Someone earlier in this post mentioned that Blow's views are respected because he likes to think of games from an artist's perspective. That's absolutely correct, and he has many Youtube interviews that will let you know what he thinks of games. Along with a couple of other games the same year, Jon Blow essentially started indie gaming without knowing he would, and a lot of developers followed suit because he broke the ice. He was one of the few to pave the way for the indie scene.
His opinions come down to an artist's responsibility to the gamer. He sees many flaws in AAA games philosophy, and expresses his views on them, though he still enjoys some AAA games himself. It's safe to say his experience is not as an indie game powerhouse, but as an industry insider turned indie game developer. This is why he has only made one indie game, because he helped found the concept of the indie game, and took some time off afterwards.
Also, Braid came out in in August of 2008, almost exactly 4 years ago. To compare development cycles of games, here is an example of a best case scenario: Super Meat Boy developer Team Meat had a considerable headstart, Tommy with years of dev work under his belt, and the game engine experience of porting the Unreal Engine to xBox, and Edmund, with a successful indie game (Gish), and lifetime of flash animation and game design experience. They started development in January 2009, and you can read all over the internet about the hell they went through getting the game out the door, with no guarantee or success of success, and finally without the promised support of Microsoft, in October of 2010.
I'm guessing not many teams are as driven, experienced, or productive as Tommy and Edmund, so it's safe to assume a 2-5 year development cycle for any indie game, depending of course on many variables, such as whether the dev wants to get started on another intensive independent project right away, how successful their last game was, and the size of the team they want, or whether they want a team at all. In Blow's case, he settled on the Witness only after he took time off from serious development and messed around with various prototypes - it's this creative germination and rumination that makes companies like Blizzard and Valve so successful, because this is the time required to produce a fully realized original experience, from tabletop discussion, to development, to last minute spit-shining.
Maybe the biggest problem in this thread was general misinformation about Jon Blow's position in making this statement, which is understandable, and I hope my post helps flesh out who he is. Besides, his main complaint is with the console certification process in general, and the many hoops AAA and indie developers alike are expected to jump through, of which the save warning screen is just one example.