
For two weeks, the cast of Podtoid has been forced to hold back every comment and discussion about Braid. Tonight, however, it all comes out in one Braid-filled, Braid-tastic podcast we've affectionally titled Braidtoid (thanks, Tubatic!).
Joined by Jonathan Blow, Braid's creator, we plan to share our opinions on the game, pick Jon's brain, and hopefully get into some illuminating discussions about game design and Braid's metaphors.
It wouldn't be Podtoid without listener questions, however. Tonight, we're going to try to insert your questions all throughout the podcast, rather than grouping them all together for a segment near the end. This (hopefully) means we'll be discussing more reader questions than usual, which means a better chance for you to win $25.
If you've got any questions for Jonathan Blow, or about Braid in general, hit the jump and ask away.
At first, when info on Braid first started to appear, I admit, I was a little put off by Tim's design. As the game became contextualized, especially upon playing it, I really came to appreciate the his look. I formed my own ideas about it, of course, but would like to hear from you.
Also, thank you!
Also, what's the next thing for Mr. Blow?
Not a question but more of a please allow me to fondle you comment; Braid is probably the first game I've played since The Legend of Zelda that made me into a fanboy. Thanks for creating such an enjoyable game.
Make more stuff please.
I only have a ps3 and really want to play your game, how likely is it we will see it on psn? Would you do it just for me? I'll pay 20 dollars!!
Also have you have you considered what Braid would be like as a disc based game?
I'm not asking if you considered releasing it that way, but if you have any great ideas you could have implemented if it was.
How do you handle the Braid haters? Do you read the comments and posts where people say they don't "get it" and how does it effect you ad a developer.
Also cocks?
and yes i would like to be able to rewind arguments with my girlfriend, but i would like to be able to do that so i could think of more epic burns.
I do not own a 360, therefore I have not played your highly praised game. Will you please buy me a 360 so that I may also experience the joys of Braid?
If not, why are you so cruel? I'm poor. Does not buying me a 360 mean you hate poor people? I love kittens too, so therefore since you hate poor people (I.E. Me) you must also hate kittens.
Anthony: Could you please edit out the Skype-sex with Jonathan? It's only funny if you don't mean it.
Nice!
Did you have a specific theme for the game in mind, which then snowballed into the many other metaphorical themes we see throughout the game, or did you have a good idea of what themes you would be implementing into the game?
Also in terms of art direction, what was the inspiration for the watercolour effect throughout the game which gives it it's unique and gorgeous look?
Also, thank you Mr. Blow for making a lovely game :)
How did Microsoft requirements, such as achievements and leaderboards, affect your vision for Braid, if at all? Do you feel that these requirements created artificial rules or goals that adversely affect the player's experience or your ultimate vision? Was the decision to disassociate achievements from the hidden stars a conscious one -- perhaps to reacquaint a certain set of players (maybe those with a mindset similar to that which Tim once possessed) with an original vision for the game?
Do you believe that cinematic games are in some ways retarding the maturation of the gaming medium? Should developers be adopting technical aspects of cinema and leaving the narrative elements alone? It is my belief that game developers can still learn quite a bit from cinema in regard to utilizing visual composition to evoke emotion, but games need to focus on player experiences, rather than scripted narrative, if the medium hopes to mature. I believe gaming's most interesting attribute is that it has the potential to affect players through genuine discovery and interaction, which elicits a far more lasting response than simple exposition.
Bad question is bad.
In my interpretation, the collection of the 8 hidden stars is analogous to the near mania that I envisioned Tim experiencing at one point in his life. Waiting for that damn cloud is certainly symbolic of that, as is the fact that there are no achievements attached to the stars. The ending that is revealed after collecting all of the stars also supports this theory, I think.
Braid has broken alot of ground in terms of story,gameplay and design but if the gaming industry had to learn one new trick from Braid what would you want it to be.
And I would of course like to thank you whole heartly for such an amazing game.
What tools did you use to program Braid? Did you use something like Visual Studio, and code in C# (the way one would using XNA Game Studio)?
Broadening the question, could you go over the technical evolution of development? (I'll understand if this isn't interesting to most listeners.)
(Concerning Braid) Looking at the style of music you chose, the style of both the characters and the backround, and the story, it seems that you've had a great deal of inspiration with making Braid, and took the process very seriously and carefully to ensure that very specific details were put into it's creation. Could you tell us how, or what, inspired you to choose such specific styles in all aspects of the game?
Sorry to get all Samit on you man, but it's "Symbolism" ;)
Also, how much influence did you have on the visuals? Did you lay down a base for Mr. Hellman to work upon, or was he given total creative freedom with the game's appearance?
How did you come up with the whole concept of the game? How did you get your inspiration for writing this story?
I also want to say this is the most amazing game I've ever played. Thank you for making it a great experience I will never forget.
When making Braid, did you first come up with the story and realize that the time manipulation-based gameplay would be the best way to present it, or did you conceive the story later as a perfect backdrop for the innovative gameplay that you initially wanted to present?
Additionally, are you the anti-Luc Bernard?
What games do you like?
I'd just like to know that out of the amount that MS charges for their XBLA titles, roughly how much of that actually makes it back to the developer?
I ask because while people have been having a bit of a cry about the price of both Braid and Castle Crashers, I personally wouldn't ever have a problem paying a bit more for an XBLA game as long as I knew that extra money was going straight back to the peoples who made the game.
Cheers!
I'm also curious as to where you found the music for the game. I found it absolutely lovely and so unlike a lot of video game music.
Also, to all, do you ever think we will have large scale art-house games festivals on par with cinema any time soon? At the London Games Festival last year I managed to find the only thing close, but it was more art-using-videogames as oppose to videogames-which-are-art, there were also only about 12 people there.
For Jonathan: What pushed you to create the Stars? Are the star in anyway related to the concept of obsession that tim shows towards the princess.
*slight spoilers*
Given the ending of the game, do you feel that Tim is a character to empathize with and feel sorry for, or to look down upon with disgust as essentially a bad guy/monster?
Also, what games (besides Super Mario and Donkey Kong) influences and inspires you as a game designer? What games do you look at that makes you go "I want to make a game just like that."
also, likely a much more common question, but would you rather make a sequel to braid, or just make another game that perhaps will take mechanics from braid, but possibly in a completely different style or to a different end?