Queasy
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Braid sold almost 30,000 units in the first week.
I've never seen so much attention paid to a single game's price, cost, and sales like this one. At least not on XBLA. Most of it probably driven by Blow because he's been very outspoken.
As the budgets for videogames continue to explode, the efforts of the independent game designer are often overlooked. Jonathan Blow, 36, spent about three years developing Braid, a game for Xbox Live Arcade, Microsoft's downloadable games program. The game, which was released this week, has already been well-received, winning praise for a seamless connection between its story and its gameplay.
Braid follows a lovelorn traveler named Tim as he searches for a princess he once abandoned. Starting with empty, dimly lit rooms in his house, Tim moves from level to level in search of her, unlocking doors and discovering pieces of Impressionist paintings. A brooding, baroque soundtrack and colorful watercolor scenery accompany the melancholic tale.
Players can rewind the action indefinitely, meaning that they never die. Each level has a twist in time. In one level, for example, Tim casts a "shadow" which mimics all of his movements when the player adjusts the action. In another, time flows forward when Tim walks to the right and flows backward when he moves to the left. (The game is named after the braid of hair Tim sees on the princess, but the title is also a reference to the interweaving of time.)
While videogame budgets at big studios can be millions of dollars, Mr. Blow estimates that he spent more than $180,000 of his own money during the past three years to develop Braid. He also took time off from his job as a videogame-industry consultant to focus on his project. "I have no idea how well Braid will sell," he says. "Realistically though, I could lose all of that [money]." Microsoft picked up the game in 2007 and decided to publish it for Xbox Live Arcade. It will sell for $15, a higher price than most downloadable games on the platform.
Mr. Blow is one of the more vocal leaders in the independent games movement that seeks to offer alternatives to the high-profile titles that dominate the gaming world. Mr. Blow says most videogames are deliberately too easy and that most rewards in games are superficial. He says that add-ons like fireworks after each level aren't real rewards. "Congratulations should be proportionate," he says. In Braid, players are rewarded with the satisfaction of knowing that they have solved difficult problems and are unraveling the game's story.
Such a mind-set often puts Mr. Blow at odds with the bulk of the videogame industry. "It's kind of like punk rock," says Jesper Juul, a video game researcher at the Singapore-MIT Game Lab, about Mr. Blow's attitude. "They were a reaction to big progressive rock bands like Pink Floyd who had these elaborate tours."
And like principled adherents of punk, Mr. Blow is known for maintaining his artistic vision in the face of criticism. He says that Microsoft asked him to add clues after user testing suggested that players sometimes needed help. "I had a line and I would've pulled the game and eaten the loss," he says.
Scott Austin, director of digitally distributed games for Xbox Live, says ultimately the developer has final say. "It's his intellectual property and he can do what wants."
Because Braid can be difficult, some players may not be able to finish and address their questions about the plot. Mr. Blow says that's intentional. "Let me provide a longer-term challenge," he says. "That's why there aren't any hints."
Braid sold almost 30,000 units in the first week.
I've never seen so much attention paid to a single game's price, cost, and sales like this one. At least not on XBLA. Most of it probably driven by Blow because he's been very outspoken.