Jonathan Blow Interview: “No Compromises”

By: Derek Yu

On: September 3rd, 2008

Jonathan Blow

Matthew Boyd (Three Panel Soul), who interviewed Tarn Adams for Kwanzoo.com about a month ago, just did another, shorter, interview with Jonathan Blow, where they discuss Braid, Microsoft, and the nature of being an independent developer.

I feel like there is enough compromise in the game industry. Everyone compromises on everything all the time. If I want to make something different, that really stands out, then a good way to do that is to not compromise. Plus, compromise does not suit my personality very well. It tastes bad.

In the past, I’ve noticed that before Braid was released, some people have took issue with Jon being vocal about his opinions regarding the games industry and the development process. Has that changed at all for you guys?

In any case, I’m digging these interviews. Keep ’em up, Matt!

  • Lyx

    I like his style as well as his arguments. Unfortunatelly, quite a lot of people cannot distinguish between self-confidence and arrogance – for those ants, any degree of valueing oneself or… gasp… seeing oneself as “above average” – regardless of it is justified or not – is illegal according to their slave-morale. They are even saying that themselves about themselves… their problem with him is not the validity of what he says, but “how” he says it. In other words: “It doesn’t matter if what you say is true and makes sense… the content doesn’t matter – all which matters is that you act and present yourself as if you are something special – which is forbidden.”

  • Kongming

    Pops, you are a pretty shitty troll. Go away.

  • Kobel

    To be fair, I think the guy is a little bit pompous, self-important, and humorless. But you know what? I also think he has some of the most inspiring ideas on game design and production I’ve heard in years. The fact that very few of his critics in this thread seem to be able to accurately represent his arguments and instead resort to setting up flimsy straw men speaks volumes.
    Guy may not be perfect, but he’s saying things that need to be said; and now he’s proved he can walk the walk while talking the talk.

  • Jenga

    @ corpus:

    No, that’s not why he’s a douchebag. He’s a douchebag because he is a ‘martial artist’ and because of the way he poses for pictures.

  • Kongming

    Jenga, you are also a shitty troll. Go away.

  • corpus

    Look, try to approach it with some modicum of intelligence. Don’t agree with his philosophies? That’s fine. I don’t agree with some of the things he says.

    However, you have to respect him for having the balls to voice his opinion, and you should endeavour to at least consider it logically. Don’t dismiss it offhand or make inane ad hominem attacks.

    As jsticker said elsewhere, what’s the point of only ever listening to people you agree with?

  • http://www.getmagi.com TeeGee

    Few months ago, when he was just a guy making a pretty indie game, I wanted to ask: why do I have to love Job Blow?!

    Now, when he’s a guy who made that pretty indie game, suddelny I need to ask: why do I have to hate Jon Blow?!

    What did this guy did to be suddenly hated for the stuff he was loved few months ago? Umm… made a good game? Doesn’t sound too terrible to me, to be honest :/.

  • moi

    Wow shinygerbil!
    Congrats for your game man :beer:

  • moi again

    game reporters are using the indie rockstars and their ‘rebellious’ attitude and their constant whining against “the man” as a selling point to create a new buzz in an otherwise dull industry and to sell stories. But one day when they’ve used them as much as they can, they’ll throw them away as old rags, and some people will be left on the cold floor, bleeding and sobbing.

  • moi

    people grew tired of Bart simpson, didn’t they?
    Eat my shorts dude.

  • rodnonymous

    The whole matter of calling collectibles unethical game design and implying that designers who resort to them hate their players kind of looks more like an admission of guilt than a call for action now that his game full of stars to collect is on the scene.

  • Kobel

    The point was that those collectibles are a reward for no actual accomplishment, not that collecting = bad. The question is what the in game rewards are actually rewarding.
    See, this is what I’m talking about.

  • http://www.indiebird.com Alex Vostrov

    If people have issues with the way Jon Blow expresses things, they should listen to Chris Crawford. Their heads will explode.

    That will be a good thing.

  • Paul Eres

    I think the dislike of him comes from this: he was one of the few indie developers to be famous in the indie games scene before he even released a single game. He even won an award in the IGF without releasing anything. And despite that he got a lot more attention than people who had released dozens of fun games.

    I don’t think that’s a good reason to hate someone. I think he’s a good person who also happens to be very good at gathering attention around himself. Being good at getting attention (either positive or negative) is a good trait for an indie developer to have. There’s no such thing as bad press, and all that.

    I like most of what he says about games — in fact some of the stuff he has said are things that I thought only I believed, because I’ve never seen it out of anyone else before. That made me like him. People like people who are like themselves, I guess. Though I’m not as good at gathering attention around myself as he is, I’m definitely about as self-assured, i.e. I don’t say things like “in my opinion” or “at least that’s what I think” or “I could be wrong” very often, because I believe what I believe and don’t need to put on warning labels.

    I was still a bit annoyed that he got all this positive press without actually doing anything, a few months ago he was about as famous as cactus was, even though he hadn’t released anything yet, but now that he released a game that part of him doesn’t annoy me anymore.

  • http://www.sinisterdesign.net Craig Stern

    I haven’t noticed much attention being paid to Blow except in the context of Braid. Why does everyone say he’s so good at gathering attention to himself?

  • Paul Eres

    A lot of it has been about Braid, but a lot of it was just speeches he gave or interviews with him.

    To clarify what I meant: there are thousands of really great indie developers out there, ones who have released plenty of great games. Yet a lot of them have never been mentioned on this site at all, and Blow has a full *two pages* of entries with the JonathanBlow tag (click on the tag to see them) on this site. Many of them are not about Braid at all, but just about something Blow said or did. Does he really deserve that much attention? Did all those others really deserve to be ignored? It seems disproportionate to me.

    Even if they were only about Braid (and not all of them are), does a single indie game deserve two pages of preview posts, and so many other games don’t even get review posts? I know Derek and the other editors can only write about what catches their eyes, and they can’t be everywhere at once, I’m not blaming them. I’m saying Blow is good at doing things which get him noticed and talked about. And to be successful you have to have that skill.

  • Paul Eres

    As an aside, this entry is a perfect example — it’s not really about Braid, it’s about Blow saying he never compromises.

  • moi

    @Paul Eres:
    I don’t agree with you, you see, if that was true, then everyone would hate phil Fish too.
    Yet noone hates fil phish, actually people find him kind of cool and I agree with that.

    There must be something else.

  • http://www.mawsoft.com/blog/ Impossible

    The Fish backlash will come once Fez is released. Just wait for it.

  • http://www.sinisterdesign.net Craig Stern

    So I guess my next question is, how did he end up giving speeches and interviews when he had not yet released any games? Is he some sort of game design theorist or something? Or does he just happen to know the right people?

  • Paul Eres

    @moi: I don’t particularly like Phil Fish either, nor dislike him, I don’t really know him. My friend Patrick Dugan did meet him and tells me he’s cool though. Plus, Phil Fish often posts on the forums here, and often comments on blogs, and Blow doesn’t (to my knowledge, anyway), which makes Fish seem more down-to-earth and approachable than Blow. I also think Fish has released games other than Fez? You don’t see 30 entries about Phil Fish, either. So it’s not really a good comparison.

    @Craig Stern: I believe it’s largely a combination of knowing the right people (being good at networking), and just plain hard work. It takes work to prepare and give speeches, and not everyone is willing or even able to do that. I’m certainly not, I’d have too much stage fright.

  • Derek

    Just a few thoughts:

    Personally, when I listen to Jon Blow speak, my ears perk up. It’s not just that Jon takes the time to prepare and give speeches – he’s passionate and thoughtful about what he’s saying.

    I should also mention that, aside from Braid, Jon’s also been running the Experimental Gameplay Workshop for quite a while now, and it’s an integral part of GDC each year, in my opinion.

    Also, Paul, re: number of posts per person – please keep in mind that writing a game “review” (even though it’s more like impressions!) takes me probably 3-4 times as long to write as a post like this.

    And I am sensitive to the fact that people think we only cycle through a few favorites on TIGS (even though I disagree), but I’m limited by how often I can actually update the site. The fact that the people who take issue with this never actually offer any new people/games to post about doesn’t make it any easier for me! So speak up! I do listen.

  • http://www.mawsoft.com/blog/ Impossible

    @Paul Eres: Blow didn’t exist entirely in a vacuum before Braid. While I don’t really feel like digging up his resume, he was a columnist Game Developer Magazine, he’s worked on various games and middleware in the past, etc..

    If indie projects are all that matter, he has a few prototypes on his site. They’re not polished, but they’re interesting in their own right.

    If polished commercial indie projects are all that count, I imagine most of your favorite indie game makers don’t really matter (Cactus, Kenta Cho, Phil Fish, Derek Yu, Jon Mak, etc.) :).

  • Rampancy

    Some people have Took issue? Does this mean Pippin messed them up somehow? Hrm.

    Anyway, in my opinion, it’s good that he is vocal about his opinion. I don’t know if his opinion is the best one – I think other independent developers should try to speak out a bit more, too.

  • Critic

    Just for clarification: I am not jealous of Blow, I do not hate Blow, and I am not attacking everything in sight because my parents beat me or some shit like that. I haven’t read the interview with Blow, or much of anything he has said; I haven’t played Braid either, but would love to if only I had an x-box. The game looks like fun.
    However, the “Compromise doesn’t suit my personality very well” line does make him look like, in the words of Mitch, an uppity douche-bag.

  • Kobel

    How is that, exactly? Is it his dislike of compromise or the fact that he mentioned it that makes him a douche-bag? If the former, do you think that compromise tends to produce interesting art? If the latter, do you think he should have lied?

  • Paul Eres

    re Derek: That was part of my point actually, that it wasn’t your fault. He makes it easy to write up a quick entry about him, because he does and says things that people like to tell others about. But the effect is still that he gets more exposure than others do, just through the natural forces of how journalism works, not through any sort of incompetence or malevolence on anyone’s part. As for recommendations, usually when I find an interesting game that I think needs some recognition I pass the news along to Tim (just cause it’s easy to talk to him on instant messenger), although half the time when I do that I learn that he already reviewed it and was three steps ahead of me :D

    re Impossible: I didn’t mean that he was in a vacuum. It makes sense that he used to be a games journalist though, I didn’t know that about him. But are you really saying that those things he has done makes him more deserving of two pages of entries about him when many other more accomplished (up until Braid’s release, that is) people had none? My point isn’t that he or the editors here are at fault, my point is that news works in a certain way, and he acts in a way (perhaps not even intentionally) which makes him get a disproportionate share of attention. Just through the natural forces of how news works, not through any conspiracy or ill-intent.

    re Kobel: I think it’s more that, by saying that, he’s saying that other developers do compromise, and that he doesn’t. So it’s putting himself above others in that way. I don’t think anyone believes they compromise the quality of their game for external reasons. So the point isn’t that compromising artistic integrity is good, the point is that he’s saying that most people compromise that, and that he doesn’t. Which may or may not be true.

  • eron

    That was a good interview and worthwhile read. It sucks that so many of these responses are just insults.

  • Kobel

    That seems like putting words in his mouth, but okay. It seems to me that if one wishes to publicly dispute that stance, which he does certainly seem to take, then it’s their responsibility to provide arguments to refute his rather than just calling him names.

    It is, I believe, generally accepted in the industry that design by committee rarely produces good results. Is the chain of command typical of publicly owned game developers and publishers any different from this theoretical committee? The argument that because these organizations are structured this way BY LAW they must to some extent have mediocrity introduced to them seems to me to be a fairly solid argument, and one worthy of being actually debated rather than brushed aside in favor of straw men.

  • Paul Eres

    re Kobel: I think it should be debated, sure. However, he wasn’t talking about designing by committee or the infrastructure type stuff, he wasn’t talking about the structure of corporations or any of that — he was talking about the personality. Him saying that compromise isn’t in his personality is tacitly saying that compromise is in other developers’ personalities. I.e. that it’s a fault of their *character*, not a fault of how teams are set up or a larger number of cooks spoiling the broth. If he had just said that designing by committee is a bad thing, it wouldn’t be such a controversial statement.

  • Kobel

    I suppose that could be one interpretation; however, having seen him speak about how publicly owned companies are legally obligated to not produce products that are personally meaningful to one person I think that that probably relates to what he’s saying here. That is to say, yes, he IS saying that compromise is in other developers’ personality, because it HAS to be for them to work in that kind of environment. Remember, compromise isn’t a bad thing! But, unfortunately, the kind of compromise that is NECESSARY to work in a company of that size and professionalism can by its very nature stifle honest creative output. So, again, what’s so all-fired offensive about saying that anyway?

  • Paul Eres

    As an aside, I don’t believe he meant it to be offensive to other developers. Interviews can be off the cuff and unprepared, he probably just said something that sounds worse than he meant it.

    But I also think that kind of reflects his general, unchallenged outlook toward other developers expressed in most of the interviews I’ve seen with him: that most everyone else is doing it wrong, and he’s doing it right.

    Which is also why people tend to hate Chris Crawford — even though I think Crawford is a great man, he does have the same approach of thinking he’s just about the only one in his field doing worthwhile work, and that the vast majority of the people in the industry are doing little to nothing of value.

  • http://www.mawsoft.com/blog/ Impossible

    @Paul Eres: I wouldn’t quite call him a games journalist. His articles were all pretty hardcore technical stuff. Generally when I think of “games journalist” I think of “game reviewer.” But I guess you’re right.

    I think he’s as deserving as Cactus (at 3 pages) or Pixel (also at 2 pages.) He’s made a great game, he hosts the Experimental Gameplay workshop and he has interesting things to say, at least some of the time.

  • Kobel

    I dunno, from what I’ve heard his stance is that the way the companies do it is great for making money and is pretty damn good for making entertainment, it just sucks for art. Does that mean they’re doing it wrong? No, it means that he and they have different goals. I think that perhaps just trying to make that distinction is offensive to people in some way, though I’m still not really certain why.

    Probably people just insult him because they know from his interview now that he reads people’s comments and they want to make him sad :( or angry X|

  • Paul Eres

    re Impossible: Understood. And I agree that he’s as deserving as Cactus or Pixel now. But I meant back in early 2008 or 2007, before he released Braid. But for me it still comes down to this: Pixel has created something like three (four?) great games, Cactus has created exactly one billion great games, and Braid created, at the time when most of those entries were written, none.

    Maybe that’s too simplistic of a way of looking at it, but I tend to expect a site about indie games to give more attention to people who create them than people who (again, up until Braid) just talk about them. It might be simplistic, but I come from the Ohrrpgce community, whose motto was “shut up and make your game”, often abbreviated SUAMYG.

  • Paul Eres

    re Kobel: I’m sure some people insult him just to make him angry, but I didn’t intend it like that — as I said in early comments, I agree with most of what he says and think he’s a good person. I just also think it was somewhat annoying that his admirable and important ability to gather attention around him takes space away from other equally deserving indie games, and that simply because someone’s better at seeming more newsworthy doesn’t mean that they actually are more newsworthy.

    As a simple example: I think Iji is a better game than Braid, or at least on the same level, and I think many people who read this blog would agree, but how many previews of Iji did we get? None?

  • Paul Eres

    (Compared with, like, 17 Braid previews).

  • Paul Eres

    I also want to quote a relevant part of this interview which I found interesting.

    *

    Matt: Microsoft does seem to have been fairly supportive of you when you put your foot down, like saying there wouldn’t be any in-game hints.

    Jonathan: Yes, for the most part. However there was one change they insisted on making that I got very mad about. I came very, very close to yanking Braid off Arcade and making it PC-only.

    Fortunately, the change only affects the trial version of the game, not the full version. So in the end I decided it was not so bad, even if ultimately I felt dirty for letting that kind of Microsoft bad-decision-making wash across the game, even just a little.

    Matt: What was the change, or would it be better to just not say?

    Jonathan: It was just making the free demo version short like it is now. I wanted it to be longer, because I figured that the important thing is to communicate to the player what the game is really about, and to let them make an informed decision about whether they want the full game. I believe that if the game is a high-quality, compelling experience, people will want to play the rest. But Microsoft didn’t want the demo to be so long. They wanted it to be a lot shorter. I argued with them and we reached a compromise. But like I said before, I don’t usually like compromise. It tastes bad.

    *

    I agree with him there. I love long demos. The demo of my game is a full third of the game.

    It’s also interesting that one of the big complaints about Braid is that the demo takes the most boring part of the game and uses that to try to sell the game. I suspect this led to a lot of lost sales.

  • Kobel

    re people saying that to make him angry: That was really just a joke, I didn’t actually think that’s the reason why most of the acrimony exists.

    re Braid demo: Curiously enough, I said almost the exact same thing in the IRC channel. In fact, I’m pretty sure we’d be hearing a LOT less “Super Mario” ripoff stuff if the demo had showcased a bit more of worlds 4-6.

    I haven’t tried Iji yet (hope to have time this weekend, it looks great), but I honestly thought Braid was pretty amazingly brilliant and one of the best things I’ve played in years. I hope that doesn’t make me biased. :)

    I’m going to bed now, but it’s been a pleasure talking to you, and I’m glad this discussion has been so civil (in rather sharp contrast to the discussion that spawned it). Good night.

  • http://www.mawsoft.com/blog/ Impossible

    @Paul Eres: Pixel has made one great game and a few good games. Cactus has made a lot of fun diversions, but most are stylized mini-games. Blow’s prototypes (http://number-none.com/blow/prototypes/index.html), while not as polished as anything Cactus has put out are in many ways more interesting, and he has 4 of them publicly available. He was working on this (http://number-none.com/happycake/index.html) before he started development on Braid.

    That’s 5 games besides Braid, 4 of them you can play.

  • Derek

    Jon is someone who clearly wants to figure out the nature of things, whether it’s the meaning of gameplay, the development process, or the relationship between indies and the rest of the industry. Or, you know, himself. I don’t know if we should hold it against him that he thinks out loud about his own role in the big process. I believe it is a really good thing for the community to have someone like Jon who creates discussions about these things.

    Daniel’s relative quiet as a game developer is also very admirable, but it’s hard to capture that on a site for indie game news.

    Also, I wouldn’t think about it like… for every Jonathan Blow post some great indie game didn’t get mentioned. The posts don’t really compete with one another in that way!

    And ultimately, I think the kind of coverage you’re looking for is the kind that Tim already provides on IndieGames.com. And Tim does that job well enough that I don’t see too much reason to try to do it, too! I want to promote as many great games and developers as possible on this site, but I’m not very concerned with being “fair,” per se, when it comes to who gets how many posts.

  • haowan

    I think that’s fine personally Derek, but in that case maybe the site’s tag-line should be changed from “unfiltered” to something a little more apt? :)

  • Paul Eres

    Well, consider too that Blow was getting interviews and mentions in places like gamasutra, kotaku, joystiq, etc., before he even released a game and before anyone even knew if his game was any good. So it’s not just restricted to TIGSource, I was just using it as a close-at-hand example.

    And even if you don’t strive for fairness, I think at least striving for variety is a good idea, hearing about the same games so often gets a bit boring. (Again, no offense intended to Derek or the other editors, this is just intended as constructive criticism, feel free to ignore it.)

  • PHeMoX

    *“Plus, compromise does not suit my personality very well.”

    This comment about compromise is a direct attack on most other commercial games and it’s pretty cunty if you ask me.

    Yeah, he has been lucky enough to be able to develop a game like Braid that had a pretty good budget all things considered, but let us see how he would handle working on a multi-million dollar high profile title, with suits breathing down his nech, asking for milestone builds and features to satisfy the latest trends the’ve learned about from some people who claim that “YOUR GAME NEEDS TO HAVE FEATURE X TO SUCCEED IN TODAYS MARKET”.*

    The irony in that though is that games do not NEED feature X to succeed in todays market… that’s just a marketing myth.

    *I realize he wouldn’t want to work on a game like that, because large teams and large budgets often mean loss of individual control, but some people has to…and not many developers are iD or 3D Reals and can keep until the game is perfect. Not fair, but that is unfortunately the way it works.*

    Perhaps making games in an even bigger team would be fine with him, as long as he himself decides where ‘his’ game is going. I don’t think that having a 10million$ budget or 180.000$ budget matters AT ALL. There are games made for far less than 10million that easily outdo higher budget games..

    To compromise in the games industry means going for mediocrity and a higher chance of financial success. That’s not what Blow is looking for.

  • PHeMoX

    Most developers that are backed by stockholders and so on that have a multi-million dollar budget, do not take chances. That in practice means they will compromise on just about everything, trying to squeeze in as much as possible, usually as main market oriented as possible, often resulting in a quite mediocre product.

    I think if big AAA developers would concentrate on far smaller markets, then they probably would make better games for less money.

  • BishX

    @ haowan:

    It HAS been changed. Look at it. It’s a hastily done fruity in-joke, but it’s been changed.

  • Guy

    Regarding criticizing games.
    Don’t forget that games are art.
    So measuring how good is a game, is like measuring how good is an art work.
    In other words, there is no standard for measuring how good is art(or a game).
    Art is really in the eye of the beholder, the “goodness” of art is subjective.
    So how do we measure what is a good game?
    Is it how popular and successful it is?
    (The most popular and successful computer is actually solitare)
    Is it the production values?
    Is it how fun people are having with it? But that is completly subjective.
    In other words, you can only say why YOU don’t like this game or that game. Or why YOU don’t like the games from the big companies.
    But you can’t tell other people what games to like or not, or if they are stupid or smart for liking one game or another.
    In other words, its really complicated, and lets just concentrate on making more games rather than talking about it so much.
    I think.

  • Zoltan Incredible

    Haha, this is a very defeatist kind of relativism. Nobody is trying to find a grand robot overlord kind of objective measure of GOOD anyway.

    But criticism, like art criticism in your example, isn’t about deciding on some fixed rating of quality for a thing, it’s about finding out what a thing is doing and how and why. Asking these questions lets you determine your own role, what works and what doesn’t, and maybe lets you discover your own tastes.

    And absolutely we should talk about it, because if you don’t know what the game you’re making does or how or why then why are you bothering?

    PS: what does that have to do with anything in this discussion in the first place?

  • Kongming

    Compromise is necessary for a commercial product. It is bad, bad, bad, bad, BAD for *art*. So, I don’t get what the issue is with Blow disliking compromise. Unless you’re stupid enough to think artistic integrity is just “pretentious” crap.

    “Pretentious,” by the way, is the stupidest, emptiest criticism ever. So you are a fucking idiot if you use it about Blow or anybody else.

    Have a good day.

  • Kobel

    If pretentious is empty, is accusing someone of pretending to be something as much so? ‘Pretentious’ CAN be an empty criticism, but it isn’t inherently so.