PRACTICE 2014: Jonathan Blow

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  • Опубликовано: 4 ноя 2024

Комментарии • 31

  • @APaleDot
    @APaleDot 3 года назад +51

    "Game 3 is currently in C++, but I may rewrite it in another programming language. I probably will, because it'll be a test of whether that language is practical"
    Damn, that foreshadowing.

    • @ExCyberino
      @ExCyberino 2 года назад

      True

    • @fennecbesixdouze1794
      @fennecbesixdouze1794 Год назад

      Has he moved Game 3 officially to Jai? I thought so, but on the other hand I understood the Sokoban game as a test of Jai to make sure it's up to snuff for Game 3.

    • @captainnoyaux
      @captainnoyaux 6 месяцев назад

      ​@@fennecbesixdouze1794Yep probably, he stated that game 3 isn't a puzzle game and the sokoban one look like a puzzle game

  • @geriburrito
    @geriburrito Год назад +4

    So game 3 has been in development for more than 10 years? Jesus, I it must be massive. I'm so hyped for whatever this man does next.

    • @fennecbesixdouze1794
      @fennecbesixdouze1794 Год назад +1

      Blow said he expects it will have a 20 year development cycle. Apparently it will be a series of chapters each of which explores the same themes with completely different and increasingly complicated game mechanics.

    • @perguto
      @perguto 4 месяца назад +3

      I think he's working on multiple games at the time, but the game he's probably gonna publish soon(ish) is a sokoban game

  • @SanderVermeer
    @SanderVermeer 3 года назад +8

    I think that there are people who want to "go to the moon" in game design. But the question is: where is the moon?
    The reason why game design hasn't grown much is because it's a very new medium. I think games will become more and more interesting as the designers mature and learn from past ideas. But it will be slow. Designing a game is a slow process. One could argue that it's one the slowest processes when looking at movies or books or other media.
    On the one hand because games need to be programmed. You need to make prototypes and make it run in order to test the design. You can't simply write it down. And if you could, it's probably not that interesting to begin with. it's like describing a book with using only stock photos.
    Add the effect that jon described where you need a certain production quality to test certain specifics of a design and it becomes clear it simply is a lot of work.

  • @rubberduck2078
    @rubberduck2078 Год назад +7

    talk starts at 2:50

  • @tallergeese
    @tallergeese Год назад +2

    I don't think Jonathan's really engaged a lot with the board game and tabletop RPG spaces, which kind of surprises me. They're both much more exercises in "pure" game design, because the actual implementation and iteration of the design ideas is extremely easy compared to videogames. The design is almost always the most important thing about these games.
    There are also active veteran game designers in both of those spaces that fulfill his criteria about having long careers with impactful, relevant work done throughout their whole career. People like Reiner Knizia, Richard Garfield, Eric Lang,, Vlaada Chvatil, Uwe Rosenberg for the board game space or Vincent Baker, Luke Crane, and John Harper in the TTRPG space.
    The smaller production requirements for analog games make it much easier for a designer to have control over the entire thing, which is just impossible in a large scale, multidisciplinary project like a big, ambitious videogame.

  • @TimmacTR
    @TimmacTR 5 лет назад +11

    MGS fits that 2-20 years description.

    • @sebapunk8098
      @sebapunk8098 4 года назад

      Yeah, I played msx mg2 last year and found it more intense and better even than the later 3d ones in some degree.

  • @hyperTorless
    @hyperTorless 3 года назад +5

    Ballsy talk.
    Keep it up based John!

  • @mannydamus
    @mannydamus 3 года назад +1

    Seligman's : 57:19

  • @sergesolkatt
    @sergesolkatt 3 года назад +1

    HARDCORE

  • @splendidbeaver2027
    @splendidbeaver2027 10 месяцев назад

    11:38 today accelerationism

  • @KilgoreTroutAsf
    @KilgoreTroutAsf 3 года назад +5

    Someone should tell Jonathan that there were already lots of electric and hybrid cars before Tesla.
    Nobody said it was not possible. What most investors and manufacturers said is that they were not willing to risk until improvements in technology/costs weren't there to make the price of the car competitive with gasoline.
    The cheapest Tesla, by the way STILL sells for 4x as much as the cheapest gasoline car and Tesla is STILL losing money every year.

    • @james-s-smith
      @james-s-smith 6 месяцев назад +1

      Tesla has had positive net income since Q3 2019, so even when you posted this it was still wrong.

  • @toffeethedev
    @toffeethedev 5 лет назад +9

    44:58 didnt age well lol

    • @naikrovek
      @naikrovek 4 года назад +8

      Are you referring to "No Man's Sky"? That game is what was promised, now, and more, really. upon release it wasn't, sure.

    • @zedc6072
      @zedc6072 4 года назад +35

      Neither did this comment evidently.

    • @nexovec
      @nexovec 3 года назад +10

      Imagine getting rekt by a game patch

    • @ReubMann
      @ReubMann 3 года назад +4

      @@nexovec while I am glad that they succeeded in the end. i think its bad that they had to fail in one of the worst ways to understand where they went wrong.

    • @toffeethedev
      @toffeethedev 2 года назад +7

      I take this back, NMS rocks now

  • @Andres-is3lj
    @Andres-is3lj 2 года назад +1

    I think he may be bullshitting us. Gonna bet on a big conceptual game full of content and abstract synthesis, but no heart