I think he's going about his goals incorrectly. We wants to elevate games to a critically and mainstream accepted Art, so he creates a game that declares itself Art. Such an approach will have immense push-back from the 'main stream' (game) industry and even more from the general public. It actually does not matter what industry we're talking about - an industry that has not mainstream publicly accepted expressions of itself as High Art worthy of the equivalent of an Oscar/Emmy/Hugo/Literary-Nobel expression of the human condition will have virtually no chance of convincing the public one of their own has broken through into this level of communication.

Think about what Clint Eastwood did with "The Unforgiven": before that film, the Western was considered a tired, spent, comical film genre. I remember reading pre-release critics saying Clint had wasted his time on that over used genre: "what could he possibly say that has not already been said 1,000 times?" they wrote...

What did Clint do? He started the film as a more-or-less classically serious western. However, as the film progresses, it acknowledges itself through the presence of dime store outlaw novellas causing kids to idolize the criminal aspects of the western experience. Then our heroes go about demonstrating the fallacy of this attitude, and the film ends with the audience being spoon fed the horror this idolization creates.

I suggest Mr. Blow and others attempting to elevate games to High Art need to begin with the traditionally insipid game style so popular today. (I can say this as a former 15 veteran of the games industry. I left specifically because of all the "pretentious" reasons Jonathan cites.) As the game's traditional fight-puzzle-fight mechanics play out, the character becomes exposed to the game engine simulation itself, and the gamer becomes exposed to the existential dilemma of wanting to continue their suspended disbelief while the game itself taunts them with the fact they are playing a game. Through such a careful balance of crossed signal communications, the gamer is left to question their own existence and the potential of our world merely being a simulation for the amusement and enrichment of others - at their expense.

No, Matrix fans/critics, I'm not saying "make the Matrix". What I'm pointing out is how "The Unforgiven" elevated itself by acknowledging the disjoint between the fiction and the reality, and spoon fed that to the film viewer. Sure, many a western and plain film fan missed Clint's higher message. Such is the diverse nature of how Art communicates. Much of what is considered "Art" today is simply artfully ambiguous. Jonathan can not afford such ambitiousness if he wants to achieve his goal.

Jonathan's goal of elevating games needs to include all the insipid game cliches to draw the traditional fan in, and then pull the floor out from under them, leaving them literally afraid to continue the game because it risks wreaking their appreciation for game playing thereafter. It's not a success to simply engage. It's not a success to merely cause consideration and wonder. Jonathan Blow's goal is to end games as they are today and reboot the entire industry, reborn as the 21st century's equivalent to the 20th century Film.