Showing posts with label Jonathan Blow. Show all posts
Showing posts with label Jonathan Blow. Show all posts

Thursday, February 9, 2012

Why Braid Sucks, Pt. II: The 'A' Button

Building off my rant from yesterday:

One of the single most frustrating parts of Braid's design is in its opening moments: teaching players the game controls. Tutorials are notoriously tough to do well in games, and designer Jonathan Blow had noble intentions of letting the player learn the controls on their own instead of flashing "PRESS 'A' TO JUMP" across the screen. Instead, he did this:


A box near a ledge with a picture of the Xbox 360's 'A' button on it. The player can't jump over this little ledge without pressing 'A', so it forces them to learn that 'A', in fact, makes the character jump.

But this helpful box is unnecessary. It's the 'A' button--the most cardinal of all video game controls. Even the original Nintendo Entertainment System featured the 'A' button to jump in most of its games. Braid itself is a satire of the most iconic "press 'A' to jump" platformer on the NES, Super Mario Bros.

Suffice to say, I doubt anyone savvy enough about video games to purchase Braid would need to be told to press 'A' to jump. This would be like a novel telling the reader "turn the page to read more." I could understand explaining more complex control schemes to players, but 2D platformers like Braid have the most basic and intuitive of all video game control schemes.

Even if someone were playing a platformer for the very first time, when faced with this small ledge to jump over in Braid they'd have no trouble figuring it out. The 'A' button is prominently displayed on the Xbox controller; when one holds the controller, their right thumb naturally rests on 'A'. Not only that, but the button is green--the universal indicator of "press this button."

My second big issue is that the 'A' button onscreen is in a box. In most platformers (including Mario), boxes are something you destroy to reveal a power-up.

When I played Braid for the first time, the first thing I did upon seeing this 'A' box was jump on it and try to open it, to no avail. The three other people I've watched play Braid for the first time have done the exact same.

So not only is Blow's 'A' box redundant as a tutorial mechanism--it's outright unfaithful to the genre whose conventions it's attempting to emulate for dramatic effect.

Wednesday, February 8, 2012

The Great Wall of Text: Why Braid Sucks

Braid is one of the most overrated games of all time. Creator Jonathan Blow is seen as Art Game Jesus, and lives up to that title by traveling the world giving speeches about advancing video games as a medium.

The 2008 game is fantastic. It's got a beautiful visual style, stirring soundtrack, and unique game mechanics that play into the plot. It's a one-of-a-kind satire of Super Mario Bros.

With that said, Braid has no idea how to tell a story. Blow weaves an intricate tale of loss and regret, conveyed mostly through... walls of text.

Jonathan Blow is trying to move games forward as an art form, right? His message comes off as a bit stale when his own magnum opus relies on another medium to tell its story.

I'm not against writing in games. Gaming's history is built on text-based adventures like Colossal Cave Adventure and Zork. Even in modern games, text is often a better choice than the medium's notoriously abysmal voice acting.


But modern games should only rely on walls of text (or cutscenes) when it's absolutely necessary to convey points that couldn't be accomplished within the gameplay itself. As I wrote about yesterday, Valve is great at telling its stories purely within the mechanics of its games. Blow, however, uses copious amounts of text to give Braid meaning. It wouldn't be nearly as bad if his writing wasn't so... mediocre. The story is cliché and the characters bland.

What if he got rid of this? The "loss and regret" themes are still captured in essence through Braid's flowing gameplay. The game would be much more ambiguous, but would perhaps capture Blow's intended emotions in a more pure form if he had avoided the Great Wall of Text.

An example of this in practice is Danish developer Playdead's 2010 avant-garde Limbo. Both Limbo and Braid are indie 2D platformers initially released on Xbox Live Arcade, and both tell the melancholy story of a silent boy searching for a girl.

But perhaps due to their Scandinavian design instincts, Playdead created a much more moving experience with their game. Limbo features absolutely no text, and there's no HUD. None of the characters speak. The minimalist visuals are all in silhouette and even the music is dissonant. Through this, the game conveys pure emotion in a way no other art form can come close to, because the audience is completely involved with it. It's not static... as text is. Jonathan Blow, on the other hand, relegated the majority of his storytelling to text. It's a strange misfire for someone who seeks to be a spokesman for video games as a storytelling medium.

Limbo is the game Braid should have been.