{insert code here}
Member
He cried about C++ limiting him during development of The Witness
He cried about C++ limiting him during development of The Witness
He cried about C++ limiting him during development of The Witness
Interesting, hard to believe C++ would be limiting, it's almost the lowest level you can go nowadays in enterprise environment.
2.5 2017–present: Jai programming language, untitled Sokoban game, and Braid, Anniversary EditionTowards the end of development of The Witness, Blow became frustrated with C++, the programming language Thekla used to create the game. Blow considered the language to be over-complex, noting; "C++ is a powerful language in some ways ... but it makes [software development] a lot harder than it should be". In September 2014, Blow delivered a talk on his Twitch channel about the possibility of a new programming language designed for game development. He evaluated alternative systems-level programming languages such as Go and Rust, but ultimately expressed the desire to create a new language.
I lost all respect for him after that. He has wasted fucking years trying to make a new programming language. Then on top of that creating a new engine with said programming language. I can't think of a worse waste of time and money. Dude made himself irrelevant because he thought he could do better than C++.He cried about C++ limiting him during development of The Witness
I was actually planning to buy it, and this is the first I've heard of it being released. Absolutely zero marketing, I guess? Proof that marketing is a must.I honestly didn’t even realize it came out.
Hey Jonny, we all played it back in 2008. We're good.
I still have the original download on my PS3. I don’t need this, Blow. Sorry. You’re a cool and smart guy but I have no need for this.
I honestly wish more people thought like this.remakes, remasters and re releases are a waste of time/money, you can just play the original.
He has wasted fucking years trying to make a new programming language.
Is this an entire thread of people getting Jonathan Blow mixed up with Phil Fish? I honestly don't understand it. Blow has made two great games, and he was one of the only people standing up for consumers when Microsoft was planning on making an entire console feature an always online requirement.Why is he an asshole that we should be glad it's selling like shit?
I can hear that sweet angels laugh.jonorthan blow
Is this an entire thread of people getting Jonathan Blow mixed up with Phil Fish? I honestly don't understand it. Blow has made two great games, and he was one of the only people standing up for consumers when Microsoft was planning on making an entire console feature an always online requirement.
And that’s the truth.Braid was a mediocre game.
Pretty sure that's not you tube, and the video has been like that for years. Audio issues during an E3 live broadcast.What's going on with the audio on some youtube videos going silent in sections? I thought it was censors but then I hear Cliffs f bomb loud and clear.
Also one more point of failure was a good prediction from Blow with the recent xbox one issue that had some failing due to that online connection.
Hey Jonny, we all played it back in 2008. We're good.
And it didn't need a remaster honestly.
I like the guy mostly for how outspoken he is. We need more guys that have some balls to say some industry shit that a lot of people dont wanna hear. He had a great talk with Moriarty some months back
Why is he an asshole that we should be glad it's selling like shit?
It’s not a 20 year ol….fuck you.Obviously, it's a remaster of a 20 year old Xbox live arcade game.
Maybe if he spent more time making games instead of creating his own programming language (why?) the studio would be in a better position..
I've enjoyed his games but any issues he has with running a studio are entirely his doing. He finds some parts of c++ bad, so writes an entire custom programming language to develop a game (8 years in, still nowhere near ready) that looks like it would take a year to make in an off the shelf engine.
Every artist worth their salt knows that once you release your creation to the world it ceases to be yours.People like that amaze me. He has zero respect for the game or Johnathan Blow. It is hillarious.
I 100% understand building your own engine and that used to be a common practice. But that's completely different from building your own programming language. The issues you talk about in modern game development I don't think exist because of C++. It's been around for ages and was never a problem in the past and isn't a problem in other industries today. You can build your own engine, in C++, and more or less get that maximum control that you're describing.Blow is actually addressing multiple issues members of this site have expressed over the course of this gen.
We're constantly lamenting why game design, aesthetics and mechanics are so "homogeneous", and why they seem to be coming out with less polish and rigor than what was coming out before.
Well, part of it has to do with the fact that a large proportion of teams, AAA or indie, are licensing technology instead of building their own in house proprietary stuff, which is harder to do and maintain than ever. Most of the reasoning for that has to do with the fact that it's easier for programmers. As a result, more and more fast and loose workflow procedure is built around these commonly understood, fast and loose packages that stack on more and more features.
Other than philosophy, Blow has said he's going to the extent of building his own language and engine because he wants maximum control of how the game looks, plays and feels. Turns out that it takes a lot of effort, time and money to do so, even for a puzzle game.
So maybe there's something to be said about that. Maybe the industry is the way it is because not even enthusiasts are willing to pay in to the degree needed for auteur studios, or truly "innovative" games.
Blow argues otherwise. All I'll say is that it does seem software across the spectrum is getting to be lower in quality.I 100% understand building your own engine and that used to be a common practice. But that's completely different from building your own programming language. The issues you talk about in modern game development I don't think exist because of C++. It's been around for ages and was never a problem in the past and isn't a problem in other industries today.
You're probably right. I will say that Blow's building a new language is definitely more of a crusade. He literally said something along the lines of "I want to save coding". LolYou can build your own engine, in C++, and more or less get that maximum control that you're describing.
Yeah. C++ has a lot of flaws but being limited by it is certainly not one of them.Interesting, hard to believe C++ would be limiting, it's almost the lowest level you can go nowadays in enterprise environment.
Penny's Big Breakaway is a perfect example of an independent developer building their own tech with fantastic results, and even using an unproven programming language in the process.Blow argues otherwise. All I'll say is that it does seem software across the spectrum is getting to be lower in quality.
You're probably right. I will say that Blow's building a new language is definitely more of a crusade. He literally said something along the lines of "I want to save coding". Lol
Still, I think the engine discussion is something valuable to bring up, because if its this much of a pain in the ass for a contemporary puzzle game, what does it look like for a set of modern AAA action-adventure and/or open world games? It's obvious publisher don't find it practical: EA and their weakening Frostbite mandate; Square Enix's issues with Crystal Tools, then Luminous Engine, just to land on UE4, etc.
It’s not a 20 year ol….fuck you.
Maybe don't remake games if they don't need remade?
People like that amaze me. He has zero respect for the game or Johnathan Blow. It is hillarious.
Remasters are useful for studios to gain experience with a new toolchain and are really nice to have as consumers... Expectations of massive sales is what is unnecessaryMuch as I respect Indie developers for making smaller, interesting games that don't follow the bland triple A templates, it is sad to see games like Braid getting an 'Anniversary Remaster'. Was that really necessary? Could the developer have not perhaps invested their time into making Braid 2 instead? Not every game needs an anniversary re-release and/or remaster in my opinion.