< Return to Video

How Jonathan Blow Designs a Puzzle | Game Maker's Toolkit

  • 0:01 - 0:06
    JONATHAN BLOW: It was very clearly the case that more ideas came out of the development process,
  • 0:06 - 0:12
    and ended up in the final game, than I put into it as a designer.
  • 0:12 - 0:16
    The process of designing the gameplay for
    this game was more like discovering things
  • 0:16 - 0:23
    that already exist than it was like creating
    something new and arbitrary.
  • 0:23 - 0:25
    And another way to say that is that there
    was an extent to which
  • 0:25 - 0:28
    this game designed itself
  • 0:32 - 0:38
    This is Game Maker's Toolkit, I'm Mark Brown.
  • 0:38 - 0:44
    That was Jonathan Blow talking about the rewindable
    platformer Braid at the Game Developer's Conference
  • 0:44 - 0:45
    in 2011.
  • 0:45 - 0:49
    What Blow's describing here is a philosophy
    of game design that he used when making both
  • 0:49 - 0:56
    Braid and The Witness where rules and puzzles
    were discovered through programming and play-testing,
  • 0:56 - 1:01
    rather than designed through the implementation
    of some preconceived idea.
  • 1:01 - 1:07
    So with the Mario-like platformer Braid, he
    started with a mechanic - the ability to turn
  • 1:07 - 1:10
    back time by a practically unlimited amount.
  • 1:10 - 1:16
    In the process of coding that, new ideas emerged.
    If he was rewinding the position of everything
  • 1:16 - 1:21
    in the world, he could choose to not do that
    for certain objects, and thus make them immune
  • 1:21 - 1:26
    to your ability to manipulate time. A rule was born.
  • 1:26 - 1:31
    After implementing these new rules, Blow could
    play the game and look for consequences that
  • 1:31 - 1:36
    he perhaps did not foresee. Like how if a
    moving platform was immune to time travel,
  • 1:36 - 1:41
    the hero could rewind to a point where the
    platform is no beneath his feet, and would fall
  • 1:41 - 1:46
    down as soon as he stops manipulating time.
  • 1:46 - 1:47
    That's kinda cool.
  • 1:47 - 1:53
    So each puzzle became an illustration of one
    of those phenomena, so that by solving it,
  • 1:53 - 1:58
    the player would stumble upon that interesting
    fact about Braid's unique universe - the same
  • 1:58 - 2:02
    fact that Blow himself discovered while programming
    the game.
  • 2:02 - 2:08
    A similar process was used in The Witness,
    where Blow made rules and puzzles by exploring
  • 2:08 - 2:14
    the mechanic of drawing lines on a grid. Play
    testing this showed Blow that he was often
  • 2:14 - 2:18
    partitioning grid cells - perhaps that could
    become a rule?
  • 2:18 - 2:23
    Which leads to situations like this. This
    puzzle is pretty easy to solve: you just loop
  • 2:23 - 2:27
    around here and you're away. The next puzzle
    looks identical but you'll notice that the exit
  • 2:27 - 2:33
    has moved. Now, using that same solution will cut
    off your access to the exit. So you have to
  • 2:33 - 2:36
    solve it like this.
  • 2:36 - 2:41
    Here, the mechanic of drawing a line inspired
    a rule about partitioning cells which had
  • 2:41 - 2:47
    the consequence of cutting off your exit,
    which led to a puzzle illustrating this fact.
  • 2:47 - 2:53
    Describing the invention of this puzzle type
    at IndieCade in 2011, Blow said...
  • 2:53 - 2:56
    JONATHAN BLOW: That came from asking these little known questions.
  • 2:56 - 3:01
    It didn't come from a top-down imposition 'I want to make a puzzle type that... blah'
  • 3:01 - 3:07
    Rather, it came from this very simple process of exploration very early in development.
  • 3:07 - 3:12
    While Blow may have largely abdicated the
    duty of designing puzzles to, I dunno, the
  • 3:12 - 3:16
    universe, he still has some important roles
    to play.
  • 3:16 - 3:21
    First, is making sure the ramifications of
    each change are explored to the fullest. In
  • 3:21 - 3:25
    The Witness, Blow asked how every part of
    the game could be twisted, and that includes
  • 3:25 - 3:29
    the grid, the cells, the line, the environment, and the panel.
  • 3:29 - 3:33
    And in Braid, you'll notice that the consequences
    of each rule change are explored by every
  • 3:33 - 3:35
    object in the game.
  • 3:35 - 3:39
    In the world where objects can be immune to rewind,
    for example, there are puzzles where enemies,
  • 3:39 - 3:44
    keys, doors, clouds, platforms, and even the
    player character have this property.
  • 3:44 - 3:50
    Blow's second job is to present the resulting puzzles
    in a way that will give the player the best
  • 3:50 - 3:55
    possible set-up to discover the interesting
    fact at the heart of the conundrum.
  • 3:55 - 4:00
    For example, he frequently uses misdirection
    to lull you into making a seemingly obvious
  • 4:00 - 4:05
    move - only to show you that this is not correct.
    In the Braid puzzle "Hunt", you're told to
  • 4:05 - 4:09
    kill all the monsters but they're set up in
    a way that if you kill them in the most obvious
  • 4:09 - 4:12
    sequence, you're unable to solve the puzzle.
  • 4:12 - 4:17
    Misdirection like this stops the player from brute-forcing
    the puzzle and failing to grasp the interesting
  • 4:17 - 4:22
    fact. And showing the player why something
    doesn't work is often part of that fundamental
  • 4:22 - 4:26
    truth that Blow is illustrating in each puzzle.
  • 4:26 - 4:32
    The designer also uses sequences, pairings
    and reprisals. If you come across a simple
  • 4:32 - 4:36
    puzzle - like this one about trying to unlock
    two doors with one key - you'll likely come
  • 4:36 - 4:39
    across a more substantial version in the same
    area.
  • 4:39 - 4:43
    And by using familiar layouts in different
    worlds, with different rules, you can see
  • 4:43 - 4:48
    how the consequences have changed. This level
    is essentially repeated in Worlds 2 and 4,
  • 4:48 - 4:52
    but the way time works in each means the solution
    is unique.
  • 4:52 - 4:57
    Jonathan Blow also subverts the rules you're
    used to. In the level Irreversible, you have
  • 4:57 - 5:01
    to realise that you must not use your rewind
    powers. And throws in traps, to catch out
  • 5:01 - 5:06
    those who aren't thinking hard enough. In
    this level, the wacky way that time works means
  • 5:06 - 5:09
    only one of these gates can be opened...
  • 5:09 - 5:15
    Blow's final job is to be ruthlessly curatorial,
    and edit out mechanics, rules, and puzzles
  • 5:15 - 5:21
    that lack a sense of surprise, or overlap
    with each other, or fail to say anything interesting.
  • 5:21 - 5:25
    Both Braid and The Witness were spin-offs
    of games that were shelved because their main
  • 5:25 - 5:31
    mechanics didn't present a rich enough space
    to explore. And Blow killed off rules, like
  • 5:31 - 5:36
    Braid's weird turn-based world, because their
    consequences weren't surprising, or the rules
  • 5:36 - 5:38
    felt contrived.
  • 5:38 - 5:42
    But where Jonathan Blow will differ from other
    designers is that he deliberately left stuff
  • 5:42 - 5:47
    in, even if it wasn't fun - simply because
    it was interesting or would make the game
  • 5:47 - 5:49
    feel incomplete to remove it.
  • 5:49 - 5:54
    Like this super weird puzzle where a key can
    bumble along on its own. It is, after all,
  • 5:54 - 5:58
    a surprising and interesting consequence of
    this game's universe.
  • 5:58 - 6:03
    Because for Jonathan Blow, a puzzle is never
    just a puzzle. It's a communication of an
  • 6:03 - 6:07
    idea from the designer to the player. And
    solving the puzzle is the player's way of
  • 6:07 - 6:09
    saying "I understand".
  • 6:09 - 6:14
    And I think "I understand" is a significantly
    different concept to "I finally figured it
  • 6:14 - 6:19
    out", which is how many puzzle games operate with
    their arbitrary steps and intricate sequences
  • 6:19 - 6:21
    and red herrings and obtuse mechanisms.
  • 6:21 - 6:27
    But the puzzles in Blow's games feel more
    fair. And that's why this design philosophy
  • 6:27 - 6:32
    isn't just about letting the design help direct
    you to the next rule or the next puzzle - it's also
  • 6:32 - 6:35
    about helping you make better, and more honest puzzles.
  • 6:35 - 6:40
    Braid and The Witness introduce all the elements
    upfront and teach their mechanics quickly
  • 6:40 - 6:45
    with introductory puzzles - from there the
    harder puzzles are only about understanding
  • 6:45 - 6:49
    the consequences of those known mechanics
    in different set-ups, combinations, and layouts.
  • 6:49 - 6:55
    And the puzzles can be blisteringly simple.
    Most are about exploring just one idea and
  • 6:55 - 7:00
    the stages are small enough so you can consider
    all the moving parts at once. And there are
  • 7:00 - 7:05
    no, or very few, red herrings, and also few
    arbitrary steps to finish. Once you've found
  • 7:05 - 7:08
    the solution, it's relatively effortless to
    execute it.
  • 7:08 - 7:13
    So solving a puzzle in this game isn't like
    solving a Rubik's cube or trying to guess
  • 7:13 - 7:18
    at the answer to a riddle. It's simply seeing
    something that was there all along. The answer
  • 7:18 - 7:23
    was right in front of your eyes, if only you
    knew the right way to look at the world.
  • 7:23 - 7:26
    Kinda like those hidden puzzles in The Witness.
  • 7:26 - 7:30
    So that "a-ha!" moment you get when solving
    a puzzle isn't about finally putting together
  • 7:30 - 7:35
    all the pieces or finally understanding what
    the hell the designer was asking you to do,
  • 7:35 - 7:38
    but it feels like you just saw the world a
    bit more clearly.
  • 7:38 - 7:43
    As Jonathan Blow told Gamasutra, "the more
    that a puzzle is about something real and
  • 7:43 - 7:48
    something specific, and the less it's about
    some arbitrary challenge, the more meaningful
  • 7:48 - 7:51
    that epiphany is".
  • 7:53 - 7:54
    Thanks for watching!
  • 7:54 - 7:59
    One of my goals with GMT is to pass on the
    philosophies of the best game designers around
  • 7:59 - 8:03
    so you can use their ideas in your own games.
  • 8:03 - 8:06
    If you're interested, I've put loads of links
    in the description where Jonathan Blow talks
  • 8:06 - 8:08
    more about the process.
  • 8:08 - 8:12
    And it's not just for puzzles games - Blow
    reckons that this process of letting the design
  • 8:12 - 8:17
    dictate the rules and mechanics could be used
    in other genres, too.
  • 8:17 - 8:20
    As always if you liked the show you can leave
    a comment, give me a thumbs up, subscribe
  • 8:20 - 8:25
    on YouTube, or even support the show financially
    on Patreon like these endlessly awesome gold
  • 8:25 - 8:26
    tier supporters...
Title:
How Jonathan Blow Designs a Puzzle | Game Maker's Toolkit
Description:

more » « less
Video Language:
English
Duration:
08:35

English, British subtitles

Revisions