Jonathan Blow
Gamification fails because it superimposes extrinsic classroom incentives onto print curricula, requiring designers to circumvent institutional bureaucracies and build systemic software that teaches pre-verbal intuition before books introduce formal notation.
AI-assisted summary of Talk: Video Games and the Future of Education — original source. Check the original for full context.
Source published:
Key ideas
- Most educational games fail because they attempt to wrap existing print curricula in shallow interactive mechanics rather than designing natively around the unique interactive capabilities of video games. (49:52)
- Video games excel at transmitting structural, pre-verbal mental models and mechanical intuition, which should precede and augment precise symbolic and textual learning from books. (41:44)
- Gamification relies on extrinsic rewards like badges and points that traditional institutions already operate, effectively 'schoolifying' games rather than leveraging intrinsic systemic engagement. (77:23)
- Instead of seeking bureaucratic institutional approval, educational game developers should distribute directly to players online, targeting learners whom mainstream factory-model schooling fails. (88:24)
Detailed notes
## Background Published on YouTube by independent game developer Jonathan Blow on July 20, 2020, "Talk: Video Games and the Future of Education" documents a 90-minute lecture followed by an extended audience Q&A session. The presentation outlines a practical approach for improving education through video games, directly contrasting native interactive design against existing commercial and academic efforts.
## TL;DR Blow examines historical shifts in human communication—from mimicry and speech to written legal codes and mathematical notation—to frame video games as an independent medium uniquely capable of transmitting non-linguistic mental models. He criticizes conventional "gamification" as an ineffective rebranding of institutional schooling's extrinsic reward systems, arguing that shallow badges and metric gaming fail to foster authentic intellectual engagement. Drawing on commercial systems like PlayerUnknown's Battlegrounds, The Witness, and Zachtronics' engineering titles, Blow demonstrates that video games excel at cultivating systems literacy and pre-verbal intuition through rapid mechanical feedback. Rather than replacing books or seeking bureaucratic approval from entrenched universities, developers should build standalone, intrinsically engaging games that establish intuitive conceptual foundations before students engage with formal symbolic texts.
## Atmosphere & style The presentation carries an unhurried, contemplative, and rigorously analytical atmosphere, underscored by Blow's measured cadence and uncompromising intellectual skepticism. The experience feels like an intimate technical seminar, moving methodically from evolutionary anthropology and mathematical history into candid critiques of educational institutions and gaming cliches. During the extensive Q&A, the mood becomes conversational yet blunt, marked by Blow's characteristic refusal to flatter institutional dogma or endorse well-intentioned but structurally flawed game designs.
## Bulletin - [49:52](https://www.youtube.com/watch?v=qWFScmtiC44&t=2992s) Most educational games fail because they attempt to wrap existing print curricula in shallow interactive mechanics rather than designing natively around the unique interactive capabilities of video games. - [41:44](https://www.youtube.com/watch?v=qWFScmtiC44&t=2504s) Video games excel at transmitting structural, pre-verbal mental models and mechanical intuition, which should precede and augment precise symbolic and textual learning from books. - [01:17:23](https://www.youtube.com/watch?v=qWFScmtiC44&t=4643s) Gamification relies on extrinsic rewards like badges and points that traditional institutions already operate, effectively 'schoolifying' games rather than leveraging intrinsic systemic engagement. - [01:28:24](https://www.youtube.com/watch?v=qWFScmtiC44&t=5304s) Instead of seeking bureaucratic institutional approval, educational game developers should distribute directly to players online, targeting learners whom mainstream factory-model schooling fails.
## Key takeaways - [04:56](https://www.youtube.com/watch?v=qWFScmtiC44&t=296s) Historically, new communication media—such as structured language, writing, mathematical notation, and film—augment and complement prior media rather than rendering them obsolete. - [21:47](https://www.youtube.com/watch?v=qWFScmtiC44&t=1307s) To be a distinct expressive medium, video games must communicate unique ideas through interactivity and systemic reactivity that cannot be duplicated by literature or film. - [33:47](https://www.youtube.com/watch?v=qWFScmtiC44&t=2027s) All games are fundamentally educational because immediate feedback loops build intuitive mental models of nonlinear systems and empirical hypothesis testing. - [41:44](https://www.youtube.com/watch?v=qWFScmtiC44&t=2504s) Puzzles in games like Braid and The Witness demonstrate that game systems can instill structural competence in players before they are able to verbally articulate the rules. - [48:06](https://www.youtube.com/watch?v=qWFScmtiC44&t=2886s) Books and games serve complementary pedagogical roles: games build felt intuition and dynamic possibility spaces upfront, while books provide precise numerical and factual details. - [52:22](https://www.youtube.com/watch?v=qWFScmtiC44&t=3142s) Engineering and puzzle games like SHENZHEN I/O, Opus Magnum, and Miegakure impart rapid prototyping habits, spatial intuition, and engineering mindsets by operating in clean, abstracted problem spaces. - [01:13:41](https://www.youtube.com/watch?v=qWFScmtiC44&t=4421s) Gamification reduces game design to extrinsic reward mechanics like badges and points, which function as bribes that devalue intrinsic curiosity and signal that the underlying activity is undesirable. - [01:23:54](https://www.youtube.com/watch?v=qWFScmtiC44&t=5034s) Society faces an urgent need for systems literacy, and engaging with systemic, emergent games offers an intuitive grasp of nonlinear dynamics and unintended consequences. - [01:32:50](https://www.youtube.com/watch?v=qWFScmtiC44&t=5570s) Developing effective educational games currently lacks an established tradition of practice, requiring designers to build exemplar titles and establish craft foundations from the ground up. - [01:46:49](https://www.youtube.com/watch?v=qWFScmtiC44&t=6409s) Games are fundamentally unsuited for traditional storytelling compared to linear media, meaning designers should focus on native systemic mechanics rather than narrative lessons. - [01:11:02](https://www.youtube.com/watch?v=qWFScmtiC44&t=4262s) Effective educational games should prioritize engaging mechanical systems over strict real-world simulation accuracy, allowing compelling gameplay to build domain enthusiasm. - [01:28:24](https://www.youtube.com/watch?v=qWFScmtiC44&t=5304s) Developers should build alternative educational games distributed directly to end users on open platforms rather than trying to reform slow, credential-driven educational bureaucracies.
## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=qWFScmtiC44&t=0s) Introduction and Background
Jonathan Blow opens the presentation by thanking viewers for attending his first-ever talk delivered from home via video. Acknowledging the unpredictability of putting material on the internet—where viewers arrive from diverse backgrounds with differing levels of prior knowledge—he offers an introductory framing. He explains that he originally presented a version of this talk the previous year at a small interdisciplinary conference. That initial version ran only 36 minutes because he rushed through the material, speeding past concepts that deserved deeper explanation. In revising the presentation to expand on those points, his run-through reached 90 minutes. He estimates the live session will fall between an hour and an hour and a half, followed by an open-ended Q&A session in the Twitch chat for as long as questions persist and he feels like answering them.
Blow establishes his perspective by outlining his background in the game industry: he has been a professional video game designer and programmer running his own game development company since 1996, and an amateur developer since roughly age ten. Crucially, he emphasizes that he does not work in the education field—a distinction he predicts will become obvious as the presentation proceeds. Instead, his purpose is to offer the distinct perspective of a video game developer on where education can go by examining video games as a modern technology in the context of the historical technologies that preceded them.
[02:38](https://www.youtube.com/watch?v=qWFScmtiC44&t=158s) Demonstrative Learning and the Advent of Language
To establish how new communication tools reshape learning, Blow poses a thought experiment set in prehistory before the advent of structured language. He imagines a primitive human attempting to learn a vital, multi-step skill like building a fire when neither party possesses syntax, complex sentences, or grammar beyond basic names or utterances. He notes parenthetically that while archaeology does not definitively establish whether structured language preceded the mastery of fire, the hypothetical assumes fire came first. In such an environment, knowledge transfers strictly via mimicry and visual demonstration. Human sympathy neurons fire when watching others perform actions, allowing people to learn non-linguistically without explicit instruction. While simple motor skills like running or swimming are easily acquired through direct observation, technical tasks like fire-making require sustained repetition.
Pure demonstration, however, suffers from severe situational bottlenecks. A demonstrator can only teach with the materials and conditions at hand; if it begins to rain, they cannot easily demonstrate fire-making and are reduced to pantomime. The emergence of structured language shatters these physical constraints. Language enables learners to ask clarifying questions, request repetitions, and explore counterfactual environmental scenarios—such as how to adapt fire-building techniques when encountering high winds or where to gather kindling in a different biome beyond the forest to the east.
```mermaid flowchart TD accTitle: Evolution of Pedagogical Technologies accDescr: Progression from mimicry to spoken language to written record. subgraph Prehistoric["Pre-Linguistic"] A["Mimicry & Observation"] -->|"Limited to present context"| B["Direct Action / Physical Skills"] end subgraph OralEra["Spoken Language"] C["Counterfactuals & Questions"] --> D["Fiction & Moral Fables"] end subgraph WrittenEra["Written Language"] E["Fixed Text & Permanence"] --> F["Objective Law & Institutions"] end A -.->|"Synthesized with"| C C -->|"Recorded into"| E ```
[04:56](https://www.youtube.com/watch?v=qWFScmtiC44&t=296s) The Complementarity of Demonstration and Language
Blow warns against assuming that language is strictly superior to the demonstration that preceded it. To illustrate the limitations of language alone, he imagines someone attempting to teach fire-making purely through spoken instructions—describing stick sizes, rubbing techniques, friction torque, and kindling selection without ever showing the physical process. A student taught solely by description would face immense trial and error because a large portion of the human mind relies on visual input and mimicry. Visual demonstration carries a massive bandwidth of information that cannot be encapsulated in verbal or textual explanations.
As Blow emphasizes, the ideal pedagogical model is not the replacement of physical demonstration by verbal explanation, but their integration:
> “Mimicry is very effective sometimes at some things, language is very effective sometimes at some things; a fusion of mimicry plus language is superior to either one alone.”
This interactive synthesis—where a teacher demonstrates a physical action while simultaneously explaining priorities and answering questions—remains the gold standard for teaching bodily and tactile disciplines such as sports and martial arts. Blow makes it explicit that this dynamic serves as a direct metaphor for his central thesis regarding video games: games represent a newly emerging technological medium, and one should never assume they are strictly better than earlier media on their own, but rather that their fusion with other tools yields the greatest outcome.
[07:10](https://www.youtube.com/watch?v=qWFScmtiC44&t=430s) Storytelling, Moral Compression, and the Written Word
Structured language expands human capabilities beyond addressing practical contingencies to imagining situations that never existed and never will. This development gave rise to storytelling and the role of the storyteller. Blow notes that stories are not merely entertaining, but fundamentally educational tools deeply embedded in human psychology. While mimicry operates across short, immediate timescales—such as watching someone swim or rub two sticks together—stories compress long timescales into compact narratives. Historical fables and allegories distill decades of accumulated life experience into moral lessons, allowing a community to impart hard-won ethical standards to younger generations much faster than unassisted trial and error would allow.
The subsequent invention of writing introduces a level of precision and permanence impossible within oral traditions, where words naturally morph from retelling to retelling:
> “It gives you a kind of precision that you never had before, because you can say what the exact words are rather than the general idea, which would have the exact words change from telling after telling in an oral tradition.”
Blow illustrates the transformative impact of writing using the legal system. In an oral culture, the law is subjective and volatile—often shifting according to the whims or grievances of a ruler from week to week. In contrast, a written code inscribed on stone creates objective permanence. Because everyone knows the text does not change, the law gains social trust and accountability; a citizen can point to an inscription carved twenty years prior to prove an action is not an arbitrary violation. Blow concludes the segment by observing that while these points may seem obvious, modern society is so saturated with these foundational communication technologies that people routinely take their immense power for granted and forget that they are technologies at all.
[10:58](https://www.youtube.com/watch?v=qWFScmtiC44&t=658s) Historical Technologies and the Evolution of Written Thought
Jonathan Blow begins by proposing that we stop and consciously examine fundamental human communication technologies that have become second nature to us. Because writing and other cultural forms feel so natural today, their underlying mechanics are rarely analyzed, yet studying their evolution helps us understand the trajectory of video games. Blow notes that proposing novel or unconventional uses for games as technological advancements might seem outlandish, but human history repeatedly demonstrates similar trajectories across other media: “I just want to say that we've done this before with other topics in a lot of different ways and so if you expect it to happen with games in the future is not unlikely.”
Writing originally provided a medium for recording precise, unchanging, and specific explanations, unlocking realms of abstract thought—such as mathematics—that had previously felt intangible. However, the form that writing takes fundamentally dictates how effectively ideas can be grasped. To illustrate this, Blow presents a passage from Euclid's *Elements*, demonstrating how mathematics was communicated in antiquity:
> "If a first magnitude has to a second the same ratio as a third has to a fourth, and also a fifth has to the second the same ratio as a sixth to the fourth, then the sum of the first and fifth has to the second..."
Blow remarks that if people find modern mathematics classes difficult, Euclid’s version represents an entirely different ordeal.
```mermaid flowchart TD accTitle: Evolution of Mathematical Representation accDescr: Diagram tracing the development of math from verbal geometric descriptions to modern symbolic equations.
subgraph Ancient["Verbal Representation"] E["Euclid's Elements<br/>(Lengthy geometric rhetoric)"] end
subgraph SymbolicDev["Invention of Operational Symbols"] P["Addition '+' (1360)"] --> M["Subtraction '-' (1490)"] M --> S["Square Roots (c. 1540)"] end
subgraph Modern["Modern Symbolic Manipulation"] F["Fractions: a/b + e/b = (a+e)/b"] Eq["Terse Modern Equations<br/>(Differential / Field Equations)"] end
E --> SymbolicDev SymbolicDev --> Modern ```
[13:06](https://www.youtube.com/watch?v=qWFScmtiC44&t=786s) The Invention and Leverage of Mathematical Notation
Blow explains that Euclid’s cumbersome paragraph simply expresses a relationship easily captured in a basic modern formula:
$$\text{If } \frac{a}{b} = \frac{c}{d} \quad \text{and} \quad \frac{e}{b} = \frac{f}{d}, \quad \text{then } \frac{a+e}{b} = \frac{c+f}{d}$$
In modern education, this specific relationship is rarely taught as an isolated theorem because symbolic manipulation provides a broader, more powerful general rule: when adding fractions with common denominators, one simply sums the numerators. While Euclid’s prose was a monumental achievement for its era, symbolic notation unlocked a dramatically superior method of cognition.
Developing this notation required centuries of slow conceptual breakthroughs: - The symbol for addition ($+$) first appeared in the year 1360. - It took another 130 years (around 1490) to adopt the subtraction symbol ($-$). - Roughly 50 years later, the square root symbol emerged, finally establishing a paradigm for mathematical notation.
Blow displays a dense, modern mathematical equation laden with Greek characters, noting that while it looks intimidating to the uninitiated, its terse elegance allows deep comprehension of complex phenomena. Translating that single modern equation into Euclid's prose would require reams of descriptive pages, making it nearly impossible to learn or study. Crucially, the underlying truth of the mathematics has not changed; rather, “the technology that we use to approach the mathematics can make the learning of the material and the practice of the material have a tremendously different flavor.”
[16:15](https://www.youtube.com/watch?v=qWFScmtiC44&t=975s) Expressive Media: Novels, Instrumental Music, and Film
Language continued to branch into artistic domains beyond practical mathematics. Modern experimental novels differ radically from ancient epic poetry like *The Iliad*. Fiction writers wield an expansive set of tools—manipulating plot, character, mood, prose style (direct versus florid and descriptive, shifts in voice depending on active characters), and the macro-architecture of how unseen narrative elements assemble.
To demonstrate that communication can function completely detached from language, plot, or character, Blow turns to purely instrumental music. He plays an audio excerpt to the audience, inviting them to sit in silence and examine how music communicates emotional and structural weight without words.
Cutting the audio track after about a minute, Blow quips that “it feels like a crime to shut something like that off,” urging the audience to revisit the piece outside a lecture setting. Music proves that profound communication can occur entirely outside verbal storytelling.
Film similarly blends narrative elements with specialized tools—cinematography, lighting, acting, and musical scoring. However, Blow stresses that cinema’s rich multisensory nature does not make it superior to the novel or to music; each medium has irreconcilable trade-offs. For example, if a story centers on a man paralyzed by an intricate internal dilemma who discusses his thoughts with no one: - Attempting to portray this literally in cinema fails because film struggles with internal monologues. - A novel thrives here because literature excels at tracing internal consciousness. - Translating such an internal struggle to cinema demands symbolic and visual abstraction, which fundamentally alters what the story is about.
[21:47](https://www.youtube.com/watch?v=qWFScmtiC44&t=1307s) Identifying the Inherent Strengths of Video Games
Applying this media theory to interactive software, Blow asserts that if video games represent a legitimate, distinct medium, they must possess intrinsic communication capabilities that no other medium can duplicate:
> “Games should be better at communicating some kinds of things that other media can't do, otherwise games isn't a medium.”
Discovering these unique properties is challenging because culture lacks established precedents in older media to clearly describe or categorize these mental processes. Simultaneously, developers and educators must accept the inverse rule: games will inevitably perform worse than older media at certain tasks. Rather than forcing games to mimic novels or films, the challenge lies in uncovering the precise forms of understanding that interactivity and systems natively convey.
[22:43](https://www.youtube.com/watch?v=qWFScmtiC44&t=1363s) Non-Linguistic Communication and Why Games React
Jonathan Blow opens by highlighting a specific strength of video games that he enjoys exploring as a designer: non-linguistic communication, or the art of transmitting complex ideas directly into a player's mind without relying on words. While older, analog "granddad games" possess traces of this capability, it is fundamentally more natural and rapidly developing within video games. In an old-style board game, players are entirely dependent on reading an external rulebook just to understand what they are supposed to be doing. Even if an author tries to write concisely, players frequently have to pause mid-game, consult the text, and sort through confusion over interpretations.
```mermaid flowchart TD accTitle: Board Game Rules vs Video Game Feedback accDescr: Contrast between how players learn board games via external rulebooks versus video games via interactive feedback loops.
subgraph Analog["Traditional Board Games"] A["External Rulebook"] -->|"Requires reading & parsing"| B["Player Actions"] B -.->|"Board just sits there"| A end
subgraph Digital["Video Games (e.g., Pac-Man)"] C["Direct Player Action"] -->|"Instant input"| D["System Reactions"] D -->|"Non-linguistic feedback"| C end ```
The ability to encode precise rules into text was itself a major technological advancement in human history, but programming integrated circuits unlocked an entirely different paradigm. Early arcade cabinets still featured rudimentary placards explaining basic point values—such as ten points for a standard dot or fifty points for a flashing dot—and introducing the ghost characters. Yet nobody truly learned to play a game like *Pac-Man* by reading placards. Beyond occasionally observing whoever was ahead in line at the arcade cabinet, players learned almost entirely through direct, immediate interaction:
> “A video game reacts to you and that ability to reacts to react to you creates this ability to learn in this particular way.”
- **Rulebooks as technology:** Detailed written rule sets only became possible once writing advanced to a specific level of technical clarity. - **The learning loop in *Pac-Man*:** A player eats dots and watches the score increase, runs into a ghost and dies, or consumes an energizer pill, watches the ghosts turn blue and flee, and realizes they can now turn around and eat the ghosts. - **Mechanical responsiveness:** Board games remain static pieces of cardboard that cannot react dynamically, whereas video games immediately test and respond to player agency.
---
[25:37](https://www.youtube.com/watch?v=qWFScmtiC44&t=1537s) Higher-Order Knowledge and the Complexity of Modern Systems
As a player spends more time with a game, the nature of what they learn shifts from baseline mechanics to high-order systemic patterns. In *Pac-Man*, an experienced player quickly realizes that early stages carry little lethal risk and stops playing purely for survival. Instead, they shift toward score maximization: lingering deliberately near a corner, baiting all four ghosts into close proximity, and grabbing the power pellet at the last possible second to guarantee enough time to devour every ghost for massive point bonuses. If a player were to write down everything they know about *Pac-Man* in linguistic form—such as navigation patterns across individual ghosts, safe pathing routines, and the exact thresholds where careful survival must supersede scoring—it would fill many pages.
Modern games, however, dwarf *Pac-Man* in scope and intricacy. Players regularly invest hundreds or thousands of hours into massive contemporary games, which means the volume of discoverable knowledge has expanded exponentially. When speakers argue that games facilitate learning, they typically pick a safe, mildly successful educational title or a retro classic. Blow deliberately rejects that soft approach, choosing instead to analyze a modern, complex game that polite society frequently dismisses as culturally worthless:
> “Because I like a challenge I'm gonna pick a kind of game that's usually denigrated that people would say doesn't have a societal value right it there's not a kind of game that people would say there's not educational value in that there's not moral value in right and I'm gonna try to show you that there is.”
Blow turns to *PlayerUnknown's Battlegrounds* (*PUBG*). In *PUBG*, roughly one hundred players parachute unarmed onto an island, scrounge through buildings for weapons and equipment, and eliminate one another until a single survivor remains. While mainstream discourse habitually labels it a mindless, violent video game and tosses it out of serious discussion, Blow insists that understanding games as a medium requires taking their actual mechanics seriously. If games possess a distinct power to facilitate learning, that power must be readily identifiable in mainstream commercial hits, not merely in curated academic experiments.
---
[29:38](https://www.youtube.com/watch?v=qWFScmtiC44&t=1778s) Empirical Learning in Massive Possibility Spaces
When players spend hundreds or thousands of hours inside *PUBG*, they are not engaging in mindless repetition. Instead, they are repeatedly exploring a game that possesses a vast "state space"—a massive, nonlinear possibility space filled with shifting variables. In each match, the player parachutes into entirely different contexts: landing in the west versus the east, dropping into heavily contested towns versus secluded farmsteads, or facing distinct behavioral metas depending on the time of day, such as encountering regional playstyles from Korean servers.
```mermaid flowchart LR accTitle: The Empirical Cycle in PUBG accDescr: The loop of forming hypotheses, testing them across match iterations, and separating bad luck from flawed strategy.
A["Hypothesis Formation<br>(e.g., Mid-game zone tactics)"] --> B["Empirical Test<br>(Match execution)"] B --> C["Observation across 15+ Iterations<br>(Accounting for RNG / bad hands)"] C --> D["Systemic Conclusions<br>(Internalized game knowledge)"] D --> A ```
By traversing these scenarios repeatedly, the player develops a rich mental model of how the game's systems function across early, mid, and late phases. Early on, when the map is crowded with poorly equipped opponents, aggressive looting may prove optimal; in the late game, when the play area contracts and every remaining survivor is heavily armed, entirely different positioning strategies are required. Blow notes that navigating this loop mirrors scientific experimentation or empirical philosophy:
> “And it's a little bit like practicing science or you know some kind of empirical philosophy because you get to form your own ideas about what's a good idea to do and then you get to empirically validate right...”
- **Forming empirical hypotheses:** A player tests a specific idea, such as holding an open area when the blue zone closes, and observes whether it succeeds or fails across multiple attempts. - **Isolating randomness:** Just like evaluating hands in poker, the player learns through dozens of iterations to distinguish between a bad tactical decision and simple misfortune from random variables. - **Simulating real-world experience:** Revisiting complex, nonlinear scenarios from varying angles and contexts is historically how human beings acquired deep, practical life experience—an intuitive learning process that modern games simulate directly on a scale never before possible.
[33:47](https://www.youtube.com/watch?v=qWFScmtiC44&t=2027s) Nonlinear State Spaces and Why All Games Are Educational
Jonathan Blow illustrates how deep expertise is acquired using an analogy of learning to farm from a veteran who has worked the land for decades. To an apprentice, the farmer’s advice sounds nonsensical, contradictory, or needlessly intricate: waking up to one weather pattern dictates a specific task, but an imperceptible shift in atmospheric conditions demands an entirely different action. This happens because experts construct sophisticated internal models of complex, highly nonlinear state spaces. These spaces are defined by surprises—such as low-probability events carrying outsized consequences, or disproportionate system reactions where an identical action yields an unexpected result. Humans only grasp these hidden dynamics by repeatedly interacting with the underlying system over time.
Because this interactive feedback loop is native to the medium, Blow argues that every video game fundamentally educates the person playing it:
> “And so because of this I say that all games are educational, right: Pac-Man, PlayerUnknown's Battlegrounds, even regular old educational games, right?”
However, society rarely views commercial titles like *Pac-Man* or *PlayerUnknown's Battlegrounds* (*PUBG*) as educational because their systems lack real-world applicability. Players rigorously validate rules and tactical models within the isolated simulation of *PUBG*, but those behaviors do not translate to surviving a physical combat encounter. Blow emphasizes that while players "empirically validate" hypotheses within that synthetic reality, those conclusions rarely hold up when projected onto our actual universe. This disconnect represents both the central obstacle preventing video games from functioning as conventional educational tools and the primary creative opportunity for redesigning how educational games work.
[36:20](https://www.youtube.com/watch?v=qWFScmtiC44&t=2180s) Developing Braid and Designing for Clarity of Transmission
When developing his acclaimed puzzle platformer *Braid*, Blow had not yet formally mapped out his theories on non-linguistic communication, but he was actively experimenting to discover what made game mechanics resonate. He discovered that the desire to build the best possible game compelled him to learn design principles on the fly, mirroring how a player's desire to succeed forces them to understand game mechanics. Through iterative testing, he found that puzzle levels improved dramatically as they became simpler and starker.
Extraneous elements—such as complex geometry, visual clutter, or incidental enemies to dodge—diluted the central mechanic of a puzzle. A puzzle worked best when stripped to its absolute essence: a pure, plainly presented situation that challenged the player to deduce how its rules functioned. Reaching this design clarity required abandoning mainstream game design conventions:
> “In this game it was like, actually no, we want less things grabbing the player's attention because many of those things are distractions, and distractions reduce the clarity of transmission of the ideas of the level.”
Rather than continually bombarding players with new stimuli to manufacture excitement, Blow deliberately pruned away interactive noise so that the core concepts could be transmitted cleanly to the player's mind without linguistic intervention.
```mermaid flowchart LR accTitle: Level Design Iteration in Braid accDescr: Progression from complex, noisy level layouts to stark, distilled puzzle presentations. subgraph Traditional["Traditional Approach"] A["Visual Clutter"] B["Extraneous Monsters"] C["Attention Distractions"] end subgraph Distilled["Braid Iteration"] D["Stark Geometry"] E["Pure Core Mechanics"] F["Clarity of Transmission"] end Traditional -->|"Iterative pruning"| Distilled ```
[38:43](https://www.youtube.com/watch?v=qWFScmtiC44&t=2323s) Non-Linguistic Communication in The Witness
With *The Witness*, Blow elevated this design philosophy into the primary creative pillar of the project: systematically exploring non-verbal communication through puzzle mechanics. Set on an uninhabited island covered in puzzle panels resembling outdoor LCD displays, the game offers zero tutorial text or spoken explanations. A player walking up to an early bank of panels finds only the first monitor active, displaying a grid with rounded black and white markers and a line to trace. The player must deduce the puzzle's underlying language solely by testing inputs—choosing between going along the top, through the middle, or around the bottom.
Solving that introductory panel creates what Blow characterizes as an astonishing moment of purely non-linguistic learning:
> “And as soon as you solve this first panel, a magical moment of non-linguistic communication happens that I'm still fascinated by and still want to understand as best as I can, because it's not just that you gain a logical fact that this particular path on this particular puzzle resulted in a solution state of true.”
The visual presentation—the symmetry of the route, the opposing colors of the markers, and their positioning—communicates an intuitive set of rules. Subsequent panels immediately build on this unstated foundation: the second puzzle indicates that paths can start and end in opposite corners rather than proceeding straight through the center, while the third shows that multiple markers of the same type can be grouped together. Every single puzzle in the sequence acts as an idea formulated to be communicated without spoken or written language.
[41:44](https://www.youtube.com/watch?v=qWFScmtiC44&t=2504s) Pre-Verbal Knowledge and Games as an Independent Medium
Playtesting *The Witness* uncovered a revealing psychological phenomenon. When players engaged with an advanced panel in a sequence were asked what they were doing, they frequently struggled to articulate their strategy. They paused, hesitated, and offered disjointed statements about running clockwise versus counterclockwise, or their tentative hypotheses about empty spaces. Only after several minutes of fumbling could they convert their mental process into coherent sentences. This struggle demonstrated that the operational logic was already present in their brains, but because it entered without words through the interactive feedback loop, converting it into verbal language required active, deliberate translation.
While some players instinctively pre-verbalized their reasoning as they worked, catching unprompted players before they had translated their thoughts exposed the raw transfer of structural knowledge:
> “And so that was confirmation to me, if I needed it—which I didn't really, but that kind of experiment in this game was confirmation to me that games is its own medium; it's not just pictures and sound and controls.”
Games stand apart as an independent medium because they can transfer complex mental models into human consciousness without relying on text, spoken commentary, or illustrative art. For designers attempting to reinvent education through interactive software, analyzing the unique mechanics of this non-verbal communication—and identifying which domains of knowledge it conveys better than linear text—is an indispensable requirement.
[44:52](https://www.youtube.com/watch?v=qWFScmtiC44&t=2692s) Intuitive Competence vs. Fact-Based Knowledge in Games
Jonathan Blow highlights a fascinating property of video games: players can develop immense competence in a complex system without knowing any of the underlying numerical facts. He illustrates this using *PUBG* (*PlayerUnknown's Battlegrounds*). An experienced player instinctively understands weapon trade-offs: an AK-47 hits hard and does massive damage, but has wild recoil that is difficult to mitigate with attachments, making it optimal for close-quarters rather than long-distance engagements. Conversely, an M4 fires faster, has far less recoil, accepts more attachments, and excels at longer ranges, even though each individual round deals less raw damage.
```mermaid flowchart TD accTitle: Learning Modes - Books vs Games accDescr: Diagram contrasting top-down abstract learning in books with bottom-up experiential learning in games.
subgraph BookPath["Learning from Books (Traditional Schooling)"] direction TB B1["Explicit Rules & Damage Tables"] --> B2["Theoretical Memorization"] B2 --> B3["Eventual Abstract Intuition (Years)"] end
subgraph GamePath["Learning from Games (Experiential)"] direction TB G1["Direct Interaction & Play"] --> G2["Felt Dynamics & Recoil Control"] G2 --> G3["Rapid Intuitive Competence"] end ```
The underlying mathematical rules governing *PUBG*—such as precise hit-point damage versus Level 2 or Level 3 body armor, range-dropoff curves, and recoil formulas—are exceedingly complex. Virtually no players memorize this invisible rule set, yet they handle these systems with ease. Trying to learn these dynamics strictly from a book would resemble an excruciatingly dry math or physics lecture. Blow argues that “it would take probably years of studying that material before you would get the kind of intuition that you can get much more naturally by playing a game like PUBG.” This dynamic provides a crucial clue for reforming education: games can build deep, natural intuition across complex subjects far faster than assembling abstract facts page by page over a lifetime.
- In *PUBG*, players intuitively calibrate engagement distances, firing rates, and recoil without reading exact spreadsheets or formulas. - Traditional schooling works in reverse: it starts with abstract numerical rules and formulas, leaving students to slowly deduce intuitive practical meaning over years. - Video games offer an alternative path by letting learners internalize structural dynamics directly through experience.
---
[48:06](https://www.youtube.com/watch?v=qWFScmtiC44&t=2886s) The Respective Strengths of Books and Games
Blow clarifies that games are not universally superior to books, warning against replacing traditional text-based education entirely. Books excel at conveying fixed, precise factual data. Printed text does not change over time, allowing dense tables of numbers to be referenced, bookmarked, or photographed on a phone for immediate retrieval. Replicating a reference book inside a game forces users into an interactive state just to read static text, which merely mimics a book while doing a substantially worse job.
```mermaid flowchart LR accTitle: Media Complementarity accDescr: Diagram illustrating how games and books serve distinct complementary functions in an educational curriculum.
subgraph G["Games: Intuition First"] G1["Interactive Simulation"] G2["Dynamic Systems"] G3["Felt Understanding"] end
subgraph B["Books: Reference Second"] B1["Precise Numerical Facts"] B2["Static Text & Tables"] B3["Rapid Random Access"] end
G -->|"Builds intuition for"| B ```
Returning to his earlier campfire analogy, Blow explains that an effective curriculum requires both mediums playing to their unique strengths. Rather than using games to display static information, games should leverage their interactive mechanics to build intuition first, followed by books providing precise facts. As Blow notes: “when I talk about the special powers of games during this speech, I'm really talking about the things that games can do that other media cannot.”
- Books remain unmatched for conveying precise numerical facts and providing instant, random-access lookup. - In-game encyclopedia screens or interactive text dumps represent games mimicking books poorly rather than using their native interactive strengths. - A balanced educational curriculum should not replace books with games, but rather place games upfront to establish systemic intuition before drilling down into textual details.
---
[49:52](https://www.youtube.com/watch?v=qWFScmtiC44&t=2992s) Why Most Educational Games Fail
Educational games are almost universally disliked because creators fundamentally misunderstand how media function. Creators typically take existing book curricula or lecture notes, embed that raw content inside software, and slap shallow interactive wrappers on top in a misguided attempt to make studying fun. Blow rejects this approach as deeply flawed, arguing that learning structures refined over decades for printed text cannot be transplanted into interactive software.
Blow explains that “this is really why most educational games are bad is they're trying to take a book-shaped peg and fit it in a game-shaped hole and you're just going to make a mess if you do that or break things.” If a developer wants a game to be good, it must operate within the unique design space that games naturally inhabit. Being overly literal about forcing predefined school facts into game mechanics ruins both the game's design and its educational value.
- Most educational software fails because it transposes text-heavy instructional frameworks directly into an interactive environment. - Educational structures refined over generations are optimized specifically for print, making them a poor fit for video games. - Making an effective educational tool requires designing a good game natively within the mechanics that video games execute well.
---
[52:22](https://www.youtube.com/watch?v=qWFScmtiC44&t=3142s) Clean Problem Spaces: SHENZHEN I/O and Zach-like Design
To illustrate how to teach complex fields properly, Blow considers how he would structure an independent programming school. Rather than following high school or university curricula, he would provide minimal introductory reading and then immerse students in games by Zachtronics, specifically highlighting *SHENZHEN I/O*. In *SHENZHEN I/O*, the player designs circuit boards within an electronics manufacturing setting, placing chips, routing traces, and writing low-level assembly language code to accomplish engineering objectives.
Crucially, the game uses a fictional, stripped-down assembly language and artificial microcontrollers rather than real-world hardware. Blow emphasizes that this fictionalization is precisely why the game works: “The assembly language in this game is so limited in functionality that it's comical, right? It's kind of hilarious, and it's kind of hilarious how feeble these little circuits are, especially compared to what we have today.” This clean, highly constrained problem space strips out real-world messiness, making experimentation engaging while preserving rigorous, goal-oriented engineering logic. Players iteratively refine their work, motivated by post-level histograms and leaderboards that reveal friends who solved the same puzzle using far fewer execution cycles or fewer parts.
- In *SHENZHEN I/O*, players lay down microcontrollers, route board connections, and write compact assembly routines to meet technical specifications. - The assembly architecture and microcontrollers are entirely fictional, deliberately constrained, and far simpler than real-world electronics. - The game's constraints create an approachable, elegant problem space that encourages deep optimization and creative problem-solving. - Built-in friend leaderboards motivate players to obsessively refactor ugly, inefficient implementations to minimize component counts and cycle times.
[55:40](https://www.youtube.com/watch?v=qWFScmtiC44&t=3340s) The Rapid Iteration Loop and the Spirit of Engineering
```mermaid flowchart TD accTitle: The Iteration Loop in Engineering Games accDescr: Diagram illustrating how rapid iteration leads to refactoring and deep engineering intuition in Zachtronics games.
subgraph Iteration["The Optimization Cycle"] A["Crude, Functional Solution"] --> B["Identify & Apply Local Fixes"] B --> C["Synergistic Improvements"] C --> D["New Architectural Perspective"] end
subgraph Refactor["The Engineering Leap"] D --> E["Complete Redesign"] E --> F["Delete Unneeded Components"] end
subgraph DeepLearning["Educational Outcome"] F --> G["The Spirit of Engineering<br/>(Intuitive Problem Solving)"] end ```
Playing an engineering puzzle game like *SHENZHEN I/O* pulls the player into a relentless cycle of refinement. You start by assembling something that is clumsy or barely functional, but as you iterate, you spot an optimization here and another improvement there. Because those two adjustments work in tandem, a third possibility suddenly opens up. As Jonathan Blow explains, this rapid iteration transforms an initially terrible build into something genuinely elegant. Eventually, viewing the system from this new vantage point prompts an even bigger leap: you realize an entirely different architecture makes the first three components completely unnecessary, allowing you to delete them altogether. That loop is not merely enjoyable; it exposes the core mechanism of how real engineering happens.
The overt subject matter in *SHENZHEN I/O* is a fictional assembly language and simplified chip routing, but Blow argues that its true educational value lies elsewhere. Traditional educational institutions—even top-tier computer science programs like the one Blow attended—frequently graduate bachelor’s degree holders and even PhDs who have never internalized this mindset. “It is unacknowledged because we're looking for the education in the wrong place: we're looking for the education in terms of knowing about specific circuits or specific programming language, when the actual education here is the deep spirit of engineering, right, and that's way more important.” Real-world assembly programming is often bloated and frustrating, but having the internalized memory of navigating complexity and refining an ugly prototype into an elegant solution gives practitioners the confidence and instinct to tackle real engineering problems.
- The value of games like *SHENZHEN I/O* does not lie in mastering a fictional instruction set, but in absorbing the habit of rapid prototyping, refactoring, and component reduction. - Human minds learn by forming patterns from successful experiences, transferring high-level problem-solving approaches to entirely different real-world scenarios.
[58:55](https://www.youtube.com/watch?v=qWFScmtiC44&t=3535s) *Opus Magnum* and Aggregate Motivation Across Disciplines
Blow showcases another Zachtronics title, *Opus Magnum*, demonstrating an animated GIF export of a clean, efficient machine he constructed to solve a complex puzzle. In *Opus Magnum*, players build physical mechanisms using programmable mechanical arms to assemble, bond, and transmute alchemical elements. Rather than strictly adhering to real-world chemistry, the game operates in a stylized alchemical universe where physical components occupy discrete spaces over time. The challenge becomes an intricate puzzle of spatial sequencing, collision avoidance, and mechanical choreography.
Although the game does not simulate real chemistry, Blow points out that it delivers a potent entry point into the discipline. Spending a hundred hours orchestrating atoms and bonds within a compelling mechanical framework builds an intuitive affinity and appreciation for chemical principles that a dry introductory lecture cannot match. Blow suggests that if an educational ecosystem were populated by an array of such games—each emphasizing engineering and procedural problem-solving while touching lightly on adjacent subjects like chemistry—their cumulative impact on student enthusiasm and foundational context would be immense.
- *Opus Magnum* allows players to export looping animated GIFs of their completed solutions, giving them a tangible artifact of their mechanical design to take pride in. - The game emphasizes spatial sequencing and scheduling the physical actions of mechanical arms over strict scientific simulation. - Blow argues that indirect, aesthetically rich exposure provides a far better emotional on-ramp for academic subjects than traditional introductory coursework.
[01:01:31](https://www.youtube.com/watch?v=qWFScmtiC44&t=3691s) *Miegakure* and High-Dimensional Intuition
Moving beyond engineering games, Blow highlights *Miegakure*, an upcoming four-dimensional puzzle game developed by Marc ten Bosch. Unlike games or media that colloquially label time as the fourth dimension in an Einsteinian sense, *Miegakure* implements four true spatial dimensions, rendering a 3D cross-section that shifts as the player moves and rotates through 4D space. Blow shows gameplay footage demonstrating the player character walking through a miniature environment and manipulating objects across dimensions, illustrating the mind-bending sensation of viewing and navigating an extra degree of spatial freedom.
While navigating four spatial dimensions might seem to lack practical real-world utility, Blow stresses that the cognitive training it provides is extraordinarily advanced. Professional mathematicians spend decades developing the mental apparatus required to visualize, conceptualize, and navigate abstract, higher-dimensional spaces. By placing the player in an interactive world governed by these mathematical laws, *Miegakure* imparts that geometric intuition directly and rapidly. “Now this isn't going to teach you like theorems about math in dimensions higher than three, but it gives you the feel of it and it gives you the experience of playing with it; it gives you both instinct for what kinds of things can happen in four dimensions and it gives you inspiration because you had fun with it, it gives you motivation, let's say, right?” Getting high school students to genuinely attempt visualizing 4D geometry would be a triumph for any teacher, yet the game achieves that engagement naturally through play.
- *Miegakure* presents genuine four-dimensional Euclidean space, allowing players to manipulate blocks across perpendicular axes not available in conventional 3D environments. - Traditional mathematical curricula require years of formal abstraction before students grapple with high-dimensional spaces, whereas interactive systems can build direct spatial intuition almost immediately.
[01:05:27](https://www.youtube.com/watch?v=qWFScmtiC44&t=3927s) *Mini Metro* and Capturing the Essence of a Domain
Blow concludes his survey of external games with *Mini Metro*, a minimalist transit simulation about designing an efficient subway network on a stylized city map. The game makes no pretense of replacing a technical textbook on civil engineering or actual transit logistics; passenger flows, track layouts, and train dynamics are drastically simplified. However, by paring away administrative overhead and focusing purely on throughput, bottleneck mitigation, and line capacity, the game successfully captures the core aesthetic and intellectual essence of transit design.
Reflecting on all four games—*SHENZHEN I/O*, *Opus Magnum*, *Miegakure*, and *Mini Metro*—Blow observes that none of them were created by an educational committee or designed to satisfy a formal curriculum. They succeed as educational experiences precisely because their creators were passionate about a specific subject, recognized what made that domain intellectually thrilling, and discovered an authentic game mechanic to express that fascination directly to the player. As Blow summarizes: “And really that's not because somebody designed them to be part of a curriculum; it's because they found the value in the subject matter and found an effective way to communicate that value to the player.”
- *Mini Metro* strips away real-world construction and logistical details to focus on the dynamic tension of network topology and capacity management. - The most powerful educational games succeed not through curriculum compliance, but because their core mechanics reflect the genuine intrinsic value of their underlying domains.
[01:06:57](https://www.youtube.com/watch?v=qWFScmtiC44&t=4017s) An Unreleased Educational Prototype: The Knot-Tying Mechanics
Jonathan Blow shares a project he has only shown to a handful of people on a couple of occasions: his own prototype for an educational game, developed around 2010 or 2011 during the early stages of making *The Witness*. At the time, it was an exploratory side project driven by a simple question: what would an educational game look like if he designed one? Blow clarifies that this is not an active development project, but something dug out of deep freeze to illustrate his philosophy. Switching off his camera feed to run the prototype full screen, he demonstrates a minimalist interactive space where the core manipulation involves lines in space.
The prototype presents lines whose positions and angles can be manipulated. Dragging a red handle shifts a white line up and down across an immovable yellow line. At their intersection, an interactive point appears. Clicking this point twists the two lines around each other. As Blow notes, in game development, visual flair and polished animations are added late in the process; early on, the entire focus is on testing concepts and systems: “When you work on video games one of the things that you do like later on is make it look and feel nice and early you just try to get the concepts down and that's what I was doing here.”
Advancing to a second level, the complexity expands. Players gain more interactive choices and can experiment with twisting lines or bridging gaps. The player might notice interaction points that sit between parallel lines rather than direct intersections, allowing them to spawn a white connecting ribbon across strands. While the build lacks formal win states, Blow explains that typical objectives would involve routing a line between goalposts on the edge of the screen, maximizing the number of times a line bounces back and forth through directional crossings, or triggering novel states. This open-ended discovery loop encourages players to poke at the system and observe what happens when different interaction types collide.
[01:11:02](https://www.youtube.com/watch?v=qWFScmtiC44&t=4262s) Intuition vs. Formal Rigor: The Secret Feynman Diagrams
The structural twist of the prototype lies in its hidden subject matter. While it initially presents itself as a pure abstract puzzle game about knots, ribbons, and bouncing vectors, its mechanics map directly onto real-world physics:
> “Toward the end of the game it would be like hey now you know some stuff about particle physics because all these things that you've been doing are actual particles from the real world and that would just be a fun funny thing to do.”
The lines and intersections in the game represent particle interactions, functioning essentially as interactive Feynman diagrams. Blow points out that the behaviors naturally emphasized in the game diverge from what an academic particle physics textbook would prioritize. In the prototype, creating an arrangement where a line bounces back and forth dozens of times makes for compelling gameplay, but in actual quantum field theory, such a cascading sequence represents an exceedingly low-probability event. Furthermore, the game operates in one spatial dimension plus time rather than the three spatial dimensions of the physical world.
Blow argues that this divergence is not a defect, but a necessary strength. Educational game designers must grant themselves the freedom to prioritize what makes a game mechanically rewarding, rather than obsessing over strict academic replication. As Blow emphasizes: “What you're doing is you're building familiarity and you're building intuition and you're you're just making a fun game that gets people excited about the subject and and wanting to know more right and so you should allow it to be different you should allow it to be whatever makes a game good.”
```mermaid flowchart TD accTitle: System Mechanics vs Underlying Educational Reality accDescr: Diagram contrasting player surface mechanics with real world particle physics concepts.
subgraph PlayerExperience["Player Perspective (Game Layer)"] A["Drag lines & handles"] --> B["Connect ribbons across gaps"] B --> C["Maximize bounces & intersections"] end
subgraph EducationalReality["Underlying Reality (Physics Layer)"] D["1D spatial representation"] E["Feynman diagram vertices"] F["Extremely low-probability quantum interactions"] end
PlayerExperience -.->|"Instills intuitive feel for"| EducationalReality ```
[01:13:41](https://www.youtube.com/watch?v=qWFScmtiC44&t=4421s) The Illusion of "Gamification"
Returning to his presentation slides, Blow transitions from his demonstration to the prevailing industry consensus on games in learning. He argues that genuine interactive system design stands in stark opposition to how games are conventionally applied to education. The dominant framework is centered around the buzzword "gamification," a term popularized around 2010. Blow expresses deep irritation with the concept:
> “There's this term that was concocted some time around 2010 called gamification and people think that this is the kind of thing that you use to get people interested and this term annoys me so much I'm going to try to explain why.”
Displaying a Google search interest graph, Blow notes he originally hoped the obsession with gamification was a short-lived fad of the early 2010s that would fade away. Instead, sustained search volume shows that educators, administrators, and designers of low-quality websites remain fixated on it—quipping that for reasons unknown, search volume reveals "gamification is big in Utah." At its core, gamification reduces games to superficial motivational scaffolding: tacking achievements, badges, leaderboards, and extrinsic rewards onto tasks that are inherently uninteresting, in an attempt to coerce engagement.
[01:15:24](https://www.youtube.com/watch?v=qWFScmtiC44&t=4524s) Borrowed Mechanics Done Badly: Medals, Badges, and Schools
Blow condemns gamification as fundamentally misguided because the mechanics it claims as unique game innovations did not originate in video games at all. Rewarding accomplishments with medals, badges, and honors has existed for centuries in institutions that execute them far better than video games or software platforms ever have. In the military, medals carry genuine weight and cultural respect precisely because they are scarce, demanding serious and often perilous achievement. By contrast, digital achievements are hand-outs given for baseline participation:
> “If you get a medal in a video game they're on a website it's like it means that you at least were able to breathe through your mouth long enough to stay alive to get the medal but it doesn't mean much more than that right and so these are things first of all that have been done better in other places.”
He illustrates that institutional badge and leveling mechanics precede digital games across diverse civilian domains: - **Youth organizations:** Groups like the Boy Scouts and Cub Scouts established systematic merit badge progressions long before video games existed. - **Corporate loyalty programs:** Airlines instituted frequent-flyer tiers and leveling systems decades prior to the gamification movement, followed by grocery store rewards programs. - **Traditional schooling:** Letter grades, honor rolls, gold stars, and disciplinary points have always been the operating framework of modern education.
Blow stresses that what makes video games distinct and powerful—the legacy stretching from *Pac-Man* to modern interactive systems—is the exploration of deep, rule-based systems, not Pavlovian reward trackers. Because institutional schools have spent decades refining extrinsic reward economies, attempting to revolutionize learning by introducing gamified point systems is redundant and shallow: “And so if your plan about how to improve education is we're gonna bring gamification to schools they've already been doing this forever and they're better at it than you so what are you talking about this isn't gonna solve anything.”
[01:17:23](https://www.youtube.com/watch?v=qWFScmtiC44&t=4643s) Gamification vs. Schoolification
Jonathan Blow challenges the entire premise of the educational gamification movement. He points out that traditional schools have already been packed with external reward mechanisms for generations, yet students remain disengaged and bored. He proposes a sharp rebranding of the phenomenon: “So maybe instead of calling this stuff gamification we should call it schoolification first of all so why would you schoolify your games and then why would you schoolify your schools like we're trying to bring schools into the future.” If the fundamental goal is modernization, copying the stale reward frameworks of the classroom makes no sense.
```mermaid flowchart TD accTitle: Intrinsic Play vs Schoolified Gamification accDescr: Contrasting genuine video game engagement driven by innate curiosity with the superficial extrinsic reward layers of gamification.
subgraph Genuine["Core Driver of Genuine Games"] A["Innate Human Drive: Explore, Learn, Improve"] --> B["Deep Systemic Engagement"] end
subgraph Schoolified["Schoolification / Gamification Layer"] C["Rotting Core: Disengagement in School"] --> D["Cosmetic Coating: Badges, XP, Banana Points"] D -.->|"Does not fix"| C end ```
Blow argues that authentic video games do not succeed because of an external layer of badges, points, or cosmetic levels. Humans possess a deep, natural drive to explore, learn, and improve at challenging tasks, and well-designed games tap directly into that core impulse. Society developed powerful technologies like written language, yet never mastered teaching them in a way that preserves intrinsic excitement, resulting in students falling asleep in class. Blow compares tacking extrinsic rewards onto broken schooling to painting over rotting wood in a house instead of replacing the damaged structural lumber. Adding layers like reaching level 55, grinding a hundred experience points to level 56, or chasing “trillion banana points” represents the most tedious, superficial aspect of game design. While such cynical manipulation might temporarily alter behavior, it inflicts significant psychological and cognitive costs on the player.
[01:20:27](https://www.youtube.com/watch?v=qWFScmtiC44&t=4827s) *Punished by Rewards* and the Opportunity Cost of Manipulation
Turning to educational psychology, Blow cites Alfie Kohn’s book *Punished by Rewards*, which demonstrated long before the tech industry coined “gamification” that extrinsic reward systems frequently demotivate learners and cause severe lasting damage. Human beings are cognitively sophisticated; they quickly perceive the hidden implications of incentives. Blow explains: “I know that I need to be bribed in order to do the things so I know that it's probably not something that I should be wanting to do right.” Offering a bribe to study an academic subject immediately signals that the material is inherently unpleasant or devoid of intrinsic interest.
Extrinsic structures also divert student motivation away from mastery and toward metric gaming. Training exceptional scientists requires cultivating individuals who possess deep, positive psychological associations with the practice of scientific discovery itself. Shifting student focus toward chasing arbitrary badges conditions them to pursue external rewards rather than genuine understanding. Blow underscores that stripping games down to a carrot-and-stick motivational harness strips them of meaning:
- Gamification discards the medium's expressive power and treats players like donkeys chasing a carrot tied to a stick. - Players recognize when they are being patronized or manipulated, breeding cynicism. - Squandering interactive media purely as an extrinsic behavioral mechanism creates an enormous opportunity cost, abandoning games' potential to convey profound systemic meaning.
[01:23:54](https://www.youtube.com/watch?v=qWFScmtiC44&t=5034s) Systems Thinking and Emergent Literacy
Blow redirects the discussion to the true pedagogical power of interactive media: instilling systems thinking. Complex modern disciplines, such as economics, are typically taught through textbooks full of dry prose and assertions about how forces and constraints interact. In contrast, games let players experience systemic dynamics firsthand, building direct, visceral intuition far faster than abstract theory can provide.
Blow argues that our increasing technological capacity has radically magnified our impact on the planet, outstripping our institutional ability to manage environmental, economic, and technological systems: “So systems literacy is becoming something of an emergency it's important in a way that it's never been in the past and so we need to develop systems literacy society-wide right we need to train people in systems thinking and the way to do that is by engaging with systems right and so I think you could do way worse than to have people play a lot of video games to put it frankly at least the systemic kind.”
He draws a sharp dividing line between linear games—those focused on rigid cinematic storytelling and scripted “if-statements” that offer little systemic agency—and complex systemic games. While triple-A consoles once heavily favored linear movie-like productions, the industry's landscape has dramatically shifted toward massive systemic titles like *Fortnite* and *PUBG*. When players immerse themselves in one complex interactive system, observe its rules, and then repeat that process across several different games, they develop an intuitive meta-knowledge of emergent behavior. This systemic literacy cultivates a responsive “spider-sense,” enabling people to spot nonlinear volatility, feedback loops, and unintended consequences whenever they confront unfamiliar real-world systems.
[01:27:37](https://www.youtube.com/watch?v=qWFScmtiC44&t=5257s) Meta-System Awareness and Experiential Learning
Jonathan Blow emphasizes that there is a profound difference between reading about abstract systemic phenomena—such as surprise nonlinear responses to inputs—and actually experiencing them firsthand. While an educational text might tell students about nonlinear dynamics repeatedly in the hope that they retain the concept, games force players to confront these mechanisms directly. When a player gets severely burned once or twice by a complex system inside a fictional universe, they develop a lasting respect and an intuitive grasp that passive study cannot replicate.
This experiential background fosters what Blow calls a "meta-system awareness"—an instinct for how dynamic, interconnected systems behave under pressure. Frequent gamers often possess this intuition naturally, yet society fails to cultivate or deploy this capability on a wider scale. Blow laments this neglect as a tragic waste of a medium uniquely suited to providing the exact mental models people need to navigate modern complexity.
- “And there's a very big difference between reading about surprise non-linear responses to inputs a few times until hopefully you've been told and will remember that there's a big difference between that and experiencing it a few times and like being burned hard once or twice in fictional universes by this thing right you'll carry a different respect for it and a different understanding and so there's this meta system awareness that that certain people who have played a lot of games have that we could be giving to a lot more people and we aren't and that is a shame because it's a waste we have this capability that we need and they we are not deploying now.”
---
[01:28:24](https://www.youtube.com/watch?v=qWFScmtiC44&t=5304s) Problem One: Institutional Inertia and the Cable TV Parallel
Anticipating skepticism, Blow addresses the primary obstacle to his vision: the reality that traditional educational institutions will almost certainly never adopt it. What he proposes is deeply unconventional. It demands respecting games as a distinct medium with specific strengths and limitations that rarely map cleanly onto existing curricula. Traditional schooling systems, both in the United States and globally, are massive bureaucracies deeply invested in self-preservation and perpetuating familiar methods that are known to produce predictable outcomes. Introducing an unproven, playful methodology appears inherently irresponsible to administrators whose core operational mandate has become institutional survival.
```mermaid flowchart TD accTitle: Distribution Shift in Education accDescr: How direct internet distribution bypasses bureaucratic education systems, similar to the transition from cable bundles to streaming platforms.
subgraph Legacy["Traditional Models (Bundled & Rigid)"] A["Institutional Schooling<br/>Curriculum bundles & self-perpetuation"] B["1980s-90s Cable TV<br/>Forced channel bundles"] end
subgraph Disruption["Direct Digital Distribution"] C["Internet Distribution<br/>Steam / Epic Games Store / Direct download"] D["On-Demand Platforms<br/>YouTube / Streaming video"] end
subgraph Outcome["Learner Autonomy"] E["Direct engagement with<br/>inherently fun, educational games"] F["Complete obsolescence of<br/>unwanted institutional overhead"] end
A -.->|"bypassed by"| C B -->|"replaced by"| D C --> E D --> F ```
However, Blow argues that internet distribution makes institutional approval irrelevant. Because truly effective educational games must be genuinely enjoyable on their own merits, developers do not need institutional gatekeepers; they can distribute games directly to players via Steam, the Epic Games Store, or independent downloads. Blow draws an analogy to the collapse of cable television packages from the 1980s and 1990s. Consumers once paid for massive, forced channel bundles just to get the few channels they actually wanted, but the rise of YouTube and direct video streaming rendered those legacy bundles obsolete. In the same way, as individual educational games prove their efficacy over time, traditional institutional education may eventually be viewed as an archaic bundle that learners can simply circumvent.
- “And of course the second reason is that large organizations always always part of their job becomes survival and self perpetuation because that's why they still exist right and so the traditional educational system is not really gonna go for the kind of thing that I'm talking about.” - “And if we start doing this successfully in a number of cases enough that you can look at this and see that a non-traditional kind of education is happening by putting all these individual pieces together then maybe at some point traditional education starts looking like cable TV from the 80s or 90s where people had to buy all these bundles of cable TV channels and like I don't want to pay for all these I just want these ones over here the good ones of course now nobody watches cable TV and everybody watches YouTube so...”
---
[01:31:15](https://www.youtube.com/watch?v=qWFScmtiC44&t=5475s) Problem Two: Credential Signaling and Underserved Learners
A second major counterargument is social signaling: many students attend high school and elite universities not for substantive learning, but to acquire prestige and credentials. Blow advises against trying to tackle this credentialing problem up front. The immediate objective should be discovering what games can uniquely teach, rather than attempting to construct a comprehensive replacement for academic credentialing systems.
Furthermore, Blow argues that credential-seekers are not the audience innovators should care about serving. Recounting his own college experience, Blow notes that he attended a top-tier computer science university (UC Berkeley) and came within a single semester of graduating, yet chose to drop out because the environment was actively suffocating him. He felt depressed and emotionally dead inside school, but thrived once he stepped outside of it. The current educational apparatus consistently fails many brilliant, highly motivated people who simply do not conform to standardized structures. Blow suggests that by building educational games tailored for those underserved, capable learners, developers can create tremendous value and let the legacy credentialing machine collapse under its own weight later.
- “A lot of people go to universities or high school even really for the social status and not for the actual learning and I don't think we should try to solve this problem right now firstly because I think it's more important that we determine actually what games are good at and how we can use them and and that should come before trying to build a full educational system out of those things anyway or something that would replace anything but secondly I don't think these are the people that we should worry about right so...” - “I was very close to graduating I I only had about one semester of classes left to take and I just left because I couldn't take it being in school anymore like I was depressed being in school I felt like I was dying inside being in school and then I would be much better outside of school.” - “Our current system is not serving a lot of people very well many of those people are very smart and very industrious and they just don't fit into the thing that we have and so I think you could do quite well just by looking for and addressing those people with this new kind of educational game and worrying about the traditional system a little later on it might honestly fall apart on its own at some point and...”
---
[01:32:50](https://www.youtube.com/watch?v=qWFScmtiC44&t=5570s) The Deepest Problem: Starting from Zero without a Tradition of Practice
Blow identifies the most profound challenge facing this vision: making great games is exceptionally difficult, and educational games almost universally turn out terrible. The core reason for this failure is that the medium currently has zero accumulated tradition of practice for this style of game design. In established artistic or engineering disciplines, creators can draw upon proven examples, shared craft knowledge, and institutional momentum to solve hard problems. In game-based education, practitioners are effectively starting from scratch.
Blow confesses that he is unaware of anyone anywhere in the world pursuing this paradigm on a serious, full-time basis. Even commercial games with enormous accidental educational value were not designed with the deliberate goal of establishing an educational methodology, and Blow admits that he himself is currently occupied with other software and design projects. Establishing this field requires laying the foundation brick by brick. The pragmatic way forward is to identify "low-hanging fruit"—subjects with clear, intuitive underlying structures that lend themselves naturally to interactive systems—and build early exemplar games that demonstrate what works.
- “And maybe the real deepest problem is it's really hard to make these games like we've said most educational games are bad what do we what do we do about that how do we make them good well a you know pay attention to the issues I was talking about but B we're sort of at the hardest point of trying to attack this problem right now because we don't have a tradition of people who are building the knowledge of how you do these games well of what kinds of things work of what don't we don't have that many examples of things that work that you can draw on when you're doing something new and once you have a tradition of practice it has a kind of momentum of its own that can help you make headway and solve problems.” - “The stuff that I'm talking about about how to use games here is is sufficiently different enough from what's actually happening that I'm not aware of anyone in the world who is actually doing this seriously full-time not even me right I've dabbled in some of this stuff but I'm working on other stuff right now right and these authors of these other games are you know they're making games that like I've said have a great deal of educational merit but they're not making it with the eye of of building this kind of tradition in this kind of institution and so we need to get maybe some people started on that and and then it'll take a long time like you have to build the building brick by brick but there are at least some easy places to start there's some low-hanging fruit...”
---
[01:34:42](https://www.youtube.com/watch?v=qWFScmtiC44&t=5682s) Recapitulation: Intuition First, Books Second, and an Unwritten Future
Blow steps back to summarize the central principles of interactive education explored throughout the lecture. Video games communicate an entirely distinct category of information compared to text or lectures. While they are ill-suited for conveying rote numerical facts, they excel at delivering direct mechanical intuition. Because games are systemic, responsive, and nonlinear, they foster real-time problem-solving, grant learners the freedom of autonomous inquiry, and instill an empirical, scientific habit of mind through continuous hypothesis testing. Crucially, Blow clarifies that games should never replace books; rather, education should use games *first* to build rock-solid foundational intuition, making subsequent book-based formalisms far easier to grasp.
```mermaid flowchart LR accTitle: Games and Books Pedagogical Sequence accDescr: Sequence showing games used first to establish intuition followed by books for formalization.
A["Interactive System<br/>(Video Game)"] -->|"generates"| B["Deep Mental Models &<br/>Direct Intuition"] B -->|"primes learner for"| C["Symbolic Texts<br/>(Books & Theory)"] C -->|"provides"| D["Formal Mastery &<br/>Rigorous Notation"] ```
Acknowledging that his concepts may feel abstract, distant, or hard to act upon immediately, Blow notes that this friction is inherent to any genuinely nascent technology. He deliberately titled his presentation "Video Games and the Future of Education" rather than the present, because realizing an education system that is deeply engaging, thorough, and devoid of the cynical manipulation of "gamification" or token school rewards is an ongoing generational task. To illustrate how small beginnings yield monumental civilizational shifts, Blow invokes an analogy to human prehistory: just as primitive humans sat around fires in caves after a day of survival, casually experimenting with pigments on rocks and tree bark, monumental cultural institutions often start from modest, seemingly tenuous play.
- “I don't think you should try to replace books with games I think you should augment an educational system by using games with books and probably use games first or earlier because you get to intuition that is very hard to get to in a traditional way.” - “I called this video games and the future of education right I didn't call this talk video games in the present of education and the reason is because it isn't very easy to see the things that I'm talking about and so I would encourage you to think about it really hard I maybe not really hard but but really thoroughly or were with good good energy and good motivation because I think there's a lot to do here and again I want to end I want to end by making the point that you know things that seem small or that seem tenuous in the beginning can end up being quite large and quite impactful and huge right.”
[01:37:38](https://www.youtube.com/watch?v=qWFScmtiC44&t=5858s) The Parable of the Cave Painter: How Systems of Thought Emerge
To illustrate the long, slow development of representational technologies, Blow tells a story about an early human painting on the wall of a cave—not necessarily because people permanently live there, but because the shelter keeps rain off the rock so the work lasts longer. The painter conceives an unorthodox idea: trying to draw pictures "less well." Naturalistic rendering is difficult; capturing exact colors and shapes is punishingly hard. But he notices an alternative approach.
```mermaid flowchart TD accTitle: Evolution of Symbolic Representation accDescr: Progression from realistic depiction through iconic simplification to mature symbolic language. subgraph EarlyStage["Early Cave Phase"] A["Realistic Attempt<br/>Hard to render, smudges easily"] --> B["Caricature & Feature Extraction<br/>Exaggerating Sue's pigtails"] end subgraph EvolutionStage["Generational Evolution"] B --> C["Streamlined Iconic Symbols<br/>Clear claws define a dog"] C --> D["Broad Cultural Adoption<br/>Shared conceptual space"] end subgraph MatureStage["Mature Writing System"] D --> E["Nuanced, Abstract Language<br/>Efficient communication at scale"] end ```
The painter notices a neighbor girl named Sue who wears her hair in pigtails. If he draws her realistically, the pigtails blend into the rest of her silhouette, and nobody can recognize her. But if he sketches her head with absurdly exaggerated pigtails, everyone instantly identifies Sue. The depiction stops being a pure sensory copy and starts behaving like her name. When he tries explaining this breakthrough around the fire, his drunken peers mock him: - They ask why anyone would intentionally draw worse and advise him to just practice drawing realistically. - He pushes back with the example of drawing a dog: sketching clear, exaggerated claws and distinct legs ensures viewers recognize it as a dog even if the paint smudges after exposure to rain. - Despite their indifference, he perseveres, establishing minimal, iconic figures that gradually spread across generations.
Over centuries, as descendants explore that conceptual space, tenuous visual sketches evolve into streamlined, abstract writing systems capable of communicating nuanced ideas across millions of people. Blow concludes his formal talk by applying this metaphor directly to game design:
> “That’s how all these technological advancements start, and so if we have an opportunity like that in games, we should take it seriously because it could really—he could really become something.”
He emphasizes that we are still in the absolute infancy of this medium: we have barely pieced together the initial shapes at the start of the road, but the mere possibility of reaching a mature symbolic language makes modern game design deeply exciting. With that, Blow concludes the 90-minute formal presentation, takes a brief break to refill his water, and opens the floor to audience questions.
---
[01:41:41](https://www.youtube.com/watch?v=qWFScmtiC44&t=6101s) Q&A Begins: Mandatory School Lists, *Miegakure*, and Aphantasia
After joking with the chat about prehistoric cave beer and mind-altering substances preceding writing, Blow takes his first questions:
``` +-------------------------------------------------------------------------------------------------------+ | Question: Should games be placed on mandatory reading/playing lists in schools? | +-------------------------------------------------------------------------------------------------------+ | Blow’s stance: Making anything mandatory is usually an initial mistake, though it can sometimes work. | | The primary questions must always be whether the games are genuinely good and actually achieve the | | intended purpose. | +-------------------------------------------------------------------------------------------------------+ | Question: Why isn't Marc ten Bosch's 4D puzzle game Miegakure considered part of this tradition? | +-------------------------------------------------------------------------------------------------------+ | Blow’s stance: Miegakure was born out of personal enthusiasm for exploring 4D geometry, rather than an | | explicit effort to deliver an educational takeaway. Furthermore, traditional "educational games" are | | plagued by tropes that make them poor; participating in a new tradition requires conscious commitment.| | While Miegakure lets players intuitively discover 4D constraints, it does not explicitly guide them | | through formal mathematical theorems. | +-------------------------------------------------------------------------------------------------------+ ```
A viewer asks whether having aphantasia (the inability to visualize mental imagery) alters the mental system people form while playing. Blow replies that while it might indeed alter subjective cognition, evaluating internal, highly subjective mental states from the outside is exceedingly difficult.
---
[01:44:48](https://www.youtube.com/watch?v=qWFScmtiC44&t=6288s) Design Rigor: Cutting Bad Ideas and the *SHENZHEN I/O* Mindset
A viewer asks how an aspiring designer can explore this design space without wasting immense amounts of time and energy, given how costly game development is. Blow responds that designers must cultivate absolute honesty about the limitations of the medium. Even skilled designers routinely refuse to accept that there are things video games inherently do poorly.
Once a developer gains sufficient experience, identifying the flawed or non-functional elements of a prototype is relatively straightforward. The real failure comes from an unwillingness to cut those flawed components away:
> “You need to do that with your game design and most people don’t, and that’s one reason why I think this kind of a game is very, very valuable because it can teach you the value of doing that, right?”
Referencing Zachtronics' *SHENZHEN I/O*, Blow explains that design iteration should function just like solving an engineering puzzle: - Developers must relentlessly rewrite and iterate until earlier, self-congratulatory ideas are revealed to be entirely superfluous. - Designers must aggressively resist falling in love with their first ideas. - Treating initial concepts as sacred creates an artificial ceiling on design quality above which the project cannot rise.
---
[01:46:49](https://www.youtube.com/watch?v=qWFScmtiC44&t=6409s) Storytelling Deficits, Non-STEM Examples, and Educational Film
Blow responds to a question about whether video games could eventually replace books for teaching narrative in schools with an emphatic denial:
> “No, games are terrible at stories; they’re one of the things I was alluding to when I said that games are bad at things.”
Turning to whether game-based learning can address social and linguistic skills rather than purely STEM topics, Blow agrees that it is entirely possible, even though clear examples remain scarce: - A segment within *Frog Fractions 2* tackles interpersonal communication in a fundamentally thoughtful way. - The interactive fiction game *The Gostak* explores language and syntax comprehension through a world constructed out of invented vocabulary. - Both titles demonstrate how games can engage linguistic reasoning outside textbook formats.
Finally, a viewer asks if movies and music should play a larger role in educational curricula. Blow reflects on his own schooling, recalling watching *The Mechanical Universe* physics films. While those videos were engaging, school curricula featured far fewer high-quality media resources than they could have. Blow expresses a quiet disappointment that traditional educational institutions have historically underutilized these complementary media.
[01:48:41](https://www.youtube.com/watch?v=qWFScmtiC44&t=6521s) Crafts vs. Games, "Gamification," and Physics in *Kerbal Space Program*
Reflecting back on his own school years, Jonathan Blow remarks that a tremendous opportunity was squandered in grade school, and he worries the same fate might befall video games. While he sees some parallel between the tacit, subtle knowledge conveyed by traditional crafts and what games teach, he notes a critical structural distinction: craft disciplines evolved to produce physical objects with interesting material properties, whereas games are explicitly authored communication systems.
When a viewer asks whether "gamification" can address the logistics of education—such as making one-on-one instruction scalable—Blow immediately rejects the premise, clarifying that superficial reward layers are the exact opposite of what he advocates:
> “I mean if so gamification is not what I was talking about I think that's a bad word as I said so I'm not sure what you mean I'm not sure if you're asking if gamification can ruin teaching or if non gamification uses of games can improve teaching so maybe we need a more specific question there.”
Another viewer suggests *Kerbal Space Program* as an ideal example of educational game design, but Blow disagrees based on his personal experience. Pausing briefly to sit down and adjust his crooked camera angle—joking that sitting down whenever you want is a key perk of giving talks from home—he explains that the simulation felt too janky and frustrating to play. For Blow, technical execution cannot be divorced from the core design:
> “Anyway the reason why Kerbal's physics being so broken bothered me is because it's a game about physics you can't really have super broken physics in a game about physics like that doesn't that fundamentally doesn't make sense to me.”
[01:52:57](https://www.youtube.com/watch?v=qWFScmtiC44&t=6777s) Designing Systemic Games: Barter, Simplification, and Bad Research
A commenter asks whether simplifying reality in a game inherently deceives the player. Blow counters that simplification is completely honest as long as the designer does not falsely claim the model represents total reality; dishonesty only arises when developers claim their simplified abstractions are exact replicas of the real world.
Asked how an aspiring designer might take a naive yet actionable approach to moving educational games forward—for instance, creating a game about economic bartering—Blow warns against sitting down with a narrow, predefined didactic message. Instead, the designer should build a functioning system and observe what dynamic behaviors emerge:
> “You want to build a system that's like the system that you want to talk about and then see what's interesting about that system that you built right which is a very different approach than most educational games do today.”
In the case of bartering, that means defining items, transaction mechanics, and exploring compelling systemic variables: - Distinguishing between perishable goods and non-perishable goods. - Contrasting large items with small items. - Finding inherent points of friction or interest within the exchange rules and letting the dynamic system play out rather than scripting a lesson.
A viewer then links a blog post claiming to present evidence against using games before books. Glancing at the screenshots on stream, Blow dismisses the study's relevance because it evaluated poorly made software:
> “I don't think that you can study the effects of bad educational games and and come to valid conclusions about what good educational games would [do] that just doesn't make sense to me but yeah I'll read that later.”
[01:56:02](https://www.youtube.com/watch?v=qWFScmtiC44&t=6962s) Historical Fiction, Language Learning, and Pacing
Addressing questions about which academic subjects represent "low-hanging fruit," Blow argues there is no universal list; individual creators should pursue systems they personally understand and feel driven to explore. When asked about non-systemic learning—such as absorbing historical trivia from grand strategy games—Blow acknowledges its incidental value, noting that high school history would have been far more meaningful to him if games had provided preliminary narrative context. Nevertheless, he considers passive historical flavor a secondary detour:
> “I think if you're really trying to develop the technology of communicating via games that's more like a side cul-de-sac than the main thing that you should be thinking about.”
Regarding language acquisition, Blow views it as exceptionally difficult rather than low-hanging fruit. Natural language relies heavily on vocal production and delicate social nuance, which current software cannot evaluate well unless the focus is constrained entirely to written text.
When a viewer asks about pacing curriculum into bite-sized exercises akin to game progression, Blow notes that traditional curricula already pace formulas and equations deliberately, but institutional education fails because it cannot adapt that pace dynamically to individual learners. Crucially, attempting to shoehorn a dogmatic lesson into a game destroys its interactive potential:
> “Probably not that probably makes it very hard because again when you contract to a specific message you're throwing away a lot of what is good about games which is the ability to see this possibility space from many angles in many ways.”
```mermaid flowchart TD accTitle: Systemic Game Design vs Didactic Educational Design accDescr: A diagram contrasting Jonathan Blow's open systemic approach with rigid didactic game design.
subgraph OpenSystem ["Blow's Open Systemic Approach"] A["Model Real Systems<br>(e.g. Barter rules, perishable vs durable goods)"] B["Explore Possibility Space<br>(Player investigates behaviors from multiple angles)"] C["Tacit & Deep Understanding"] A --> B --> C end
subgraph DidacticModel ["Conventional / Didactic Approach"] D["Pre-scripted Lesson / Moral<br>(Force specific conclusion)"] E["Contracted Mechanics<br>(Discards broader systemic nuance)"] F["Superficial 'Gamification' / Rote Recall"] D --> E --> F end ```
[02:00:43](https://www.youtube.com/watch?v=qWFScmtiC44&t=7243s) Institutional Indoctrination vs. Individual Exploration
Noticing programmer Casey Muratori in the stream chat, Blow takes up Muratori's question: whether the deeper barrier to exploratory learning is that educational authorities have a vested interest in controlling the exact conclusions children reach. Blow acknowledges the tension, recognizing that formal schooling has always doubled as a socialization mechanism:
> “So obviously you know I mean I've certainly been aware my whole life because it was part of the cultural knowledge that educational institutions are also indoctrination machines right like we we know that and just try to maintain our individuality throughout that time or something right.”
Blow reflects on how cultural dynamics impact long-term civilizational competition across different historical time scales. While American culture historically emphasized non-conformity and individuality, institutional pipelines still enforce rigorous ideological conformity for anyone seeking an advanced degree. In Blow's view, coercing students into predetermined conclusions actively degrades society's intellectual capacity:
> “I guess what I'm getting at is that that may actually be hurting us in the long term maybe it doesn't hurt us that bad because most people in the world are doing that but if you actually wanted to break through to the next level of educational performance maybe what you actually need is open competition between different [approaches].”
[02:03:36](https://www.youtube.com/watch?v=qWFScmtiC44&t=7416s) Indoctrination and Competition; Games and Storytelling
Jonathan Blow returns to the concept of indoctrination, framing it as an ongoing question of educational philosophy: to what degree should students be guided into particular frameworks, and what degree of choice should they have? He notes that in an ideal competitive environment—pointing out that “America is supposed to be the land of letting people outcompete each other, right?”—competing approaches could go head-to-head to discover methods tremendously more effective than current pedagogy. While the word "indoctrination" carries an inherently negative connotation, he observes that its absence is not always positive. He references a documentary on Flat Earthers, noting that those individuals likely feel completely un-indoctrinated, yet the result is undeniably harmful.
Turning to a question about whether video games have a deficiency in conveying story and plot compared to theater, Blow gives a bluntly emphatic answer: “Yes, games are terrible at story. Games are terrible at story.” When another viewer later protests that saying all games are bad at stories is like saying all movies are crap, Blow flatly rejects the comparison: “No it isn't, like saying that, for reasons that I explained at length at the start of this talk.”
[02:05:13](https://www.youtube.com/watch?v=qWFScmtiC44&t=7513s) Earned Medals, Systemic Drift, and Gacha Mechanics
Addressing whether badges or medals have any legitimate role when they recognize hard and worthy achievements, Blow agrees that they can. Pointing to competitive multiplayer games, he notes that in *PUBG* (*PlayerUnknown's Battlegrounds*), winning is genuinely difficult, so tracking one's win count feels meaningful. The issue is not that achievement markers are inherently flawed, but that gamification has made them cheap and wildly overused.
A viewer then asks whether an educational game could remain very "on the nose"—such as simply doing math equations where the user clicks around a bit more. Blow reiterates his design philosophy: a creator must allow the game to slide into the design space where its interactive mechanics function best, even if that leads away from the initial concept. Trying to force it to stay strictly literal is like “hammering it into the backboard and not letting it move.” When asked whether visual novels or gacha games qualify as real games in the context of deep communication, Blow explains that while they are technically video games, they do not tap into the medium's communicative and systemic strengths in any profound way. As for his long-rumored quantum mechanics game, he remarks that while he might build it someday, he currently has too much on his plate.
[02:07:28](https://www.youtube.com/watch?v=qWFScmtiC44&t=7648s) The Pitfall of Traditional Domain Experts
When asked whether creating this new tradition of educational games requires consulting existing subject-matter experts to validate that academic disciplines are accurately captured, Blow expresses deep skepticism. While domain knowledge can occasionally assist, experts are fundamentally specialized in existing paradigms. If game designers succeed, they will arrive somewhere vastly different from the current educational status quo.
Blow warns that relying too heavily on established authorities will inevitably drag experimental design back to conventional teaching models:
> “If you listen too much to what experts in today's systems tell you to do, you're going to drag yourself back toward today's systems because that's what they understand and that's what they know how to work.”
Rather than seeking institutional validation, designers need the courage to strike out into the wild and discover new interactive territory on their own.
[02:09:00](https://www.youtube.com/watch?v=qWFScmtiC44&t=7740s) The Myth of Game Addiction and Institutional Inertia
Responding to a viewer concerned about avoiding "destructive game addiction," Blow pushes back against the premise, stating that he does not see game addiction as a severe widespread crisis. While he has occasionally felt mild addiction-like impulses for brief moments, he argues that society misdiagnoses the situation entirely. Games are legitimately interesting, engaging, and rich, yet culture dismisses time spent playing them as wasted:
> “In reality, a lot of what happens, for example, in a classroom really is not that interesting and really is an annoying waste of time, right? And so we have our metrics reversed in that sense.”
On the topic of school privatization, Blow doubts that private institutions are an immediate silver bullet for novel educational games. While public school bureaucracy is slow to change, private schools carry their own rigid agendas and conservative habits. More fundamentally, the tools do not yet exist: creators must first build compelling, functional educational games and prove they work before expecting any school system to adopt them.
[02:12:28](https://www.youtube.com/watch?v=qWFScmtiC44&t=7948s) Real-World Learning versus Abstract Simulation
A participant asks whether it is always superior to learn by doing the "real thing" rather than engaging with a game simulation. Blow acknowledges that hands-on practice is ideal when feasible, but points out that many advanced domains are completely inaccessible to beginners. A teacher cannot simply hand a third-grader group theory or Lie algebras and expect them to perform real advanced mathematics; intuitive scaffolding is required to bridge that gap.
Touching briefly on gamification, Blow describes it as an attempt to fight one vice with another, reiterating that shallow reward mechanics add zero educational value. When another viewer questions automated simulators that instantly check math and physics answers—arguing that manual verification is an essential part of the discipline—Blow agrees that crude auto-checking is a poor approach, but clarifies that this reflects the low quality of current educational software rather than an intrinsic limitation of interactive design.
[02:14:39](https://www.youtube.com/watch?v=qWFScmtiC44&t=8079s) Discrete If-Else Logic versus Continuous Systems
Blow explains the technical distinction between brittle script interactions and true systemic interactions in game architecture. A brittle interaction relies on hardcoded checks (`if`/`else`), whereas a systemic interaction is driven by continuous mathematical equations where logic branching occurs only at the outer boundary:
```mermaid flowchart LR accTitle: Systemic Game Interaction Flow accDescr: Continuous mathematical calculations feed into an attribute, triggering a condition only at the boundary. subgraph Systemic ["Continuous System"] A["Spatial Proximity / Physics"] --> B["Continuous Equation"] B --> C["Hit Points Attribute"] end subgraph Boundary ["Edge Event"] C -->|"HP <= 0"| D["Barrel Explodes"] end ```
In a proper system, variables like distance and force continuously govern an entity's hit points, and only at the extreme limit does an event trigger (e.g., the barrel exploding).
Closing out the segment, Blow responds to several quick audience prompts: - **Game engines as educational software:** Existing engines like Unity or Godot are not inherently educational games, though a software environment could theoretically be designed that way. - **Utility versus art:** Functional educational utility and artistic expression in games are not completely separate or orthogonal; rather, they point in slightly different directions. - **Reading lists and "low-hanging fruit":** Blow has no reading list to recommend and declines to prescribe which academic subjects to tackle first. He urges interested developers to embrace that uncertainty as an open frontier where they have the chance to make a genuinely significant contribution.
[02:17:08](https://www.youtube.com/watch?v=qWFScmtiC44&t=8228s) Low-Hanging Fruit, Future Neurotechnology, and the Persistence of Mediums
Addressing why he cannot readily catalog all the "low-hanging fruit" for educational game design, Jonathan Blow clarifies that identifying intuitive gaps in a discipline requires domain-specific mastery: “the reason I don't totally know what the low-hanging fruit is is because oftentimes to see that you need education in the subject already and I don't have education in the majority of subjects so I can't see what somebody who knows about a particular topic can see.” After briefly dismissing a question about *Parable of the Polygons* because he hasn't played it, he tackles a viewer's speculative question asking whether neurotechnology will advance enough to inject knowledge straight into human brains before game designers figure out how to teach through systems.
Blow is skeptical of technological determinism. While he follows Neuralink and supports its research, he stresses that their own team admits practical applications are far off, and nobody knows what that technology will eventually become. Furthermore, new technologies rarely eliminate older expressive forms entirely: “I think it's unlikely that something like games would be completely replaced by any other technology because that's just not really ever what we see right again you know like writing didn't replace demonstration movies didn't replace music even though movies are like a super set of music in some way right it's just it's a different thing.”
Responding to an audience observation that his talk focused almost entirely on self-contained, single-player experiences, Blow dryly corrects them: “I literally talked about PUBG for a long time.” When asked if current market economics discourage his vision of intrinsic gamification, he states plainly that he has no interest in tailoring ideas to current commercial educational software; his focus is purely on the untapped potential of what games could actually accomplish.
---
[02:19:53](https://www.youtube.com/watch?v=qWFScmtiC44&t=8393s) Social Critique in Games, Writing Essays, and Schooling as a Factory
When asked whether games serve as an effective medium for criticizing social systems, Blow expresses reservations. He observes that social commentary in games usually relies on traditional storytelling techniques—narrative, setting, and atmosphere—which he believes other expressive art forms handle far better: “I'm interested in what the system of a game will do.” He then considers a query on whether making games could serve as a pedagogical tool in the way humanities programs assign essays. He dismisses both sides of the comparison, emphasizing that humanities essay-writing mostly persists to give students busywork while training them to become poor writers. Moreover, game development is dramatically harder than writing an essay, so assigning it as general schoolwork makes little sense.
Blow then delves into why people often report that they only started enjoying learning after finishing their formal schooling. Modern society has never solved the core challenge of how to transfer its vast reservoir of knowledge gracefully to the next generation:
```mermaid flowchart TD accTitle: Structural Flaws of the Factory Education Model accDescr: Diagram illustrating how the industrial schooling model produces baseline competency but stifles organic enthusiasm for learning.
subgraph FactoryModel["Factory-Style Schooling"] A["Societal Knowledge Base"] --> B["Standardized Factory Curriculum"] B --> C["Baseline Literacy & Competence"] B --> D["Burnout & Disengagement"] end
subgraph AlternativeModel["Alternative Systemic Approaches"] E["Playable Systems & Games"] --> F["Intuitive, Tacit Mastery"] F --> G["Intrinsically Motivated Learning"] end ```
He explains that while industrial school models impart baseline competence, they are rigid and leave vast room for improvement. When a viewer worries that discarding classical education risks jeopardizing human progress, Blow reiterates that he is not advocating an abrupt replacement: “I'm not suggesting completely replacing an existing system I'm suggesting building something as an alternative on the side that more and more people could opt into over time if it is effective and good.”
- **Humanities essays**: Viewed by Blow as ineffective busywork that fails to produce good writers. - **Game-making in the classroom**: Deemed excessively complex and impractical as an essay alternative. - **Factory education model**: Delivers minimum functional competence but systematically suppresses the joy of learning. - **Curricular breadth**: Dismisses worries about needing multiple specialized games: “Why not have a lot of games focused on different points what's wrong with that I mean I don't see a problem with that.”
---
[02:23:25](https://www.youtube.com/watch?v=qWFScmtiC44&t=8605s) Systems Modeling, High Risks, and Web Learning Tools
Blow checks out Brilliant.org in real time after an audience member suggests its interactive problem-solving mirrors the intuition-building Blow advocates. Glancing at the homepage, Blow observes that it looks like “a mixture of good ideas and bad ideas and tedious ideas all in a bag shaken up,” holding back further judgment without a deeper review. When a participant notes that even small games demand high production effort and high financial risk, Blow points out that risk is an unavoidable reality of development: “I mean yes but the risk and the cost are high no matter what so you might as well do something interesting with that risk that's always been my philosophy.” He also bookmarks Andy Matuschak's essay *Why Books Don't Work* for later reading.
A user named Tyler raises a crucial technical caveat: what happens when a system-based game teaches mechanics that do not accurately map onto reality, leading players to internalize false conclusions? Blow confirms that he raised this precise hazard earlier in the talk:
> “The trick is that both the people making the games and the people playing them need to be clear that that is not what we're doing right we're not trying to represent an accurate system from which you should definitely map conclusions right from the fictional world to the real world that is not in general going to be a correct thing to do or a feasible thing to do right so the challenge as a game designer is to find something that is useful educationally that does not require that step...”
Turning to incremental educational platforms like Codecademy, Blow doubts they deliver meaningful, deep understanding. He acknowledges that if an incremental web tool genuinely achieves high engagement and successfully conveys nuanced, difficult topics, nobody needs to disrupt it; however, he does not believe modern tech-startup offerings achieve that level of mastery.
---
[02:27:21](https://www.youtube.com/watch?v=qWFScmtiC44&t=8841s) Toddler Toys, Montessori Systems, and the Neglect of Tacit Knowledge
Responding to Tyler's observation that toys for infants stimulate cognitive faculties without explicitly drilling concrete facts, Blow agrees that the concept parallels his approach: infant toys encourage open-ended neural development rather than rote tasks. Asked whether the Montessori method embodies the intrinsic motivation he seeks, Blow admits he has neither attended nor taught at a Montessori school, but offers an evolutionary perspective on educational doctrines:
> “I would say that when it comes to any formalized system like Montessori or anything like that if it were actually dramatically better at educating people in it in a straightforward way that was obvious to everyone then it would have one right so like the fact that Montessori has been around for so long and it just hasn't won and taken over makes me think that you know there's not a blatantly obvious educational advantage in terms of knowledge imparted...”
Blow concedes that Montessori methods may yield happier, more emotionally well-adjusted students—a trade-off parents might gladly accept even if academic knowledge drops by 5 percent. But if it reliably delivered superior intellectual mastery, it would have dominated mainstream education decades ago. Finally, answering a question about whether standard academic institutions neglect tacit, non-verbal intuition, Blow confirms: “Yes I think that that is the case quite strongly well I think the system as a system under appreciates the role of” tacit knowledge, which games are uniquely structured to cultivate.
[02:29:46](https://www.youtube.com/watch?v=qWFScmtiC44&t=8986s) Tacit Knowledge, Zach Barth, and Multiplayer Dynamics
Jonathan Blow returns to the concept of tacit knowledge in schooling. He reflects that the authors of textbooks and the original architects of educational programs may have understood at a high level how vital tacit knowledge is. However, traditional education structures the delivery so that tacit knowledge is deferred: “look, the tacit knowledge will be transferred to you way later like at the end or maybe gradually over time by a good teacher through osmosis and the thing is I mean that does work to some degree a little bit but it also doesn't work to a large degree right or people never get there people never get to where they're going to pick up the tacit knowledge.”
```mermaid flowchart TD accTitle: Traditional vs Game-Based Tacit Knowledge Transfer accDescr: Comparison showing traditional education delaying tacit knowledge versus video games providing direct experiential discovery.
subgraph Traditional["Traditional Education"] T1["Explicit Textbooks & Lectures"] --> T2["Delayed / Osmotic Transfer"] T2 --> T3["High Drop-off / Never Reached"] end
subgraph GameBased["Playful Exploration"] G1["Direct System Interaction"] --> G2["Iterative Play & Discovery"] G2 --> G3["Intrinsic Tacit Fluency"] end ```
A viewer brings up Zach Barth of Zachtronics, noting that Barth talks about building systems that are easy to teach rather than strictly matching real-world edge cases, and that prioritizing real-world accuracy often kills what makes games captivating. Blow smiles, noting that this sounds like exactly what he argued: “Zach's point was what's captivating about games is often killed when your priority is teaching real-world knowledge that sounds like the same thing I said so I'm sorry if I just said the same things as Zach says but that maybe that means we're both right.”
Turning to a question about multiplayer games in educational design, Blow notes that multiplayer is simply a design parameter, but games with large player bases offer a distinct advantage: equilibrium-seeking behavior. While a single-player game can have broken, unbalanced mechanics that players never notice because they do not stumble upon the exploits, multiplayer environments quickly force players to discover exploits. This drives the design toward robust, well-tuned dynamic systems that may ultimately hold higher educational value.
- Single-player games allow unbalanced mechanics to slip by unnoticed by casual players. - Large multiplayer systems uncover exploits rapidly, forcing equilibrium and deeper system tuning.
---
[02:31:50](https://www.youtube.com/watch?v=qWFScmtiC44&t=9110s) The Addiction Debate and Mobile Game Design
Blow is asked to reconcile his earlier skepticism of video game addiction with his past lecture *Video Games and the Human Condition*, where he had argued that many modern designs purposefully circumvent player boredom to synthesize compulsive behavior. Blow clarifies that both perspectives coexist: many game designers are indeed relatively unethical and actively seek to hook users, yet sustaining genuine addiction across a society is surprisingly difficult because players eventually grow bored and acclimate.
He highlights mobile games on iOS as a clear case study: “iOS games have gotten very boring it's the same couple of things they're basically not games right they're basically completely these kind of attempted addiction systems and they do make a lot of money so people are playing them right but actually this is something that varies from country to country.” He observes that while in parts of Asia mobile gaming remains deeply integrated into daily cultural life, in the United States its peak influence has crested: “at least in the US I feel like the heyday of people playing iOS games is a little bit in the past like they're they're still there but they're not as big as they were before because like people sort of acclimated to it right they said oh yeah we kind of know we kind of know what this is we got what we were gonna get out of this stimulation wise and like it's kind of boring now.” While malicious engagement loops exist, Blow concludes: “yes both things are true there are game designers out there doing stuff that I really don't like on the other hand it's not like a threat to society right now I don't think.”
---
[02:33:58](https://www.youtube.com/watch?v=qWFScmtiC44&t=9238s) Starting from Game Capabilities, Grades, and Repetitive Drudgery
Asked about teaching philosophical concepts through games, Blow urges the audience to focus on methodology rather than trying to paste external topics into game engines. Designers must begin with the medium's native strengths rather than arbitrary subject targets: “start with the thing that games good at that games are good at that nobody else is good at and see what you can use that for if you can use that for philosophy then use that for philosophy if you can't then don't but like starting the other way around is more like you're throwing darts at a wall where you don't even know if the targets on the wall you know it's like it doesn't seem that productive to me.”
Addressing the growing movement of educators who advocate eliminating letter grades, Blow acknowledges that non-graded assessment can function, pointing out that an evaluation system akin to military medals—earned for specific achievements rather than distributed routinely—could work without resembling the superficial point structures of modern "gamification."
Responding to an audience objection that real learning fundamentally requires repetitive drudge work, Blow counters by citing popular competitive games: “well playing PUBG is repetitive drudge work but people still want to do it it's the question is whether the repetitive drudge work goes in a direction that's intrinsically interesting or not right which sounds like a paradox but it's actually not and we know that because we have examples from games like all the time.”
- Starting with a subject like philosophy and forcing it into a game is backwards; design must begin with interactive system affordances. - Alternative evaluation could mirror earned decorations (e.g., military medals) rather than coercive grading or shallow point badges. - Repetitive mechanics are engaging in games like *PUBG* because the loop feeds into an intrinsically compelling, emergent goal.
---
[02:36:24](https://www.youtube.com/watch?v=qWFScmtiC44&t=9384s) Rote Memorization vs. Deep Systems and the Feynman Diagram Prototype
When a viewer asks about overcoming the historical Prussian education model—geared toward routine memorization for industrial factory workers—Blow clarifies that he is not attempting to reform industrial rote training: “I'm trying to promote systems that lead eventually to deep expertise if your job is to just get people to memorize a bunch of facts then maybe you just want to do spaced repetition learning or something and you don't need video games and that's fine but what I'm talking about here is a different thing.”
He pushes back against the fear that educational games are too costly to build because the market is tiny, reiterating that genuinely well-designed educational games are simply compelling video games that people actively enjoy playing, not dried-out institutional software. When asked about a fully simulated chemistry lab, Blow notes that an effective educational interactive system would intentionally deviate from reality rather than faithfully replicating mundane laboratory chores.
Asked if he still presents his own Feynman diagram prototype as a model educational game, Blow rejects the praise: “no because that game's not done you can't play it nobody can sit down and play that Feynman diagram game I was just using an example of something I was working on that was to the degree that it was worked on that was consistent with these ideas that I'm putting forth.”
---
[02:38:03](https://www.youtube.com/watch?v=qWFScmtiC44&t=9483s) Applicability to Humanities and Universal Curiosity
Blow firmly dismisses the concern that game-based learning is inherently biased toward STEM or logic-oriented disciplines. History, for instance, does not have to be reduced to rote memorization of dates and lists. Instead, interactive mechanics offer mental frameworks: understanding Roman legion maneuvers becomes far more memorable when tied to spatial understanding from military strategy games, and understanding complex diplomacy is enriched by experiencing game systems centered on bargaining: “if you've played games about negotiation if you've done negotiation that gives you a little hook to understand that right and and that hook doesn't have to be about history it can just be about negotiation do you know what I'm saying it applies from a different direction in a different way.”
```mermaid flowchart LR accTitle: Procedural Anchors for Humanities Learning accDescr: How game mechanics serve as intuitive hooks for historical and abstract understanding.
subgraph GameMechanic["Interactive System / Mechanic"] M1["Military Formations"] M2["Bargaining & Negotiation"] end
subgraph TacitHook["Intuitive Mental Hook"] H1["Spatial Dynamics"] H2["Incentive Structures"] end
subgraph AcademicSubject["Historical Insight"] A1["Roman Military Strategy"] A2["Failed Historical Treaties"] end
M1 --> H1 --> A1 M2 --> H2 --> A2 ```
To close the section, a participant questions whether human curiosity about systems is universal or confined to a small subset of gamers. Blow insists that exploratory curiosity is baked into the human species: “no it holds for all people because it's an evolutionarily instilled drive it's universal.” While individual inclinations vary across subjects, Blow argues that everyone exhibits curiosity when material links to their core interests. Finally, he refutes the assertion that video games are inherently about inhabiting a low-responsibility mental state, rejecting the notion that games exist merely as passive escapes from obligation.
[02:41:01](https://www.youtube.com/watch?v=qWFScmtiC44&t=9661s) The Trap of "Educational Games" and Reflections on the Talk Length
An audience member remarks that whenever an innovative video game is released, it seems to teach players unexpectedly, yet the moment education is brought into the conversation, people immediately default to discussing millions of didactic or philosophical games. Jonathan Blow agrees, pointing out that this framing constitutes the core problem. Because all games are inherently educational, accepting the segregated category of "educational games" immediately cedes ground: “The fight is won by starting with the games that we have that are good, not by starting with the educational games that we have that are bad.” When someone mentions the buzzword "serious games" that had once been trendy, Blow notes that he considered addressing that phrase in the presentation, but had to cut it because the talk was already expanding far beyond his original plan.
Reflecting on the presentation's pacing, Blow expresses genuine surprise at how what had previously been a 36-minute lecture ballooned into an hour and a half. While he added fresh material, he acknowledges that he deliberately spoke at a slower, more deliberate cadence. He self-critically observes that he felt he did not explain a couple of concepts as clearly as he would have liked, but nevertheless hopes the audience found the material intelligible and worthwhile.
[02:42:12](https://www.youtube.com/watch?v=qWFScmtiC44&t=9732s) Limits of Intuition and Rote Memorization
A viewer poses a theoretical question: given that Blow argues games are primarily powerful tools for cultivating intuition, are there "high-hanging fruit" domains where intuition actually does a poor job of capturing the salient aspects of a system? Blow analyzes the question from two different angles. If framed in terms of the total space of all potential knowledge and capability, human understanding is only a small sliver of that vast unknown territory. Within that broader space, Blow suspects there are enormous areas where intuition offers little leverage simply because humans lack the conceptual language to even describe or approach them.
Looking at the question through the lens of the existing educational establishment, Blow concedes that building intuition through interactive systems may not fit every academic task. Tasks that prioritize rote memorization, for instance, fundamentally require sheer recall rather than systemic grasp: “Like if your goal is to memorize a bunch of things, you've just got to memorize a bunch of things, you just have to know these things right; intuition, like memorizing things is not fundamentally about intuition.” At the same time, Blow qualifies that intuition can still indirectly aid retention by helping learners categorize facts and contextualize information, meaning each subject must ultimately be evaluated on a case-by-case basis.
[02:43:52](https://www.youtube.com/watch?v=qWFScmtiC44&t=9832s) Zachtronics' *SHENZHEN I/O* and Stream Sign-off
Before signing off, Blow addresses a specific gaming question from the chat asking whether he ever completed the "kelp harvesting robot" puzzle in *SHENZHEN I/O*. Blow explains that he finished every level included in the initial launch version of the game when it first arrived. He jokingly complains about Zachtronics' development habit of updating puzzle rosters after release: “Zachtronics does this thing where they like take out all the good levels a couple weeks after release and then add a bunch more, and I didn't play after that happened.” Having completed everything present during that original release window, Blow wraps up the Q&A, expresses his gratitude to everyone who attended the livestream, and signs off.
## Notable quotes > [02:41:01](https://www.youtube.com/watch?v=qWFScmtiC44&t=9661s) The fight is won by starting with the games that we have that are good, not by starting with the educational games that we have that are bad. — Jonathan Blow
> [21:47](https://www.youtube.com/watch?v=qWFScmtiC44&t=1307s) Games should be better at communicating some kinds of things that other media can't do, otherwise games isn't a medium. — Jonathan Blow
> [04:56](https://www.youtube.com/watch?v=qWFScmtiC44&t=296s) Mimicry is very effective sometimes at some things, language is very effective sometimes at some things; a fusion of mimicry plus language is superior to either one alone. — Jonathan Blow
> [02:07:28](https://www.youtube.com/watch?v=qWFScmtiC44&t=7648s) If you listen too much to what experts in today's systems tell you to do, you're going to drag yourself back toward today's systems because that's what they understand and that's what they know how to work. — Jonathan Blow
## Mentioned Jonathan Blow, Euclid, Elements, Homer, The Iliad, Pac-Man, PlayerUnknown's Battlegrounds, PUBG, Braid, The Witness, Twitch, YouTube, Alfie Kohn, Punished by Rewards, Boy Scouts, Cub Scouts, Fortnite, Marc ten Bosch, Miegakure, Mini Metro, Opus Magnum, SHENZHEN I/O, Zachtronics, Casey Muratori, Epic Games Store, Frog Fractions 2, Kerbal Space Program, Steam, The Gostak, The Mechanical Universe, UC Berkeley, Unity, Godot, Parable of the Polygons, Neuralink, Andy Matuschak, Brilliant.org, Codecademy, Maria Montessori, Zach Barth, Richard Feynman
## Video description A 90-minute speech about how to improve education using video games -- how to actually do it, in contrast to what is currently being tried. Followed by a Q&A session.
[Source](https://www.youtube.com/watch?v=qWFScmtiC44)