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Pioneers: Jonathan Blow talks good design — for video games, team structure, and beyond

Notion Podcast

CHAPTER

How to Write a Game and Explode the Consequences

Puzzle games tend to be very linear in structure, he says. He likes to make allowance for different levels of engagement with the game. Games are like footnotes - you can skip them if you're a completionist but not so much if you want to know more about what's going on at the time. The Witness is an example of this kind of layered gameplay that has been developed over several years.

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