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Independant Games Summit 2007 - Jon Blow on Indie-Game Prototyping

It's really interesting to see the early beta art and gameplay. Finishing off Braid day with a look into the mind of its creator, his inspiration and aspirations.

He talks about how prototyping can also teach you a lot and give you ideas for future games even if your initial prototype doesn't take off. Amazingly informative!

8 years ago already. Wow!

Braid is a platform and puzzle video game developed by Number None, Inc. The game was released on August 6, 2008 for the Xbox 360's Xbox Live Arcade service. A Microsoft Windows version was released on April 10, 2009. Hothead Games ported and released the game to Mac OS X on May 20, 2009 and the PlayStation Network on November 12, 2009. A Linux port, created by Ryan C. Gordon, was released December 14, 2010 as part of the second Humble Indie Bundle.

The basic story elements unfold as the protagonist, Tim, attempts to rescue a princess from a monster. Text passages laid throughout the game reveal a multifaceted narrative, giving clues about Tim's contemplations and motivations. The game features traditional aspects of the platform genre while integrating various powers of time-manipulation. Using these abilities, the player progresses by finding and assembling jigsaw puzzle pieces.

Jonathan Blow designed the game as a personal critique of contemporary trends in game development. He funded the three-year project with his own money. Webcomic artist David Hellman drew the artwork, which underwent several iterations until it satisfied Blow's vision. A preliminary version of Braid without the final artwork won the "Innovation in Game Design" award at the 2006 Independent Games Festival; the final version received additional accolades. The game received highly positive reviews from critics, eventually becoming the highest critically rated title on Xbox Live. Some reviewers, however, criticized the game's price relative to its length.
Tim is a man searching for a princess who "has been snatched by a horrible and evil monster." His relationship with this princess is vague at best, and the only clear part of this relationship is that Tim has made some sort of mistake which he hopes to reconcile or, if possible, erase. As one progresses through the six worlds in Braid, storyline text at the beginning of each world provides further insight into Tim's quest for the princess, and alludes to the overarching gameplay mechanic of each level. The themes evoked include forgiveness, desire, and frustration. The final level, in which everything but Tim moves in reverse, depicts the princess escaping from a knight, and working together with Tim to surpass obstacles and meet at her home. Tim is suddenly locked out of the house, and, as time progresses forward, reversing Tim's actions, the events show the princess running from Tim, setting traps that he is able to evade, until she is rescued by the knight. Tim is revealed to be the "monster" the princess is running from.
Braid is played by solving physical puzzles in a standard platform game environment. The player controls the protagonist Tim as he runs, jumps, and climbs across the game's levels. Tim jumps and stomps on enemies to defeat them, and can collect keys to unlock doors or operate levers to trigger platforms. A defining game element is the player's unlimited ability to reverse time and "rewind" actions, even after dying. The game is divided into six worlds, which are experienced sequentially and can be entered from different rooms of Tim's house; the player can return to any world previously visited to attempt to solve puzzles they missed.

Видео Independant Games Summit 2007 - Jon Blow on Indie-Game Prototyping канала Khalbrae
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6 августа 2015 г. 16:30:00
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