Conclusion

Braid is a uniquely procedural game that exemplifies the use of procedurality to convey rhetoric. Through Bogost’s theory of procedural rhetoric, we can observe that the themes of time and regret are successfully expressed through Braid’s procedures. Yet the rhetoric requires more than the procedures themselves in order for it to be fully appreciated – textual and visual rhetorics are necessary in unveiling other messages. Describing Braid, designer Jonathan Blow mentioned there is a specific meaning behind the game, yet everyone has their own ideas and opinions on what the game is actually about (Dahlen 2008). This lack of a clear communication of ideas between designer and audience shows how the game fails to convey the true intention of its design. However, this does not necessarily apply in the specific case of Braid as the game was created in such a deliberate way. As Blow states, his goal was not to have “most of the audience play the game and automatically understand [it]” (Dahlen 2008).

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