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CupOfDoom

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Jonathan Blow is wrong about creativity in the indie scene

In a recent interview Jonathan Blow said that indie games peaked around 2008-2012 ( which is extremely convenient coming from the guy who made a best selling indie in 2008). Anyway, here is a bunch of indie games released since then that disprove this easily disprovable point.

Gunpoint (2013)

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Antichamber (2013)

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Gorogoa (2017)

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Snake Pass (2017)

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SuperHot (2016)

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Roundabout (2014)

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The Banner Saga (2014)

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... and this list could go on and on.

So either Jon Blow hasn't played any indie games in the last decade or, he genuinely thinks indie games peaked with all those circa 2012 puzzle platformers.

The more accurate answer is probably that he has a narrow view of games where-by the only games that are good are the ones that eschew all story trappings in favor of a hyper focus on mechanics. And that the only games that are great are the ones that have an interesting set of mechanics that the player is forced to learn in great detail in order to progress in the game.

Two facts that he basically outright says by citing Stephen's Sausage Roll as an exception to his "games peaked when I got rich" theory and, by saying that anyone who wants to write a story should make anything but a game. Which, once again, conveniently puts the games he makes, and presumably likes to play, on the "right side of history". And puts anything that isn't a hardcore strategy or a puzzle game- the two genres that focus on mechanical mastery -on the "not creative enough"/ "not progressing the medium enough" (whatever that means), side of history.

But i don't know, maybe the guy whose first game cribbed so much from Mario and, whose second game was just Myst with way less esoteric puzzles, shouldn't be complaining about the "lack of creativity" in the indie scene.

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