, the classic and easy example. You can be a great movie producer, pedophilia and rapes are big no-no to me. But not to everyone apparently.

For the non vocal people believing in pseudoscience and fascist propaganda, I can close my eyes more easily. I don’t want to know. I can guess sometimes but I won’t check. As soon as they become vocal, it kills the art for me. I can’t enjoy art from people against my values, me, and my friends and family.

Re: Jonathan Blow has spent the past decade designing 1,400 puzzles

#60
post #41
post #10

I always find Jonathan Blow and Casey Muratori to be great educators and advocates on the “simplicity” end of the spectrum. Jonathan can be super abrasive and comes with some political baggage, but does a good job advocating against what he perceives as unnecessary complexity in software. Opponents would suggest his domain and cherry-picked examples create the perfect environment for his positions and that he does ta…

I feel like "simplicity" is often fetishized to the point of counter-productivity. Show me anything that either Blow or Muratori are doing that couldn't be done in an existing language or framework. People laugh at games with thousand-case switch statements or if/else chains but they shipped and the end user doesn't care about logarithmic complexity. And most of the time it doesn't even matter. What fails with games…

Right, if you look at say, Blue Prince, one of the most important "out of nowhere" type video game releases of 2025, the actual software engineering is trash. I'd fail code reviews for a lot of what was done, and there are cracks in the façade where a player will hurt themselves as a result - e.g. there's a bug where animations overwrite so you get short changed on the resources you were gathering when you go "too fast". Some of the intended features, especially in the 1.0 release, just don't work for reasons like somebody typo'd a variable name, or they forgot how a function worked.

But the game is amazing and that's what matters. Nobody wants to play six hours of carefully engineering tasteless crap, let alone (as many did with Blue Prince) six weeks. The 1.0 Blue Prince game was already excellent, unless you run into a nasty save corruption bug on PlayStation, whereas a game made Jon's way might be a soulless waste of your life even though perhaps the engineering is "better" in some sense.

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