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Original post by ChandlerT
You don't really have to fill in story gaps, you just have to make sense of it until the end where it gives you the big clue (and the best level ever). Tough puzzles yes, but each puzzle uses game mechanics beautifully. Monotony, kind of, but in the end it's completelyyyyyyyy worth it.
Monotony is "worth it"? Monotony has no place in a well-designed game.
Are so many mainstream games so shockingly poor that "Braid" seems a truly groundbreaking slice of entertainment by comparison? I don't think so. This particular Emperor has no clothes. Here's why...
Braid has nice music (which J. Blow merely licensed, so that's just money); it has decent graphics, but "good graphics" and "good gameplay" aren't mutually exclusive anyway; it has a novel game mechanic, but that novelty soon wears off through the lack of direct reward mechanisms above and beyond the story-as-reward game design cliché. I felt like I was being forced to jump through pointless hoops simply in order to turn the pages of a rather mediocre storybook. If you're going to make the writing the reward, your rivals are professional authors and novelists, not other game designers. The writing quality bar was set a long, long time ago.
What do I get to learn? Where's my reward? What new things am I discovering? Once you realise every puzzle is centred on controlling time in some way, new variations on the same theme cease to be a reward in themselves.
If the key element of the gameplay was the puzzles, Mr. Blow should have had the courage of his convictions and focused on making solving the puzzles the point of the game. He should have made the puzzle game inherently rewarding, instead of relegating it to a mere chore.
"Braid" is an example of how a great potential design mechanic can be ruined by timid design choices.