Gaming With Pretension
Design, Games, Jonathan Blow
Jonathan Blow produces games which are less violent and more pretentious than conventional gun-them-down and blow-them-up games.
The Atlantic really buys into to all this, and lavishes praise on a fellow whose approach to gaming sounds to me a lot like films by Alain Resnais.
[W]hat makes Blow’s games so remarkable[is, that] at great personal expense, in ways no other developer has even attempted, he struggles to communicate a deeply authentic vision of the meaning of human existence. With both of his games, Blow strives to use the unique language of video games to impart the wisdom he has gained the hard way in his life. In The Witness, he hopes to help players try to “step outside their human viewpoint and see what the world is.†And in Braid, he sought to communicate something more personal still. …
[W]hat he is [is]—a spiritual seeker, questing after truth in an as-yet-uncharted realm. These are the terms in which he sees his art. “People like us who are doing something a little different from the mainstream have each picked one direction that we strike out in into the desert, but we’re still not very far from camp,†he told me. “There’s just a huge amount of territory to explore out there—and until you have a map of that, nobody can say what games can do.