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- James Parker Which is not to say that Blow has forsaken his wealth. As Braid grew into a bona fide phenomenon in its first year—selling several hundred thousand copies, winning armloads of industry awards, and becoming Exhibit A in the case for the video game as a legitimate artistic medium—Blow made several upgrades to his austere lifestyle. And after a yearlong victory lap filled with lectures and laurels, he moved into a spacious hilltop condo that overlooks the eastern half of the city as it slopes down to the sapphire-colored bay. Yet aside from his electric car—the virtues of which he extols with messianic zeal—Blow displays total indifference toward the material fruits of wealth.
- His apartment stands mostly empty; books on physics and Eastern philosophy lie in haphazard piles, as though he has only half finished carting his belongings in from a moving truck outside. His minimal collection of furniture is almost all rented, including the springy beige sofa he got just a few months ago, after he arranged to have several video-game journalists over and realized he had nowhere for them to sit. So for me, money is just a tool I can use to get things done. Blow intends to shake up this juvenile hegemony with The Witness, a single-player exploration-puzzle game set on a mysterious abandoned island. In a medium still awaiting its quantum intellectual leap, Blow aims to make The Witness a groundbreaking piece of interactive art—a sort of Citizen Kane of video games.
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His unchangingly flinty expression makes it extraordinarily difficult to gauge where Blow is on the spectrum between enjoying your company and despising everything you stand for. Game developers tend to be pathologically secretive, allowing outsiders access to an unfinished game only under paranoically controlled conditions, having extracted a blood oath never to reveal that, say, the submachine gun also fires plasma grenades. Blow, by contrast, plugged a controller into his laptop, told me to knock myself out, and walked away to play LittleBigPlanet 2 with Bissell. At that point, the game was more of a three-dimensional digital sketchbook—storyless, built from antiquated ad hoc graphics, and stuffed with puzzle ideas in various stages of completion—but its core mechanics were fully functional. In The Witness, the player unlocks different areas of the enigmatic deserted island by solving a series of line-drawing puzzles on blue panels.- The first panels are simple enough, but later ones become increasingly inventive and increasingly fiendish. I spent a full 30 minutes struggling not to put my fist through the laptop screen while working on one especially tough puzzle, as Blow periodically looked over at me with the sort of amused expression usually reserved for a house cat chasing after the glowing red dot of a laser pointer. At his Berkeley office many months later, as I was playing a more polished build of The Witness, I turned to Blow at the next desk and asked if I was missing some clue for a specific puzzle. He fixed me with a stare that could hammer a nail into a wall. He enjoys talking, but abhors idle conversation and is intensely private. He goes out dancing several nights a week, yet the suggestion of visiting the same club for a beer will elicit a lengthy anti-bar diatribe. It freaks me out. His mother was a devout ex-nun who constantly reminded her scientifically inclined young son about the imminent return of Jesus.
- Authentic spiritual self-reliance became his fixation, escapism and superstition his greatest enemies. He also showed a compulsive secrecy, routinely lying to other children to hide what he was really thinking. Unsurprisingly, this approach won him few friends. Instead of bonding emotionally with his family or with other kids, the young Blow developed a profound affinity for computers. When he first encountered a Commodore VIC, in a fifth-grade computer class, Blow intuitively understood it; he saw an exhilarating purity in the logic of its internal systems. And before long, he felt the tug of his calling. Really polishing the turd, so to speak—which, really, was a good education for the modern game-development industry. After a five-year stint as an undergrad at UC Berkeley, where he studied computer science and creative writing but dropped out one semester short of graduating, Blow bounced between uninspiring Bay Area tech jobs for a few years.
- By the early s, Blow was in grave danger of becoming a failed game developer. He made a good living consulting for tech companies and game studios, but he struggled to maintain any enthusiasm for it. Then, in late , Blow had the idea for Braid, and all of that changed forever. Aside from a handful of truly smart games, tentpole titles like The Elder Scrolls V: Skyrim and Call of Duty: Black Ops tend to be so silly and so poorly written that they make Michael Bay movies look like the Godfather series. In games, nuance and character development simply do not exist. In games, any predicament or line of dialogue that would make the average ADHD-afflicted high-school sophomore scratch his head gets expunged and then, ideally, replaced with a cinematic clip of something large exploding.
- But this situation puts video-game advocates in a bind. On one of his twin monitors, Hecker pulled up the movie-trailers section of Apple. The movies, Hecker pointed out, encompassed a huge diversity of topics and approaches, from buddy comedies to period dramas to esoteric art films. The video games, on the other hand, were almost all variations on a single theme: outlandishly attired men armed with gigantic weapons, shooting things. Why would anyone care about any of this?
- When Braid debuted, in August , no one had ever seen a video game quite like it. Its aesthetics alone would have been enough to win Blow awards. Whereas most games begin with thundering music and splashy cinematics, Braid opens with a dark, painterly canvas of a city at night, its buildings engulfed in flames. Your character, Tim, stands in shadow in the foreground; as you move him across the screen, a sparse and mournful soundtrack eases in, and you suddenly see that this painting is the game.
- Soon, Tim emerges into view on a lamp-lit street, clad in a schoolboy suit and tie, a pensive expression on his face. When he enters his house and then opens the only available door, Tim finds himself in a room made of gently percolating clouds, and the game begins. On the surface, Braid is a simple side-scrolling, two-dimensional platformer a game in which the character spends a lot of time jumping between platforms that follows the most timeworn setup in gaming.
- As Tim seeks to undo his past, he must also solve puzzles that revolve around his control over the flow of time. Tim encounters many clue-stuffed books on his journey, and before long, we begin to suspect that his quest to rescue the princess is not what it initially seemed. When Blow first set out to bring his time-rewinding game idea to life, in December , he was on vacation with a friend in Thailand. And rather than pay a game-music composer to craft the soundtrack, Blow took the unusual step of licensing existing music. As the soundtrack rolls backward, we see her sliding down a vine in the clutches of the roaring, barrel-chested knight who snatched her, then slipping away from him and screaming for help.
- A long horizontal barrier stands between Tim and the princess. As a wall of fire closes in on them from the left, the two race back toward the point in time when they were last united, dodging enemies and springing each other from traps. Yet when Tim finally reaches the princess, there is no tender scene of lovers reuniting; instead, his arrival triggers an ominous flash. We see the princess sleeping inside a cottage. Tim stands helplessly outside. While she appeared to be removing obstacles for Tim before, she was frantically tossing them in his path.
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The burly knight who carried her off was actually her savior. From here, things get—even by non-game standards—extraordinarily esoteric. And that interpretation seems to be only the beginning. Like any other work of art, Braid is dense with possible interpretations. Most frequently, people assume the game is about a breakup, which Blow fervently denies; he has even left contentious comments on Internet message boards to correct misinterpretations.- Despite his cool and collected demeanor, Jon Blow is hardly the most patient man in the greater San Francisco area. Faced with any kind of delay, he tends to drum arrhythmically on whatever surface is nearby, or slip into a tai chi sequence. Without ever exuding the frenzied, smartphone-dependent aura of the modern businessman, Blow is a zealous maximizer of his time. He loathes watching sports, because they yield few tangible returns on the hours you invest in them. If the electric razor and the billowy tufts scattered around his bathroom sink are any indication, he appears to cut his own hair in a dozen quick swipes whenever necessary. And to make the half-hour commute from his apartment to Berkeley more constructive, Blow listens to audiobooks of literary classics in his Tesla.
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Throughout my visit, every time I contorted myself into his Roadster, we would immediately hear an actor doing his best Thoreau impression, declaiming in stentorian tones about the furry beasts in their burrows. This had a certain jarring quality. Speaking about it, he begins to sound almost like a Zen master. When the game begins, you find yourself in a pitch-dark hallway, your vision centered on a distant patch of light. After trekking forward The Witness, unlike Braid, is rendered in 3-D , you emerge into what appears to be a World War II bunker as reenvisioned by IKEA, equipped with sparse modernist furniture, sunlight streaming in through the windows. Soon you discover that you are stranded in a strange complex on a small island a setup inspired by the classic game Myst , whose lush grounds have been sculpted and maintained with Buckingham Palace—level care.- The player can wander freely about the island, taking on challenges in any desired order. The learning curve is nonexistent; all one does in The Witness is move around, interact with puzzles, and notice things. That is not the game-play experience I want. The island was in disarray, however. His fingers flew over the keyboard, adding and subtracting visual elements. For sure. She smiled. Yet to my surprise, I found few of the trappings of conventional narrative in those tapes—very little backstory or dramatic plotting. Instead, I encountered a series of intensely personal vignettes. So Blow took over the writing duties and crafted a nonsequential fictional framework that stretches the very idea of narrative in an interactive medium. The riddle of why someone so fiercely private would decide to publicly reveal his deepest secrets in The Witness is a thorny one—especially for Blow, the man who refuses on principle to explain the meaning of his games. Yet answering this question helps us tunnel to the very essence of what makes his games so transformative.
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For in The Witness, Blow aims to do justice to the video game as an artistic medium, fully independent from all of its predecessors. And not just any movies. And so Blow, ever loyal to his code, feels it is his responsibility to defend his calling by not reducing video games to the terms we use in dissecting movies and books. In one memorable exchange after a talk he gave at Rice University, a student pressed him to explain the opening imagery of Braid, and Blow replied with a definitive refusal. The Witnesss narrator, he freely admits, is a thinly veiled version of his own psyche.- With both of his games, Blow strives to use the unique language of video games to impart the wisdom he has gained the hard way in his life. One night in his apartment, with the lights of San Francisco twinkling for miles outside his windows, I warned Blow that I was about to do something that might aggravate him: I was going to tell him what I thought Braid was about, and he could do with that whatever he wanted.
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The Most Dangerous Game Lesson Plan | Teaching Unit: About The Author | GradeSaver
This website uses cookies to improve your experience. We'll assume you're ok with this, but you can opt-out if you wish. Out of these, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. We also use third-party cookies that help us analyze and understand how you use this website. These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may affect your browsing experience.Richard Connell's "The Most Dangerous Game" Quiz | 25 Questions
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