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IndieCade 2011: Jonathan Blow & Marc Ten Bosch

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Uploaded by on Oct 23, 2011

IndieCade 2011 Conference
Jonathan Blow & Marc Ten Boch, Designing the Universe, October 7th,
2011.
Video shot by Ida Bendentto.
Conference Chairs: Colleen Macklin, John Sharp, Andy Nealen
Video Squad Producer: Scott Stephan

Any system of interactivity can of course be explored: If X happens, what are the consequences? What are all the ways in which pattern Y expresses itself, and to what do those expressions lead? By inspecting the structure of a system in this way, we can find the core ideas of the system, and see how those ideas illustrate fundamental truths of our universe. We present a game design aesthetic that values looking for systems that express these truths in the cleanest possible way. We explain how this is different from more-traditional combinatoric design techniques; we show examples from our games and describe a method for applying the aesthetic in general.

Check out new videos every Monday and Thursday at: http://www.indiecade.com/index.php/2011/conference_videos/

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Uploader Comments (indiecadebossbattle)

  • I wonder what they would do if I just follow Jonathan with my camera equipment whenever he is going to give a talk. Is it illegal to film at events like this, because all this stuff is just too important not capture.

    And a few of his talks have gone "missing" supposedly erased because of things he said or just the whole content of the speech.

  • @MsBickle76 It depends on the event- Some events have a strict no filming policy and sometimes the venue has very specific rules. At IndieCade, you're free to film as long as the Presenter/Speaker is comfortable with it. This video was captured by Ida Bendetto, an incredibly helpful and amazing IndieCade volunteer.

  • Why is this video unlisted? I'm saving it to my Jonathan Blow folder, with inspiration and notes for my indie game!

  • @YearwigY It's now publicly listed, we forgot to flip the switch! Thanks for the reminder :)

Top Comments

  • 0:45:57

    1. Richness

    2. Completeness

    3. Surprise

    4.Lightest Contrivance

    5. Strength of Boundary

    6. Compatibility

    7. Orthogonality

    8. Generosity.

    Put that in your notes!

see all

All Comments (29)

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  • 1:05:27

    I almost spit all over the keyboard when I heard that.

    JON BLOW STEALTH GAME?? LIFE IS WORTH LIVING!!!

  • I could listen to one jonathan blow talk everyday.

  • @Leonhart231 I think I get the orthogonality - if a new mechanic largely overlaps with previous ones, it's excessive. An extreme case would be a gun that just looks different. Compatibility may just be something that "breaks" the game, making other mechanics no longer interesting. It would be like adding a jump ability to VVVVVV - it totally breaks many of the puzzles, taking away their challenge. Sometimes this can be good, like adding infinite rewind to a platformer, but then it's a new game.

  • @stevesan Orthogonality seems to say that if you add a new mechanic, it should define new truths, but if you add a new object for the mechanics to act on, it should help define the mechanic. If you add a mechanic to help explain your other mechanic, then you are causing an overlap and they can no longer act independently of each other, which is not good, since it forces you to use both at once if you want to explain them. Tell me what you think as well. I'm curious for another opinion.

  • @stevesan What I'm getting from compatibility is that if you add a new object to a game, and it helps explain, or builds on, your mechanics, it is good. But if you have to do something that feels very unnatural for the game and all it does is complicate your mechanics, then it is not good. See my other reply as well, I ran out of space.

  • I must say, I agree with almost everything being said here, especially the part about trimming out anything that's "not truth." I am confused about the compatibility and orthogonality parts though - could someone offer their interpretation of what's said here? Damn these Youtube character limits...

  • inspired me to get and complete VVVVVV no easy task!

  • I'm not a game designer or even much of a "gamer" these days, but I still find Jonathan's lectures to be very interesting. He changed my idea of what games can and should be.

  • @iamvfx No spoilers. We wish! Just a limit on the recording.

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