I agree, Braid was phenomenal, and Jonathan Blow is an interesting guy to listen to about game design in general.
I'm just wondering what he means by "truth". It's level design...
I hate to be negative about stuff like this, but he should have simplified parts 4 through 7; I don't understand what the heck is typed. Essays, articles, etc. should be easy enough for a 12 year old to understand. Complex and fancy words are a turn off to a person reading the article, essay, etc.
And part 6 seems to be just re-stating parts 1 and 2!
Please don't bother to explain this to me...
Wow, this article really helped me think of some maps.
P.S 6) does not restate 1 & 2, instead telling us to make them combine/ interact
I heard this term used in my math class which made me kind of suspicious of its use in the first place. I guess it depends who's reading it. Still, I feel that there could have been a word or phrase that could be used to simplify it, or at least he could have elaborated on what he meant by Orthogonality (if it was used correctly, I don't think that "...vary independently, they are uncorrelated, or they are perpendicular." is accurate).
the article wasnt meant to be step by step instructions on how to make a puzzle, it was supposed to be a discussion of the broad ideas behind puzzle creation. you dont need to analyse every line of the thing.
Sometimes people use long words because they are the most appropriate words to use? Just hypothesising...
That's true, but I feel that the Orthogonality of Mechanics description was more related to "Cause and Effect." In fact, I think "Cause and Effect" would have been better to use since the description tells about the consequences of a mechanic being used.