Earlier quoted context omitted.
How would that explain the very basic fact that most programmers were women in the early days of computing? It can't. The most important factors deciding which gender is most represented in programming are sociological.
You need to look at the history of it all. There wasn't the freedom back then, that we have now, where women could choose their profession based on personal interest . Back then programmers were women. It wasn't considered a man's job [1]. [1] https://www.history.com/articles/coding-used-to-be-a-womans-...
Jonathan Blow has spent the past decade designing 1,400 puzzles
511–520 of 654 posts
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#512Earlier 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…
Looking at this, there's some nice features in there, I guess. Likely the major features are about what it doesn't have. https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md A syntax to mark structs to be stored as SOA in arrays is the only one I see that doesn't have a modern C++ analogue (besides things like no header files). Const expressions, defer (but not sure its significantly different than using dest…
In particular I believe the SOA stuff is gone, my impression (I don't have privileged access) is that SOA is one of those ideas where you think "Oh! This changes everything" and for the next week or two every time you do something you realise SOA would make it better. But a year later you find yourself unwinding some of that SOA mania and you realise eh... this isn't such a great idea that it deserves to be a key language differentiator. It's not useless but it's also not fundamental so maybe write a library or something.
There are a few other data structure tricks which can hit people this way, I remember I had a brief period where I wanted to solve everything with Bloom Filters and then I got better.
In terms of languages you can go try yourself today, the closest might be Ginger Bill's Odin. Shared scepticism for both C++ and modern language trends, syntax is reminiscent though far from identical. I'd be surprised if you hate one but love the other.
Edited: Somehow I removed "no longer" from my initial sentence during editing, which inverted the sense, now fixed.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#513Okay, but are the puzzles fun?
Depends on your definition of fun. In both Braid and the Witness, eventually you come across a puzzle you cannot solve and have to use Google to find the answer, because the game never bothered to even hint at how it could be solved. That's pretty much the opposite of fun. Just pretentious; I would expect more of the same.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#514Earlier quoted context omitted.
At some point I think he caved and just started using OpenGL. I don't know because he turned off all of the comments on his youtube channel. I think the only thing he's demonstrated is how bad an idea "building a AAA game entirely from first principles" is.
He was not building a AAA game nor trying to...
He says verbatim his goal is to be a stepping stone for serious engine programmers (not necessarily "general purpose", but definitely AAA-level), even though obviously we are not going to be making a AAA game for obvious reasons :)
So fair enough, but between that and his claim that he's showing people how to create a "professional quality" game I think the difference between a AAA game and a "AAA-level" game engine has no distinction, it's basically the same thing.
Is what he has done so far professional grade, capable of "AAA-level" games? I don't think so, but I concede that probably depends on what your parameters for "AAA" and "professional quality" are. It might be fine for indie games but it seems to me that Casey was selling an audience on revealing something deeper.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#515Earlier quoted context omitted.
> 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…
Slavery is not only legal in 2025 USA, it is in greater numbers than back then. There are 40-50 million enslaved worldwide today.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#516Earlier 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…
> 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...
As to why Rust, there's actual historical information about why Graydon wanted to make it and why Mozilla decided to fund that work after it was started.
Jon has said the intent was that Jai would allow him to make more games, because C++ held him back so much. So, yeah, it would need to be superior to C++ in at least this way, and by at least enough to justify the effort expended, writing C++, to develop Jai.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#517In case you assume novelty, a comment [1] from ArsTechnica reader Jensen404 explains otherwise by linking to [2] a post on Bluesky. [1] https://arstechnica.com/gaming/2025/12/jonathan-blow-has-spe... [2] https://bsky.app/profile/draknek.bsky.social/post/3m7qybidq7...
I’m a fan of Alan Hazelden and Draknek’s work but stating upfront that he a) wasn’t involved with the work directly but b) agreed for it to be used years ago, while then going on to write what seems to read as a light hit-piece for Blow himself, and then using that to launch into a point about how his politics and Blow’s don’t align (not relevant for puzzle game progeny) feels like more like him using the trailer for…
> The funding for underrepresented creators was a condition of my involvement in this project, so doesn't represent his values so much as mine. He was at least willing to do it though, which I'm not sure he would be today. (https://mastodon.gamedev.place/@draknek/115713018435458495)
> ...his company was the public face of that grant, my involvement in it isn't common knowledge. (https://mastodon.gamedev.place/@draknek/115713113473398888)
Seems like this was all sorted out by early 2019 - and nearly 7 years have passed since! Plenty of time for a person to change from somebody you'd be happy to associate with to somebody you might not.
> Some people have mentioned they couldn't tell from this thread whether these games are used with permission. For clarity, yes, we agreed to this in mid 2016 and signed a contract in late 2018/early 2019. (https://mastodon.gamedev.place/@draknek/115707937686651789)
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#518If 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…
I'm saying that, if you removed the Parlour, the Billiards Room, all the Mora Jai boxes, and all the other puzzles that aren't directly related to finding room 46 (including everything after the "tutorial"), you'd have a lesser but still memorable game. Inversely, if you took just the boxes, and the parlour puzzles, and the darts puzzles, you'd have a fun but unremarkable little time waster. I really enjoy spending hours on some the more insane sudoku puzzles featured on Cracking the Cryptic (even if I often end up abandoning many of the harder ones), but have zero patience for supermarket sudoku books.
"1400 puzzles" rubs me the wrong way, like soulless open world games that brag about having hundreds of hours of content. A large part of what makes a truly exceptional game isn't volume of content, it's editing and curation.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#519Earlier quoted context omitted.
What? Its about 3-5 years for a AAA game and you ideally pipeline things such that a studio is shipping somewhat frequently. Almost no one can front a decade worth of development without shipping anything. Where are you getting a decade from? Consoles ship more often then that.
How many games has Valve shipped in the last decade? Square Enix? Bethesda? Epic?
Square Enix: so so many but at least a few FF14 expansions, FF15, Nier: Automata, Dragon Quest XI, Octopath Traveler, Kingdom Hearts III, Final Fantasy 16, Final Fantasy VII Rebirth
Bethesda: The Elder Scrolls Online, Fallout 4, Fallout 76, Starfield
Epic: Robo Recall, Fornite.
Epic cancelled Paragon and Unreal Tournament and Fortnite is a live service game where they're constantly shipping content so its harder to define single releases but they have new money coming in from new content.
And these are only from the main studio, not the dozens of games published by these entities.
Re: Jonathan Blow has spent the past decade designing 1,400 puzzles
#520Interested 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'm getting "bring your adventure" vibe, similar to The Witness.
Take Thomas Was Alone for example - seemingly simple platform puzzle game with deep and engaging story where you're more interested about characters than new mechanics and puzzles.
In contrast The Witness could be scraped to core puzzles and released as an iPad game for $5.99, but the whimsical island and scattered pseudo intellectual voice clips make it so much more giving you opportunity to pause and think about life.
This seems very similar. A sokoban puzzle game with an entirely optional plot line that leaves a lot for interpretation by the player.