The bottom line
Jonathan Blow designs puzzles by discovering the consequences of a game's rules, then presenting each one so the player sees it too. That makes a solved puzzle a moment of understanding, not a lucky guess, and the epiphany feels more meaningful.
Key takeaways
- Rules and puzzles come from exploring a mechanic, not from a preconceived idea. 0:11
- In Braid, coding unlimited rewind showed that some objects could be made immune to it, and a rule was born.
- In The Witness, play-testing line drawing showed Blow he was often partitioning grid cells, which became a rule.
- Each puzzle illustrates one surprising consequence of a rule. 1:47
- If a moving platform is immune to rewind, the hero can rewind to where it is no longer under his feet and fall when time resumes.
- In The Witness, the same loop that solves one puzzle cuts off the exit in the next, because the line partitions the cells.
- The designer's job is to explore every consequence and stage it so the player discovers it. 3:15
- Braid's immunity rule is tried on enemies, keys, doors, clouds, platforms and the player character.
- Misdirection, as in the puzzle "Hunt", makes the obvious move fail so brute force cannot skip the lesson.
- The designer also cuts what lacks surprise, but keeps what is interesting even if it is not fun. 5:09
- Blow dropped Braid's turn-based world because its consequences were not surprising or felt contrived.
- He kept a odd puzzle where a key bumbles along on its own, since it is a surprising consequence of the universe.
- Solving a puzzle means "I understand", which makes these puzzles fair. 5:57
- All elements are introduced upfront, stages are small, and there are few red herrings or arbitrary steps.
- Blow told Gamasutra that the more a puzzle is about something real and specific, the more meaningful the epiphany is.
The process of designing the gameplay for this game was more like discovering things that already exist than it was like creating something new and arbitrary.
Jonathan Blow, GDC 2011, on Braid
Chapter summaries
0:00 Puzzles are found, not invented
Blow treats a game's rules as something he discovers while coding and play-testing, and each rule is born from exploring a mechanic.
- Braid's rules came out of building its rewind mechanic. 1:01
- Rewinding everything in the world made it possible to skip some objects, so they became immune to time.
- Play-testing then revealed effects Blow had not foreseen, such as a platform that is immune to rewind leaving the hero to fall.
- Blow says more ideas came out of development and ended up in the final game than he put in as a designer.
- He describes the design as more like discovering things that already exist, so the game designed itself to an extent.
- The Witness found its rules the same way. 2:02
- Drawing lines on a grid kept partitioning cells, and that became a rule.
- Two near-identical puzzles show it: the first loop works, but in the second the exit has moved and the same loop cuts it off.
- At IndieCade 2011 Blow said the puzzle type came from asking these little known questions, not from a top-down demand for a certain puzzle type.
- It came from a simple process of exploration early in development.
3:15 The designer's two jobs
Even when the universe supplies the puzzles, the designer must explore every consequence and then stage each one so the player can find it.
- The first job is to explore each rule change as far as it goes. 3:15
- In The Witness, Blow asked how the grid, cells, line, environment and panel could each be twisted.
- In Braid, the rewind-immunity rule is applied to enemies, keys, doors, clouds, platforms and the player character.
- The second job is to set the puzzle up so the player can discover the key fact. 3:44
- Misdirection lulls the player into an obvious move that turns out to be wrong.
- In the Braid puzzle "Hunt", you must kill all the monsters, but the most obvious kill order makes the puzzle unsolvable.
- This stops the player from brute-forcing the puzzle and missing the interesting fact behind it.
4:17 Sequences, pairings and broken habits
Blow arranges puzzles in sets and bends the player's habits so the effects of a rule stand out.
- Repeating a layout under different rules shows how the consequences change. 4:38
- A simple puzzle is paired with a bigger version in the same area.
- One level appears in Worlds 2 and 4, and each world's time rule gives it a unique solution.
- The simple puzzle is about trying to unlock two doors with one key.
- The player compares the two versions and sees what the rule changed.
- Breaking the player's habits teaches the rules harder. 4:52
- In Irreversible, the player must realise they must not use rewind.
- Traps catch players who aren't thinking hard enough.
- In one level, the odd way time works means only one of the gates can be opened.
5:09 Ruthless curation
Blow edits hard, and sometimes drops a whole game, when its mechanics are too thin to explore.
- A mechanic is dropped when it can't support a rich space of consequences. 5:20
- Braid and The Witness were both spin-offs of shelved games.
- The shelved games' main mechanics didn't offer enough to explore.
- Mechanics, rules and puzzles that overlap with each other are also cut.
- So are those that fail to say anything interesting.
- Blow also leaves in things that aren't fun if removing them would make the game feel incomplete.
5:57 Seeing what was always there
| Attribute | Typical puzzle game | Blow's puzzles |
|---|---|---|
| Ideas per puzzle | Many, intricate | Usually one |
| Red herrings | Common | Few or none |
| Arbitrary steps | Many | Very few |
| After the insight | Hard to execute | Effortless to execute |
| Player's feeling | I finally figured it out | I understand |
A puzzle communicates an idea, so solving it feels like seeing the world more clearly.
- Harder puzzles only recombine mechanics the player already knows. 6:35
- Introductory puzzles teach each mechanic quickly.
- Later puzzles change the set-ups, combinations and layouts.
- Most puzzles explore just one idea.
- Once the solution is found, it is relatively effortless to carry out.
- Solving a puzzle is noticing something that was there all along. 7:08
- It is unlike a Rubik's cube or a riddle with a guessed answer.
- The "a-ha!" feels like seeing the world a bit more clearly.
- The hidden puzzles in The Witness work the same way.
- Blow reckons letting the design dictate the rules could work in other genres, too.
In the growth library
Mark Brown (featuring Jonathan Blow), creator of Game Maker's Toolkit, on the design philosophy of Braid and The Witness designer Jonathan Blow. Jonathan Blow designs puzzles by exploring a mechanic until its rules and surprising consequences appear, then turning each discovery into a puzzle that says something true about the game's universe. The Witness grid puzzle where the exit moves and Braid's time-immune platform show how one coded rule becomes a fair, memorable epiphany.
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