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

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

#91

Earlier quoted context omitted.

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When you support political leaders that push fascist discourse where regular people that happen to have more empathy for their fellow man are presented as the enemy - in Hegseth's book the call to arms against them is literally in the first paragraph - I think it stops being about not far enough left, but about being way too far right.

Yeah, when you call half the US fascist and nazi there is not much we can talk about.

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

#92
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…

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 f…

That's true, a game like Blue Prince doesn't suffer from bad engineering because of the type of game it is. There are plenty of other games, like Cyberpunk 2077, where the lack of engineering made an otherwise good game unplayable and unenjoyable.

The fact remains that Blue Prince would have been more enjoyable for those people who did see those bugs had some time been spent on better engineering.

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

#94
post #81
post #54

Earlier quoted context omitted.

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

Still, could that be because you're more of a C++ type personality code than a JS one?x

I hate C++. It’s possibly my least favorite language. Slow compilation, awful mess of ideas scattered around, syntax soup, footguns galore. Typescript has become one of my favorite languages. It’s not perfect, but it’s surprisingly good and pragmatic. JS, on the other hand? No thanks. Static typing is something I never want to do without again.

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

#95
post #45

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> 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.

Yes it does. When you live in Europe and listened to your late grand parents talk about the war. In Europe, "fascist" actually has still some weight to it and it doesnt get thrown around so casually as the US, yet. Same strory with the word "communist"...

I do live in Europe, and I’m old enough to have close friends and family who were alive during fascist dictatorships.

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

#96

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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…

It doesn't, but historically a lot of the reasons people consume art is due to fashion, and art is a way to put you in in and out groups.

So naturally if someone has different political beliefs, or has went too "commercial" people suddenly have to change course. Being a good game/book/song won't have anything to do with it

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

#97
post #47

Earlier quoted context omitted.

> These games are the starting point, but the bulk of the game is new puzzles combining mechanics from different games together Seems like the puzzles are novel, but the mechanics are not?

The basic mechanics look like very standard type of puzzle mechanics (e.g. Sokoban) that have been in many games over decades.

He hired a level designer who also wrote a Sokoban game. (Can’t remember the name, but it was free and web-based, IIRC.) That game had some really great, unique ideas in it, and I’d be shocked if the new Blow game was bog standard.

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

#98

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.

He didn't have to. He wanted to.

Which is the same motivation as creator of rust, zig, nim, ruby, perl, python had. They all wanted to make a programming language better at something.

So I don't see anything "hilarious" about it.

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

#99
The folks that dismiss JB’s work by saying “this could have been done in ” are missing the point of why anything is done.

If you are entirely utilitarian in how you approach making a game (as in this case) then you’ll want to create as little as possible to make the game. An existing game engine, an existing programming language, existing libraries, etc.

If your goal is the economic return that making a game will (hopefully!) provide, this is understandable.

However, how I see JB based on his past work and talks is someone who wants to spend their life bringing things into existence. From all available evidence it appears the art of creating and the art of having created is his work and his legacy. The economic return is rhe by-product, but not the goal.

We are in this earth for a finite amount of years, and he is spending his time creating new things. It’s an admirable use of time, and at least from my perspective holds a universe of meaning that working under the utilitarian approach loses.

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

#100
post #63

If you count names and causes of death as separate puzzles, Return of the Obra Dinn is around 100 puzzles long. The two Portal games are less than 100 puzzles put together. Blue Prince is what? 50ish elaborate, intricate puzzles? (darts and parlour notwithstanding). Chants of Senaar, Opus Magnum, Space Chem are all in that same ballpark too. Puzzle games with a lot of levels, like Patrick's Parabox or Baba Is You, cl…

Well, but wait, why doesn't each Parlor count? Is your expectation that somehow each of the 1400 puzzles in Blow's game will be like finding Room 46 in Blue Prince?

[[Massive spoilers implied, stop reading if you don't want a Blue Prince playthrough "spoiled" in some sense]]

Take the Atelier, if you're Jon Blow that's obviously 45 puzzle boxes, plus 45 picture pairs = 90 puzzles just to spell out the clues before you even try to understand how to "solve" the Atelier and actually inherit the manor [[If you're reading this and thinking "But I did inherit the manor by finding room 46, hey, shoo, you didn't finish the game I told you not to read this]].

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