I'll take the other side of the debate: I think that Jonathan Blow was being his usual pretentious asshat self, and that e/Stepto were doing a reasonable job of dealing with him.
For example, JoBlow's comment that he wanted to make a game with no achievements/no menus/no words. Here's my problem with that: When I play on an iPhone, I expect that every app I use will have a completely different UI. It's part of the fun. But when I play on a console, I want some consistency. I want to be able to use some muscle memory. I want there to be a main menu, and I want there to be a reasonably predictable set of options on it in a reasonably particular order. That way I can dispense with the menus quickly, and get to what I want to get to -- the game. And if you want to produce a game that requires the player to figure out the right sequence of icon presses to start the game, then sure, it's possible that you're truly creating a unique and magical experience that justifies that... but too often it seems to mean "I can't come up with anything innovative or meaningful in the actual gameplay, so I'm going to come up with a pretentious and impenetrable framework and call it 'interactive art'."
I would say that it might have been better if only one of the two Microsofties was on the show... that way it might have seemed like a more balanced discussion.
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