so:text
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Finally, Braid was the thing where I felt that writing could enter into it. But the game design also is a different kind of writing. It's a different kind of idea communication. One of my main interests in writing stories was in finding truth, like fundamental truths of the universe, or finding important things. But the problem is that writing isn't a good venue for that. Because as I said, you can write anything the fuck you want down on a piece of paper, and as long as you're clever enough with your language, and your flow of logic from one sentence to the next – the better you are at those things, the more you can fool a reader into believing you. Even if what you're writing down is total bullshit.
But, you cannot do that in a game – or at least it's much harder – because in a game, you have to create a simulated universe that works according to some rules. Especially the way Braid is constructed. It has to be intact as a place that has laws, and consistency. And because of that, there has to be a kernel of truth in Braid. I can't write down any old bullshit that I want. I can't make any puzzle that I want that has any arbitrary answer, because it won't work in the context of the rest of the game. (en) |