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.
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the shape of a container determines what can be containedwe got longer form games that weren't trying to kill you in a couple minutes