Tuesday, June 21, 2016

A Puzzling Endeavor


Key Takeaways:
Puzzle games go beyond the traditional gaming segments
Tetris is a gaming behemoth that seems poised to be around forever
Delivery technique is crucial when bringing micro transactions into the fold.


                                      
                              (“From Russia With Fun!” Perfect. Credit :superluigibros.com)

Despite my passion for interactive entertainment, my family has not been nearly as interested in the hobby. My brother is a fan, but he got more interested in the media in his teenage years. My father could care less about video games today; however, when he was in his mid-twenties he did make his own map of Ganon’s castle from The Legend of Zelda[1]. My mother though has always been a huge fan of a handful of games over the decades. She enjoyed Tetris when it was first released and today she is a Candy Crush expert. Her absolute favorite game is Dr. Mario, and she’s damn good at it. It took me to get to my 20’s to stand a chance against my mom, and while I can beat her today, if I let my guard down for a second I’m doomed. She never gives up. The point of this story is that her favorite games have been puzzle games, an extremely underrated genre that has been able to continuously evolve over console generations. Tetris is a gaming icon, and is currently the greatest selling franchise of all time. Candy Crush is one of the most dominant mobile games today, worthy of a $6 billion in the recent sale to Activision. Regardless, what if I told you that there would be a genre of games that never drastically improves graphics, has no inherent targeted segment, and almost never has a story, would you think it could actually be successful? Well, if I had to bet on one genre to stand the test of time, it’s the puzzle genre, and the commitment to gameplay is what makes it stand above the competition.

                                                  

                              (The man behind the blocks – Alexey Pajitnov. Credit: Wikipedia.com)

To begin, let’s start in the past, back when the Soviet Union was around and gaming was rebounding from the crash of 1983. Everyone remembers how Nintendo and Mario were able to resurrect the hobby, but back in 1984, a man by the name of Alexey Pajitnov single handedly developed a game for computers to take seven different types of puzzle pieces and rotate and arrange them across a floor to complete a row of blocks with no gaps. Once the row was completed it would evaporate. This game is Tetris. The trick of the game is that the puzzle piece fall one by one in real time, so while the player tries to position the correct pieces he or she must also prepare for the next block. Furthermore, as the game continues the rate the blocks fall at increases, thus making the player more reactive and thoughtful. The concept of the game is incredibly simple in nature, but challenging as the player progresses. Different strategies lead to different point totals and level increases. There might be nothing more satisfying in gaming than taking one of the “I Block” (a 4 length block with no dip, simply straight) and rotating it vertically to knock out 4 rows at the same time. The game was a hit in the Soviet Union, spread to Europe, and by 1987, North America as well. Little to no marketing efforts outside of advertising were necessary as Tetris was a global phenomenon. Interestingly enough though, Pajitnov saw little in royalties for a number of years, since he created the game from the Soviet Academy of Sciences. Therefore, the rights to the game belonged to the Soviet Union, and while they had their own issues distributing the rights, ended up receiving funding for Pajitnov’s creation. After the Soviet Union was dissolved Russia retained the rights until 1996, after which Pajitnov received them and started his own company, The Tetris Company. Tetris is still around today, and during its lifespan has amassed an astronomical 495 million sales across all the platforms it has been ported to, which is remarkable. It was also used as a selling point for the original Game Boy console, which led to 35 million sales of the game. Needless to say, Tetris has to be considered one of the most successful games of all time.

                                            

         (Simple yet satisfying. Credit: gameboygalazy.wordpress.com)

The question then becomes how and why did this simple game become a global obsession. The truth is that while there may have not been a lot in the way of advertising, the game itself targeted all segments. In most of my previous posts I’ve (shockingly) focused on games I’ve enjoyed, or games that might be more applicable to children or young males. Tetris appeals to everyone. In fact, it could be argued that puzzle games as a genre appeal to everyone. Being able to appeal to women, adults, children, etc. goes a long way when creating a hit. There is no one segment it targets, instead casting a wide net across all age ranges and genders. Even my Nonna (Grandma in Italian) has played Tetris[2].  Furthermore, being the puzzle game that it is, Tetris goes beyond the conventional norms of gaming. Gaming is sometimes negatively portrayed in the media for its excessive violence or foolish antics that can be argued bring little to no benefit. While I would naturally argue the opposite, Tetris presents a strong argument itself. Tetris has been studied extensively by scientists over the years, and findings have shown that Tetris can improve your brain’s efficiency and has been known to help people with post traumatic stress disorder reduce flashbacks. I would argue that the puzzle genre as a whole could offer a lot of similar benefits to Tetris, even if other games have not been studied as extensively.

                                    

                         (Candy Crush, today’s puzzle champion. Credit: knowyourmobile.com)

Puzzle games have continued to show up since Tetris, but their adaptability to current industry dynamics may make them indispensable. For example, Nintendo has always played its part in the puzzle genre. Tetris has been a mainstay on its consoles, but Dr. Mario has found its footing as well, along with Pokémon Trozei. Nintendo has strategically placed its characters into unique puzzle concepts to get multiple sources of buy in. Furthermore, developers realize that puzzle games are great in long or short bursts, but play especially well when users are on the move, which I would credit Tetris for primarily. Regardless, the Nintendo DS, PlayStation Portable, and current Smartphones have seen a plethora of puzzle games, all with their unique styles. Currently, Candy Crush is the puzzle game of choice, and with its brilliant micro transaction strategy has become a force in gaming. Although micro transactions sometimes have a negative connotation in the industry (“Pay to win” is a term I use occasionally to describe poorly designed games with micro transactions), if done correctly, there really is no harm in them. By done correctly, I specifically mean giving the player the opportunity to beat a game without needing to pay extra, but releasing certain benefits should a player want to pursue a purchase. A perfect example is how Candy Crush deals with a user running out of lives. When the game begins a user has 5 lives and is given the opportunity to complete as many levels as possible, and each level has a designated amount of moves the user has until he or she has run out of opportunities to complete the level, at which point a user will lose a life. If the user loses 5 lives he or she will have to wait until at least one replenishes, which is timed at 30 minutes after the first life is lost; however, the user can also choose to instantaneously replenish the stock of lives for $1 instead of waiting. This is the perfect opportunity for the game to gain some revenue without coming across as obnoxious. That really is the key to a micro transaction – it’s never about the transaction itself because users expect it. Instead, it’s about the way the developers say it. Delivering the message is a big part of the battle, and will continue to develop as the industry progresses.

                                         

      (Time manipulation and platforming to solve puzzles – Braid­. Credit: insomniac.ac)

What I find to be most interesting about puzzle games as a whole is how they’ve worked their way into all different genres. Puzzle platformers are a legitimate genre, with 2008’s Braid a perfect blend of the two. Furthermore, The Legend of Zelda, one of gaming’s longest running franchises, is particularly known for its head-scratching puzzles. Some might even say they are the biggest draw of the games. I know I’ve struggled with some in dungeons, but nothing feels more satisfying in a Zelda game than figuring them out.[3] Pac-Man is even technically considered a puzzle game, giving the genre even more staying power. Yet, in today’s gaming, no one seems to be excited about puzzle games. E3, the largest gaming convention in the world, just wrapped up last week and I do not recall seeing a puzzle game mentioned. At the same time, maybe it does not need the publicity. Although it seems blasphemous to write that, puzzle games do not typically need the huge budgets the other games showcased at the conventions have, and if they are truly of quality, they will seemingly catch on with the intended audience. Nevertheless, I find it puzzling (sorry) that there isn’t more of an emphasis on driving users to the content, because though a puzzle game may find its audience naturally, it still seems like an awfully big risk to set it out into the wild with little fanfare. That’s why I truly wonder if the genre will move forward, or will it continue to be made up of Tetris and Dr. Mario remakes with the occasional new fad jumping in on the action every few years. I give a lot of credit to Jonathan Blow, the creator of the aforementioned Braid and The Witness (released earlier this year), as he has been able to take the puzzle genre and create new ways to experience it, through different genre elements and strong narratives. I think he holds the torch for moving the genre forward, but as an indie game developer it is uncertain whether the majority of the industry will follow his lead. I can only look forward to see what comes next.

Sources:



[1] Fun fact: he referred to Like-likes as hamburgers
[2] To be fair, she’s a pretty cool Grandma
[3] Or a kickass boss battle

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