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Jonathan Blow: Game design: the medium is the message

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Jonathan Blow treats the business model as a container for the work: how it makes money shapes what can be made. He uses television ad breaks and coin-operated arcades as examples, then contrasts them with the longer experiences home games could support. Turning to free-to-play, he uses Papers, Please as a thought experiment. Inserting a paid option into a scene where players weigh privacy against duty would change the kind of decision they face.

Archived captions (transcription method unspecified) ↗
Original passages · 2
the shape of a container determines what can be contained
Jonathan Blow: Game design: the medium is the message · ▶ 30:45–30:53
we got longer form games that weren't trying to kill you in a couple minutes
Jonathan Blow: Game design: the medium is the message · ▶ 18:53–19:01

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