pcgamer.com interview with jonathan blow

topics are:
- social games
It’s like I was saying in that talk, I don’t necessarily like to approach it from that question “Is the player having fun or not,” because I’m usually talking to designers at these lectures. I go at it from the designer’s side and I ask “Are you trying to take advantage of your players and exploit them? Or are you trying to give them something?”

- the evoluion of adventure games
So, if you play Super Meat Boy for example, it’s a lot like an old-school platformer, but it’s refined. That game could have been made in the early nineties technically, but the design sensibility is very modern. So, it’s a product of modern design ideas.

That happened to all the genres, but it never quite happened in adventure games. T
- braid and games as art
PC Gamer: You said in a recent lecture that your goal is to make games that “speak to the human condition.” If Braid did that in terms of Time and Memory – in terms of those themes – in what way do you hope The Witness does that?

Jonathan Blow: Well, Braid isn’t about Time and Memory or anything like that.

found it to be quite interesting