Jonathan Blow: I make games that respect the player’s intelligence.Soulja Boy Tell ’Em: Respect? Man I made a game that respect the dance. Crank that joystick.Jonathan Blow: My puzzles are about epistemology. About understanding the nature of knowledge.Soulja Boy Tell ’Em: Knowledge? I knew how to go viral in 2007. That’s timeless wisdom.Jonathan Blow: In The Witness, the island teaches you without words.Soulja Boy Tell ’Em: No words? Bro my island got ad-libs. SOULJA! Every puzzle solved you hear “YUUU.”Jonathan Blow: That would… undermine the contemplative silence.Soulja Boy Tell ’Em: Silence don’t chart. Add a beat. Players solve the maze, bass drops, world healed.Jonathan Blow: Games shouldn’t manipulate players with dopamine tricks.Soulja Boy Tell ’Em: Ain’t manipulation if they choose to crank it.Jonathan Blow (sighs): My ideal player spends hours in quiet reflection.Soulja Boy Tell ’Em: My ideal player spends hours unlocking gold armor by doing the Superman.Jonathan Blow: You’re trivializing design.Soulja Boy Tell ’Em: You’re underestimating swag as a mechanic.Jonathan Blow: Swag is not a mechanic.Soulja Boy Tell ’Em: It is if it has cooldowns.(Beat.)Jonathan Blow: …What are the cooldowns?Soulja Boy Tell ’Em: Depends on how hard you crank.Jonathan Blow: That’s actually an interesting risk–reward system.Soulja Boy Tell ’Em: See? Indie rap synergy. Call it Braid That.Jonathan Blow: Absolutely not.Soulja Boy Tell ’Em: Too late, I already trademarked it.
too long didn't read, i dont like black people nor do i care about joblow
>>107746118YUUU>dink dink dink dink
this was a hidden track in braidhttps://www.youtube.com/watch?v=SKx9TewMaMw