Jon and Casey continue their discussion about the early design of Braid: specifically how Jon arrived at the design identity of Braid, and how developer design perspectives affect the player experience.
Braid, Anniversary Edition has launched! You can pick it up on Steam, PlayStation, Nintendo Switch, Xbox, or play it via Netflix on mobile devices—maybe the one you're using now!
Host: Jonathan Blow
Guest: Casey Muratori
Producer: Jason Brisson
Editor: Will Torbett
Intro Song: "Downstream" by Shira Kammen (based on "O son do ar" by Bieito Romero and "Borrela d'Aragon" by Eric Montbel)
00:00 - Cold Open
00:43 - Intro
02:08 - Designing the back half of Braid
06:07 - Getting done on time
12:13 - Regularity of design
14:59 - T = Y
19:49 - Turn-based Braid
23:38 - Potential to kinetic energy
27:30 - The "a-ha" moment
33:36 - A matrix of mechanics
39:23 - Screenwriting analogy
46:42 - The subconscious mind
52:00 - Competing with AAA
01:03:42 - Jump parameters
01:09:35 - Ease of execution
01:15:59 - "A priori" design
01:22:54 - Not an action game
01:29:32 - Outro/credits