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  • Rewind, Selectah: Braid Creator Jonathan Blow Talks to MTV News About Art, Escapism, Happiness and Games

    N'Gai Croal | Aug 8, 2007 11:10 AM

    MTV News reporter and Vs. Mode punching bag* Stephen Totilo has just posted a provocative interview with indie game designer Jonathan Blow. Not provocative in that "Look at me!" kind of way, but in a forceful, thoughtful way that makes you stop every few paragraphs to reread so that you can better absorb the implications of his responses. Braid sent Totilo a preview copy of his still-in-development time-twisting game Braid, Totilo played it, then emailed Blow a series of questions ranging from how personal can games be to why games should move beyond simple escapism. From there, Blow went to town with a set of responses that would be any e-interviewer's dream, weighing in at what we're told is a whopping 5,500 words. For example, when asked about his dislike for the term "escapism" as applied to games, Blow first answers by describing what games are now, then goes on to say:

    A lot of what you get out of a movie depends on what intention you bring to the viewing experience. You can go to a movie just as escapism — and be swept up by the visions and emotions, or whatever. Or you can attend a movie with a more expansionist mindset: you want to experience those same visions and emotions, but you’re doing it to connect those things to the rest of your life, to bring them back; not to escape from the rest of your life. The goal is, maybe, to expand yourself into perhaps a greater, more experienced person. Even just a little bit.

    Dogs play-fight because it gives them the experience to fight more effectively when they need to really-fight. etc. So this isn’t some quirk of human-exclusive behavior I am talking about.

    Games can provide this kind of mental, emotional and spiritual expansion, and they can push it in a different direction than movies, or books, or music, or whatever. In his new book "Persuasive Games," Ian Bogost coins the term “procedural rhetoric” to talk about one of the core qualities of games: that they communicate ideas via the way things work, through behavior. I think that is sort of the right idea, but I think the “rhetoric” part is somewhat the wrong idea. I think the richest things that games have to show us are sub-verbal, maybe even sub-intellectual.

     To read the rest of the excerpt, click on the link below.

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  • Level Up's Top Four Gaming Tidbits for Aug 8th, 2007

    N'Gai Croal | Aug 8, 2007 09:39 AM
    1. RED...360 fans trade info to avoid flawed units
    2. W60...Play Halo with a Wiimote? Duly noted.
    3. COD...Call of Duty 4 multiplayer beta: can't wait 
    4. RND...How newspapers covered Barry Bonds' record 
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