Jonathan Blow on Consciousness, Video Game Design, True Art vs. False, and Free Will
Sep 27, 2021
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Jonathan Blow, the renowned designer of iconic video games like 'Braid' and 'The Witness', dives deep into the crossroads of art and consciousness. He discusses how video games can foster personal growth and the importance of authentic storytelling in design. Blow contrasts genuine engagement with superficial interactions while exploring the philosophical nuances of free will. He highlights the unique potential of games as a therapeutic medium and reflects on creative challenges, urging a balance between motivation and burnout in the gaming industry.
Video games provide experiential exploration of ideas and concepts, enhancing understanding beyond observation.
The design choices in video games aim to create meaningful and engaging experiences for players.
Mastery of technical skills and effective communication are essential aspects of true artistry.
Art should be embraced for its ability to stimulate curiosity, evoke emotions, and open up new perspectives.
The question of free will is complex and context-dependent.
Advancements in VR technology offer more immersive and natural interactions in gaming experiences.
Deep dives
The Power of Video Games in Understanding the Universe
Video games offer an opportunity to create and explore simplified universes that reflect aspects of our own. By designing systems within the game that mirror real-world phenomena, players can gain insights and understanding that may not be possible through other mediums. Video games allow for the experiential exploration of ideas and concepts, engaging players in a way that goes beyond mere observation. The game design process involves making choices that harmonize with the overall theme or message of the game, connecting various elements in a way that enhances the player's experience and leads to realizations. Artistic intuition and the ability to navigate complex connections play a crucial role in crafting meaningful experiences through video games.
The Artistic Process Behind Puzzle Creation in Video Games
Creating puzzles in video games involves a multidimensional process that brings together various elements to achieve a meaningful and engaging experience for the player. The design choices are driven by a desire to explore themes, concepts, and systems that go beyond traditional art forms. Puzzle mechanics are carefully crafted to highlight the specific themes and mechanics of the game, providing a deeper understanding of the fictional world being created. The process includes considering the aesthetics, technical challenges, and thematic coherence of the puzzle design. The aim is to create an experience that provokes personal growth, challenges perception, and expands the player's understanding of the game's universe.
The Importance of Skill and Mastery in Art
Contemporary art often devalues the significance of skill and mastery, focusing more on conceptual or provocative elements. However, true artistry lies in the mastery of technical skills and the ability to communicate ideas effectively. Skillful execution allows for a deeper connection between the audience and the artwork. Renaissance art serves as a powerful example of the profound impact that masterful craftsmanship can have. The appreciation of art forms that demonstrate technical expertise is not merely based on popular opinion or fashion but on the inherent beauty and complexity that such artistry evokes.
The Challenge of Defining the Meaning of Art
Defining the meaning of art can be a challenging task, as art often surpasses verbal description and relies on intuitive and emotional responses. Artists strive to create works that elicit profound experiences and offer glimpses into the unknown. The true essence of art lies beyond verbalization, with its impact being deeply personal and subjective. Attempting to reduce art to easily definable messages or themes can diminish its inherent power and limit the breadth of interpretation. Instead, art should be embraced for its ability to stimulate curiosity, evoke emotions, and open up new perspectives.
The Immersive Potential of VR
VR has the potential to create more immersive experiences through the use of advanced tracking technology and increased input bandwidth.
The Complexity of Free Will
The question of free will is complex and depends on the assumptions and context in which it is posed. A deeper understanding of reality may challenge the notion of free will as commonly understood.
Stephen Wolfram's "A New Kind of Science"
Stephen Wolfram's book "A New Kind of Science" explores cellular automata and hypergraphs as a means to develop a comprehensive theory of the universe.
VR Gaming and the Importance of Input
The potential of VR games lies in the use of improved input methods provided by VR systems, which allow for more natural and immersive interactions.
Challenges of Voice Acting in Video Games
The podcast episode discusses the challenges faced by voice actors in video games where pre-recorded lines are used due to the non-linear nature of the gaming environment. It highlights the unique procedure of recording video game dialogue and how actors must adapt to generate good results. The trade-off between using AI-generated voices and actual actors is examined, acknowledging that while AI voices may allow for more possibilities and lower production costs, the quality of acting may be compromised.
The Potential of Unreal Engine 5
The podcast delves into the potential impact of Unreal Engine 5 in the gaming industry. It recognizes the success of prior versions of the engine and how the latest advancements, such as nanite technology, continue to raise the bar for graphics and visuals. The interviewee also discusses the trade-off between improved visual fidelity and the practical challenges faced during game development. While the engine offers enhanced possibilities for artists, concerns are raised about the potential increase in data size and the practicality of implementation for different game types.
The Progress of Game Development and Technological Challenges
The discussion explores the progress and challenges of game development. It points out that while early game development involved solving technical obstacles related to real-time 3D graphics, the path forward is now less clear. The interviewee mentions the need for advancements in hardware and the diminishing pace of technological advances. The chat also touches upon the uncertainty surrounding new innovative directions in game development and the potential impact of Unreal Engine 5 in this context.
The Role of Video Games in Mental Health
The podcast episode reflects on the use of video games for mental health and therapy. The interviewee acknowledges that while games can be beneficial and even therapeutic for some individuals, they do not replace professional medical help. The potential role of games as a component within a broader treatment plan is discussed, highlighting the importance of professional guidance and expertise in dealing with mental health issues. The interviewee also expresses concerns about games that may have negative long-term effects on well-being or encourage unhealthy habits.
LINKS MENTIONED: -Jon's talk on video game ideas: https://www.youtube.com/watch?v=CCVVLAs9mJU -Jon's talk on motivation and burnout: https://www.youtube.com/watch?v=i7kh8pNRWOo -Iain McGilchrist interview: https://www.youtube.com/watch?v=M-SgOwc6Pe4 -Rupert Spira interview: https://www.youtube.com/watch?v=ocP6JSyicY0
THANK YOU: -BigPhilCombo (on the discord) for managing the Discord voluntarily and making it a place where almost 900 people talk respectfully
TIMESTAMPS: 00:00:00 Introduction 00:02:46 Jon recounting people using him for clicks 00:05:53 Too many wannabe gurus, and not enough instruction in our culture 00:08:00 Curt's mainupulation of the "formal" aspects of film is owed to Jonathan 00:09:34 The goal of understanding the universe (what does that mean?) 00:17:23 How understanding oneself is related to understanding the universe 00:19:41 Limits of language and "truth" 00:25:10 Video game design and building one's own TOE 00:33:22 Examples of what works and doesn't in game design for Braid's aesthetics 00:44:03 Game mechanics vs the "theme" 00:54:29 Not being able to explain true art 00:56:06 True art vs. "propaganda" 01:04:01 Dislike of contemporary art 01:12:06 Jon on video game reviews (and discussions on art, in general) 01:32:32 Specifics on how Jon does video game design 01:42:02 Rupert Spira in The Witness 01:47:08 Original ideas are difficult 01:49:34 Meditation and life long insights from single moments 02:00:20 Materialism vs. qualia vs. stories vs. models 02:06:25 Wolfram's physics model 02:09:21 Free Will is too "simple" 02:16:12 Super Bunyhop's and Joseph Anderson's review of The Witness 02:16:39 Dunkey? 02:16:45 VR is interesting but not for immersion 02:22:54 Stanley Parable 02:23:36 OpenAI applied to video games 02:26:00 Unreal Engine 5, hype? 02:31:24 [ForceField] On Henri Bergson 02:32:49 [stef] How do you achieve subconscious artistic expression in game making 02:34:41 [Steven Brent] Videos games better than other mediums for certain emotional expressions? 02:36:45 [Pooja Soni] Video games and helping mental illnesses / adjunct to therapy 02:40:27 [James R] Mind uploading 02:43:31 [Tom] Analytic / rational vs. intuitive / supra-rational 02:45:34 [Chris Merola] Stephen's Sausage Roll is one of the best puzzle games 02:48:42 [championchap] Having aphantasia and designing games 02:49:50 [Brian Mauch] Ask why the industry has gone to "shit"? 02:51:41 [James Jones] On Neuralink 02:53:37 [Johannes Norrbacka] Jai and opinion on other data-oriented languages 02:56:33 [Lara Lebeu] What connects him to non-duality teachers? (because of the Rupert Spira video in The Witness) 02:59:35 We're at a stagnation point in society 03:04:00 [Mr. K] "Yeah: wtf is Kojima working on lol" 03:04:16 [ZenoEvil - Meaning Machines] Why hasn't Braid's success led to copycats? 03:06:31 [Wes Lord] Getting over burnout and other motivational issues 03:08:45 [bc1n0] "Please beta access to Jai? Will pay $100 for access." 03:10:54 [Michael Bespalov] Hades' early access model 03:13:22 How does playtesting work? And how does Jon use it? 03:15:25 [Ivan] Thoughts on state of free speech in the world 03:21:07 Eric Weinstein, Peter Theil, and stagnation (again) 03:26:02 SCRUM? Kanban? What's the work process? 03:29:49 [Ruari VK] Why is it called 'The Witness'?