Jonathan Blow: Conflicts in Game Design 2008 talk

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Uploaded by on Apr 7, 2011

2008 MIGS talk abou the inherent conflicts in story-centric game designs.

@1:00:22 elaboration on issues in Half-life 2
@25:00 continue after elaboration

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Uploader Comments (rubbermuck)

  • I thought you made this video?

  • @lemesky oh, in that sense, yes, I did.

    thanks.

  • Thank you so much for all of Blows lectures! And the the video you made is just perfect and makes it easy to listen and pay attention.

    Im dying to play his new game "the witness"!

  • @lemesky which video that i made?

  • Thanks for uploading!

  • @DarkAntiU94 thank you for watching

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All Comments (13)

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  • Am I the only one who heard a scary sound at 59:40

  • @Instig8iveJournalism and the musical pieces, too, are placed 'in' the environment or as part of the events occurring, in one of the most sophisticated and well thought-out dynamic soundtracks I've seen so far.

  • The very thing he describes about HL2 seemed to be thematic in ValvE's game design: you'd shoot your way through a room, and then for a "reward" you would hear characters talk. Another "reward" might be to play cool music for certain fights (this is explicitly stated in one of the ValvE developer commentaries).

    Interestingly, Portal 2 dissolves both of those things. There are large portions of the game during which the character dialogue is intrinsically interwoven as part of the gameplay, and

  • Half:life2: 59:59

    

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