Indie Game: The Movie Page #5
But in some ways,
it was less difficult...
... than what I had
Having a lot of big ideas about
what I wanted to do in games.
And not finishing anything that had
[Jonathan has been making
games for 22 years]
I think as one ages
and establishes a pattern of that.
It becomes a little bit demoralizing.
You start to look at things and say:
"Maybe I'm never going to do the
things I thought I would."
Then one day, I said: I'm going to
actually finish something.
And that became 'Braid'.
It took three years, but I finished it
One of the biggest breakout
games would have to be Braid.
Braid is an interesting game ...
... I was surprised it was as
successful as it is.
It was a big hit for
the independent community.
Generating a lot of money for
Jonathan.
It's a very odd setting and a lot of
people aren't quite sure what it means
Nobody had played a game that was like
Braid.
That did what Braid did
with time before.
Really what made Braid work was that
'Rewind' mechanic ...
... obviously, from a gameplay
perspective was a lot of fun.
But it also had a metaphorical
relevance as well.
It's telling this strange,
out of order love story
... not something you normally see
in a game.
It's about this little preppy boy.
He always looks like a preppy to me.
He's lost something and is working
through memories ...
... that change as he keeps playing.
The fictional world
and the game world mechanic ...
... those two work hand-in-hand
very very well.
So Braid came out of the confluence
of a couple of different ideas.
I was on a mailing list with
some friends. And one friend...
... was looking at
'Prince of Persia: Sands of Time'
And it had this ability to 'rewind'.
But it was limited.
You had a certain number of charges.
When you ran out, if you got
killed, you couldn't rewind anymore.
You had to reload the game.
Which was this painful process.
So one of my friends said:
Why not do it like a VCR?
So I said:
'Okay, I'm feeling inspired.'
'Let me start this idea for this game
I've been kicking around.'
And I spent about a week working on it
And I had a prototype.
That is really kind of amazing.
In that...
... if you look at the prototype,
and the final game ...
... a lot of the ideas from
the final game and in that prototype.
So I had the first three worlds.
I mean not fully built out worlds.
But the game mechanics were there.
For rewinding ...
And for rewinding with things that are
immune to rewind.
And for time and space
being tied together.
So that time changes as you move.
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