Braid's importance for communication, 10 years on

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  • čas přidán 4. 08. 2018
  • Braid is one of the best games of all time, and here is why! It's about the level design more than the story! -- Watch live at / hamishtodd1
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Komentáře • 11

  • @mvandevander
    @mvandevander Před 5 lety +2

    You were definitely right that there wasn't a ton new for me in this discussion. However, it was fun to revisit the game, and you did raise a few interesting points which are worth further elaboration.
    One is the question of why Braid (or anything) should be a video game and not something else. What is the strength of video games versus other mediums, at least when it comes to conveying this particular set of concepts?
    One strength of games is that they allow you to discover things in a very organic and subjective way. There is a great deal of variance between player's experiences of the same game. This explains the enjoyment of watching newcomers play a game which you've already played and are very familiar with. Their unique approach to the game will often reveal different aspects of the game to you. In the case of Braid, I think the puzzles are loose enough that most of the variance between playthroughs comes from the slack in the mechanics. In The Witness by contrast, the puzzles are much more rigid, and the variance tends to "designed in" and only revealed by the unique psychological priming of the player approaching them. In either case, it is the ability to examine things from multiple angles (sometimes literally in The Witness), which games are the most robust at. Obviously there can be a comparison made to sculpture, but I definitely think it's more robust than that.
    Notice I never used the word "system" in the above paragraph.
    I also agree that Braid (and The Witness!) will be remembered much longer than most games that exist now. It is perhaps one of the first true classics of the video game medium. Maybe not remembered 1000 years from now, but definitely 50 years.
    I am however somewhat more optimistic than you about the progression of game design as a discipline. The Witness being almost instantly understood by a large number of people, unlike Braid, is evidence that there has a been a "leveling-up" of game literacy since the release of Braid, both among designers and players.
    It's probable that your primary lament with people "not understanding Braid" comes from outside the game industry, in that serious intellectuals more or less avoid the medium entirely if they aren't already in "the industry." Perhaps this dovetails with my previous point about the general misapprehension of the peculiar strengths of video games versus other mediums. Something that is still perhaps not well understood, even within the game industry.

    • @maingimoveyourteleporter
      @maingimoveyourteleporter Před 5 lety

      Wouldn't necessarily say that the first thing that comes to my mind when referring to the strength of a video game in particular is discovering things (since you could also have a different experience reading a book or movie with a theory or something). Even words on a 'nonfiction' page can give insights based on other people reading them (granted there are a lot more ways to interpret a real life event than to discover a brand new mechanic based on watching a playthrough of a game).

  • @dingolover6969
    @dingolover6969 Před 4 lety +1

    It took me some time to find the referenced article by Krystian Majewski, (18:24) mostly because I couldn't figure out how to spell his name, but thanks for bringing it to my attention!
    I agree with your conclusion that it is interesting but goes too far. Actually having read the whole article I upgrade my opinion to: the article is initially compelling but unsound. He complains a lot about puzzles being impossible to figure out beforehand, whereas if you look at the puzzle and actually think about it for a moment, you can figure out all of the traps before you fall into them. Of course when I played Braid I just blundered into traps willy-nilly, but when I failed to avoid them I took a moment, thought about it, and understood why. "Oh you wily Jonathan Blow" I said.
    Additionally, Majewski's proposals go against pieces of the core design philosophy of Braid: completely exploring the interesting results of the time rules of Braid, and not cutting off interesting parts of the complete whole just because some people might have a hard time with them.
    Majewski's critique of World 5 Puzzle 4 “Crossing the Gap” is good, though. I must have tried that slightly-too-long jump 100 times.

  • @minindoalt
    @minindoalt Před 5 lety

    awesome stream/video, great insight into communication and game mechanics

  • @snurreo
    @snurreo Před 5 lety +2

    Great video! You mentioned that you have kept track of other games that follow in the footsteps of Braid. Would you consider sharing that list either in video or text form?

    • @hamish_todd
      @hamish_todd  Před 5 lety +4

      Snurre O hamishtodd1.github.io/personal/recommendations.html :) and to copy paste:
      **You're not allowed to make games unless you have played these ones!**
      Portal
      Braid
      Incredipede
      World of Goo
      Naya's Quest
      Mushroom 11
      Perspective
      VVVVVV
      Ibb & Obb
      Engare
      Cut the Rope
      Catrap - an expressive puzzle game from 1985!
      **These ones are great too**
      The Witness
      Four Sided Fantasy
      The Swapper
      Nano Pandas
      Bond Breaker
      Hundreds
      Eliss Infinity
      Recursed
      Quantum Conundrum - with the sound muted
      Moments of Reflection
      Dragonbox: Elements
      Chronotron
      Virtual Silence
      Kuru Kuru Kuririn
      Pushmo - appeared on the store within a day of Catrap's port. Coincidence??
      The Lost Vikings
      Mi
      Mr Heart Loves You Very Much
      Lost in the Static
      And Yet It Moves
      Blek
      The Distorter
      Osmos
      Everyday Genius: SquareLogic
      English Country Tune
      Gish
      Trabae
      **Non-puzzle games**
      Super Monkey Ball
      Tombed
      The Mighty JillOff
      Metal Storm
      Ikaruga
      Traal
      Aban Hawkins and the 1000 Spikes
      Super Meat Boy
      Super Mario Land 2 - especially Tree Zone level 2 (link timestamped)
      Halo: Combat Evolved - especially the first level
      Castlevania
      Castlevania: Bloodlines
      Castlevania: Belmont's Revenge
      Shadow of the Colossus and Panzer Dragoon Zwei
      Qix
      Elevator Action
      Choplifter
      Sin and Punishment - given designers able to make something as incredible as Ikaruga with the idea of "polarity shifting", what will they do when given a 3D engine?
      **Not great, but "underappreciated" / "interesting for designers" / "7/10"**
      Lit - I've only played the wii version
      Intelligent Qube
      Somnia
      Spartan: Total Warrior
      Synaesthete
      Ivy the Kiwi - a mascot platformer with interesting controls, from the creator of Sonic
      Timeslip
      Kororimpa
      Gun Valkyrie
      Lattice
      Mighty Flip Champs
      Soul Bubbles - very, very fun physics

    • @farissaadat4437
      @farissaadat4437 Před 5 lety +2

      Hamish Todd, an amazing list, thanks for sharing. May I ask why you put a game like World of Goo above The Witness? Do you appreciate the lack of a defined puzzle space in the World of Goo and how it feels more interactive than the rigidness of The Witness?

    • @hamish_todd
      @hamish_todd  Před 5 lety +2

      No problem!
      I have The Witness at the top of the secondary list because obviously it's incredible. The puzzles are extremely well designed in every way I know, and they move the medium of puzzle design forward too: they have the "epiphany" thing going on where the mechanics themselves can be deduced. That is the beautiful thing about it, and that makes it a profound insight into the human mind: that our brains take stuff from eg our everyday life and bring them to bear on abstract problems like those of working out what the puzzle mechanics are.
      The reason it is not in the best of the best for me is that I am interested in mechanics that have more sophistication than The Witness's. I find its mechanics too simple. Now I know that that is to a large extent the point. The point is to do wonderful things like, in the case of the flowers, purposely make you think that the mechanics are something other than what they are (temporarily). That could only really be done with simple mechanics. So I'm glad that it was made, and possibly nobody other than Jonathan Blow could have made it, so I'm glad he made it.
      But I find the mechanics of those other games (Naya's Quest, Engare and World of Goo...) to be "just more interesting" than The Witness's, for a few different reasons, eg how they interact with perception or deeper mathematical concepts. For me, at least right now, that is more important than "moving the medium forward". Like... the medium is already in an ok place because of Braid and Portal, and it is important to demonstrate what can already be done. For that reason I also have three games at the top that do not have very interesting mechanics (or at least are less interesting than The Witness's): Cut The Rope, Ibb & Obb, and Catrap. These ones are important for other reasons. Respectively: CtR is popular, Ibb & Obb is multiplayer, and Catrap is extremely old!
      (the mirror/rotation puzzles and the specular reflection puzzles are my favourites in The Witness)

    • @farissaadat4437
      @farissaadat4437 Před 5 lety +2

      Fantastic writeup, thank you

  • @robabpiraneh2866
    @robabpiraneh2866 Před 5 lety

    what app or software do u use for your video over the game? for utube