On The Metal

Jonathan Blow

40 snips
Jan 27, 2020
Jonathan Blow traces game-making from Prince of Persia’s pixel-perfect animation to modern GPUs, networking, and the hard limits of parallel processing. He also takes on programming languages, software reliability, and why game design should be about more than flashy graphics or keeping players glued to a screen.
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INSIGHT

Diverse Game Design Priorities

  • The mainstream game industry focuses on high-budget immersive experiences, but many popular games are simple and gameplay-focused.
  • There's tension between creating visually complex games and games that emphasize core gameplay.
ANECDOTE

Early Game Influences

  • Jonathan reminisced about early text adventures like Infocom's Trinity, which deeply influenced him.
  • He also played networked games like Netrek during college, fostering his early experience with multiplayer games.
ANECDOTE

Porting Doom to SGI Set-Top Box

  • Jonathan ported Doom to an SGI set-top box, a technically interesting but commercially limited project.
  • The project challenged him to optimize reading data over slow networked storage, illustrating early internet gaming issues.
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