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Jon Blow has gone into debt to finish The Witness

By Matthew Handrahan

Jon Blow has gone into debt to finish The Witness

Mon 09 Feb 2015 10:19am GMT / 5:19am EST / 2:19am PST
PublishingDevelopment

"20 years from now, I am not going to care about whether we took an extra six months or a year in development"

Jonathan Blow is betting the farm on his enigmatic new game, The Witness, borrowing the capital necessary to complete its development to combat declining revenue from sales of Braid.

Blow's first game as an independent developer, Braid, was one of the original indie success stories on Xbox Live. It sold well enough for The Witness to be more ambitious in almost every respect, without the need for Blow to trade creative control for development funds.

A New Yorker article in April last year indicated that Blow had made $4 million from Braid at that point, but the increasing scale of The Witness seems to have proved too much. Remember, the world first learned about Blow's intriguing, language-free puzzle game in 2009, with playable demos of the game available as early as 2010.

Now, Blow's team has finally completed all of the game's puzzles - 677 in total, according to a new interview with Engadget - but the console transition has forced him to borrow the money necessary to finish development.

"If there is such a thing as taking 'too long,' we have probably already done that"

Jonathan Blow

"Braid still sells well on platforms that are thriving, but two of Braid's big platforms were the Xbox 360 and the PlayStation 3, both of which are sunsetting at this point. Not so many people are buying digital games there," Blow said.

"So the Braid income is not nearly enough anymore to fund the team. I have borrowed a bunch of money to finish The Witness. So I hope when it's done, some people buy the game."

This seems to be down to the way The Witness has changed during the course of its development. Specifically, it's much bigger, with estimated playtime ballooning from the initial plan of eight hours to somewhere between 25 and 40 hours. It's a big risk for Blow, who could easily have stuck to his original conception of the game and avoided a great deal of the financial risk involved with its development.

The fact is that a great many people were excited by The Witness on the strength of Braid, a genuinely brilliant game. But as the time between the two grows longer and longer, it becomes more difficult to judge how much of that momentum has been lost. For Blow's part, he's saying all of the right things, pushing to make the best possible game regardless of what that means in terms of breaking even.

"If there is such a thing as taking 'too long,' we have probably already done that," he said. "20 years from now, I am not going to care about whether we took an extra six months or a year in development; I am going to care about the quality of the game people got to play.

"It'd be a shame to sacrifice some of that quality just to squeak the game out a little sooner."

From GamesIndustry.biz Recommendations by Taboola

11 Comments

Tim Browne Game Studio Design Director, King.com

26 60 2.3
Like many I'm looking forward to The Witness. He went into debt to make Braid also. If I recall it cost around $250,000 and he was around $40,000 in debt after it launched.

I read that he had put $2m of his own money into The Witness and that was back in 2012 so I'm wondering how much money has been spent on the total development.

Posted:A year ago

#1

Richard Pygott Level Designer

56 29 0.5
the greatest disasters / triumphs have been achieved when the risks are highest!

Innovation in the industry is rare at the moment, its nice to see a different approach with the Indie scene which is surely the highlight of the industry over the last few years, some of the gems in my opinion have come from the indie scene and Braid was brilliant.

Indies can afford the risk most cases, whereas the big guns have to keep the shareholders happy with the next "Call of Battlefield : Future Advance Corridor Shooter 4.

I hope it sells on well on release so the innovation is kept alive in this case

Posted:A year ago

#2

Adam Campbell Product Executive, Hopster

1,435 1,491 1.0
Popular Comment
Indies can afford the risk most cases
That only goes as far as having the budget to do so. If an indie drops millions on a product and it happens to fail, they won't be in the same position as a company like Activision or Ubisoft.

I think I'd warn most independent developers not to risk their home over developing a game, but really its a personal decision. I hope this works out!

Posted:A year ago

#3

Bonnie Patterson Narrative Designer, Writer

289 901 3.1
Sometimes borrowing money from a VC can be a great thing on far more fronts than just getting the necessary money. They might not know a lot about what you do, but they do generally know business and can - and often will - advise on pricing models and promotion to ensure they get their money back.

Posted:A year ago

#4

Christopher Bowen Editor in Chief, Gaming Bus

478 813 1.7
I'm looking forward to this... but I know a case of a game getting too grand for its own good when I see one, and this has that "stretched too thin" look to it. I hope I'm wrong. So many games have been hurt by creative people becoming too creative.

Posted:A year ago

#5

Barrie Tingle Live Producer, Maxis

472 348 0.7
Interesting he went this route instead of turning to the likes of Kickstarter.
His games have enough of a following that I'm sure he could have met his goal.

While I thought Braid was "OK", I do hope he gets the following he deserves for making such a gamble in the name of quality.

Posted:A year ago

#6

Craig Page El Presidente, Awesome Enterprises

501 341 0.7
Wow, 677 puzzles. That's a lot of puzzles.

Posted:A year ago

#7

Tim Carter Designer - Writer - Producer

639 370 0.6
Wake me up when an indie can get a budget of $10 million.

Happens all the time in film/tv. (Oh wait... we still insist we have nothing to learn from that biz...)

Posted:A year ago

#8

Morville O'Driscoll Blogger & Critic

2,005 2,331 1.2
Slight Off-Topic, but
Happens all the time in film/tv. (Oh wait... we still insist we have nothing to learn from that biz...)
So many things from film/tv should be taken to heart in games - from knowing how to write (cliff-hangers especially), to releasing episodic games in a regular (timely) manner, to keeping budgets in check (and this is film we're measuring against). It's sad that some of the worst excesses of Hollywood are noted and used (hype! big budgets! marketing!) when things like camera-position, editing and art-direction are oft-ignored. Makes me a sad bunny.

Posted:A year ago

#9

Marty Howe Director, Figurehead Studios

160 99 0.6
As long as you make your money back. Plus some extra, you'll be fine..

Posted:A year ago

#10

Fazi Zsolt Game & Level Designer @Atypical Games

38 19 0.5
That shows people how much he believes in his vision of the game.
All or nothing, there is no middle road in this kinda situation.

Posted:A year ago

#11

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