Talk:Jonathan Blow

message: I would like to suggest that the "Criticism" section is deleted. The paragraph speak of Blow's works and not of himself. WikiTryHardDieHard (talk) 02:16, 22 December 2012 (UTC)
thread_title: Deletion of "Criticism"

message: Someone listed this guy as dying on the internet. Deleted it. 129.174.106.5 (talk) 18:59, 22 January 2009 (UTC)
thread_title:  minor change 

message: At http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/8928/
-- Jo3sampl (talk) 01:00, 14 April 2012 (UTC)
thread_title:  Article on Jon Blow in the Atlantic 

message: Link: https://www.idlethumbs.net/tonecontrol/episodes/jonathan-blow - this is two hours that begins talking about his experience at university, goes through times he was working on Munch's Odyssey/Deus Ex 2/Thief 3, and the other many-year-long-things he had going at the same time.  — Preceding unsigned comment added by 137.205.0.121 (talk) 22:29, 23 February 2014 (UTC)
thread_title:  Podcast where a lot is said about pre-Braid work 

message: I feel that there is a lot of mentions regarding debt, "zeroes in his bank account," and just, overall, a ridiculous mentioning of money when talking about Mr. Blow. Sure, it helps add to the article but it just doesn't seem particularly helpful in getting any point across other than the article's writer/Mr. Blow are a little money obsessed.
Yikes maybe we can revise that, the full quote actually has a very different message and our abbreviation may be misleading. The full quote is...
“I opened up my Web browser and Holy fuck, I’m rich now,” he recalled. “There were a lot of zeros in my bank account.”
Blow’s similarities to the average millionaire end right there, however, because unlike most wealthy people, he seems faintly irritated by his memory of striking it rich. When Blow told me, during a typically metaphysical conversation in a park near his Berkeley office, that his windfall was “absurd,” he didn’t mean it in the whimsical “Can you believe my luck?” sense; he meant it in the philosophical, Camus-puffing-a-cigarette sense of a deeply ridiculous cosmic joke. “It just drives home how fictional money is,” Blow said, squinting against the unseasonably bright December sun. 76.102.190.20 (talk) 18:28, 6 May 2018 (UTC)
thread_title:  A lot of talk about money? 

message: In the only sources that mention the language, it seems like the experimental programming language is called "Jai," not "JAI." Source on the ALLCAPS version?  — Preceding unsigned comment added by Nokkromancer (talk • contribs) 09:49, 2 November 2019 (UTC)
thread_title:  JAI or Jai? 

message: I think it's a little confusing to call Sokoban "game 3", as in the current draft of the article.
During development of The Witness, it was revealed somehow that J. Blow as a side project had created like 40 hours
of gameplay for a completely different game, and that game became known as "game 3". It is not Sokoban,
and the public has never seen it. It is true that Sokoban is the next game after Braid and The Witness
that J. Blow will release (except for Braid: Anniversary Edition). However, even considering that,
"game 3" is still not a good name for it because J. Blow shipped an online tank battle game earlier in his career before Braid.  — Preceding unsigned comment added by 23.252.62.110 (talk) 19:36, 4 October 2021 (UTC)
thread_title:  "Game 3" is not Sokoban 

message: In my experience, disputes between editors are supposed to be discussed on the article's talk page before they escalate to the point where the BLP noticeboard needs to be involved. Since that isn't what happened here, let me just state for the benefit of future editors that a thread on Jonathan Blow was started there a few months ago. As a result, some low quality additions that didn't refer to any RS source were rightly removed. A better sentence about COVID conspiracy theorizing was also removed on the grounds that a single RS source was not enough. I have no problem leaving that out if another source does not materialize. Connor Behan (talk) 15:08, 23 August 2022 (UTC)
thread_title:  Past discussions on controversies 

message: The article recently had some comments in a peer review, and amoung other things it was identified that the article needs to be copyedited before potential Good Article nomination. I have tasked the copyediting guild to do this. It will likely take several months for them to look at it. Please do not submit the article for Good article nomination until the guild has looked at it. Neuroxic (talk) 15:38, 17 January 2023 (UTC)
thread_title:  Copyediting tasked before GAN 

message: CC-BY-SA declaration; text in this section was removed from the article by me; see the article's history for full attribution. I'm removing this text because it's either off-topic, excessively detailed or otherwise doesn't belong in this article. I'm leaving it here for the benefit of future editors and in case its removal breaks any named references.
===1994–2000: Career beginnings and Wulfram===
In Wulfram, players took control of a heavily armed hovertank, and joined one of two sides with the aim to force the other side off the map. The standard map size was around 31 km2. In a February 1998 interview, Blow said the game was around 150,000 lines of C++ code, 2500 of which were assembly for texture mapping optimization, and the game ran on Windows 95, Windows NT, Linux, and Solaris. Scott Keur of MPOGD reviewed the game while it was in closed beta, praised its graphics, gameplay, lack of lag, but criticized its sound, and called it "the best combined action/strategy game to date". Wulfram was released in open beta in July 1998 and free to play on Total Entertainment Network. TEN shut down slightly more than a year later, however, after which Blow brought the game to Interactive Magic. 
The name Wulfram went through several name changes, the final of which was Wulfram 2. For a while after Bolt Action Software folded,  Habermeier ran the final version of the game for free on the internet. 
===2001–2004: contracting work===
In the game, physics simulation was done on the server. The movement of robots was not implemented with animations but by applying forces to their joints. Players could shoot these joints and thereby affect the movement of the robots.
===2005–2008: Braid===
The 2D puzzle-platformer Braid (2008) was a landmark of independent game development. Released on the Xbox 360 through Xbox Live Arcade (XBLA), the game was "an immediate sensation", and a critical and commercial success. Braid demonstrated that it was possible for indie developers to release games on storefronts (instead of through publishers) and remain financially successful. The game "is often credited as the catalyst for the indie [game] boom of the following years".
Available only through download, the game represented an early shift in video games from physical to digital stores. The success of the game inspired many other indie developers; in particular, a designer at Supergiant Games claimed the studio wouldn't exist without the success of Braid.
===2009–2016: The Witness===
The game was released on Windows and the PlayStation 4 in January 2016 to critical acclaim and commercial success.  It debuted at $39.99, a price point that was met with outcry in some gaming forums. Blow stated that the price point was "fairly reflective of what the game is", and journalists noted that other independent games of a similar scope and quality debuted with the same price. Blow reported that the first week sales revenue of The Witness totaled over US$5 million, and that it had sold more than 100,000 units. After release, Blow said that The Witness was one of the top downloads on illegal BitTorrent websites, was pirated "just as heavily" as Braid, and noted that pirating the game does not help fund Thekla's next game." The game received several BAFTA and Game Developers Choice Awards nominations, and appeared on 'Best of the decade' features from IGN, Polygon, NME, CNET, and National Post.
===2017–present: Jai Programming Language, untitled sokoban game, and Braid, Anniversary Edition===
Blow has noted that no previous programming languages have debuted with a piece of demo software as large and complex as a game. The game is intended to prove the capability of the language, thus reducing the risk associated with adopting Jai upon release. During a 2018 conference talk, Blow demonstrated that a clean non-optimized compilation of the 80,000-line sokoban game took less than two seconds on his laptop. He predicted that with additional work the compilation rate would increase significantly, with a target compilation rate of a million lines of Jai per second (for a clean non-optimized build). In July 2018 Blow felt the language had already improved his productivity by 15%, and thought that given time this could increase to 50–80%. Blow intends to release much of the source code of the sokoban game upon release, and said Thekla is trying to structure the code to be "very malleable" so that upon release it can "provide an in for people who actually want to start experimenting with a program." The Jai compiler is currently in closed beta and reached beta version 100 in December 2021.
The Jai-based sokoban game combines puzzle elements from a variety of other sokoban games while adding ideas of its own. The majority of characters from Jonah Ostroff's Heroes of Sokoban trilogy appear in the game, as do the lily pads and skipping stones from Alan Hazelden's Skipping Stones To Lonely Homes. By combining so many puzzle elements together, Thekla is able to "explode out the combinatorics [of the puzzle space] even further than Thekla did with The Witness." In mid 2018, two programmers were working on the game, and the art team consisted of five people. The sokoban game had over 700 levels as of May 2021, and Blow stated that it will probably have more than 1000 upon release.
In August 2020, Thekla announced Braid, Anniversary Edition, a remastered edition of Braid. The game's art is being repainted with significantly more detail, and will have smoother animations and enhanced sound. The new edition will include detailed and thorough developer commentary from Blow. Players will be able to toggle between the original and upgraded version while playing. Blow explained that the remaster will be faithful to the original, remarking that Braid will not get the "Greedo shoots first" treatment (a reference to a change made to Star Wars). Thekla planned to launch the game in early 2021.
  
Cheers, Baffle☿gab 00:45, 12 April 2023 (UTC)
thread_title: Removed text

message: Blow has noted that no previous programming languages have debuted with a piece of demo software as large and complex as a game. The game is intended to prove the capability of the language, thus reducing the risk associated with adopting Jai upon release. During a 2018 conference talk, Blow demonstrated that a clean non-optimized compilation of the 80,000-line sokoban game took less than two seconds on his laptop. He predicted that with additional work the compilation rate would increase significantly, with a target compilation rate of a million lines of Jai per second (for a clean non-optimized build). In July 2018 Blow felt the language had already improved his productivity by 15%, and thought that given time this could increase to 50–80%. Blow intends to release much of the source code of the sokoban game upon release, and said Thekla is trying to structure the code to be "very malleable" so that upon release it can "provide an in for people who actually want to start experimenting with a program." The Jai compiler is currently in closed beta and reached beta version 100 in December 2021.
The Jai-based sokoban game combines puzzle elements from a variety of other sokoban games while adding ideas of its own. The majority of characters from Jonah Ostroff's Heroes of Sokoban trilogy appear in the game, as do the lily pads and skipping stones from Alan Hazelden's Skipping Stones To Lonely Homes. By combining so many puzzle elements together, Thekla is able to "explode out the combinatorics [of the puzzle space] even further than Thekla did with The Witness." In mid 2018, two programmers were working on the game, and the art team consisted of five people. The sokoban game had over 700 levels as of May 2021, and Blow stated that it will probably have more than 1000 upon release.
In August 2020, Thekla announced Braid, Anniversary Edition, a remastered edition of Braid. The game's art is being repainted with significantly more detail, and will have smoother animations and enhanced sound. The new edition will include detailed and thorough developer commentary from Blow. Players will be able to toggle between the original and upgraded version while playing. Blow explained that the remaster will be faithful to the original, remarking that Braid will not get the "Greedo shoots first" treatment (a reference to a change made to Star Wars). Thekla planned to launch the game in early 2021.
 </blockquote> 
Cheers, Baffle☿gab 00:45, 12 April 2023 (UTC)
thread_title: 2017–present: Jai Programming Language, untitled sokoban game, and ''Braid, Anniversary Edition''