Talking to Jonathan Blow about his new game, The Witness.
“Don’t print this,” Jonathan Blow tells me. I’ve just asked him how his game The Witness is going to end, having spent an hour playing it alone at the Bryant Park Hotel—in a suite I’d discovered was actually Blow’s personal room when I got a glass of water. He’d gone to the lobby so I wouldn’t feel like I was being watched as I played. I felt immediately conscious of being in someone else’s space as I stepped through the bedroom to reach the bathroom sink. The bed was still unmade; a small bag sat agape on a chair beside a pile of clothes in the corner. Blow’s games excel at making one conscious of these things: of being in someone else’s territory, at once intimate and opaque. Like unknowingly stepping into someone’s bedroom, it’s natural, when you play his games, to want to make sure you can find your way back out again, even as you think about going further in.
Blow is the designer of two commercial games—2008’s Braid and now The Witness, due out later this month—and he’s as much a point of fascination as his creations. A 2012 profile in The Atlantic by Taylor Clark called him “the most dangerous gamer.” Though Braid added, by his own admission, “a lot of zeroes” to his bank account, he lives in a largely unfurnished apartment in Oakland, displaying what Clark described as “a total indifference toward the material fruits of wealth.” His longtime friend and programmer, Chris Hecker, told Clark, “You have to approach Jon on Jon’s terms. It’s not ‘Let’s go out and have fun.’ It’s more like ‘Let’s discuss this topic,’ or ‘Let’s work on our games.’ You don’t ask Jon to hang out, because he’ll just say ‘Why?’ ” Read More