Word Puzzle Mashups

My friend Jason clued me in to this match-3 like word game that was featured by apple this week: W.E.L.D.E.R.

Then a scant day later I stumbled onto an interview with Zach Gage, who recently launched SpellTower, a tetris-attack style word game. The interview is pretty cool, and he says a lot of stuff I feel about missing the innovation present in the early days of the app store. I’m a bit disappointed that SpellTower is iPad only, but I may still pick it up to check it out.

I thought it funny that (in the same week) there were two new word game hybrids to add to my list of interesting word games. (Bookworm, Imangi, WordSolitaire, Word Jong, WordFu, AlphaBattle, and Wooords are all the previous ones I’ve played with any regularity, I think.)

UPDATE (1/28/2012): I would be remiss if I didn’t add a link to my latest puzzle obsession, PuzzleJuice, which is an absolutely fantastic tetris-word-game-mashup. Pieces fall with varying color parts, and when three or more parts of the same color touch at the bottom of the gameboard, you can touch them to switch them to letters. (When a whole “row” is made, ala tetris, those also change to letters.) Then you drag/draw a word from the letters to remove them from the board. Draw a large enough word, and other pieces around them will also be removed. Good stuff!

Three quick Chess-related links

Hipsta Chez
Is there room for more than one chess-based puzzle game in the app store? Of course there is! I just discovered the TouchArcade post about Hipsta Chez (front-page, no less… it was posted over a week ago, I could easily have missed this!) Hipsta Chez is game in the same family tree as Fuzzle, LinkLines, Gems 3D, etc.. only the twist is that the pieces are chess pieces, and move accordingly. I have only played the first game mode, and only one game so far, but it took over an hour, and I am now 18th on the Game Center leaderboard for that game mode. You can check out a promo video, but I think it’s definitely worth picking up. Hats off to Vasiliy Popov, who appears to be the app’s creator/developer.

Chess@Home
I am not 100% sure how I came across this blog post by one of the developers of Chess@Home, but if it’s to be believed, a few weekends ago, (at Node Knockout, a node.js 48 hour programming competition), a team of four guys created a distributed chess AI using javascript. They’re calling it Chess@Home. The blog post is pretty fascinating.

The forthcoming Octagon Theory app
I read about The Octagon Theory over at my reliable iphone board game blog on BGG. I’m not 100% sure this is chess-related, because I haven’t played the game yet, but it’s an abstract strategy game for the iphone anyway. One of the more interesting things is that they’re soliciting developers to create AI for the thing. I’m tempted to sign up, as that sort of thing is always fun (and I’ve been meaning to learn some lua) for AGES), but there are so many of my own games to work on… we’ll see.

Gamification, random reinforcement, and “the metagame”

The following is in response to an article titled The Current, and Unfortunate, State of Gamification. It was written by my work acquaintance Dakota, who is a relatively new colleague of mine (though I don’t work directly with him). We have interesting conversations about board games, and he was the one who linked me to David Sirlin, (discussed in my last post). If you don’t go read his article, you’ll need to at least know that gamification (in this context) refers to enhancing websites with “game-like features”. I think Dakota’s point is generally that sites aren’t being creative enough in how they add gamification, and generally just add badges and leaderboards, but he touches on a lot of interesting topics while making it.

I’ve been thinking a lot about this article since I read it. Only a few days ago, so I’m late to the conversation, but this blog is stale, so I don’t feel bad posting on an older article.

Anyway, one point I’d make is that, as David [one of the previous commenters] touches on above, the definition of “game” is quite loose. Just as peek-a-boo is a game, full of delight for the extremely young mind (and a game that arguably evolved into the “hidden object” genre that some adults play), so is “collecting” a game that toddlers and adults play. Lots of people refer to collecting badges and getting highscores as the “metagame”. For many, (myself included), it’s not that I find a new game less interesting (far from it) it’s just that a new game is one whose mechanics I might end up taking or leaving, while the metagame is one I already know and love. The metagame is a game that we play in (almost) every game, and (increasingly) in every aspect of our lives! To bring back your ketchup metaphor, [Gamification was compared to food condiments, Dakota argued that its not required for a gourmet meal.] some people just LIKE ketchup, and they put it on everything, breakfast eggs included.

The heart of gamification for me is competition. Messages like “Your friend XXX posted XXX minutes ago” can be a reminder that they are playing against you. To me, even the metagame isn’t nearly as interesting if you can’t compare yourself to your friends and (at the very least) hordes of strangers. (Obviously, this is what leaderboards are about.) The harder it is to see your competition (who else has the badge that I just got?), the quicker you loose the hard-core metagamer.

I do take umbrage with comparing gamification to the Hawthorne Effect. The Hawthorne Effect is increased productivity due to external observation (and I’m no psychology expert, so I have no opinion about whether its effects are debatable). It’s possible that gamification causes people to “feel observed”, but I would argue that gamification is much more like a simple feedback loop, the psychological effects of which are not debated. (The concept was popularly lauded by this wired article in one of the last few issues.) If the Hawthorn Effect is external observation, feedback loops are internal observation (or self observation). One racing game example would be seeing “ghost” images of your previous laps so you can compete against yourself. I think this translates into knowing that you’ll get a badge after one more check-in, or more instantaneously, seeing the counter of how many characters you have left for your status messages on twitter.

This segues nicely into a rant about Random Reinforcement… (I thought I could just link to this, but amazingly, I haven’t immortalized this yet on the interwebs). Essentially, animal trainers know (and research probably shows, although I honestly haven’t looked too much into it) that using positive or negative reinforcement is not nearly as effective as randomly applied positive reinforcement. (Looks like Wikipedia calls this concept “variable rate” (VR) reinforcement. If you follow that link, the graph on the right sums it up pretty nicely.) The rational that I remember is that the animal (or person) is encouraged by the reinforcement they do get, but because they don’t get it every time the effect is that they try harder, thinking the fault somehow lies with their behavior. (The “rant” that I have been known to make is about how this is why people remain steadfast in relationships with partners who treat them badly, but I’ll save that one for later.) Anyway, I followed Kathy Sierra’s horse training link, and I’ll admit that it definitely made me want to read Daniel H. Pink’s Drive. (I’ve added it to my amazon wishlist.) I can very easily imagine that “autonomy, mastery, and purpose” are HUGE motivators, but I don’t see them as in opposition to the concept of gamification at all. In fact, I think there are direct mappings from leaderboards to mastery, and from achievements to purpose.

But let me step back for a minute. It should be obvious by now that I disagree with at least part of the original Hide & Seek article. Specifically the premise that “neither points nor badges in any way constitute a game” seems pretty wrong to me.

I knew it sounded familiar, and after reading through the comments, I realized that I posted a pretty similar sentiment in the comments over there! Here it is for posterity:

Definitely agree with the your semantic argument here. “Pointification” is a better word than “Gamifcation”, and they are definitely different things, but I do not agree with the premise that points != a game.

Remember the meta-game! What about someone who buys and plays through an XBox live game they don’t even want to play, just to get those achievement points? Aren’t they playing a game? I think they are.

What Margaret (at Hide & Seek) is saying seems to be that we should remove all metagame elements from the definition gamification, and just talk about how you can modify the “core mechanics” of your website. (No more ketchup, only entree.) And maybe there is something there in the user experience realm that can approach gameplay. The feeling I get when browsing kickstarter, for example, looking for that next project to back… it’s akin to playing a game, maybe. But I’d argue that a site like Facebook is almost no longer applicable at that point, since so much of the facebook experience is the metagame. Maybe all of social media is the metagame. I know it feels like a game to a lot of people. We just need to remember that, like investment banking, it’s a game with real consequence.

Gödel, Escher, Bach, from a Game Developer’s Perspective, David Sirlin, and new deck-building games

Gödel, Escher, Bach (GEB) is one of those non-fiction books I’ve had on my shelf for years, but never really read. I tend to start non-fiction books, get a few pages or chapters in, and then let them rot. Mostly I just get rid of them after a while, but this is a book that I’ve always really wanted to read. I’m genuinely interested in the subject matter, being fascinated with the nature of self-reference, infinity, looping, and meta-fiction. (Hofstadter lumps a lot of these concepts together into what he calls “strange loops”.) So a couple of months ago I dove in for the second or probably third time, claiming that I was going to force myself to read this book, no matter what.

Turns out, the first chapter of the book was the most interesting part for me. (At least, of what I’ve read so far.) I ended up petering-out again after I’d only read only about 1/3rd of the book. There are weird zen-like short stories in between chapters, and those are interesting, but I haven’t (yet) skipped ahead to just read those. (And anyway, they tend to deal with concepts that were discussed in the preceding chapters, so I’m not sure that would be a worthwhile read.)

Most of what I read (and find mostly boring) after that first chapter is dealing with, and introducing more and more complex formal systems. I think one of the concepts that Hofstadter is trying to get at is that most everything can be expressed as a formal system.

This morning I had a sort of revelation. All games are also formal systems. A game’s instructions are the expression of the rules of the system. As a game designer, I sort of want to go back and read more of those “boring” chapters with an eye toward how they apply to game design. Especially with an eye toward how the rules of the system are expressed. It’s possible that I won’t find them any more interesting the second time around, but it’s also possible that this different perspective will give me new zeal, renewing my commitment to finish the book. (Realistically, I probably won’t go back and re-read, but maybe I’ll put the book back in my backpack. We’ll see.)

This revelation may have come after yesterday reading David Sirlin’s article on designing/balancing his game Puzzle Strike. This is a really interesting article and insight into the process of his game’s design. I also started reading some of Sirlin’s book Playing To Win, which talks about how playing to win is actually less common than you might (intuitively) imagine, even among so-called gamers! One argument that really rang true for me is essentially that lots of gaming groups play with unwritten rules like “don’t screw your neighbor”, or “don’t make moves that are ‘cheap’ or ‘mean'”. I think when my group of friends first started playing a lot of board games (maybe in 2005 or so), we almost always had these special rules. In fact, I remember distinctly getting a reputation as particularly cutthroat because I often didn’t abide by them. Sirlin’s argument is that playing by these unwritten rules isn’t playing to win, and people who let those rules get in the way will never be able to compete with people who don’t.

I was only on Sirlin’s site because I am designing a deck-building game right now, and someone I work with suggested that Puzzle Strike is one that I should check out. I finally got it in the mail yesterday, and hope to play some games of it this weekend. Other deck building games I’ve been playing as “research” include Ascension, Thunderstone, and of course the granddaddy of them all, Dominion (we also have many of the expansions). I’ve ordered a copy of Eminent Domain, but it doesn’t sound like that’ll ship until sometime in October or November.

Playing Ascension on my iPhone/iPad was probably what pushed me over the edge into doing something about this particular game idea, but deck-building is only the latest aspect of the game’s design. Some other aspects of the game had been floating around in my head for months. I’ve definitely been wanting to design my own card game since I got my copy of (and subsequently played A LOT of) Glory to Rome in the last year. Another inspiration was simply noting an absence of (and wanting to play) deck-building games with science-fiction themes.

Eminent Domain also has a science-fiction theme, and I read somewhere that Glory to Rome and Dominion were both inspirations, so I was at first afraid it would share too many game mechanics with my game. But I’ve since read the rules — they’re on the game’s website — and there are definitely enough differences that I should be fine. It’s also worth noting that the game’s designer, Seth Jaffee, also has a blog where he posts interesting things about game design. In particular, I found this post on deckbuilding game theory to be particularly insightful. It made me think about whether my own game will have a viable (distinct) beginning, middle, and endgame.

I will definitely be posting more about the new game as it continues to be refined, and as it nears completion. So far I’ve only playtested a few times, but that led to some pretty major revisions. I’ve got a lot of work to do!

Sloppy Ports

This blog post borders on gossip, but I couldn’t help but repost a rather long rant I wrote in the comments of another iOS board games blog post over on BGG. In it, the author, Gabe A. links to the latest Carcasonne app blog post by The Coding Monkeys, which ended with the following awkwardly worded dig:

Yeah, it sure takes us a lot of time to get these things done. We’re sorry for making you wait. We love the game and think it deserves the time to make it truly great, instead of doing a quick but sloppy port, like it unfortunately happens so often on other platforms and to others of our favorite board games. We want to do better. Thanks for having the patience to let us do so.

Gabe had this to say:

Strangely, they also the word “sloppy” in making a veiled reference to “others of our favorite board games.” Eh, what’s that about?

…and here was my comment:

I don’t think this is strange at all.

Carcassonne by The Coding Monkeys is to iPhone app board game conversions what the iPhone is to smartphones in general. Basically, it’s just a million times better. Sure, there are little nitpicky things that I would like to change (it’s impossible to please everyone), but overall, the experience is far superior to the competition.

Companies like Codito and Tribeflame should definitely be applauded for dedicating their development efforts to iOS ports of these games we all know and love, but they should also take a page from The Coding Monkeys playbook, and spend a bit more time and effort to polish those games until they shine before releasing.

I really wanted to like Through the Desert for iPhone. It’s one of my favorite (if not actually my favorite) board games in real life, and I was pleased as pie to be able to finish a game in half the time on my iPad as it would take to finish a game with all the physical bits. Unfortunately, that’s where the pleasantness pretty much ended. The game is not as buggy as EVERY SINGLE RELEASE FROM Codito, but the multiplayer has basically never worked for me, and another couple of weeks spent polishing the user interface would have gone a really long way, IMHO.

In contrast, Carcassonne was, for me, one of those played out games relegated to the back of the closet. Don’t get me wrong, I played a lot of the game back when I first discovered it in like 2004… but it hadn’t seen the table in ages. The Carcassonne app pretty much turned that around overnight. I play more Carcassonne now than I ever did before. And it’s certainly not because the game got better. It’s all about the awesome implementation — asynchronous play and ELO especially.

Now, I understand not every game is going to have the luxury of a year of development, and budgets obviously factor directly into how much spit and polish a game is liable to get, but I personally feel like many of these board games — especially the ones near the top of the BGG list — deserve better than they have been getting from their developers. These are games that have already stood the test of time. I just hope their app counterparts can do the same.

A new Tetris Documentary

Details on a new Tetris documentary called Ecstasy of Order are emerging. It is, according to the website, “a feature length documentary set for release in 2012 that captures the greatest world record Tetris players as they prepare for the Classic Tetris World Championship”. (Via Zack, who sent me this Joystiq post about it yesterday.)

This led me to wonder how many documentaries there have been about Tetris already. I thought I had viewed at least two of them, but some quick googling only comes up with Tetris: From Russia With Love, which was a BBC doc from 2004. It appears you can still watch it online. I particularly liked that one of the commenters on that site called it “a Web Filter Unit test”.

iOS Eurogame Podcast and Links

So, a new post on my favorite iOS boardgaming blog was published today, and it included a link to the second Boardgame Babylon podcast about iOS boardgames. I listened to the episode tonight, and while there were some good descriptions of the gameplay for various iPhone/iPad eurogame implementations, I didn’t feel like it actually said anything new or particularly exciting to me. I had played all of the games mentioned with the exception of Michael Schacht’s Gold, which I knew about, but had passed on for various reasons.

Coincidentally, Gold was on sale yesterday, for $.99, (also mentioned in the iOS Board Games blog post), and if it had still been on sale while I was listening to the podcast, I would have picked it up, but alas, by the time I checked, the price had gone back up to $3. Normally, I would purchase a game I’m interested in for $3, no sweat, but the reasons I passed on Gold the first time I heard about it still remain, and I guess I just feel like there are a lot of games competing for my time… For $.99, I’ll buy almost any app just to try it out and see if I like it. For $3, I feel I have to actually want to play the game before I’ll purchase. It’s not that I don’t want to play Gold, but I just can’t see myself playing it for any real length of time.

But really, here are the reasons I passed on Gold the first time around: 1) Lack of online multiplayer. Would pick it up in a heartbeat if it had asynchronous. For $3 or even $5, for sure. 2) The rules seem really simple to me. Like maybe too simple. 3) The game was made by the same person/folks who did a few other iOS games I already own, namely High Society, and Money. This game looks to be pretty nearly identical (visually) to those games. Sure, it’s a different game, it’s got different rules, but if it doesn’t FEEL like a different game to me, I will still feel somewhere inside (no matter how irrationally) that maybe it’s too similar. This is one reason I’m not a big player of card games played with a standard 52 card deck, to be honest — those games just don’t feel different enough from one another to be interesting to me in anything other than an abstract game-theory type way. (Which is not to say that I don’t find them interesting, or won’t play them, only that once I’ve played them enough to feel like I “get” what’s happening, I lose interest very quickly.)

So after being slightly disappointed that I’d missed the Gold rush (as it were), I somehow ended up on a site that features articles by the game’s developer, Shannon Appelcline. I think I’d read some of these posts by him before, possibly What Makes a Great Mobile EuroGame?, or Making Computers Think Like Auction Players, or Turning Reiner Knizia’s Money into an iPhone Game, all of which were apparently written after a specific game release. His most recent post about iPhone board game dev (written just after releasing Gold) was Sweating the Details for iPhone Card Games: Visuals, AIs, and Player Numbers. These articles are definitely worth reading, but ultimately feel a bit too much like thinly veiled marketing to me. They aren’t technical enough to qualify as howto articles, and yet that’s what it feels to me like they’re pretending to be.

As a nice bonus, I found out today that someone I’m ostensibly working with (but have yet to meet), wrote a nice roundup of Go implementations for OSX and iOS. He mentions Smart Go Kifu as the winner for him on the iPad, and that’s been on my appshopper wishlist for some time now. I have yet to pick it up, mostly because it is $20, but it looks to be well worth it, with a database of 33,000 games, 30 of which are even annotated in english. The developer, Smart Go, inc, also has a universal app with a bunch of Go books as in-app purchases. If I had all the time in the world, I would read a book about go on my iPad right now. Instead, it’s about time I go to bed.

iOS Board Game Links

A couple of quickies here:

  • First, I’ve been meaning to post a link to Reiner Knizia’s page of all his mobile games for a while now. I didn’t realize until fairly recently that he is on twitter under his own name (@ReinerKnizia). Apparently he is also looking for android developers.
  • Secondly, I’ve discovered a really great blog getting posted on Board Game Geek called simply iOS Board Games. They are MUCH better at writing regularly than I am, and also at finding all the juicy details about stuff that is forthcoming, and recently released. BGG has a nice subscription feature, so I get notified whenever there is a new post. (Of course you can subscribe via RSS as well.) Good stuff, and definitely worth following if you are a publisher/creator in this space.

iPhone Controller Roundup

Here are some pictures and links to the iPhone compatible game controller projects that I was able to find while searching today.

iControlPad

Of all the potential products listed here, the iControlPad seems most likely to actually be purchasable in the near future. (The creator is tweeting about his progress, and there is some amount of manual assembly required. He’s going for an initial run of 2000, and he’s at least partially completed with 500 of them.) In addition to the photo below, there is also a nice video of an iControlPad prototype in action.

Unfortunately, there are two main drawbacks to this device as I see it. Firstly, it’s jailbreak only. Now it may turn out that all of these devices are jailbreak only, but this one is very up-front about it. Second is the design itself. I don’t really like the form factor, and even in the demo video linked above, it looks like the user has his thumbs scrunched too close together to get at those analog sticks. I’m guessing the d-pad will feel more natural to use. Of course I reserve final judgment until I’ve actually played with one. ;)

GameBone

The GameBone also seems like they’re poised to release. The website says it’ll be available for purchase in Q4 2010. So far, the only photos are “artist renderings”, but the company have many other iPhone accessories for sale, so it seems likely that they’re the real deal. I also have some frustrations with their design, namely the lack of any analog controls whatsoever. Still, they are the only one of these projects that even mentions attempting to get the “Made for iPhone” seal of approval from Apple. That would go a long way toward making it a viable commercial product.

Controller or Bust

I recently saw the Controller or Bust Project featured on TouchArcade, (that’s actually what prompted this blog post) and after checking it out some, I do like some elements of their latest design more than the competition. For instance, the form factor is not that much bigger than the iPhone is already. The dual analog sticks are symmetrically placed (as they should be, IMHO), and you can potentially flip it upside down for the analog sticks on the bottom or the top of the controller. I also like how they’ve tackled enclosing the phone quite a bit. Unfortunately, this project is probably the farthest from an actual product at this point. They’re talking about using kickstarter, but I’d really want to see a prototype (at least!) before I committed to giving them any money.

iPhone Game Pad

Finally, It looks like the iPhone Game Pad is little more than a prototype at this point (but that’s more than the Controller or Bust project!), but as you can see, their demo video is pretty sweet looking:

Let us know if you have information about any additional iPhone game controller accessories, either in the comments, or by emailing us at info@chesstris.com.

Master of Tetris

Here is a screenshot of an intriguing new tetris-variant in the app store, Master of Blocks, by Tuomas Pelkonen. I’ve had a chance to try it out, and you don’t get complete cart blanch to drop any old blocks willy-nilly, you basically have to pick from the blocks available, and once you’ve chosen one, you can’t pick that one again until all the others have been chosen. There is also a button to delete a single square that has already been placed.

Probably the most interesting feature of this game is that it supports bluetooth multiplayer, so you can play a head-to-head mode where you choose the blocks for your opponent while they play Tetris, and then they choose the blocks for you. I was confused at first because I didn’t know it was going to switch, and we both had the same score. It might have been hard to balance, but I could have imagined you both getting points for different things while you play that mode, so you didn’t have to play two rounds to figure out who won. My wife and I actually played cooperatively for a while, which was more fun than it probably sounds like it would be. Again, because you can’t give them just whatever pieces you feel like, there is some strategy involved, and furthermore, using the delete-a-square button for good rather than evil was almost as satisfying.

I imagine the game to have been inspired by the College Humor video The Tetris God (which if you haven’t seen it is well worth the watch), in which a merciless god controls the falling of Tetris blocks.

Random tetris linkdump:

  • There was a 4-story tall Tetris game set up at burning man back in 2008. I wish I’d been there to see it, and wonder where it ended up after the event.
  • This screenshot someone took of a tiny tetris called Tetoris (via offworld) is pretty enough that if it were larger I would consider making it my desktop. The game itself reminds me a bit of the slow pace of Sequoia Touch, which has given me renewed pleasure in 2x mode on my iPad.
  • It’s over a year old, but this Tetris bento box looks quite tasty.