Points: 5
Rank:
Nooblet
Cover Story: Deathmatch! Games and Competition

Shawn Elliott

"GFWShawn"

Total Points:
116861
Rank:
Primordial Ooze
Last Visit:
Thu Jul 08 15:40:00 PDT 2010
Currently:
Offline
Sex:
M
Location:
Berkeley, CA

What I'm Playing




My Friends

pauljeremiah ARProductions Ashibaka tiedacK LiK TaranWalker
stavrinides C_FALC0N SnakeLinkSonic cognimetrixx Iruga Kryptinite

My Clubs

EGM Live* Podcast Club EGM Live* Podcast Club
2172 members

Listen to and discuss the one and only Electronic Gaming Monthly...

GFW Radio Podcast Club GFW Radio Podcast Club
1388 members

This is the club for all listeners, lovers, and haters of the GFW...

The Squadron of Shame The Squadron of Shame
442 members

Games of Shame. You know you have them. They sit in your closet,...

Splinter Cell Splinter Cell
639 members

The Official club for Tom Clancy's Splinter Cell.

101st Airborne 101st Airborne
13 members

This club is basically about showing dedication to those in the...

See all 8 clubs


Unraveling Braid

Unraveling Braid

2008-08-10 18:18:22.127

Unraveling Braid

Form and content cooperate in Memento. The movie tells its tale of an anterograde amnesiac (who cannot recall events experienced after an accident) in reverse order. As a result, the audience must struggle to unscramble the plot in a manner echoing the confusion of Leonard Shelby's memory-less condition.

Readers of Milorad Pavic's Dictionary of the Khazars are active participants deciphering a puzzle. The non-linear novel comes to us as three encyclopedias (form), written from Jewish, Christian, and Muslim perspectives, about the mass religious conversion of a mythical people (content). The book lacks both the assumption of authority and chronological reconstruction work associated with written history. Rather, its readers have to play the historian's part, cross-referencing sometimes conflicting entries and, in the process, reflecting on epistemology (i.e. the nature of knowledge).

Similarly, indy dev Jonathan Blow is interested in intertwining form and content, and thus Braid's time-reversing gameplay is a tenuous metaphor for longing and loss in a love story of the “if only” variety. Of course that connection isn't so tenuous for the many critics who Braid moved emotionally. I don't doubt their sincerity, but I also ask anyone who insists that only the most heartless of curmudgeons could disagree to consider that accusation.

I'm an analogical thinker to a fault. I find metaphoric meaning in almost anything. However, as I rewind and rethink orders of operation in Braid's watchmaker world I feel as though I am taking (and often failing) an IQ test. This intricate timing and calculation -- these ingenious and remarkable mechanisms -- speak to the mind, not the soul. Perhaps that's the point: Passion is not a solvable puzzle. It's a princess in another castle. Whether or not it stirs sentiment, this interpretation in which story and gameplay meanings collaborate allows Blow to braid a second strand.

Blow believes that interaction itself has meanings and, moreover, that these implicit points are often at odds with the messages explicit in games' official stories, such as those told through cutscenes or on-screen text. In a recent -- and recommended -- lecture at the Develop Conference in Brighton, England he studied instances of such conflict in Half-Life 2, BioShock, and Grand Theft Auto IV. (I apologize for not paraphrasing specifics here.) For simple games such as Asteroids or Super Mario Bros. dramatic dissonance isn't an issue -- they either have no narrative to speak of or their stories are so perfunctory that they cannot cross purposes with meanings produced through play. In other words, Super Mario Bros. is not just about rescuing a princess; all potential player actions in the game -- including coin collecting -- pursue that same goal. With Braid, Blow significantly complicates that story and yet intends to maintain the tight coupling of form and content.

 

Taken in this sense -- as a revision of design in the tradition of Super Mario Bros. and Donkey Kong -- Braid is intellectually inspiring. Iterative reasoning allows both Tim the character and Braid the game to test outcomes and tap unfulfilled potential. He creates doppelgangers by moving backwards in time; Braid itself is a doppelganger, a thing from an alternate time-line in which videogames try to tackle life instead of looking like it, and attempt to take their place beside other artistic mediums rather than tagging along. What Eurogamer.com's Dan Whitehead writes regarding Braid's gameplay also functions as the game's credo: “You must look back to go forwards.”

ProTip: Rewinding the game for ten minutes in World Two regresses Braid into a prototype. Rewinding for ten more minutes produces the game's original design document.


  • E-mail it
  • 109

Comments (57)


  • Shaolyen
  • Interesting.

    Posted: userComment.createdDate by  Shaolyen

    Sometimes I wonder if this is the same person who lured me into clicking a certain "Do not click" link on his twitter feed. (Which thanks to a bug I've been having in Firefox, has been loading each time I run the browser after a reboot.

  • The_Nintendo_Us
  • the idea..

    Posted: userComment.createdDate by  The_Nintendo_Us

    I disagree with Blows idea that game macanics can be emotionally moving, and i think your metaphoir for comparing the story ellement of Memento to the rewinding ellement of braid is flawed. i think a much more valid comapriston is the technicques of filming a movie to gameplay. the idea that gameplay can be moving sounds very brillent on paper or in a review(must like the way games can be said to be art), but much like they way a shot is framed in a movie(using my last comparistion) they lack the emotional punch, only on an intellectual level can they be moving. after you extend metaphor to it may it actualy work.

  • iamkuma
  • Very true

    Posted: userComment.createdDate by  iamkuma

    A lot of people have said it doesn't demand any replay, but I disagree. I've played the ending four times now, just to experience it, and I plan to play through the game a second time, all in a row, tomorrow. I can't stop thinking about it though.


    It was nice being able to have an intelligent conversation about a game's meaning and story with my wife today. That's refreshing.

  • Coyotegrey
  • Lecture

    Posted: userComment.createdDate by  Coyotegrey

    I agree, Blow's Design Reboot lecture is fantastic. Unfortunately he caught a lot of shit for the things he said such as America getting fat off of Mcdonald's-style gaming (the pic was sooo appropriate) and that destroying the companion cube in Portal carried more emotional weight than killing or saving a little sister in Bioshock.

  • Seifulah
  • Wow

    Posted: userComment.createdDate by  Seifulah

    Holy crap to show the juxtoposition between Braid and Dictionary of Khazar (I think thats what you did) is very interesting.    

    Shawn, you are perhaps the most analytical person on 1up. If not, all of gaming journalism. For this, I applaud you.

  • Seifulah
  • The_Nintendo_us

    Posted: userComment.createdDate by  Seifulah

    His comparison with momento is flawed? How so?? I thought he made a very valid argument. You cant just refute his claim without something backing you're reasoning.

  • PhoTC
  • You know a game is great...

    Posted: userComment.createdDate by  PhoTC

    ...when you can wax philosophical about it, and have it make sense like Shawn shows here, quite cogently might I add. While so many people are contemplating purchasing it, complaining about the price, others are enjoying a truly excellent title. People are comparing length and worth, while ignoring just what makes Braid grand, and miss the point entirely.


    I hope the entire internet sees your post here, Shawn.

  • GhaleonQ
  • Games haven't grown up yet, so they shouldn't be ironic.

    Posted: userComment.createdDate by  GhaleonQ

    I know that your praise was not overly exuberant.  I also know that you think that the highest convergence of play and "narrative" (in the loosest sense) is when both are in service to each other.  So, a question: is player-action-as-metaphor (as in Braid or Bioshock) preferable to play-acting situations imbued with meaning?

    Example: Andrei Tarkovskii was going to make a sequel to "Stalker" where the Stalker turns authoritarian and forces people through the Zone to make their innermost wish.  It was essentially going to be a science-fiction, twilight-of-the-U.S.S.R. "The Grand Inquisitor," which might have been 1 of the greatest movies ever.  I thought that controlling Stalker as a 3rd person shooter would have made for an amazing game.  All player interaction, however, would be straightforward.  Is Braid an inherently superior idea because its GAMEPLAY also functions as a metaphor?

    I say that is actually inferior, because the interaction between static art and user is a hallmark of the postmodern movement.  A sonnet focuses the reader (similar to a gameplay genre) while letting the poet do the communicating, and so on.  A postmodern poem, however, may lack punctuation and be percussive to purposely exhaust the reader or may have strange spacing for a joke, anticipating how the reader will scan instead of just letting the joke fly.  There may be a twist where the character in the poem is supposedly the one writing it.  I find it interesting that you mentioned Pavic's obviously postmodern book in your praise. 

    First, if all gameplay functions as a metaphor, isn't it knowingly commenting on the player?  If it only acts as commentary on established genre staples (Braid taking mid-2000's Prince Of Persia and Wonder Boy gameplay and imbuing the action with meaning), does it have anything to say to people who don't know the winks and symbols?  Isn't in alienating instead of inclusive or challenging?  If I placed something Spore-like in a Christian universe and made a universe that failed and dealt with the theological consequences as a way of illustrating Jehovah's love for man in the world that actually exists, am I really making that my message or am I preening, proud that I stapled "thought" onto a create-a-player?  Will my mom understand this?

    Also, can you hold the gameplay to the same standard that you hold static events?  If I rewind a lot during the game, is my Tim a worse person than others?  If I take 20 hours to finish the game, is my Tim sadder or a worse person than your Tim, since he spent longer in the emotional wilderness, tracing his mistakes?  If these things change, does the meaning break?  Could it?

    Furthermore, postmodernity is acceptable because we HAD a modernity and eras before that, too.  Video games, however, are the first artform to be produced in the postmodern age.  It has nothing to which it can react, can post-.  Is the intellectual answer that you're looking for gameplay metaphors, a distinctly postmodern notion, or putting adventure games, shoot-'em-ups, and tactical roleplaying games in intelligent universes, a fundamentally sincere act?  I say give me Dante's Comedy over Ginsberg's Howl any day.

    Alternately, are you simply stating that games are starting over but on a higher plane; simple, less coherent games must be made before complex ones?

    (Note: you may want to decide how you feel about Derrida's "Structure, Sign, And Play In The Discourse Of The Human Sciences" before you answer.)

  • KamiDaHobo
  • Keep It Up

    Posted: userComment.createdDate by  KamiDaHobo

    I know on a few of the past podcasts, you've said you felt a bit 'outcast', or on the outside looking in, for the way you view games. While this may be the case, I can assure you with 100% certainty that what you're doing is bringing more people to not only the podcasts, but to Ziff Davis for their gaming media.

    Gamers with brains? Who'da thunk it.

  • leeloo5
  • Analysis Boner Stoking?

    Posted: userComment.createdDate by  leeloo5

    I'd say there are plenty of games where mechanics produce 'emotions' better than Braid.  You can play the game, like you said, as a spacial reasoning test, and as such a test remove all emotions from it.  If you want, you can add emotions to the mix, but you can do that with any game or action.  Are you just stoking that analysis boner and if so how long before it goes limp?

  • EternalGamer
  • Narratives in Games

    Posted: userComment.createdDate by  EternalGamer

    Sean Wrote: a thing from an alternate time-line in which videogames try to tackle life instead of looking like it,

     

     

    I assume that when you refer to games trying to immitate life, you are referring to the traditional narratives they create.  From your previous comments, I deduce that you are skeptical regarding the value of these non-gameplay narrative structures and that this comment is birthed out of a similar mindset.  But I'm not sure what you mean by "tackling life" outside of the obvious reading that the game is about a concept (the concept of time and how it relates to loss and progression?).  Obviously you seem to prefer this conception of a videogame to what you see as the current narrative driven format.  But, unless there is something about this distinction that I am missing, to me this just seems like turning videogames into a type of Brechtian theatre.  And while personally I find a lot to enjoy in Brecht's plays, I hate for his conception of theatre to be the only one in "play."

     

     

  • belgerog
  • Why do I need to have a title for a comment?

    Posted: userComment.createdDate by  belgerog

    I've had a problem with Jonathan Blow for some time now, because of his "indy games are far more creative than other games and games are art etc" attitude. I don't disagree that there are a lot of bad games out there, but there are some good games too, games that aren't indy at all and that aren't about the "passions of modern men". It annoys me that some truly excellent games are disregarded by this attitude. Maybe Braid is indeed a great game, but Blow and the excessively good appraisal of "art-games" by the enthusiast press haven't convinced me to try the game yet. Excessive good appraisal of Portal was similarly annoying: I didn't really care about the little sisters, but I cared much less about the companion cube, I think its success is artificial, in that someone thought it was funny, told it to other players (in podcasts or reviews, for instance), and these players forced themselves to feel emotionnaly attached to the cube. Half-Life 2 Episode 2 is a good example of a much better game than Portal that came out on the same year and that was many times considered to be "not fresh enough or as new as Portal", thus being dismissed.

    I also have a problem with metaphors: when they aren't well used they can in my opinion undermine the work where they are. If it takes one hour to analyse a metaphor to understand it (in obscure poems for instance), then the metaphor has no sense: the reader loses all emotional attachement. I'm not saying thinking while experiencing art or games is bad, but you shouldn't have to analyse a work to start thinking, it should come naturally with the emotional experience. It's useless to have emotion and thought entirely separate: in that case it's much better to write a pure philosophy text and get rid of everything that isn't formal reason. Note this doesn't invalidate art/game criticism and analysis, since analysis, the way I see it, is supposed to rationally explain why we feel a certain way when reading a book, for example, and why we are lead to certaing thoughts, and it's not supposed to explain the ideas and commentary of a work or teach you how you should feel when experiencing the work. Does Braid requrie excessive analysis to be understood, or do its ideas come naturally?

     

     

     

  • GhaleonQ66
  • Games haven't grown up yet, so they shouldn't be ironic.

    Posted: userComment.createdDate by  GhaleonQ66

    I know that your praise was not overly exuberant. I also know that you think that the highest convergence of play and "narrative" (in the loosest sense) is when both are in service to each other. So, a question: is player-action-as-metaphor (as in Braid or Bioshock) preferable to play-acting situations imbued with meaning?

    Example: Andrei Tarkovskii was going to make a sequel to "Stalker" where the Stalker turns authoritarian and forces people through the Zone to make their innermost wish. It was essentially going to be a science-fiction, twilight-of-the-U.S.S.R. "The Grand Inquisitor," which might have been 1 of the greatest movies ever. I thought that controlling Stalker as a 3rd person shooter would have made for an amazing game. All player interaction, however, would be straightforward. Is Braid an inherently superior idea because its GAMEPLAY also functions as a metaphor?

    I say that is actually inferior, because the interaction between static art and user is a hallmark of the postmodern movement. A sonnet focuses the reader (similar to a gameplay genre) while letting the poet do the communicating, and so on. A postmodern poem, however, may lack punctuation and be percussive to purposely exhaust the reader or may have strange spacing for a joke, anticipating how the reader will scan instead of just letting the joke fly. There may be a twist where the character in the poem is supposedly the one writing it. I find it interesting that you mentioned Pavic's obviously postmodern book in your praise.

    First, if all gameplay functions as a metaphor, isn't it knowingly commenting on the player? If it only acts as commentary on established genre staples (Braid taking mid-2000's Prince Of Persia and Wonder Boy gameplay and imbuing the action with meaning), does it have anything to say to people who don't know the winks and symbols? Isn't in alienating instead of inclusive or challenging? If I placed something Spore-like in a Christian universe and made a universe that failed and dealt with the theological consequences as a way of illustrating Jehovah's love for man in the world that actually exists, am I really making that my message or am I preening, proud that I stapled "thought" onto a create-a-player? Will my mom understand this?

    Also, can you hold the gameplay to the same standard that you hold static events? If I rewind a lot during the game, is my Tim a worse person than others? If I take 20 hours to finish the game, is my Tim sadder or a worse person than your Tim, since he spent longer in the emotional wilderness, tracing his mistakes? If these things change, does the meaning break? Could it?

    Furthermore, postmodernity is acceptable because we HAD a modernity and eras before that, too. Video games, however, are the first art form to be produced in the postmodern age. It has nothing to which it can react, can post-. Is the intellectual answer that you're looking for gameplay metaphors, a distinctly postmodern notion, or putting adventure games, shoot-'em-ups, and tactical roleplaying games in intelligent universes, a fundamentally sincere act? I say give me Dante's Comedy over Ginsberg's Howl any day.

    Alternately, are you simply stating that games are starting over but on a higher plane; simple, less coherent games must be made before complex ones?

  • unreal030
  • Braid = This Years PORTAL

    Posted: userComment.createdDate by  unreal030

    its just missing an ending song

  • Dr_Lipschitz49
  • Wow, very nice blog post.

    Posted: userComment.createdDate by  Dr_Lipschitz49

    I was a little worried going in because I have yet to play Braid (I will get 15 bucks soon, believe me, I am dying to play) but I don't feel your blog ruined hardly anything, while still being insightful.

     

    Sometimes Shawn Elliot reminds me of myself, he is really funny and says a bunch of funny ass stuff, but he can get really deep too.

  • GFWShawn
  • EternalGamer

    Posted: userComment.createdDate by  GFWShawn

    You're responding to a descriptive statement not a prescriptive one. Or in plain words, that sentence says what I think Blow wants Braid to be not what I think all games should be.

  • keanerie
  • Shawn

    Posted: userComment.createdDate by  keanerie

    I agree and disagree. The world mechanics are beautifully clever (aside from World 4 occasionally grr) both as gameplay and as metaphors for what's going on in the story. But they're still just metaphors - they mirror what's going on in the narrative, and they're parallel to them, but they're still a separate entity. Because in the end, the major objective in Braid is to solve puzzles to collect puzzle pieces, to put together the fragments of one broken man's life. In the end, the narrative is there outside of the gameplay - all we do when we get "Closure" is complete the process of putting the pieces of the story together, instead of writing the story ourselves.

    That's my issue with Braid's attempt to weld form and content - I think the world mechanics are totally elegant (though I think they are aided by the game's willful ambiguity, since it's easier to come up with a story that's told in ambiguous blocks and weave in gameplay ideas than to tell a unified one and do the same), but, aside from the final stage, I still never felt like I was playing the story, but was only pushing it along, opening the pages for it to write itself.

    Maybe, if we read the actions we perform in the game - the solving of the puzzles - as Tim's working out of each moment in his life (each stage in each world mirroring a side of the dilemma he faces at the different parts of his life the worlds represent), and solving these puzzles means, metaphorically, that tim has solved his issues, and that that's what allows him to SPOILERS make his castle out of the bricks of the places he's been SPOILERS then effectively, we've just played through his psychological growth, we were the ones that solved all his problems, that brought him from the trauma of loss to the idea that maybe what he has is good enough for a new beginning (assuming we're reading the story optimistically).

    e: maybe I was just expecting too much, because when I'm not putting on my critic's hat i find that Braid really does weave its form and content together effectively

    Still - brilliant game, massive triumph, this year's Portal, blah blah blh

    Can't wait for Blow's next

  • Lextalionis
  • Nick Sutner = Hero of the Web

    Posted: userComment.createdDate by  Lextalionis

    Shawn, could you please do me a favor and read Nick's Braid review back to him in your Ralphie voice?

    "...Braid is made truly divine with emotional depth and a bittersweet humanity..."

    Seriously, the hyperbole surrounding this title is absurd. Folks make parallels to Portal, but I've never read a Portal review that included the phrase:

    "...those looking for cognitive stimulation must experience it at least once..."

    Oh really? I have to actually play it to enjoy it? And here I thought I could just get away with simply licking the screen...

    "...(a)esthetically inseparable from its time and place..."

    I need a stiff drink.

  • EternalGamer
  • Re: EternalGamer

    Posted: userComment.createdDate by  EternalGamer

    But the full statement reads as follows

     

    GFW Shawn Wrote: "Taken [as a commentary on the relationship between content and form in videogame narratives] Braid is intellectually inspiring. Iterative reasoning allows both Tim the character and Braid the game to test outcomes and tap unfulfilled potential. He creates doppelgangers by moving backwards in time; Braid itself is a doppelganger ,a thing from an alternate time-line in which videogames try to tackle life instead of looking like it, and attempt to take their place beside other artistic mediums rather than tagging along."

     

    I'm pretty sure "tagging along" is a pejorative as is the implication of mimicry in the phrase "instead of looking like it."  So it seems to clear to me that there is an implicit value judgement being made on the more traditional style of game design.  


    It also seems that the analysis is one that you are making about the game.   Yes, I understand that it is an analysis developed from the context of Blow's philosophy of game design (your previous paragraph) and that you seem to remain somewhat ambivalent as to how successful you think the attempt is.  However, the way your post is currently worded, you are the one making the argument that connects his professed design philosophy with Braid and how you feel it stands in contradistinction to the current (narrative based) type of game.   

    Am I to read your rhetorical turtling as an indication that you don't necessarily believe in the inherent inferiority of more traditional narrative based games? You seem to be trying to hide a bit behind what you see as Blow's analysis.  I'm interested in what you think about this problem of narrative and what you think about Braid's approach.

     

     

  • FUMES
  • Protip

    Posted: userComment.createdDate by  FUMES

    Nah, sorry...got nothing to add!

  • Kallun
  • Title

    Posted: userComment.createdDate by  Kallun

    Since you're all posting huge walls of text analyzing a video game, I'd like to get some comments on a rather unique, yet compelling interpretation of Briad's story that I was linked to via NeoGAF.

    http://www.rllmukforum.com/index.php?showtopic=190136


    If this is correct it's pretty mind-blowing.

  • DerBonk
  • Form and Function

    Posted: userComment.createdDate by  DerBonk

    Very, very interesting post Shawn, thank you! I am just so happy, that this game really spawns a lot of discussion on so many levels. I usually don't like to link to other sites, but there is a very interesting dicussion going on at the Giant Bomb forums: http://www.giantbomb.com/braid/61-20716/braids-themesending-spoilers-ahoy/35-10558/#18

    I just wanted to add something, that I thought about Braid's form and that also supports your view of Braid not tagging along (danger, spoilers):

    Braid reminds me of the stream of consciousness technique found in literature, especially Finnegan's Wake by James Joyce or Naked Lunch by William S. Burroughs. It's just this crazy mess. Shifting perspective, flowing back and forth through time, making no sense at times and than clicking together. Just like the actual gameplay. I would dare to say, this is the first stream of consciousness game. It's even less traditional than stream of consciousness in its free flowing, non-linear narrative and gameplay. It makes even more sense that the game actually has no beginning or end. The Epilogue could be the Prologue, you start in World 2 and end up in World 1 (in which you actually go backwards in time (the flower image) and then find yourself at what you thought was the beginning). It doesn't matter where you start, you always come back to where you were, which is just like Finnigan's Wake works, I think. It also fits the theme of "This is the world, or snapshots of it, go and do what you can with it", which is basically my interpretation of the entire game (the last "page" of the Epilogue is from the player's perspective, I think, and the game is asking you, the player, to construct your own castle).

  • cskozmo
  • Nothing to add really...

    Posted: userComment.createdDate by  cskozmo

    I just wanted to say that it's great to see this kind of writing and thinking going on. Keep up the good work.

  • onemorepanic
  • i want to extrapolate.

    Posted: userComment.createdDate by  onemorepanic

    but mentioning the film memento was a death sentence to thought.

  • Alien426
  • Chronotron

    Posted: userComment.createdDate by  Alien426

    Those who wish to play a game about chronological puzzles but don't have an Xbox 360 (Braid will come to the PC eventually) should take a look at Chronotron (http://www.addictinggames.com/chronotron.html).

  • EsotericGamer
  • Well said...

    Posted: userComment.createdDate by  EsotericGamer

    I too experienced the emotional detachment.  I explored Braid as my own experiment.  I think it is great that the game covers such a broad range of subjective experiences.  The story is presented in such a way that you almost can't help but personalize it.  Great analysis.  And another new book to read.  I picked up The Player of Games and Technopoly after the Dyack interview.  Now I can look for Dictionary of the Khazars.  1UP: Broadening Horizons through Video Games.  That one is a freebie.

  • The_Nintendo_Us
  • the reason it is flawed... Seifulah

    Posted: userComment.createdDate by  The_Nintendo_Us

    the reason that it is flawed is because he is saying that a dramatic and narritive device (the telling of a story back words) is akin to the rewinding gameplay deceivce. he is saying an apple is metphorical to a orainge.  the telling of a story backwards is not a "form" of a movie. it is a form of naritive. as he concludes to point out as he provides examples from other modes of naritive. for the compariton to work the rewinding ellement of braid would have to be fully intigrated into the narritive in a way that makes it an intergrale part of its narritive. not just the gameplay. and even in that sence it still nessesitates the need to perform a clumzy, look he is rewinding time, like he wishes he could rewind the time before. in your head before and then may become moving. i think the more correct metphoir is cinimitgraphy to gameplay. cinimitgraphy is very well thought out and in someways ingraned into the movies narritive(think of any evil charicter shot from above as if he/she is in hell) but cenimatography is nto emotionally moving. nor is gameplay as i said before. 

  • ShaggyDude
  • Kick Ass

    Posted: userComment.createdDate by  ShaggyDude

    Kick ass review, man. Sutner's was filled with too much pretentious bullshit. I elected to buy Geometry Wars 2 over Braid during this last offering of arcade games, but I've been following Braid on a friends Xbox. From my limited experience as a spectator, I thought Braid had an engaging story with intuitive gameplay mechanics, but I think I made the right choice in Geometry Wars because I will get more playtime out of it.

  • Looshifer
  • Ha!

    Posted: userComment.createdDate by  Looshifer

    I mistakenly read "this interpretation in which story and gameplay meanings collaborate allows braid to Blow a second strand", which would probably fit in Suttner's review.

     

  • EternalGamer
  • Perspective

    Posted: userComment.createdDate by  EternalGamer

    It's interesting to see many of the comments commending Shawn for his "praise" of the game while others are attempting ot use his words as a way of dismissing it.  It seems pretty clear to me that he is doing neither.   And I can understand his resistance to having his ideas be reduced to nothing more than a conversation about whether someone should buy something or how validated people should feel about their purchasing decisions. This is a problem people who write about games must be continually frustrated by.  People tend to read their writing solely for advice about consumption.


    But while Shawn (for better or worse) avoids direct confrontation, I won't.  Braid is a fantastic game.  I agree with Shawn that the relationship between the story and gameplay is a bit tenous, but the fact that it even strives to make these metaphorical connections impresses me.  Even if I ignored a conversation about narrative and metaphor, the actual puzzles in the game are well designed and always felt rewarding.  There were a few that I solved a bit by accident, but afterwards, I was clearly able to see why what I did worked.  Even ignoring the game's higher aspirations, the aesthetics and the gameplay alone make it worthy of conversation and worthy of purchase..

  • b0unty1234
  • Dictionary of the Khazars

    Posted: userComment.createdDate by  b0unty1234

    Did you read the male or the female version? The two are different by about 15 lines, and it's another example of form following function.

  • dead_bass
  • Re: The_Nintendo_Us and GhaleonQ66

    Posted: userComment.createdDate by  dead_bass

    The_Nintendo_Us: The gameplay mechanics of Braid are integral to the narrative. Did you actually play the game? Did you complete the final level?

    Also, how can you say that cinematography cannot be emotionally affecting? Imagine a hypothetical scene in a movie where a mother has to tell her son that his father is dead. If the shot is framed hundreds of miles from the two characters, will it be nearly as effective as a series of shots focusing on the two characters' faces, gauging their reactions? Or, if it was focused on the chest of the mother the entire time, it might be unintentionally funny.

    GhaleonQ66: I don't agree at all with the idea that video games have nothing to react to. Considering the fact that each literary movement was a negative reaction to the one that preceded it, (post-modernism, modernism, realism, romanticism etc.) it seems to me that there will continue to be trends to buck. Post-modernism is by no means the "final" literary movement.

    Consider the narrative of Metal Gear Solid 2. Most people who have played the game would acknowledge that the story, though pretty ham-fisted, in my opinion, is post-modern. A game maker might play the game, and dislike the fact that Kojima has broken the fourth wall; that the game's awareness of its own medium might cheapen that emotional impact of the narrative. He might create a game with a structure that deliberately opposes the post-modern structure of MGS 2. This would be a regression in the sense that it hearkens back to the a movement that is chronologically earlier than post-modernism, however, it is done with the knowledge of all movements that follow it, so it cannot be a regression in the true sense.

  • videosta
  • Ahh, you have to love the backlash!

    Posted: userComment.createdDate by  videosta

    Every time a game comes out that people think is amazing other people have to try and discredit it.

    'Sure it is good, but here is what makes it not amazing,' people seem to have to say.

    It reminds me of the people who try to knock Goldeneye now. Give me a freeking break. The game is years old now, of course it is going to weather some. I think almost every game does, other than the extremely simple ones like Tetris.

    I am not saying that there should not be this type of discussion about games, but it does seem like the nay sayers just like to piggy back on the few intelligent comments that are made to shit on a game they wish/hope to not be successful.

    I am not at all trying to knock what Shawn wrote. I think he has some good points, but I also think some people are missing a huge aspect of all this that makes Braid such a triumph: this game takes development back to the old days of game and shows that one person can create a game that is great.

    Everyday Shooter did not get this much criticism, and got lavishly praised and all it was was was Geometry Wars with a different look and music samples that kind of jived with the music that was playing.

    Both of those games are extremely important though because they are on the forefront of indy development coming to the mainstream. And for that I am thankful.

  • LordStandley
  • Book recomendations

    Posted: userComment.createdDate by  LordStandley

    Shawn thanks again for pointing out another interesting book (Dictionary of the Khazars). I always try to listen for and look forward to hearing what you're reading as it's always right up my alley and always intriguing.
    I'm still finishing "US Guys" and this one is next on the list. Definitely keep the recomendations coming, it's always great.

    I hate to say it but I think I'm a literature banana rider.

  • whalleywhat
  • Thanks for the link, Shawn

    Posted: userComment.createdDate by  whalleywhat

    That lecture/power point is really excellent. Recommended. Not gonna bother trying to comment on it, because I could probably talk endlessly about the various issues he touches on. People should just listen to it.

  • GhaleonQ66
  • dead_bass

    Posted: userComment.createdDate by  GhaleonQ66

    While the future of music, visual art, and literature are certainly difficult to predict, where can we go in video games if most of them are developed with this sort of postmodernism in mind?  In this Internet generation where consumer input matters exponentially more than ever, why would a trend that feeds off of this reverse?

    Sure, people will probably prefer a Mendelssohn concerto performance or My Bloody Valentine concert to composing in a music program and will prefer watching The Dark Knight to homemade Youtube videos.  Can we say the same for games, though, where input has always been a crucial part?

    The way I see it, we have 4 choices: "arcade," as championed by most developers, "games," as championed by Wright, modern Miyamoto, and Media Molecule, "interactive," as championed by Ueda, and "postmodern," as championed by Levine and (apparently) Blow.  Arcade people are going to abstain from this argument, but the games people will push for this interaction every time.  Here's Wright in Eurogamer today: "Eurogamer: There's still this obsession with 'Hollywood' in gaming, being taking seriously and creating products that are 'movie-like'. Do you think this has in some way stunted the creative growth of the industry?

    Will Wright: In a couple of directions, yeah. On the game design side, we've put way too much emphasis on linear storytelling, embedding that in our games - when people talk about, 'what's the story in this game, and who are the characters?' - when inherently I think games should be a much more user-driven experience where the user is unfolding the story and we give them more creative opportunities. That's not to say that games shouldn't have stories, I just think the story should be the player's story, and find more ways to celebrate and promote that, rather than the game designer's story that you're imposing upon them.

    I think the Hollywood thing is kind of natural, in that most new forms of creative media look back to what was their predecessor. [With] games, the real power is in the interactivity, the player driving the experience. But initially, early games, once they had the graphics, were trying to be movie experiences: here's the beginning, here's the back story, and then you rescue the princess at the end. So I think games creatively are now getting enough surefootedness, and enough technology underneath them, to give the player that freedom."

    For video games, postmodernism MAY be the last movement.  Mom and Dad will be content to fiddle with The Sims or Wii Sports while the people in the know either straightforward experiences or postmodern stuff commenting on those straightforward experiences.  What's the bridge?  Where's the common, enriching experience that other art gives us?  It's like we can only choose from velvet paintings or Warhol and "Fountain."  Why can't we have "The School Of Athens?"

  • zidan
  • We should all just love everything

    Posted: userComment.createdDate by  zidan
    While I agree that Braid is an interesting game with great mechanics and a good (if pretentious) story, I do have some critiques about it's presentation and story tone. But it's just criticism! Yes, everytime a universally loved game comes out, there will be people who point out it's flaws. Guess what? Everyone is entitled to think whatever they want, good or bad, and this is no different. It should not affect your enjoyment out of a game you love. You think Braid, GTA IV, MGS IV, Siren:BC is the best thing ever? Good for you! Allow me to think and say otherwise if I have a different opinion.
  • stryker1
  • Thoughtful entry, as usual

    Posted: userComment.createdDate by  stryker1

    Good points in there. If nothing else, Braid has accomplished something by triggering discussions like this.

    one of the greatest game of all time? Debatable, but there's definetly room for it (and more like it).

    Pretense is fine when the presentation backs it up.

  • philodygmn
  • the story of gameplay

    Posted: userComment.createdDate by  philodygmn

    I listened to his lecture and agree quite a bit but Braid doesn't live up to his aspirations because its time-travel mechanic has no meaning without the optional story's message explaining it.  He didn't have the creativity or guts to change the easily swallowed platformer pill by making the gameworld _the meaning_ and _gameplay_ into the story, and instead made a familiar platformer with an unappealing art style tenuously hooked to words of explanation like a modern artist splashing paint randomly, mounting a little plaque by it in a gallery with some amorphous textual explanation to which the actaul "work" is all but irrelevant (and vice versa) and calling it art.  I admire his aspirations to question studio development and push the medium to its own unique strengths, but Braid doesn't, it's a platformer with a marginally cohesive story behind its quirky, lackluster presentation.

    Perhaps if the time-travel had been one of deciding whether or not to keep a date if you'd suddenly lost money you had budgeted for it, or the ability to rewind conversations and choose different outcomes that affect how _you_ see the game as both a player and your avatar's future choices in the game...  His ambitions require a much more thoroughgoing realization to have any substantive meaning to speak of.

  • EternalGamer
  • Re: The Story of Gameplay

    Posted: userComment.createdDate by  EternalGamer

    I don't think Blow would argue that Braid does live up to that goal.  At least, he certainly doesn't seem to indicate that he has the problem solved in that seminar he did (which was done after Braid was released).  Though certainly Braid does reveal someone who has thought about these problems.  It certainly attempts to address typical dissonance between narrative and gameplay by connecting them thematically.  The puzzle pieces you are collecting also are used to build the portraits which contribute to the narrative and the themes of each level are obviously connected to the texts that accompany them (though loosely). 

     

    After listening to the lecture, my one response was that I'm not sure that the pay off for eliminating the schizophrenic relationship between narrative and gameplay is necessarily always worth the result.  Blow makes a big point of arguing that a "mature medium" is one that intends the meaning it creates and that creates a cohesive experience, but I'm not sure I agree that this is such a big problem.  In fact, I would take him up on a counter argument he makes.  I do think the gameplay can contribute to and enchance the impact of the narrative and vice versa. 

     

    The fact that traditional narratives structures have yet to be done in a way that is really competant compared to other narrative based mediums doesn't prove anything to me other than the fact that this has been, first and foremost, a mass market medium.  Intelligent and insightful narratives are not very common in airport fiction either, but that doesn't mean the medium of the novel is at fault.  Before we can dismiss the the value of traditional narratives, I would like to see a game that actually has competant writing done by real writers.  At this point, we don't even have scripts that match up to late night science fiction. 


    I do realize that no matter how good traditional narratives develop, they will never be able to eliminate the tension between narration and gameplay. But I do think there is a lot they can do to alleviate this tension.  And ultimately I just see this problem as similar to the necessary suspension of disbelief in watching a stage production of Henry V and knowing that it can't ever really convince me that I am watching battle sequences.  Just because there is a divide between the narrative and the gameplay doesn't mean we have to focus on it (but again I agree with Blow that developers should be concerned with it).  And just because interactivity is the one function that truly separates videogames from other medium, that doens't mean the medium has to define itself by or even focus on that one thing that separates it from other media.

     

    Believing in Alyx as more than "just a glorified door opener" requires no more effort on our part than thinking there are horses up there on the stage.  But the payoff is that both the story and gameplay is enchanced by this suspension.  If we were just presented with the script of Half Life 2 on paper, I doubt any of us would give much of a damn about Alyx.  But most of us probably felt some connection to her because of our interactions with her in the game.   

     

  • KevinRWright
  • I'm not convinced

    Posted: userComment.createdDate by  KevinRWright

    I'm not jumping onboard with anyones theory of what this game means just yet. I played through it, feel I have come to my own conclusion, but need to play it a few more times. I think some people have over simplified it, and yet a lot of people have over analyzed it. The truth, imo, lies somewhere in the middle.

    The fact that people are having conversations about what Braid means, though, can be nothing but a good thing for the gaming and development communities.

  • superjenn
  • Narrative and Freedom

    Posted: userComment.createdDate by  superjenn

    I had a Russian literature professor at Northwestern who taught a class informally named "Time and Chance." It dealt with determinism and choice and causality, mainly in the context of Dostoevsky's works (the professor's book, Narrative and Freedom, is a great starting point).

    I was reading Understanding Comics at the same time I was tearing through The Idiot. For my class, I ended up writing a paper about causality and choice in The Idiot, and an unlikely analogue: the divine or noble fool in comic books.

    Comics and sequential art, Scott McCloud points out, use montage in the same way cinema does, but where cinematic montage uses time to link images, comics use space. Eisenstein, the father of the cinematic montage, wrote that paired, conflicting images required some sort of resolution. The resolution isn't written out, it isn't filmed; it is a personal revelation that happens in the space between the mind and the eye.

    In reading comics, as the eye passes over images from left to right, the illusion isn't only that of time passing, but also of movement. This makes sense: time is simply the measure of a sequence of motions, according to Maimonides. He said that the sense of time's passage is dependent on motion, and a lack of motion results in no sense of a temporal passage of time. Time, as they say, is an illusion. I thought of this again while playing that one world in Braid in which time stops when your hero stops moving, and time moves forward only when your hero moves forward.

    Scott McCloud's end point, in Understanding Comics, is that although comics seemingly lend themselves to an entirely linear narrative, there is an infinite amount of variability, chaos, and action, because the action is achieved entirely in the mind of the reader. I thought of this again as I was playing Braid. How to make a narrative nonlinear? Does this mean the scriptwriter of the game doesn't believe in determinism?

    Or, no matter our actions within the game, is it impossible to defy the scripted conclusion? Or, if I don't have the knowledge of experience, of time and movements already exhausted on a life lesson, would I be doomed to repeat the same gestures forever?

    And so on. Whatever. I haven't finished the game yet, so.

  • EternalGamer
  • The Disapproving Teacher

    Posted: userComment.createdDate by  EternalGamer

    On last week's GFW podcast, Shawn joked about hating "The Wire" because it was popular.  But more often than not, the real trend seems to be that he reacts negatively, not because a game is popular, but he hates on the people lumping praise on the game and indirectly places that burden on the back of the game itself.  Everyone can acknowledge that there is an absurd amount of hyperbole in the gaming community (both from journalists and average consumers).  But I really think sometimes Shawn plays the antagonists a bit too hard at times, over emphasizing his criticism with particular games as a way of trying to compensate for the hyperbole. 

    This is an industry still in its maturation stages in many ways and I think it needs to be treated as such.  I teach Freshmen Composition and while none of the essays I recieve from students will be winning pulitzers anytime soon, it wouldn't do much good to stand up in front of them and proclaim "Y'all are some dumb motherfuckers."  Obviously encouraging the better ones by emphasizing what they did right is a much better strategy. 

     

    But often times when conversation comes up about games that try to reach for a higher level of sophistication in some area--such as was the case recently with themes in MGS4--I feel as if Shawn is standing in front of the classroom of kids that post in his blog, shaking his head and calling them "dumb motherfuckers" for praising said game.


    I understand the concerns he has.  When people who have little cultural awareness (and show little interest in developing one) suddenly champion their pop-culture as some great accomplishment, it is frustrating.  But I wish we could tune out some of the static and have more of a conversation about the game.  Even when Shawn is supposedly talking about the game, I often feel like it is really just a thinly veiled meta-conversation about the community reaction to it.  It has not yet been the case that this dynamic has dominated his discussion of Braid.  But, then I read this recent comment he posted on NeoGaf:

    FartofWar wrote: "That said, it is interesting to see so many people take the presence of allusions as a guarantee of genius. This is the Lost generation."

    Now, it feels like just waiting for the other shoe to drop.

    Shawn, I love your insights and your the only 1up staffer that can consistently cause me to laugh out loud.  I just wish you wouldn't expend so much effort grimmacing all the time just because some idiot wants to proclaim Final Fantasy XII superior to King Lear.  Sometimes I'd just like to explore a conversation about Final Fantasy XII and leave it at that.  

     

     

  • GFWShawn
  • EternalGamer

    Posted: userComment.createdDate by  GFWShawn

    You aren't reading me right, and you're quoting out of context. I never said Braid was a collection of arbitrary allusions. What I'm saying there is that for the person who reads the original RLLMUK post -- which to me is more a collection of evidence than a case built on the analysis of that evidence -- and immediately assumes that the game is great seem to take the presence of allusions as a guarantee of genius. Contrary to your apparent assumption, this does not say that a case isn't there to be made. Rather, I'm encouraging readers to think it through and take it somewhere.

    Also note that I wrote that in a forum thread and not here in my blog. I'm on the forum to have a discussion with the community, however much you think I should only talk about the game itself.

  • videosta
  • Braid reminds me of Shadow of the Colossus...

    Posted: userComment.createdDate by  videosta

    It is not as much about what the story says or means, as it is the feeling that the game gives you.

  • EternalGamer
  • Shakespeare's Critique of NeoGaf

    Posted: userComment.createdDate by  EternalGamer

    No, I understand that you weren't directly criticizing the game itself, but rather the community response to it (or rather the community's response to an analysis of it).  Point taken about responding on a forum, I suppose, but I'm not sure having a discussion with the community automatically requires having a discussion about the community.    I would just rather not have the conversation about the merits of game be overshadowed by a discussion of the merits of the community's response to them, especially when the focus is on the lowest common denominator within that community.


    As I said before, I am not saying that this discussion of Braid has devolved into that.  I would just rather it not.  It made a lot of the discussion around MGS4 a lot less interesting. "Nothing will come of nothing," as Lear states.  Words I think contain wisdom whem applied to conversations about vapid posters and their vapid posts. 

     

     

  • Redshell
  • Humor is necessary

    Posted: userComment.createdDate by  Redshell

    Great discussion.


    Having played a couple of hours in, I think I can say this much:

    Braid's cleverness undercuts its 'humanity'. Neat design tricks in a silly, Mario, Merry Melodies world are refreshing and have a creative friction. Neat design tricks in a 'mature', euro looking high art referencing world somehow have the opposite effect on me.

    When a goofy plumber says 'Oh, you're smart for figuring this out', the game elicits joy. When a PhD candidate says the same, I'm suddenly not having fun anymore.

    When mixing narrative and puzzles, if you don't have humor to leaven the whole thing (see Portal), it turns into something heavy and undigestible. I can already tell I'm going to have trouble mustering the energy to finish this game.

  • EternalGamer
  • What IS Braid's Narrative?

    Posted: userComment.createdDate by  EternalGamer

    After contemplating it more, I'm not sure Braid has a narrative in the traditional way we think about their inclusion in games.  There is no forward moving plot, no character based motivation, unless you consider the actions of the player and their attempt to unravel the meaning of the text to be a "narrative." 

     

    In a throw back to Super Mario Bros, you at first think that Tim is trying to find the Princess, but you ultimately realize that this is just a facade.  Unlike with Mario, you are not really trying to accomplish anything on Tim's behalf.  Rather Tim has no development in the course of the gameplay.  Events have already been crystalized and the game is less of a "story" and more of a portrait (of what exactly, I'm still not entirely sure).  You are just putting the puzzle pieces in place, both metaphorically and literally.

     

  • DerBonk
  • Streaming consciousness

    Posted: userComment.createdDate by  DerBonk

    As I wrote above, I don't think Braid has a traditional narrative, but is written/desigend using the stream of consciousness technique. For all we know, Braid could just be a snapshot of Tim's mind (or someone elses) and there is actually no time passing in the world of Tim. It's just all him thinking and that's what we are playing. I think this stream of consciousness thing is really the best part of Braid.

  • wesbear
  • What about the fact that you read the narrative?

    Posted: userComment.createdDate by  wesbear

    This is a fine analysis of the game; I've also been really impressed by the quality of the puzzle design and the way the game uses gameplay to convey narrative.  It is by any measure a remarkable achievement

    I wanted to suss our your opinion about how the narrative pieces is conveyed in the game.  While those little text vignettes in the rooms before the levels are effective in that they offer a way to set up the "meaning" of the level's mechanics, I also felt that there was something really backwards about conveying narrative information through reading, of all things.  It would be less jarring were it not for the fact that Blow tries to communicate everything else through the form itself, but in the context of the game I found those bits out-of-place. 

    And this is just a matter of the form-- if you look to the content it gets worse.  Do you give Blow a pass for ripping pages out of a high-school journal and having the player read them between levels? 

  • GhaleonQ66
  • THE Jenn Frank:

    Posted: userComment.createdDate by  GhaleonQ66

    Did you accidentally touch on Orthodox iconography and time/action, or was that on purpose?

    And after you finish, you probably won't be able to prevent yourself from thinking about the theological implications of a video game-like world.  Time-based games always tend to do that to some people.

  • meekzzz
  • bad commercials

    Posted: userComment.createdDate by  meekzzz

     

    http://www.youtube.com/watch?v=9EVxI0uGzeY


    i know you frequently talk about commercials (esp the bad ones you cant get out of your head)

  • OMGBEES
  • OMG SO MANY COMMENTS

    Posted: userComment.createdDate by  OMGBEES

    I'm sorry, I don't really have time to read all the comments right now, so if this has been mentioned, then I apologise.

    What I am specifically responding to is:

    "I'm an analogical thinker to a fault. I find metaphoric meaning in almost anything. However, as I rewind and rethink orders of operation in Braid's watchmaker world I feel as though I am taking (and often failing) an IQ test. This intricate timing and calculation -- these ingenious and remarkable mechanisms -- speak to the mind, not the soul."


    Perhaps that's part of the message?  We spend a great amount of time and energy trying to apply logic and reasoning to emotional puzzles; perhaps the point of the game is the futility of this?  It seems to me that in the end, you (as Tim) have expended a tremendous amount of energy, only to be undone by your (his) own nature. 

    I agree with the comment that, fundamentally, gameplay is not an emotional experience.  I can be visceral, but I personally recognize a difference between visceral and emotional reactions.  There seems to be a meaningful gap between "MAN IT IS SO MUCH FUN TO SHOOT THESE HOOKERS" and "I feel existentially unsettled."

    My two cents!

  • BCZF
  • Fingers or bust?

    Posted: userComment.createdDate by  BCZF

    So if a Yaddle or Yoda being so heavy in the force, is one to assume that a lack of orgasm is strictly due to a lack of "belief" in the power of the force, eg: pulling the x wing out of the Degobah swamp, or just the mere fact that a tiny green johnson can't fill up the ginourmous cave that is Yaddle's seemingly never ending love tunnel?

    Just askin.. Not like I'm some kinda freak or somethin...

  • crazycanadian
  • loading

    Posted: userComment.createdDate by  crazycanadian

    This game had me confused for days, this blog didn't help me understand it any better but I was determined to get to the bottom of Braid's plot. With some heavy internet searching I have found some great plot Analysises. Check out my blog to discover Braid's hidden meanings and themes. I dont spoil anything in the game I simply have links to where you can spoil it for yourself.

Title Of Comment

Maximum characters for title is 120

Comment

Around the Network

IGN Entertainment Games