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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

#261

Earlier quoted context omitted.

Did Casey ever finish the video series?

If you mean Computer, Enhance!'s Performance Aware Programming series, it's ongoing, but the pace is slower than about 1.5years ago. Given how good it is, and how fastidious and comprehensive Casey is, I imagine it doesn't really pay for itself, even with an impressive subscriber count.

I mean the Handmade hero game

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

#262

Earlier quoted context omitted.

The idea that there could be biological dispositions to using a computer , the least natural thing I could think off, is well and truly absurd. Anyone still "interested" in this topic is coming from a place of unsubstantiated vice signalling, and completely uninterested in hearing any actual biologist's take on the subject, in my experience. Let's not forget that the first generation of programmers was mostly women,…

It's really quite funny too, because women were a huge population of programmers and computer science graduates all the way up to the mid 1980s, when the ratios began flipping in favor of men. The biological argument would assume that either something changed biologically from 1980s onwards to make women less predisposed to be programmers, or (the more usual argument I see) 'that they were just doing the gruntwork' w…

> women were a huge population of programmers

wasn't that there were a lot of women working as operators, but that job went away along with the punch cards.

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

#263
post #196

Earlier quoted context omitted.

How has Jai introduce ideas if it’s not even released? How can we claim to know what it did “right” when only a few projects have been built in it?

It may not have a public* release but, over the last decade (starting pre-Zig/Odin), Blow has discussed it extensively in his videos[0], enough that even ~10y was possible for someone to make a toy independent implementation[1]. [0]: https://inductive.no/jai/ [1]: https://github.com/Sharir/jai *Although there has (always?) been a private alpha/beta release.

Still then, it's a stretch to say that Jai influenced other languages. How could it when only a handful of game-centered applications have been built by a handfull of devs?

Rust and Zig developed features by cutting their teeth on large amounts of real software, not by following one guy's personal project that has no source, no library, no spec available.

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

#264

Earlier quoted context omitted.

And your point is? Shipping garbage is better than not shipping anything?

Probably a nuanced point in what's the purpose for espousing the virtues of performance if you don't have the output to show it is worth it? If you want advice about making games would you rather learn from the person that routinely ships games or a person that shipped a game once 10 years ago? Is that a trade off worth chasing? "Potential perfection" with nothing to show for it?

More like, shipped 2 hit games, which were both technological and artistic feats for their time. And developed a blazingly fast compiler. Casey also was a developer in RAD game tools developing animation tools. Their output is probably better than most industry developers. I understand if you don't like their attitudes and the way they attempt to teach/preach to other engineers, but IMO their work speaks for itself. I take their advice and try to apply it to my own work, because it seems to have work for them.

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

#265
post #165

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> Neither was slavery. Was that OK too? And to clarify (though it’s worrying this point needs to be made), I mean morally. From the perspective of a pre-abolitionist society, it evidently was, but that's not a political issue you're gonna have to deal with in 2025. Consider yourself lucky. > Fascism has a very clear definition. First of all, that isn't true. Secondly, even if it was true, it wouldn't matter. You are…

> From the perspective of a pre-abolitionist society, it evidently was I sincerely doubt the slaves would agree with you. Just because one group was economically and societally OK with it, doesn’t make it morally OK. > but that's not a political issue you're gonna have to deal with in 2025. https://en.wikipedia.org/wiki/Slavery_in_the_21st_century Again, I doubt the slaves would agree with you. > Consider yourself lu…

> I sincerely doubt the slaves would agree with you. Just because one group was economically and societally OK with it, doesn’t make it morally OK.

That is wrong, slaves were happy to be alive instead of killed in most societies. It wasn't "slavery or freedom" it was "slavery or death" in most cases. America is an exception there, but in most areas with slavery it was done to criminals that otherwise would have gotten the death penalty.

Christianity forbade enslaving Christians, so we just killed our criminals for the past thousand years, but before Christianity we practiced slavery as punishment of crime everywhere as people thought that was better than killing them.

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

#266

If you haven't already, and want to scratch a puzzle game itch (sokoban style) check out Void Stranger. https://store.steampowered.com/app/2121980/Void_Stranger/ For all that is holy, please don't read anything about it. And I really mean that! Just trust and go in blind. You will have an amazing time. It is truly one of the most unique gaming experiences and it is the kind of game you can only play once.

Strong +1, Void Stranger is amazing and has a spiraling depth that just keeps going and going.

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

#267
I'm always a bit baffled by this project. While it's cool that he can create hundreds of hours of content for his puzzle game, does anyone actually want to play a single puzzle game for this long? Would it not be better to make a few different, shorter, higher quality experiences?

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

#268

A side note, if you've played The Witness but not yet The Looker[1], you probably have been missing out. I quite enjoyed The Witness but The Looker was just great. [1]: https://store.steampowered.com/app/1985690/The_Looker/

I played The Witness and didn't find it remotely fun. I've enjoyed all of Blow's other titles.

I suppose I was coming in with expectations of a modern Myst and/or Riven, but it was not that.

There was not enough active narrative to keep me engaged with the puzzles and there wasn't enough "reward" in completing them.

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

#269

Earlier quoted context omitted.

Blow and Muratori gained a following of engineers by bashing existing popular languages and engines, claiming they were all garbage. They both started this after the Witness came out, 10 years ago. Since then, guess how many games Muratori has shipped? 0. (He cancelled his announced game.) Guess how many Blow has shipped? 0 so far, but it sounds close now. These engineers spent their time ragging on other developers…

And your point is? Shipping garbage is better than not shipping anything?

Some people actually have mouths to feed. Some people don't have the luxury of preaching for whatever ideals they have without a need to release anything in 10 years; that doesn't make their products "garbage".

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

#270

A side note, if you've played The Witness but not yet The Looker[1], you probably have been missing out. I quite enjoyed The Witness but The Looker was just great. [1]: https://store.steampowered.com/app/1985690/The_Looker/

I played The Witness and didn't find it remotely fun. I've enjoyed all of Blow's other titles. I suppose I was coming in with expectations of a modern Myst and/or Riven, but it was not that. There was not enough active narrative to keep me engaged with the puzzles and there wasn't enough "reward" in completing them.

> I played The Witness and didn't find it remotely fun

All the more reason to try the Looker!

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