AI Snips
Chapters
Transcript
Episode notes
Mechanics As Storytelling
- Braid uses time-manipulation mechanics to make puzzles serve as narrative commentary.
- Jonathan Blow designed mechanics so gameplay itself reveals story themes about desire and consequence.
Indie As Art House
- Braid is an early 'art house' indie game that targets adult, cerebral players.
- Michael Swain compares Jonathan Blow's approach to Charlie Kaufman for deconstructing the medium.
Player Who Loves Design But Not Fun
- Adam Ganser says he didn't enjoy Braid because its puzzles stopped being fun for him.
- He praises the puzzles' brilliance but finds the game's tone and obscurity off-putting.