The design and business of gaming from the perspective of an experienced developer

The Kobayashi Maru Is Not Usually Mass Market

On one hand, I am sympathetic to how fast, and how transparently, game developers rip each other off in the casual and mobile space. It’s particularly galling when the company doing the ripping off has the gall to file legal action against people who came before them. So on one hand, the saga of 2048/Threes is familiar and depressing, and not at all surprising, give that we’re talking about a game design so simple and elegant it likely will be a tutorial lesson in game development classes for years to come. Hearing the dev team of Threes speak out about feeling ripped off, as well as this spirited defense here — well, it certainly makes you want to take sides.

On the OTHER hand, I did note this one paragraph in the Three’s developer’s litany of sour grapes.

But why is Threes better? It’s better for us, for our goals. 2048 is a broken game. Something we noticed about this kind of system early on (that you’ll see hidden in the emails below). We wanted players to be able to play Threes over many months, if not years. We both beat 2048 on our first tries.

Get that? The Threes developers are irritated because they made an unwinnable game, and are mad that someone else made a winnable version of it. This is like the makers of Demon Souls getting mad that it turns out the mass market prefers playing Diablo.

Now, don’t get me wrong — making a more hardcore game is a tried and true tradition, and there is definitely room in the market for games that take a harder edge – Demon Souls, Ultima Online and Banished are all great examples of this. And there’s certainly a tendency for easy games to add harder modes later, such as Hardcore Diablo, which adds permadeath for those players who want to experience how brutally unfair network lag can actually be.

But game genres have historically ALWAYS backed down from what designers consider appropriate levels of difficulty to more mass market ideas of difficulty over time. We almost ALWAYS start too hard, and back it up. As an easy to reach for example, hardcore MUD players (Text MMOs before MMOs) were aghast at how noobish the death penalties were in Ultima Online. You only dropped all your stuff – you didn’t lose a full level equivalent of character growth! WoW simplified it even further – a minor durability penalty and a short ghost run. On SWTOR, we simplified it further to a respawn in place (which Diablo also does). It turns out that for many players, the shame and knowledge that you failed is more than appropriate enough.

2048 may be heavily inspired by Threes (or more accurately, by 1024, a go-between). But the difference in difficulty means, quite simply, that the two are decidedly different games. One simple, challenging but beatable game experience. The other is the Kobayashi Maru. Especially given the market that buys these casual games, it’s really not surprising why one caught fire over the other.

2 Comments

  1. Michael Fitch

    Damion:
    Difficulty isn’t the only difference. 2048 was put out as free (and on Android), whereas Threes! had a cost to purchase (and only on iOS). That alone can make a significant difference in install base. It would have been a more interesting comparison if it were apples to apples, but it’s not.

    Best,
    Michael.

  2. Michael Hartman

    You picked up on one of the things about the Threes devs’ blog post that bugged me. Calling 2048 “broken” because they had different design goals. Not cool.

    This is a definite downside to when you design a game mechanic, rather than a full game. A clever game mechanic can easily be used in other games, and frankly, it should.

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