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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

#311

Earlier quoted context omitted.

Death of the Author. One of the important elements here is the extent to which materially it matters. If I buy a book Lovecraft wrote a hundred years ago the money isn't going to end up diverted to support the "patriots" who want to intimidate my neighbours, whereas when I buy a Harry Potter box set for a relative you can bet that Rowling's share will help fund "Gender Critical" movements trying to make life worse fo…

You're conflating whether one should feel guilty for supporting an author, and whether the author's speech outside a work matters to understand its intended meaning. The latter is the actual Death of the author , the former is usually called Death of the author by people who want to separate themselves from the authors they know they can be judged for supporting.

I think my point was distinct from naming this idea (Death of the Author). It wasn't about guilt it was about consequences and those are distinct things.

Also, AIUI Death of the Author is not about whether their beliefs mattered to understand the intended meaning, but instead whether "intended meaning" is even a thing anyway. No need to understand it if it doesn't exist. I prefer in other contexts not to try to guess intentions when I can instead look at the effects and it seems to me our law and practice agree.

Notice for example that while proving attempted murder requires that you wanted the victim to die, murder does not. The fact that they are dead satisfies this aspect of the crime, you aren't innocent of murder just because you didn't intend that the victim would die.

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

#312
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…

Jon can be really interesting to listen to, especially when he's talking about Jai. But he can also be such a fucking tool that I can never listen for long.

I've known plenty of people like him. Clearly smart, but have spent too much of their life being defined by it. And worse, not being told often enough when they're wrong.

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

#313

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?

I agree. His first and second game are based on deep themes and unique concepts. He explores the medium of video games in new ways. The selling point of this game seems to be "largest puzzle game ever". I'm excited to see if there are deeper ideas once I play it though.

One of Blow's favorite games is Steven's Sausage Roll. I personally didn't enjoy it because the intellectual content of that kind of puzzle is, as far as I can tell, exploring a large tree of sausage roll states. And while I had a few aha moments playing it, as far as I can tell the way you do that at the end of the day is just to try all the possible states.

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

#314

Earlier quoted context omitted.

Thus, by their fruit, you will recognize them. Heckling is a lot easier than creating. Personally, I think we have an over supply of “ideas guys“

Jai is a real thing that others are using. I wouldn’t say Jon is an ideas guy. He executes.

Who is using it today?

edit: Oh so others are not using it...

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

#315
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…

Jai is designed for games, it aims to do a few things that can help game developers, as well as developers in general.

- Lower compilation times for debug builds. - Better debug messages. - A standard library that comes with a production ready graphics API, so gamedevs don't need to worry about the current state of graphics API and can just dig in. - Standard input API for cross OS development. - AOS to SOA automatic conversion to simplify code that needs to be performant, while retaining a clean syntax. - A context system, which should help with simplifying functions definitions while keeping things strongly typed. - The ability to rewrite ASTs, to do compile time programming. Ideally simplifying code, while keeping runtime speed performant, and keeping compilation speed fast.

This is just to name a few off the top of my head. The performance and API stuff is directly going to help game devs. I view it similar to Odin, something that is in production software right now, where you can have a clean langugae, with a strong standard library and primitives to help you develop quickly.

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

#316
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…

> What features in Jai make it superior to C++ for writing games specifically?

You can write games in C or Fortran, so why write games in C++? You can write things in C++, why make Rust? Basic worked, why make Python or Ruby?

Why does it need "features" that make it "superior"? It should be good enough that he didn't want to use C++, so he made a new thing...

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

#317
post #227

Earlier quoted context omitted.

That's kind of a rediculous assessment. "How many games have you shipped in the last 10 years" is the standard for how good your advice is. John has made two games + one soon in the last 17 years. Braid started off the indie boom, and the witness was a blockbuster hit. Casey works on game engines and optimization, and has an entire video series about writing a game from scratch. I agree that some authors don't ship a…

To be fair, I had not heard of the Witness until well after it came out. Braid came out the same time XBox Indie Games. I will say, I do not find a lot of their rhetoric convincing. Especially for people who have never attempted to write the software they are criticizing. Blow only writes single player games that do not persist significant data to the machine. Nothing bad happens if your save file is corrupted. Nothi…

> Especially for people who have never attempted to write the software they are criticizing.

E.g. Casey and Blow often criticise the Visual Studio debugger. It's slow, has quite limited functionality. And it progressively gets worse over time (e.g. it can no longer update watched values at the same speed as you step through the program).

Do they both have to write a debugger to demonstrate how bad it is?

No. Other people do it, single-handedly. See RAD Debugger (https://github.com/EpicGamesExt/raddebugger) and RemedyBG (https://remedybg.handmade.network). Relevant Casey rant: https://www.youtube.com/watch?v=GC-0tCy4P1U

And the same is true for a lot of other software.

You don't have to write some software to criticise how bad it is. E.g. I cannot but make fun of Discord for implementing "we will intentionally kill our app if it consumes 4GB of memory and are very good at prioritising fixing memory issues seeing a whopping 5% improvement for p95 of users": https://www.reddit.com/r/discordapp/comments/1pej7l7/restart...

Doesn't mean I have to write Discord to criticise it. All I need is an understanding of rather basic performance and of general engineering practices.

And also, you've probably failed to even understand what they are criticising/saying: https://news.ycombinator.com/item?id=46315616

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

#318

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, based on his output in such a short time, obviously a genius.

I see many individual games (or even just standalone puzzles, even just puns!) of his and I'm genuinely envious of how clever they are.

It hurts to think about what he could have created if he was still around.

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

#319
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…

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…

I think Blow and Muratori are pure engineers (as defined here: https://www.seangoedecke.com/pure-and-impure-engineering/).

Pure engineers deliver perfect and fast software somewhere along the Black Hole Era. Not quite heat death of the universe, but almost there.

Impure engineers deliver "working" code in a deadline, for an arbitrary definition of working. Basically, The Worse is Better™.

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

#320

I found the voice acting in the trailer very annoying, hope this can be turned off in the final game. Or maybe I'm just too used to the "voice" over this game is him ranting about software development, from watching his streams :D

The voices used in the trailer will not be the same as the finished game.
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