Science & Technology · 6 Intermediate · October 7, 2026
Jonathan Blow's Massive Puzzle Game
Photo: Gamelab Congreso Videojuegos (Public domain) via Wikimedia Commons
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Vocabulary
approximatelyəˈprɑːksɪmətliadverb
roughly; close to a particular number or amount
Order of the Sinking Star contains approximately 1,500 puzzles.
recognitionˌrekəɡˈnɪʃənnoun
acknowledgment or praise for someone's achievements
Blow gained recognition for creating Braid in 2008.
indie gameˈɪndi ɡeɪmnoun
a video game created by independent developers without major studio support
Braid was a puzzle-platformer that helped define the indie game movement.
supercolliderˌsuːpərˈkɑːlaɪdərnoun
a system that combines different elements to create new results
Blow describes the approach as a 'game design supercollider,' where different puzzle systems are merged.
prioritizespraɪˈɒrɪtaɪzverb
treats something as more important than other things
Blow prioritizes artistic vision ahead of commercial concerns.
overrelianceˌoʊvərɪˈlaɪənsnoun
depending too much on something
Blow worries about the industry's overreliance on artificial intelligence instead of genuine creative development.
Article
American video game designer Jonathan Blow spent ten years developing Order of the Sinking Star, which contains approximately 1,500 puzzles. Players might need 500 hours to finish it completely. Blow gained recognition for creating Braid in 2008, a puzzle-platformer that helped define the indie game movement. His latest project releases Thursday and represents what he considers the biggest puzzle game ever made.
Building Puzzles From Puzzles
The game combines mechanics from four existing free puzzle games created by other designers. Blow describes the approach as a 'game design supercollider,' where different puzzle systems are merged to create entirely new challenges. One example combines mirror-swapping mechanics with stone-throwing systems, generating unexpected puzzle possibilities. Rather than copying these games directly, Blow's team used permission from the original designers to reinterpret their ideas into fresh experiences.
Design Over Business
Blow prioritizes artistic vision ahead of commercial concerns. He acknowledges making unconventional business choices because he lets the game's design lead the process. This approach has produced unique projects, though most players may never complete them. Blow worries about the industry's overreliance on artificial intelligence instead of genuine creative development and technical skill.
Discussion Questions
Blow chooses to prioritize game design over making safe business decisions. What are the advantages and disadvantages of this approach?
The game contains 1,500 puzzles and takes roughly 500 hours to complete. Why might Blow create something most players never finish?
According to Blow, the game design supercollider approach takes existing free puzzle games and smashes them together. How might this method produce different results than starting from nothing?
Blow expresses concern that future programmers may rely too heavily on AI instead of learning to code themselves. What challenges could this create for the video game industry?
Blow decided to 'sit down and focus on the games' rather than respond to criticism about his personal views. Do you think game developers should engage in public political discussions?