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How Jonathan Blow Designs a Puzzle

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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's rules emerge from coding and play-testing a mechanic
Blow says more ideas came out of development than he put in, so the game partly designed itself.

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

One rule is tested on every object in Braid
Exploring a rule fully means asking how each part of the game would behave under it.

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

Blow's puzzles reward understanding, not trial and error
AttributeTypical puzzle gameBlow's puzzles
Ideas per puzzleMany, intricateUsually one
Red herringsCommonFew or none
Arbitrary stepsManyVery few
After the insightHard to executeEffortless to execute
Player's feelingI finally figured it outI understand
When the answer was in front of you all along, the a-ha feels like seeing the world more clearly.

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.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript113 lines
0:00

JONATHAN BLOW: It was very clearly the case that more ideas came out of the development process, and ended up in the final game, than I put into it as a designer. 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. And another way to say that is that there was an extent to which this game designed itself This is Game Maker's Toolkit, I'm Mark Brown.

0:37

That was Jonathan Blow talking about the rewindable platformer Braid at the Game Developer's Conference in 2011. What Blow's describing here is a philosophy of game design that he used when making both Braid and The Witness where rules and puzzles were discovered through programming and play-testing, rather than designed through the implementation of some preconceived idea. So with the Mario-like platformer Braid, he started with a mechanic - the ability to turn back time by a practically unlimited amount.

1:09

In the process of coding that, new ideas emerged. If he was rewinding the position of everything in the world, he could choose to not do that for certain objects, and thus make them immune to your ability to manipulate time. A rule was born. After implementing these new rules, Blow could play the game and look for consequences that he perhaps did not foresee. Like how if a moving platform was immune to time travel, the hero could rewind to a point where the platform is no beneath his feet, and would fall down as soon as he stops manipulating time.

1:46

That's kinda cool. So each puzzle became an illustration of one of those phenomena, so that by solving it, the player would stumble upon that interesting fact about Braid's unique universe - the same fact that Blow himself discovered while programming the game. A similar process was used in The Witness, where Blow made rules and puzzles by exploring the mechanic of drawing lines on a grid. Play testing this showed Blow that he was often partitioning grid cells - perhaps that could become a rule?

2:18

Which leads to situations like this. This puzzle is pretty easy to solve: you just loop around here and you're away. The next puzzle looks identical but you'll notice that the exit has moved. Now, using that same solution will cut off your access to the exit. So you have to solve it like this. Here, the mechanic of drawing a line inspired a rule about partitioning cells which had the consequence of cutting off your exit, which led to a puzzle illustrating this fact.

2:47

Describing the invention of this puzzle type at IndieCade in 2011, Blow said... JONATHAN BLOW: That came from asking these little known questions. It didn't come from a top-down imposition 'I want to make a puzzle type that... blah' Rather, it came from this very simple process of exploration very early in development. While Blow may have largely abdicated the duty of designing puzzles to, I dunno, the universe, he still has some important roles to play.

3:15

First, is making sure the ramifications of each change are explored to the fullest. In The Witness, Blow asked how every part of the game could be twisted, and that includes the grid, the cells, the line, the environment, and the panel. And in Braid, you'll notice that the consequences of each rule change are explored by every object in the game. In the world where objects can be immune to rewind, for example, there are puzzles where enemies, keys, doors, clouds, platforms, and even the player character have this property.

3:44

Blow's second job is to present the resulting puzzles in a way that will give the player the best possible set-up to discover the interesting fact at the heart of the conundrum. For example, he frequently uses misdirection to lull you into making a seemingly obvious move - only to show you that this is not correct. In the Braid puzzle "Hunt", you're told to kill all the monsters but they're set up in a way that if you kill them in the most obvious sequence, you're unable to solve the puzzle.

4:11

Misdirection like this stops the player from brute-forcing the puzzle and failing to grasp the interesting fact. And showing the player why something doesn't work is often part of that fundamental truth that Blow is illustrating in each puzzle. The designer also uses sequences, pairings and reprisals. If you come across a simple puzzle - like this one about trying to unlock two doors with one key - you'll likely come across a more substantial version in the same area.

4:38

And by using familiar layouts in different worlds, with different rules, you can see how the consequences have changed. This level is essentially repeated in Worlds 2 and 4, but the way time works in each means the solution is unique. Jonathan Blow also subverts the rules you're used to. In the level Irreversible, you have to realise that you must not use your rewind powers. And throws in traps, to catch out those who aren't thinking hard enough. In this level, the wacky way that time works means only one of these gates can be opened...

5:09

Blow's final job is to be ruthlessly curatorial, and edit out mechanics, rules, and puzzles that lack a sense of surprise, or overlap with each other, or fail to say anything interesting. Both Braid and The Witness were spin-offs of games that were shelved because their main mechanics didn't present a rich enough space to explore. And Blow killed off rules, like Braid's weird turn-based world, because their consequences weren't surprising, or the rules felt contrived.

5:37

But where Jonathan Blow will differ from other designers is that he deliberately left stuff in, even if it wasn't fun - simply because it was interesting or would make the game feel incomplete to remove it. Like this super weird puzzle where a key can bumble along on its own. It is, after all, a surprising and interesting consequence of this game's universe. Because for Jonathan Blow, a puzzle is never just a puzzle. It's a communication of an idea from the designer to the player. And solving the puzzle is the player's way of saying "I understand".

6:09

And I think "I understand" is a significantly different concept to "I finally figured it out", which is how many puzzle games operate with their arbitrary steps and intricate sequences and red herrings and obtuse mechanisms. But the puzzles in Blow's games feel more fair. And that's why this design philosophy isn't just about letting the design help direct you to the next rule or the next puzzle - it's also about helping you make better, and more honest puzzles.

6:35

Braid and The Witness introduce all the elements upfront and teach their mechanics quickly with introductory puzzles - from there the harder puzzles are only about understanding the consequences of those known mechanics in different set-ups, combinations, and layouts. And the puzzles can be blisteringly simple. Most are about exploring just one idea and the stages are small enough so you can consider all the moving parts at once. And there are no, or very few, red herrings, and also few arbitrary steps to finish. Once you've found the solution, it's relatively effortless to execute it.

7:08

So solving a puzzle in this game isn't like solving a Rubik's cube or trying to guess at the answer to a riddle. It's simply seeing something that was there all along. The answer was right in front of your eyes, if only you knew the right way to look at the world. Kinda like those hidden puzzles in The Witness. So that "a-ha!" moment you get when solving a puzzle isn't about finally putting together all the pieces or finally understanding what the hell the designer was asking you to do, but it feels like you just saw the world a bit more clearly.

7:38

As Jonathan Blow told Gamasutra, "the more that a puzzle is about something real and something specific, and the less it's about some arbitrary challenge, the more meaningful that epiphany is". Thanks for watching! One of my goals with GMT is to pass on the philosophies of the best game designers around so you can use their ideas in your own games. If you're interested, I've put loads of links in the description where Jonathan Blow talks more about the process.

8:08

And it's not just for puzzles games - Blow reckons that this process of letting the design dictate the rules and mechanics could be used in other genres, too. As always if you liked the show you can leave a comment, give me a thumbs up, subscribe on YouTube, or even support the show financially on Patreon like these endlessly awesome gold tier supporters...