
Of course, much like the scope of the game, the plans for the size of the team and budget weren’t always so ambitious. Blow used the majority of the money earned from Braid to fund the venture, coupled with a loan from a friend, resulting in a game that cost around $5 million to make. When I visited the studio, dubbed Thekla, Inc., in San Francisco last week, the tiny office was filled with eight people, including a trio of testers scouring the game for last-minute bugs (and one small dog who was wary of strangers). In contrast, The Witness is a big, 3D, open-world game that was made by a much bigger team, the size of which has fluctuated over the course of development. It went on to become a massive hit.īlow designed Braid by himself, with artist David Hellman creating the iconic watercolor-style look for the game. But unlike Nintendo’s iconic series, Braid wasn’t just about jumping on ledges and stomping bad guys it took the basic structure of a platform game that so many people are familiar with, and twisted it into an experience about solving complex puzzles and exploring philosophical questions.

#Real myst maze map Pc#
Released in 2008 on Xbox 360, and later ported to PC and PS3, Braid was a side-scrolling platforming game in the mold of Super Mario. The goal was to explore the ideas, and that’s how many ideas there were.”Ĭompared to The Witness, Braid was a relatively modest game. “It wasn’t the mission statement to make a 100-hour game, and I was very surprised at that number,” says Blow. What was originally envisioned as a game that would take 18 months to build and five hours for players to experience has ballooned into a multi-year project that takes dozens of hours to complete. But it’s not until today that The Witness is finally being released. That was the game he announced in 2009, and the one that’s been playable at conventions and trade shows since 2010.
#Real myst maze map series#
It was a game that would have players exploring a deserted island, sort of like Myst, while solving a series of puzzles that all revolved around tracing a line through a maze. After the release of Braid, Blow’s breakout hit and one of the defining titles of the current generation of indie games, he toyed around with a few ideas, before coming across one he wanted to explore further.

Jonathan Blow’s idea just wouldn’t stop growing.
