Jonathan Blow: Video Games and the Human Condition

158K views · 15 years ago · talk · evergreen

Jonathan Blow, creator of Braid, gives a talk at Rice University on what games do to the people who play them. He criticizes social games tuned by A/B testing for addictiveness and profit, and discusses the designer's responsibility to make games with real value.

HN cites it as the best critique of manipulative design in games, on addiction mechanics and ethically responsible game design.

“I highly recommend it to anybody who's interested in exploring this line of thinking.”

12 comments from Hacker News

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@manuchroma2018 · in “Jonathan Blow on Video Games and the Human Condition [video] (2010)”
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@JasonSage2016 · in “[dead]”
I see a lot of parallels between gambling and video games, specifically in how video game reward mechanisms resemble gambling with the way the brain responds to intense situations and risk/reward scenarios—simply put, you can get quite a rush from either, and there's an entire industry built up around both to profit from this. I'd love to see a thorough comparison between these two. I think there's a lot of room to explore similarity in stigmas around addiction and indulgence in these pastimes, how people justify it, and the addiction mechanisms at play. Maybe there's even an exploration of healthy gambling habits that mirror healthy entertainment habits? I'd love to read about this stuff. Jonathan Blow has a great presentation on the mechanisms of video game addiction and the role of the game designer in building ethically responsible games [0]. I highly recommend it to anybody who's interested in exploring this line of thinking. [0]: ▶ this video
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@networked2015 · in “Jonathan Blow – Video Games and the Human Condition”
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@kelukelugames2015 · in “‘Braid’ creator sacrifices his fortune to build his next game”
I've followed Jonathan Blow for a while. He has a reputation for being condescending. If you follow him a Twitter then you might come to the same conclusion. But he has given some amazing talks. link <-compares games to televison link ▶ this video link
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@ultimape2014 · in “Screeps – the world's first MMO sandbox strategy game for programmers”
I'd argue that all 'games' are about manipulating attention - its just a question of what means they use to do so. Game design is really a sort of meta-game about designing systems that effect the behavior of players. Consider: Game Mechanics and Mechanism Design ( link ) I'm fully with you on the notion that we shouldn't be manipulating players life like farmville. Johnathan blow put on a great talk about games and the human condition where he covers this aspect quite scathingly: ▶ this video To completely ignore this aspect is to develop a game with no real-stickyness factor. Money aside, don't you want a game that people enjoy playing? The entire point of an MMO is to have a large reoccurring user-base. There is an art to it, and getting it right can make really powerful games: link For board games like chess, much of the appeal for the average player is that you get to sit down with a friend and compete, and in doing so the 'intellectual nature' of the game ends up pulling them in for the long term. Perhaps the answer to the meta-game of stickiness is to create a community around the game in a similar vein to the one from the ants ai challenge's forums. Were I to work on this project, I'd make a strong push toward git-like integration ala the work done behind KhanAcademy's live editor like discussed in this talk: link - being able to share code behaviors with your team-mates (you are going to implement a guilds system, no?) and encourage discussions about behaviors at large would really help spurn the creation of a community. To that end, have you considered creating more of a PvE aspect to things? Needing to conquer your local enemy denizens before finding other players would be an awesome way to encourage teamwork and camaraderie. Like in EVE, to be able to mine in the more mineral rich areas, you'd need to have more than one player's worth of resources and expertise. This is the actually the direction I'm taking for my Ant game - in this case the various phenotype are actually things you unlock by conquering more advanced AI tribes. (Similar to the mechanic behind the demo of terratech)
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@dunckr2014 · in “Ask HN: I am a good developer but have a serious gaming addiction”
I think that many of us with addictive personalities it is difficult not to be 100% committed to something. So for myself it was a goal of shifting my interest away from gaming and initially towards programming. The best wake up call for me was realising that my focus on games was really just manipulation. I would watch Jonathan Blow's talk on Video Games and the Human Condition now. When you understand that you are being completely manipulated it becomes easier to do something differently. Another idea is to focus on the wasted effort. If you channelled all this time into creating something - your own game for instance. You would have something tangible at the end of it. Good luck. ▶ this video
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@ANTSANTS2014 · in “How in-app purchases have destroyed the game industry”
There are all kinds of ethical ways to get your most dedicated customers to "pay more" (what's the MBA-speak term for "trying to get everyone to pay exactly as much as they're comfortable with"? I can't remember). There are pre-order bonuses, special editions, purely cosmetic items that don't change the gameplay, mission packs, "mission pack sequels," actual sequels, "pay what you want," donations... It gets "unsavory" when you're focusing more on designing the perfect skinner box than actually creating a game. I think games are all about the feelings and mental states you get into when you play them. An action game gets your adrenaline pumping, competitive ones especially so. Strategy games require incredibly deep thought to stay one step ahead of the enemy. Puzzle games really stretch your brain to the limits of logic (or maybe they're just bullshit). From my experience, the games that people malign when they talk about mobile games and "social games," on the other hand, promote nothing but anxiety, and use it as a tool to wedge themselves into your subconscious so that you will fork over more cash into their creator's pockets. See the common practice of games based around waiting for something to happen, and bugging you with an alert whenever it does. I don't think very well of people that create things (I won't dignify them by calling them games) that do nothing but prey on anxiety, compulsion, and our attractions to flashing lights. It's the difference between creating something that people will pay $50 to experience, and creating something that is engineered to repeatedly exploit our basest negative emotions. These games are in some senses worse than heroin, because at least heroin is fun while it lasts. Jonathan Blow does the topic far more justice than I can at the moment (what am I doing, it's way too late to be drink posting on HN...) in his talk "Video Games and the Human Condition"[1], if you're interested. It's nearly two hours long, but I believe it's very much worth your time. As for "why do other startups not get shit for this," I think there's a big difference between A/B testing different versions of your game's site to see which version results in more "conversions" or whatever it's called, and designing your entire "game" around frisking people at every turn and being the best darn frisker you can. Not to mention the ones obviously marketed to children, which reasonable people agree is one step removed from turning up at your local elementary school with a trenchcoat full of free samples. (I have no idea who you are or what games you make, so don't take these comments personally, this is just my general opinion of the mobile games I've tried. If it (or especially Jonathan Blow's talk, because he's much more eloquent than tired, drunken me) rings close to home, however, it might not be a bad idea to download a pack of the 1000+ NES games and try a few at random for a reminder of what playing a real game is like) [1] ▶ this video
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@kitsune_2012 · in “Thoughts on Consoles and Certification Processes - Jonathan Blow”
He is the exact opposite of a "hipster". He is a very smart (and in my opinion humble) guy. I don't know where his portrayal as an arrogant guy comes from. He held an amazing talk / presentation at Rice University called "Video Games and The Human Condition": ▶ this video
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@alexkcd2011 · in “Who killed videogames?”
Jonathan Blow (creator of Braid) has an interesting rant on social video games: ▶ this video The gist being that games like Farmville are A/B tested to maximize addictiveness and profit, rather than maximizing fun.
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@michaelfairley2011 · in “Jonathan Blow (creator of Braid) on video games and the human condition”
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@pdfernhout2017 · in “Do Laptops Help Learning? A Look at the Only Statewide School Laptop Program”
My wife and I spent over seven person-years building stuff for education in the 1990s on our own dime (funded by unrelated consulting) -- hardly anyone cared: link No doubt we could have done a better job on that software (including about marketing and financing). But puzzling over that situation, to try to understand what went wrong (despite magazine articles back then going on about the need for better educational software), I read widely in the alternative educational field. I discovered many surprising things about the differences between "education" and "schooling" (including regarding self-development, citizenship, employability, and obedience). One big clue though should have been reading Seymour Papert writing about how almost all schools took his Lego/Logo system and turned a playful fun open-ended educational experience into a structured unpleasant one. This book by NYS Teacher of the Year John Taylor Gatto explains why hardly anyone cares whether kids learn, especially page 363-365 (power divided by 22) which explains twenty-two groups involved in education none of whom benefit by kids actually learning anything: link See also by Gatto: link "I’ll bring this down to earth. Try to see that an intricately subordinated industrial/commercial system has only limited use for hundreds of millions of self-reliant, resourceful readers and critical thinkers. In an egalitarian, entrepreneurially based economy of confederated families like the one the Amish have or the Mondragon folk in the Basque region of Spain, any number of self-reliant people can be accommodated usefully, but not in a concentrated command-type economy like our own. Where on earth would they fit? In a great fanfare of moral fervor some years back, the Ford Motor Company opened the world’s most productive auto engine plant in Chihuahua, Mexico. It insisted on hiring employees with 50 percent more school training than the Mexican norm of six years, but as time passed Ford removed its requirements and began to hire school dropouts, training them quite well in four to twelve weeks. The hype that education is essential to robot-like work was quietly abandoned. Our economy has no adequate outlet of expression for its artists, dancers, poets, painters, farmers, filmmakers, wildcat business people, handcraft workers, whiskey makers, intellectuals, or a thousand other useful human enterprises—no outlet except corporate work or fringe slots on the periphery of things. Unless you do “creative” work the company way, you run afoul of a host of laws and regulations put on the books to control the dangerous products of imagination which can never be safely tolerated by a centralized command system. Before you can reach a point of effectiveness in defending your own children or your principles against the assault of blind social machinery, you have to stop conspiring against yourself by attempting to negotiate with a set of abstract principles and rules which, by its nature, cannot respond. Under all its disguises, that is what institutional schooling is, an abstraction which has escaped its handlers. Nobody can reform it. First you have to realize that human values are the stuff of madness to a system; in systems-logic the schools we have are already the schools the system needs; the only way they could be much improved is to have kids eat, sleep, live, and die there." Even most parents don't care about expansive educational experiences, sadly. Most of them, schooled themselves, just want to see their children rise through the grades of the same religious-like cult of compulsory schooling they went through so their kids can "get a good job". It's the only life the last few generations h
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@empath752017 · in “It is as if you were doing work”
Jonathan Blow has given a bunch of talks on that topic. ▶ this video