Thoughts on Braid

by Douglas

Douglas get all tangled up in Braid (didya see what I did there?)
~
Many of the gamers amongst you will probably have heard of Braid, the Xbox Live arcade game that punched above its weight and gave the multi-million budget GTA4 a run for its money at the top of the metacritic charts. Some of you might have played it or be working your way through it so I'll just sound a warning, I'm going to wreck the ending in this article. If you don't intend to play Braid or can't be bothered with its more irksome puzzles then do read on since one of the more interesting moments of game design in recent times happens at the end.

Braid is a time-bending platformer where you have full control over the temporality of your gameplay. You can rewind time when you die or miss a jump. After that it's just puzzles, lots and lots of key 'n' door puzzles which demonstrate different aspects of the mechanic. A new dimension of time-bending is added in each game world. In one time only moves when you move, in another every time you rewind you spawn a shadow which goes and does what you did last time around. In the penultimate world you can deploy a time bubble to really mess things up, and in the final 4 levels time actually flows backwards around you, leading to the big finish.

Braid has indie street cred. It is painfully aware of this and, like a teenager in Adidas on a mufti day, it wants to make sure that EVERYONE knows about it. Braid doesn't have to have a comprehensive control system, because it's indie, dude! Braid can quote Christina Rossetti in the credits because the man didn't touch it, dude! Braid is so out there, you start at level 2 and end at level zero! Braid's creator Jonathon Blow isn't shy of saying exactly what he thinks of the modern games industry and gamers in general in scathing terms. His walkthrough for the game is one good example of this. You aren't allowed to wreck his vision, it comes before everything else. Underneath the stylish touches Braid loses quite a lot of its indie bonafides (upon which it continues to trade extensively) when you realise its creator sank the best part of $150,000 into it over several years after giving up his day job as a very highly paid software consultant. Shoestring-budgeted Uplink or student project Narbacular Jump this aint, it brings a lot of modern tech to bear and spares no expense in looking and sounding oh-so-shiny.

Even if Braid is more a self-funded vanity/venture project than a genuine 'bedroom programmed' indie game (albeit one that has sold over 100k before even being released on the PC and made Blow vast piles of cash), it remains a recent shining example of one designer's vision writ large. Even in these days of studio-defining figures like Molyneaux and Miyamoto or auteurs like Kojima, it is rare to see this kind of clarity of vision in a finished product. It does the thing which game producers across the world want to achieve but are too afraid or constrained to go out on a limb and actually do, it innovates. The innovations that really worked for me were mainly those involving the game's approach to story, which Blow has just written a pretty fantastic lecture on. It's this clarity of vision combined with the novelty and high production values of the whole experience that make the game work.

The game uses intertextuality with Super Mario Brothers as a motivator for the plot, which is to some degree Braid's real stroke of genius since it allows Blow to explicitly work with the conventions and expectations of the genre. It's not hard to argue that whatever 2D platformer we're playing, we have echoes of Super Mario, and Blow embraces this rather than trying to be different. Man eating plants come up out of pipes, but they look oddly mottled and real. You jump on enemies' heads to kill them, but when you do they look pained and a bit accusatory. Each world ends with an approach to a castle, the raising of a flag and a variant on the phrase 'I'm sorry, but the princess is in another castle' spoken by an unassuming dinosaur. Ironically Mario's gameplay actually gets short shrift. You can run through the worlds and get to the end of all of them in a matter of minutes untroubled by the goombas and evil bunny rabbits o'death, but collecting the puzzle pieces to complete a jigsaw in each world through puzzling with platforming is where the challenge lies.

Every world begins with a room where several books ostensibly explain an aspect of Tim the hero's lost relationship with the princess, who, a la Mario, he is trying to rescue. Posing questions and thoughts regarding relationships or opining on the temporal aspects of life in general, these books set a thoughtful overtone for the platforming that follows. The idea is that you get meaning from the levels' gameplay that is coloured by the story. So the level where you spawn a ghost of yourself sets the tone by talking about leaving a lover behind to go find the princess, making you think about what-ifs, and the ice themed level where time is frozen talks about returning home after going to college, and those moment when time seems to freeze, a bit like Christmas, when I think about it.

***In all seriousness, what follows is one of the finest gaming moments I've seen all year, so PLEASE only read it if you never intend to play this game!***

In the final world, time flows backwards and your rewind button causes time to move forwards. You have to figure this out in three short levels before finally reaching level 1-1 and seeing the princess. Braid's big finish doesn't disappoint. Shouting 'help me!' the princess jumps out of the clutches of a big evil Bowser-esque knight, who yells 'come here!' stomps on the ground in anger causing an earthquake which opens a path for you while simultaneously triggering a huge wall of fire chasing you down from the left. You have to run away on the bottom half of the screen while the princess runs away parallel to you on the top half. When you reach an obstacle, she presses a switch on the top half and removes it for you, when she strains against a door trying to open it, your actions below open the door for her. Together you both run towards what must be the final castle, but gradually seems to fade out of fantasy and into more realistic environs. The princess's castle is a fairly swish modern apartment with a drive and a mailbox and even the Mona Lisa (well, she is a princess after all). She rushes in and collapses into bed while you sprint along from the bottom and, desperate to avoid getting eaten by the wall of fire, climb up her trellis and onto her balcony. When you do this the fire vanishes and time stands still. You can sort of wander about and look at the princess sleeping in her bed with her toy goomba and her cute bunny rabbits o'sweetness mobile and her cuddly unassuming dinosaur, but that's about it. Your only option to progress is to press the time rewind button, which triggers a full replay of the level in reverse. The big reveal is that since time was flowing backwards you weren't running away with the princess, rather you were running after her. Saving the princess switches to stalking the princess, and there you are on her balcony, you peeping tom. The princess sees you and jumps out of bed, running off past Duchamp's L.H.O.O.Q while you negotiate the castle's defences trying to stop her. When she runs through a door, you pull a lever and slam it shut trapping her skirt, the straining animation doubling brilliantly for her trying to untangle herself. Her lever pulling now triggers the obstacles you had to negotiate, and you see yourself achieving feats of otherwise impossible skill (since you were channelled through them in the original level design). You get to the end and the big friendly knight yells 'come here!', jumping to get her attention. 'Help me!' she says and dives into his arms.

A complex epilogue follows. Long story short, the reality that has underpinned all the levels so far comes to the fore and you get the choice of seeing the game as either a getting over a breakup/divorce/rejection, an abstract version of a therapy session, a repressed memory of past misdeeds or a cold hard look at how the gaming or possibly game designing thought process differs from others. There are lots of women who could be the princess. Mum, a lover, an ex, a left behind sweetheart, a wife whose ring you wear. Then again, she doesn't have to be a person at all. You've been put into the skin of a man dislocated from time, and the chickens come home to roost in the epilogue's subtexts (uncovered via puzzling around in the epilogue level itself), which are all chilling and about obsession; referencing nuclear science, the trinity test and Oppenheimer's 'I am become death, destroyer of worlds' moment. Then in the final hopeful screen you are reminded that it's just a game, and you get to raise the flag outside your own castle built from the emblems of all the puzzles you've completed, and stand inside it, and be your own princess.

The atomic obsession subtext can be realised and an alternate ending gleaned through the collection of ever-so-secret secret stars, which are so secret that there aren't even achievements for them (Dude!). The challenges required to get them involve pushing the game to its limits and torturing yourself, demonstrating obsession. One star requires you to leave the game on for several hours while a cloud travels inexorably slowly from one side of the level to another, pixel by guruelling pixel. Another requires you to restart the game and wipe your save file in order to create it from puzzle pieces before they are locked together. The reason I can't quote the epilogue and text directly here is my housemate's refusing to believe this was the case until I wiped my perfect save and showed him! The rest of the stars are timing and puzzling extremes with an occasional moral dimension. You have to murder dozens of shadows of yourself to get to one, and you have to leave the wedding ring behind to get to another. The final star is in the princess's bedroom, and you can get it after all the other stars make some tweaks to that level. Collecting it and colliding with the princess causes her to explode 'kiss me deadly' style.

Back at the main level selection screen the stars you've collected are in the sky, showing the constellation of Andromeda, 'the princess trapped'. Your obsession grafted a resolution onto the story, but at what cost? Yup, the princess was the nuke, and all the fantasy has been chained up like Andromeda. The princess is revealed as the eternal mcguffin, and the validity of reading more into her than that is questioned. Instead of the narratives forming a linkage to gameplay as in the previous levels, your actions being replayed back to you as a counter-story in the princess level have spurred you to enact gameplay into narrative and impose yourself on the text by casting the same spell on the game that the game had cast on you. You broke Braid! You turned it into a story about sadness, obsession and a nuclear bomb!

Since Mario is mostly responsible for making the narrative work up to the big reveal, and the exorcism of the spirit of the plumber is part of what makes the twist(s) so potent, I'm going to finish off by discussing the gamer psyche aspect of Braid's storyline and game design. Part of Braid's manifesto is the whole 'games as art' can-o-worms, and most of the narrative stuff tries to justify the product as a work of art. This runs the risk of trying so hard to push its artistic credentials that it comes off as pretentious. Blow has obviously read and contributed to game theory in general, and noted that time and the temporality of experience sets gaming apart from other kinds of entertainment. He's also noticed that the tenuous linkage between gameplay and narrative is the crucible where meaning is created in these experiences. Instead of embracing these aspects of the experience, Braid instead functions as something of a cautionary tale, warning against the kind of reading it simultaneously seems so desperate to get out of you.

To some extent Blow is able to say 'gotcha!' to the dedicated gamer/meaning-seeker twice over, by denying them narrative resolution with the first ending, seducing them into replaying with the epilogue and then judgementally questioning their motives when they finally do manage to jump through all his hoops. Is this because the only way to jump through the hoops for a reasonable human being is to look them up on the internet and follow one of the star-struck threads on gaming forums where gradually communities uncovered the secrets together? Is it because we were barking up the wrong tree by looking for the stars at all, we didn't get it and were still playing Mario, looking for resolutions not potential readings and demonstrating the gaming community's own resistance to the notion of games as artistic objects? Of course this is problematised since the notion of completion, the experimenting with mechanics and ways of manoeuvring around in the world while gaining pleasure from this is part of Blow's point. The joys we get from doing this because we can are the same joys of tinkering that led to the Manhattan project. To some extent gamers are all Tims, tinkering away and playing with time, dithering to avoid reality or consequences. Many game theorists claim the fundamental reason we play games is to learn, and when we can learn nothing more the game holds nothing more for us. But we don't just play around with Braid, our path is authored and burned right into the ground. It is Blow who leaves us the smoking guns, who teases us with potential and constant what-ifs only to turn round and mock us at the end for deigning to play him at his own game. Is this Blow himself having the last laugh or is it a final message from dislocated time authored into the text from afar, which 'thinks differently' to other people when designing these spaces? It's designedly ambiguous, and even though I'm not supposed to appreciate that because, yes, I trapped the princess, guess what, I can still analyse it.

I'm able to ask all these questions because Braid does make you think, and finishing Braid makes you think even harder. But playing Bioshock made me think and changed how I thought, playing MGS in its various incarnations made me consider the game and its story as something that extended beyond the box and the little world presented in it, and playing Rez made me appreciate how gaming experiences can cohere like no other. Hell even playing Broken Sword saw me reading up on the Knights Templar and delighting in the realisation that the designer had obviously read up on the Knights Templar too! Admittedly the direct, thoughtful and clear link between gameplay and narrative was less obvious in these games, in fact it is less clear in pretty much all the games I've ever played, but was it really so conspicuous by its absence? Braid wants to make the story meaningful solely through the gameplay. The text alone and the imagery alone will not work unless cohered through gameplay and, to some extent at least, contextualised by having played Super Mario Brothers. This is the great unsaid bit of Braid that needs to be enacted, the reason why the time-reversal button only shows up when you die and not on the controls screen (Dude!). Blow's obsession was to craft a game with meaning in the mechanics, but he seemed to spin out this notional meaning further than it really wants to go. There was a joy to completing or striving with those other games which is conspicuously absent in Braid because Braid is so self assured and so single-mindedly certain of what it wants to portray. This determination is to some extent its only real flaw. It makes you think like a lecture makes you think, not a novel or a poem or a good movie. I like the game a lot, and needed to intellectually grapple with it in a ferrety way, but now that I've done that, it isn't such a big whoop anymore.
~

bookmark this with - facebook - delicious - digg - stumbleupon - reddit

~
Comments (go to latest)
Kyra-Wardog at 10:56 on 2008-12-10
Dude. Hardcore.

I'm afraid I just can't get on with Braid, probably because I am anti-Blow so playing the game feels rather like being lectured by a twat I don't like (as opposed to all those twats I do like ... whatever).

Also I just can't actually play the game - as you have, in fact, witnessed. Again, I am clearly neither hardcore or indie enough to appreciate it but the combination of platform/puzzles is a fucking killer for me in that very often I can *see* how I should be solving a puzzle but I just can't make the unforgiving dexterity / timing challenges required to actually do it.

And although I do think it's interesting the way the themes from the narrative are echoed / expanded upon in the gameplay sections I find myself wondering if it's really all that innovative in terms of narrative delivery. We are back with big blocks o'text, interspersed by gameplay; that these BBOT have some resonance with the gameplay doesn't alter the fact they're both still quite seperate entities in many ways.

If I was feeling glib (me, glib? never!) I'd perhaps say that Braid is to gaming what choose-your-own-adventure stories are to the novel.
Arthur B at 11:41 on 2008-12-10
I have to join the chorus of agreement here and say that while Braid might say some interesting things with its plot (such as it is), in terms of actually being, you know, a fun game to play it's a bit mediocre.

The thing is, to my mind if the main thrust of your game involves solving puzzles - and that's very much the case in Braid - then if you can see the solution, you should damn well be able to enact the solution without too much hassle. I can think of several points in the game where I was pretty sure I had the solution to something, tried it, couldn't do it, thought "ah, you can't actually do it that way", only to find later on that I was right all the time, I just didn't have the jumps pixel-perfect. It's maddening; about as maddening as Blow's uncontrollable urge to throw in "gotcha" moments all the time.

Also, nobody who writes a story which semi-seriously implies that gaming is an enormous waste of time and escape from reality and consequences has any right staking their house on a videogame project. The fact that Blow went to such great lengths to get the game out implies that the whole thing is pretty damn important to him, and nothing that's that important to even a tiny number of people can be easily dismissed as irrelevant escapism.

Actually, the twin themes of escapism and imprisonment remind me of an anecdote about Lewis and Tolkien, who one day Lewis was complaining to JRR about people dismissing SF and fantasy as meaningless escapist bullwank. (I don't think they actually used the word "bullwank"; Lewis would blush, though I'm sure Tolkien could wax lyrical about its Anglo-Saxon origins for weeks.) Tolkien says something to Lewis something along the lines of "Well, what sort of person do you think would be most hostile to the idea of escapism in the first place?"

Tolkien's answer, according to Lewis, was "jailers".
Dan Hemmens at 12:00 on 2008-12-10
Joining the chorus of people who have no intention of playing Braid because they don't like platformers at the best of times, much less platformers with puzzle elements, but who never the less feels entierly entitled to be loudly opinionated about it:

I am increasingly of the opinion that the "games are art" crowd will never be taken seriously until they *get the fuck over* the whole "ah, but because you, the player, interact with the game, you are *complicit* in it" thing. To be characteristically glib for a moment, ninety percent of "artistic" moments in games seem to boil down to "and then it turns out that the aliens were really JEWS and you are A NAZI."

Take Braid. The level on which I think Braid really, really, really works is as an indictment of the way Geeks treat women. The whole "you think you're rescuing the princess, but really you're just being kind of a creepy stalker" thing rings truer than I or, I think, most geek guys would like to admit.

By trying to make it about "obsession" in general, and by trying to liken the "obsessive" nature of the player to the obsessive nature of - well - John Blow and by likening *that* to the "obsessive" nature of Great Men Who Have Achieved Great And Terrible Things the whole thing devolves into an excercise in self-justification and, following that, self-aggrandisement.

Making a computer game about how you, and by extension millions of other guys like you, treated a girl badly is sweet, clever, and (dare I say it) artistic. Making a computer game about how you treated a girl badly because you were DRIVEN by OBSESSION like OPPENHEIMER because you're really a GENIUS is a big pile of wank.
Arthur B at 12:07 on 2008-12-10
You know, as a former research scientist (recently having left that field for the law and the phat lewt that comes with it), it strikes me that characterising the Manhattan Project as the product of a lonely obsessive displays a certain ignorance not just of the history of the project itself, but the way empirical science actually operates in the first place. But that's just me.

Though I totally agree that the plot of Braid is awesome if you dumped the "aaah, do you see?" guff and just view it as a parody of White Knighting.
Kyra-Wardog at 21:53 on 2008-12-10
By the way, I hope the flurry of comments didn't feel like we were attacking your article - we're not, we're just bitching about Braid and considering it was made a guy called Blow I think that's fair ;) Seriously, though, this is a cool and interesting article.
Douglas at 15:17 on 2008-12-11
Thanks for all the comments, and don't worry Kyra I can handle the rough and tumble! I don't know where to start really. I still have time for Braid. I wont be attempting a speedrun of it anytime soon but I'll be demo-ing that last level for all and sundry (do stop by or find a way to see it for real if you can!).

On the gameplay, I like it. Then again I'm a masochistic sap who gets pleasure out of unlocking these things (does that make me a shoe-in for a nuclear scientist?) It's the first time outside wow raid bosses that I've felt genuinely challenged by a game in ages. You feel smug when you solve the puzzles.

With regard to the games as art thing its the position of the player relative to the story-world that's really in conflict here. Distance between player and character, with all the mediation that links the two, is a difficult thing to manipulate or rhetoricise around, especially if you don't want to give the impression of the all knowing (or all-Blowing) designer-god behind it all. You know, you can spin it all out and look at it as a commentary on the use of time and warning against using your time obsessively (who hath seen the wind) because it is finite. You do see echoes of braid-logic in the real world, but the echoes haven't been coloured by the message, its the same as when I finish playing planetside I see every bush as potential cover from enemy lasher-noobs. The message doesn't have to be about games, but its double-wrapped in gaming imagery and contexts. Moving beyond all that is an extremely difficult aesthetic leap for those of us more versed in games. I think to some extent Blow wanted to break out of the mainstream and sell his narrative to those who would liase with it primarily and not the Mario-echoes, discovering them later on and marvelling at his textual coherency skillz, but Braid is pretty much the wrongest vehicle imaginable to do that with. Too much information, too many references, too much interrelation and the signal gets lost in the noise.

I disagree on the figure of the princess, I think she's SUCH a trope that she just won't support having the bulk of the message on her shoulders. Tim has a lot of relationships with women, in fact all you see are women in his life but none of them are, in the end, the princess unless you want them to be. I liked Braid being about relationships and about the journey of a from the quiet 'taking back' of intense flaring love to the final 'time bubble' of marriage, but those echoes just don't cohere on top of everything else. I do agree they work though, and if he'd left it at that then the clarity might have saved the story.

I am currently playing Super Paper Mario, and it kicks Braid's ass on pretty much every level!
Arthur B at 15:55 on 2008-12-11
On the gameplay, I like it. Then again I'm a masochistic sap who gets pleasure out of unlocking these things (does that make me a shoe-in for a nuclear scientist?) It's the first time outside wow raid bosses that I've felt genuinely challenged by a game in ages. You feel smug when you solve the puzzles.

I did, but only those times when I could actually enact the solution. :)

I think part of the problem with puzzle-based games, especially those like Braid, is that by their nature they necessarily stonewall your progress; if you get to a puzzle and just. can't. solve. it. then your progress in the game pretty much ends then and there, despite what Blow says in his official walkthrough about how sooner or later you'll reach the answer (I would never have even contemplated deleting my save games, for example, because what the fuck). Many games, from Braid to the great LucasArts point-and-click adventures, can alleviate this somewhat by giving you lots to explore and see, and by having multiple puzzles available to you at once, but that can only work to an extent - sooner or later you've whittled the thing away until you're left with only those puzzles which are stumping you, at which point everything comes to a grinding, crushing halt as you try to work out precisely what the fuck you are meant to do. This is exacerbated in Braid by the fact that some of the puzzle solutions are genuinely difficult to accomplish, so you end up in a situation where you discount the actual solution because you don't quite have the talent to pull it off.

On intertextuality: I'm surprised you didn't note the connections to Prince of Persia: the Sands of Time, especially since that one starts with the Prince breaking into a princess's boudoir.
Douglas at 16:15 on 2008-12-11
It is a bit chalk and cheese isn't it, but then again most linear puzzlers are by virtue of the genre. I'm sure commercial concerns about how long the game took to beat and how the hell to add some coveted replay value went into the features that mean you end up with a gruelling last few puzzles.
You're right about Prince of Persia, but in there time-bending was a resource that needed to be managed whereas here it is pervasive, I think that's a pretty crucial distinction. On the level of narrative, though, I am shamefully ignorant. One of my colleagues is obsessed with those games and goes on and on and on about the hawtness of his highness, so maybe I'll get a potted story and see if there's some more connections. Princesses are so damn pervasive I wonder if cataloguing them is even the right place to start :)
Kyra-Wardog at 11:28 on 2008-12-12
I did, but only those times when I could actually enact the solution.

I second this - the problem with the puzzle/platformer hybrid gameplay is that it's incredibly unforgiving. I mean, the puzzles require a fair degree of intellectual dexterity and the platforms require the same of literal dexterity. That's 2 connected opportunities for you to FAIL to progress, and that's actually deeply frustrating. Usually what happens is that I can either a) make the jump and not have a fecking clue what I'm meant to do having made it b) knew precisely what I'm meant to be doing but, as Arthur says, be unable to actually muster the split-second timing/positioning rquired to complete the puzzle. This has nothing to do masochism - maybe I'm just a gaming wimp but it's actually *crap to play*. And *being crap to play* to me suggests *a bad game*.
Arthur B at 11:35 on 2008-12-12
Precisely. For me, the Lucasarts point-and-click adventures were fantastic at least partially because once you worked out what you had to do to solve a puzzle, actually doing it was pretty much trivial. Conversely, in Sands of Time you had a situation where what puzzles existed were actually fairly simple, in terms of the solution - the problem was in steering the Prince to actually get him where he needed to go. That's why Monkey Island is great as a puzzler but poor as a platform game, and why Sands of Time fails if you want a puzzle game but great if you want a platformer, and why Braid fails both as puzzler and platformer.

There's an implicit contract between game designer and player when you settle on the genre of a game: if you choose to make a puzzle game, or a platformer, or an FPS, or whatever, you're essentially saying "This game will challenge the set of skills associated with this type of game." Braid is a cross-genre experiment which is in itself inherently risky, because you're essentially gambling that someone coming to it as a fan of platformers is not going to be put off by the puzzles, and someone coming to it as a fan of puzzles is not going to be put off by the platforming elements. I also think it fails as a cross-genre experiment: it puts so much emphasis on solving the puzzles that it ceases to be a puzzler-platformer hybrid and becomes, effectively, a puzzle game with really maddeningly over-perfectionist controls. This is a recipe for frustration.
Kyra-Wardog at 11:41 on 2008-12-12
Yes, I'm no game designer so I probably don't know what I'm talking about, but I suspect that in hybrid games the sensible thing to do is to be forgiving in at least one aspect of the gameplay ...

To be fair, I like in theory the idea of hybrid games - I mean having games ruthlessly strait-jacketed by genre would just reduce any hope of innovation ... and now I think about it most of my favourite games (that aren't RPGs) have hybrid elements, like Diablo (action / RP) Deus Ex (FPS / RPG).

Okay, this is a dumb point. All my favourite games have some form of RPG in there somewhere :)
Arthur B at 11:56 on 2008-12-12
I think a certain amount of compromise is, as you say, essential. In Deus Ex, for example, really they only take the simplest aspects of RPGs - talking to people, boosting skills, manipulating your stats and the like - and crucially your advancement through the game is based almost entirely on mastering the shooty part, rather than the RPG elements.

In pretty much any game, your ability to make progress is going to hinge on those aspects of the game which is the most difficult and challenging; to be slightly pretentious for a moment, you could call them the "gatekeeper" elements, the thing which will stop you dead in your tracks if you don't master them. I find it significant that in most successful hybrid games, if you stripped away everything except the gatekeeper aspect of the game you'd probably end up with something that would fit very purely into one particular genre, rather than something of genuinely mixed genre. I also find it interesting that in many, many games you can probably identify only one full-blown gatekeeper element.

Braid is a striking exception to this, in that it has multiple gatekeeper elements (figuring out the puzzles, and actually having enough platforming skill to enact your solution), and those gatekeeper elements come from radically different styles. I think the fact that it is as massively frustrating as it is suggests that having two diametrically opposed gatekeeper elements in a game may be extremely problematic. Instead of providing a genuine fusion of platforming and puzzling, Braid is just a really oblique puzzle game fused at the hip with a really over-pedantic platform game.
Douglas at 12:10 on 2008-12-12
Oh come on, there is a serious case of rose-tinted spectacles in here now. Use monkey on metronome, anyone? That ridiculous goat in Broken Sword? These issues are easily forgotten because they are easily surmountable. No puzzle in braid took me more than 2 hours to complete except for the secret stars which are supposed to be ridiculous. It took me longer to do some of the missions in Assassin's Creed than some of the puzzles in Braid, I just didn't see it all in front of me on the screen at once. Kyra's getting there, the thing which creates the frustration is as we said originally the arbitrary lockout which means you run out of fun game before you run out of story. We run into the clashing up of storyline and game again now because there is meaning and relevance in this frustrating journey. Or, regardless of whether or not it is crap or knocks you out of your flow state, the thing has been configured...the pre-lusory goals (configurations of the game which lead to more game) have been set up relative to the narrative, one would hope and assume, to be a worthwhile part of the experience. You aren't supposed to waltz on through. The annoyance is part of the experience. I bet we all found different puzzles harder because of how our brains work.

Thinking about hybrid genres could be fruitful, lets see. There seem to me to be three insanely broad kinds of game. Physical skill-centric, cognitive and time-investment centric. Physical skill is timing, move choice, short-term tactics etc, Cognitive is as above, figuring it out in your head then enacting it with no trouble and time-investment is throwing time at the game in order to progress through rewards that favour either attrition or some levelling system. The RPG time-investment hybrid element tends to allow or even require some degree of grind to compensate for skill, and if skill is required by the other half of the hybrid genre then the two complement each other so your auto-aim is improved by your grinding, and thus you don't have to be so good at aiming when the going gets tough. I hesitate to turn to WoW for easy examples but a lot of it can be seen in there too once you get under the surface. Of course the big issue is the assumption that skill is somehow higher up the hierarchy than anything else, and it's hard to get away from weighting it like this unless we change our head about exactly what it is we want from games, and that's getting back into the art debate again. Braid's Cognitive/Skill hybrid is certainly the nastiest there because you essentially need to win twice, and that stifles progression, but needn't stifle flow. I don't think I'm arguing that it isn't crap to play, I think I'm just saying that it doesn't destroy the game. It's also matched badly with the storyline and very badly with the progression model since you inevitably get stuck at the end. I think the stuck is worth it, but obviously many do not.
Dan Hemmens at 12:20 on 2008-12-12
Sorry if this sounds overly picky, but if it's crap to play, matched badly with the storyline and very badly with the progression model then is what sense is it anything but an example of bad game design?
Kyra-Wardog at 12:27 on 2008-12-12
Oh come on, there is a serious case of rose-tinted spectacles in here now. Use monkey on metronome, anyone? That ridiculous goat in Broken Sword?

I don't think Arthur was arguing that these are good examples of puzzles, he was arguing that you only had to jump through one hoop to solve them (the cognitive hoop).

The annoyance is part of the experience

Again, perhaps I am failing to understand Blow's genioos, but generally annoyance is a negative emotion for me. I will play on through annoyance if I'm invested enough in the game but if you ask me annoyance is not a *part of an experience* it's a side-product of your game design being frustrating. Like Marmite, y'know? I don't mind challenging gameplay it's just the double-whammie effect.

I do understand that flow and progression aren't necessarily the same thing ... but quite frankly losing sucks. And losing at Braid doesn't *teach* you anything, it jus teaches you that didn't press the button at precisely the right moment to satisfy the arbitrary demands of the level design.

Okay, as I a counterpoint to Braid I would like to draw attention to a piece of IF I really enjoyed recently. It's called All Things Devours and - appropriately enough - it's a time-travel puzzler. Now I think this is an awesome piece of game design. Losing the game *genuinely* educates you in how to win, thus interrupting progress but not flow. It's beautifully contained and thought-through, it's not in the least bit like being lectured by a twat, and the puzzles are lovely because once you work out what you're supposed to be doing (and it's very logical indeed, no monkeys, no metronomes, no pack drill) you can *fucking well do them*.

Douglas at 12:37 on 2008-12-12
Because game design isn't something you can be binary about. It's a bit like writing, sometimes it works for you sometimes it doesn't but often it isn't irrevocably BAD. Many people find pleasure in the frustrations we've described, if it was made easier does that make it bad game design or just the sort of game design you don't enjoy? Balancing ludic elements is inevitably a compromise and, once again I'd say in this instance it was more a compromise stemming from commercial concerns regarding the challenge or the replay value of the game than a major design decision. Yes, I hold this position while also saying elements of the frustration and challenge are integral to the totality of experience and, by extension, the message of the thing itself. Game theorists call this aporia and it is an aspect of form you can't ever get away from. Conversely look at everyone moaning that WoW is way too 'easy' now, entirely because there is LESS wipe-fest aporia at the end of it.
Kyra-Wardog at 12:56 on 2008-12-12
Sorry, I'm terribly aware that we're all yelling about Braid vaguely in your direction... I hope, however, this discussion is relatively interesting/fruitful to those participating and nobody feels personally attacked / frustrated by it. I would like to emphasise the feelings of frustration are NOT meant to be integral parts of the Fb experience!

It's a bit like writing, sometimes it works for you sometimes it doesn't but often it isn't irrevocably BAD. Many people find pleasure in the frustrations we've described

I'm sorry, but lots of people enjoy reading Cassandra Clare but this does not mean she anything other than a BAD writer.

I'd say in this instance it was more a compromise stemming from commercial concerns regarding the challenge or the replay value of the game than a major design decision

I'm slightly bewildered by this a defence of Braid's frustrations considering it is an psuedo-INDIE game and apparently "remains a recent shining example of one designer's vision writ large". You can't have it both ways.
Arthur B at 13:02 on 2008-12-12
Use monkey on metronome, anyone? That ridiculous goat in Broken Sword?

I don't remember the Broken Sword bit. As for the metronome - wasn't it "use Banana on metronome"? Either way, the difficult part in Monkey Island II was working out that you had to do that in the first place - doing it was a simple matter of clicking "use", clicking on the banana, and clicking on the metronome.

You aren't supposed to waltz on through. The annoyance is part of the experience. I bet we all found different puzzles harder because of how our brains work.

Frankly, balls. Balls to Braid, balls to Blow, balls to the damn jigsaws and stars. Annoyance, frustration, and idly wondering whether I can google Mr Blow's address so I can pop around his house and give him a bloody nose should in no way be part of a decent gaming experience. If I wanted to improve myself through doing things which are not enjoyable, I would go and get some fucking exercise. The annoyance I feel playing Braid has nothing to do with being stumped by a particularly tricky puzzle and everything to do with not being able to enact the actual solution because I can't quite hit the lion at precisely the right angle in precisely the right position to do this fucking pixel-perfect jump.

I have no problem with not being able to waltz on through. What I have a problem with is when I actually successfully do what the game wants me to do (work out how to solve a puzzle) my progress is blocked anyway because the platforming part of the game is, at points, LUDICROUSLY PEDANTIC. Essentially, the game gives you absolutely no credit for actually solving a certain subset of the puzzles - you get no benefit until you actually enact the solution, which is non-trivial and sometimes very very difficult. And that is problematic.

I get the impression that we've been talking past each other a bit, so let me make my position completely clear: I don't have a problem with the solutions to the puzzles being hard to find. What I have a problem with is that the enactment of said solutions can tend to be fiddly and difficult due to this being a very pedantic game programmed by a very pedantic man. You appear to be saying "but, but the solutions to the puzzles are meant to be hard to find!" That is not something I disagree with, but it's also not addressing my point.

In terms of IF, I still really really love Slouching Towards Bedlam.
Kyra-Wardog at 15:06 on 2008-12-12
I'm bowing out of this discussion now because I think we're starting to disagree unfruitfully, if that makes sense.

I think we're coming at this from from what might in fact be unreconcilably different angles. It seems to me that you're viewing Braid like someone who aspires to studying this stuff and we're coming at it as people who want to enjoy themselves when playing a game. And no matter how valuable, artistic or innovative you might be inclined to argue Braid is, I reckon you'd be hard pressed to show it being actually fun.

But basically, as far as I'm concerned, *points upwards* what he said.
Dan Hemmens at 15:34 on 2008-12-12
Because game design isn't something you can be binary about. It's a bit like writing, sometimes it works for you sometimes it doesn't but often it isn't irrevocably BAD.

As Kyra points out, some writing is, in fact, irrevocably bad. Some writing is irrevocably good.

Braid is being touted as the a Recherche de Temps Perdus of the gaming world, it's being hailed as groundbreaking, innovative, beautiful and possessing "clarity of vision combined with the novelty and high production values." That's a much, much bigger claim than just "some people happen to like it". As Kyra observes, some people like Cassandra Claire, but she's still *shit*.

Game theorists call this aporia and it is an aspect of form you can't ever get away from.

The thing is that "aporia" is basically the gameplay equivalent of big tits and explosions: it takes no skill, effort or innovation to produce a sense of aporia, all it takes is that you make something arbitrarily difficult (as opposed to genuinely challenging, which is a different thing entirely). Make something hard enough, monotonous enough and frustrating enough, and people who succeed at it will get a sense of achievement regardless.

Braid does not actually say or do anything coherent or interesting (that much is evident from the fact that you still haven't actually been able to articulate what the *point* of the whole thing was) but it dresses it up in enough frustrating gameplay and indie-wank that anybody who *does* slog through to the end is forced to buy into the idea that it's something special just to justify the time they wasted playing the damned thing.
Arthur B at 15:53 on 2008-12-12
Doug, on the reply what you wrote while I was writing my last reply:

Balancing ludic elements is inevitably a compromise and, once again I'd say in this instance it was more a compromise stemming from commercial concerns regarding the challenge or the replay value of the game than a major design decision. Yes, I hold this position while also saying elements of the frustration and challenge are integral to the totality of experience and, by extension, the message of the thing itself.

Ah, could you explain why you hold this position here? It's just that from where I'm sat it looks like doublethink.
Andy G at 22:50 on 2013-05-08
Was going to post about Braid in the Playpen to ask if anyone had played it, but I see there was indeed already a Ferretbrain article about it!

I'm actually quite enjoying it as a game (obviously, the "story" elements are unspeakably pretentious, but you can pretty much just ignore them while playing the game itself). I'm in two minds about the difficulty: on the one hand, the initial sit-down of playing it was incredibly disorienting and frustrating: I wandered through levels unsure how anything worked and whether I was supposed to return to some puzzles later once I'd acquired new powers (as in Bastion) or whether they were actually possible within the unknown terms of how things worked, but a week later I'm feeling very accomplished having managed to figure out the game rules and mostly clear the basic levels. There are some ingenious puzzles that do really require an "a ha!" moment, though I suspect some puzzles are only difficult because it's not really clear how some of the powers work (at least two puzzles I actually cleared by mistake without really understanding how I'd done it). I think the fact that you can reverse time does kind of nullify some of the difficult platform elements - you can literally repeat the same jump twenty times till you get it right.

Those who did/didn't enjoyed Braid: have you tried out Closure at all (free Flash demo here)? It's in a similar kind of vein (indie puzzle-platformer with weird physics): probably rather less difficult than Braid (though there are some wonderfully tricksy puzzles) but better at guiding you through its own rules without being too heavy handed about it, and with a far less irritating brand of artiness (the full version is gorgeous and very atmospheric without getting in the way of the gameplay).
In order to post comments, you need to log in to Ferretbrain or authenticate with OpenID. Don't have an account? See the About Us page for more details.

Show / Hide Comments -- More in December 2008