Jonathan Blow was born in Southern California in 1971. His father worked as a defense contractor for TRW, and his mother was an ex-nun. He is the fourth of five siblings, having two brothers and two sisters. Blow was raised as a Christian and said his family regularly attended church. Blow went to middle school in Northern San Diego County. While there, he attended a fifth-or-sixth-grade computer class where the VIC-20 home computer provided him with his introduction to programming and computers. When his parents noticed his interest, they bought him a TRS-80 Color Computer, on which Blow learned to program in BASIC, often using exercise books from RadioShack. In high school, he programmed games on a Commodore 64. Some of the games he programmed were inspired by Indiana Jones and Pac-Man.
After leaving UC Berkeley, Blow worked at a "really boring" enterprise software company for six months, before taking a contracting role at Silicon Graphics, where he ported Doom and Doom II to a set-top box. In early 1996, Blow co-founded the game company Bolt-Action Software, which was based in Oakland, California, with Bernt Habermeier, whom Blow had met in the eXperimental Computing Facility. An artist later joined the company, and they created Wulfram, a 3D action-strategy game for up to 32 players where players took control of heavily armed hovertanks.
At its height, Bolt-Action Software had 14 employees. It folded in 2000 due to the dot-com crash. In a 2020 interview, Blow said he was convinced 1996 was the most difficult time in history to start a video game company because of the transition from 2D to 3D titles. A number of components of the game were challenging to implement, but Blow learned from the experience—he said; "we went broke, and I was burned out for several years after that from working hard ... but that's how I became a good programmer".
The game was released on Windows and the PlayStation 4 in January 2016. Blow reported that the first week sales revenue of The Witness totaled over US$5 million, and was one of the top downloads on illegal BitTorrent websites. The game received critical acclaim, several BAFTA and Game Developers Choice Awards nominations, and appeared on 'Best of the decade' features from IGN, Polygon, NME, CNET, and National Post.
In 2014, Blow began designing the language, which is codenamed Jai, and started creating a compiler for it.[60] The first year and a half of work on Jai was part-time because Thekla was shipping The Witness. In mid-2016, he began full-time work on the language, a game engine written in Jai, and a Sokoban-style puzzle game for the game engine. In 2023, Blow described the game as "the biggest single-player puzzle game that anybody's ever made", and estimated that it would take over 400 hours for a player to complete.
Among other things, Blow hopes the language will improve the experience of game programming and allow programmers to build more functionality with less code.[60] By working on the Sokoban game, its engine, and Jai at the same time, Blow is able to test the language's design and adjust it early in its lifetime. As of August 2023[update], the Jai compiler is in a beta release.
In 2013, Blow began making a prototype for a single-player game that was not a puzzle game. In 2018, Blow said the game had 40–50 hours of playable content. He intends for Thekla to make the game using the game engine being developed for the Sokoban game, once it has matured. He plans to work on the game for 20 years, releasing it in installments. Each installment will make the game larger and more complex. Blow noted one of his goals for the project is to expand his design abilities.
Blow's games are known for being artistic, challenging, and not following industry trends. In a retrospective on Braid, GQ noted the game was released at a time when the market was dominated by violent and repetitive first-person shooters, yet "made an earnest effort to make an artistic statement" that went beyond this trend. The puzzles of Braid have been described as "tough" and "formidable". Time described The Witness as "categorically defiant", and described its reception as being "widely quantified as a game created by a genius for geniuses".
Blow's games have higher budgets and longer development times than most independently funded games, and have custom game engines. Braid was built with a relatively large budget for independent games at the time, while The Witness—which was largely funded with the profits of Braid—cost close to six million dollars. The development times for Braid and The Witness were very rare for independent games at the time. Blow created a custom game engine for both games, which in the case of The Witness took a large amount of development time. He noted that when development of The Witness began, off-the-shelf engines such as Unity and Unreal Engine were not sufficiently capable to build the game. Blow also noted that he tries to make games which stand the test of time, so owning his own engine means he can continue to provide the game to people in contrast to off-the-shelf engines that come with no such guarantee. Braid artist David Hellman said Blow was not stressed about time or budget, and that for him "the game always came first."
Blow said when he makes a game, he tries to make something he would want to play and be interested in. He wants to understand the world from many perspectives, and tries to uncover and understand truths about the universe through game design. Blow enjoys exploring the permutations of a simple idea. He described an ideal player of his games as someone who "is inquisitive and likes to be treated as an intelligent person". Blow hopes the design skills he developed by working on complicated games have made Jai better designed than most languages.[60]
Blow founded Thekla because he wanted creative freedom rather than out of aspiration to run a company. He used almost all of the profits of Braid to independently fund The Witness, noting that by doing so he had total creative freedom and thereby would not have to adjust the game to please the whims of a publisher. The team which worked on The Witness said Blow gave them a lot of autonomy when working on the game. Blow does not schedule development time for games at Thekla, noting; "we don't do it like Electronic Arts. We don't pick a quarter and ship the game. We're just trying to make the best game."
Blow thinks there are individual elements of storytelling which work well in games, including mood, character and setting; but considers games to be a terrible medium for storytelling in general. As of 2016, he considered the quality of storytelling in games to be significantly lower than that in literature. In 2018, he said many contemporary games include designs that are self-sabotaging and weaken the structure of the game they are in, despite such designs existing nearly a decade earlier, indicating stalled progress in the medium. He does not consider microtransactions to be inherently unethical, but thinks many games made for phones are "just pretending to be games in order to have a microtransaction button or show ads". He considers social network games evil, and noted while SimCity and FarmVille appear superficially similar, SimCity is a creative activity that involves problem solving while FarmVille is about retaining the player's attention for as long as possible.
According to Blow, games have the potential to have a much-bigger role culturally and help define the human condition. While Blow strives to make his games meaningful, he has noted games with relatively empty gameplay, such as massively multiplayer online games (MMOs) which keep players hooked with fake rewards, may be causing real harm to people.
Despite being seen as a role model for independent development, Blow is uncomfortable with being described as an indie developer: he feels the indie game scene has changed into something in which he does not belong. In 2019, he said the independent development scene had changed in that it was easier to make and release a game than ever before, but that in terms of game-design "progress has not been as large as people assume". Blow noted Stephen's Sausage Roll, a game he thought in 2017 "may be the best puzzle of all time", was rarely discussed in development circles, indicating a stagnation of the development scene. The comments attracted social-media attention, which Blow found troubling, noting; "The job isn't to be in a community; the job is to make a good game."
Blow considers much of current software to be of low quality. He noted in a 2020 interview "I think we're now in a situation where everybody in the world is flooded with low quality software, and everybody wishes that they had higher quality software." He considers most of what programmers currently do to be wasteful, describing programming in 2021 as dealing with unnecessary complexity. He has a low opinion of modern C++, describing it in 2020 as a terrible language, and was partly motivated to create Jai in order to improve the quality of life for programmers.[60]
Although several of Blow's hobbies are well-known, Blow has been described as being "intensely private". Blow began kung fu training when he began working on Braid, doing 15 hours a week towards the end of development. Through the training he learned meditation practices that helped him with game development, noting "I don't know if I would have finished Braid if I wasn't doing kung fu." He practiced tai chi during early development of The Witness. Blow is an avid dancer, and went out dancing several nights a week during the development of The Witness. He discovered that dancing helps him generate ideas, and during the 1990s took a notebook to clubs to write down programming ideas that would come to him on the dance floor.
Only games where Blow has had a major role in development are included below. For example, works in which he is credited under Special Thanks are omitted.
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For example, a game may ask a player to make a decision based on a list of possible outcomes with their probabilities, but it is possible for the game to use a different set of probabilities when selecting an outcome. Blow considers designs which do this to be self-sabotaging, and said that games which did this belong in "the most central, deepest, most frozen circle of hell."[100]
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