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Re:Threes: The Rip-offs and Making Our Original Game by smacktoward on Thursday March 27, 2014 @08:35PM (#7484520)
> We know Threes is a better game, we spent over a year on it.

I played Threes, and I liked it. And I feel for these guys having to watch everybody and his brother pile on to the idea they had to work so hard to tease out into reality.

But here is some hard truth: none of that matters.

Nobody cares how hard you had to work to get from idea to product. All they care about is what you have produced at the end of all that work. What makes it better or worse is how it stacks up relative to the competition -- even the competition that is shamelessly riffing off your core ideas -- not how much sweat you put into it.

And I gotta say, having played 2048, 1024 and Threes (the Android versions, at least), I think of the three of them 1024 stands up the best. It takes the core ideas in Threes and sands them down into a game that is easier to grasp and plays faster, without becoming so simple (a la 2048) that it becomes a game a script can beat. Threes makes you swipe-swipe-swipe after every game to get your score and "sign" it (why do I care about signing it?) before you can play again; 1024 just moves you straight on to the next game. Mobile games need to be simple and streamlined, and 1024 understands that imperative better than Threes does.

I say all this to help others understand why I would point to this essay as an example of how not to respond to a problem like a barrage of cloners. It's because this essay sees the world entirely from the developers' perspective -- look how hard we worked! Look how long we labored! Look how subtle our decisions were! -- which is exactly the wrong angle.

You want your communications to speak from the customer's perspective, not from your own. Customers don't give you brownie points for how hard you worked on something. All they care about is how to get the best product for the best price. So if you put your heart and soul into something, and then someone comes along, tweaks your thing and makes it better, the way to respond isn't to ask people to respect how hard you worked; it's to look closely at the new thing, understand why people like it better, and then bring that understanding to your next iteration or your next product.

Re:Threes: The Rip-offs and Making Our Original Game by frou_dh on Thursday March 27, 2014 @09:01PM (#7484621)
> Threes makes you swipe-swipe-swipe after every game ... before you can play again

I actually took that de-emphasised retry loop of Threes to be a lovely touch of "humane" game design. A lot of us are probably familiar with an unconscious just-one-more insta-retry reflex, and while that does keep you in a game, there's a fair chance of the conclusion being quitting it on a bleary-eyed low note after your last-last-last-for-real attempt goes worse than your first.

Their little cooldown there struck me as very much designed rather than a lack of knowledge about how mobile games "should be". People making games of Threes quality level are no dummies when it comes to the details.

Re:Threes: The Rip-offs and Making Our Original Game by benched on Thursday March 27, 2014 @10:07PM (#7484874)
I despise UI that gets in my way. It's even worse if it's for my own good.
Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Thursday March 27, 2014 @10:14PM (#7484902)
That extra swiping did get in my way, and I would say it was one of the only flaws in Threes.

Luckily, they added an option to turn it off in the 1.1 patch so you don't have to deal with it anymore.

Re:Threes: The Rip-offs and Making Our Original Game by frou_dh on Thursday March 27, 2014 @10:24PM (#7484940)
Swiping remains to score and then save your board. Yes, text input is a bit much!
Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Thursday March 27, 2014 @10:42PM (#7485005)
Ah. I guess at this point I'm so used to the swipe I do it unconsciously.
Re:Threes: The Rip-offs and Making Our Original Game by Gracana on Thursday March 27, 2014 @08:42PM (#7484552)
> Nobody cares how hard you had to work to get from idea to product.

That was my initial reaction to that statement as well, but upon reading on I realized that's not the point they're trying to make. They're not saying "respect our efforts," they're saying "we spent a year on designing this to be challenging and replayable," and they go on to provide evidence for their claims of superiority.

Re:Threes: The Rip-offs and Making Our Original Game by gkoberger on Thursday March 27, 2014 @08:46PM (#7484567)
It's almost a shame they spent so much time talking about 2048; it takes away from the point I gleaned: to make something simple and "obvious" takes a ton of work. I've spent months on designs, and felt bad because the end design was so obvious. "Why didn't I think of that in the first place?"
Re:Threes: The Rip-offs and Making Our Original Game by mattgreenrocks on Thursday March 27, 2014 @09:43PM (#7484788)
Very true. It's easy to look at something someone else has done and say, "not a big deal." You don't see the sweat or the design process.

It's actually a big compliment, too. It signifies the design is conceptually sound and as small as it could be.

Re:Threes: The Rip-offs and Making Our Original Game by ctdonath on Friday March 28, 2014 @03:02PM (#7489267)
It may be very hard to make an idea's time come, but once it arrives it's almost trivial & unstoppable. The "four minute mile" (running) was considered impossible ... until someone did it (under adverse conditions to boot), then it almost immediately became the norm for serious runners. The tablet as we know it was pursued for decades with resounding failure ... until Jobs nailed it with the iPod Touch, then variants proliferated. Threes took months of nuanced polishing and nobody had anything like it ... until it was released, then 2048 et al was created & became unstoppable almost overnight.
Re:Threes: The Rip-offs and Making Our Original Game by rjvin on Thursday March 27, 2014 @08:46PM (#7484568)
Yeah it's more of an insight into the design process than any sort of 'plea'. It should also be noted that for their previous game, Puzzlejuice, they also released all the emails/prototypes/images that documented the process, so it's likely they would have done the same for Threes even if it hadn't been cloned many times over. The response to the clones and rip-offs is just a tacked on part at the beginning because they feel strongly about it.
Re:Threes: The Rip-offs and Making Our Original Game by moron4hire on Thursday March 27, 2014 @09:23PM (#7484696)
If the game were very superior to the clones, they wouldn't have to explain why. Games are like jokes, in that way.
Re:Threes: The Rip-offs and Making Our Original Game by vacri on Thursday March 27, 2014 @10:14PM (#7484905)
This isn't really true. There are tons of games out there that capture the imagination better than other clones, but have shallower gameplay. The initial 'demo' period might be fun, but it doesn't mean the game will last.

The thing with 2048 is a bit different though. It wasn't just a game craze, it was people playing with algorithms. Making a funny/curious clone of the game had become the game for some.

Re:Threes: The Rip-offs and Making Our Original Game by JoshTriplett on Thursday March 27, 2014 @11:42PM (#7485235)
> The thing with 2048 is a bit different though. It wasn't just a game craze, it was people playing with algorithms. Making a funny/curious clone of the game had become the game for some.

This is the critical point missed by calling 2048 a clone. Of course it's a clone, and that's what makes it so interesting.

2048, in isolation, isn't that much fun; it captured interest for a while, but what made it gain popularity was being so simple that it lent itself to a hundred variations. Every one of those is, in some ways, more a "clone" of 2048 than 2048 is of Threes, but the meta-game has become fun in ways the game itself isn't. Just look at things like Flappy 2048, or Numberwang 2048.

Re:Threes: The Rip-offs and Making Our Original Game by moron4hire on Friday March 28, 2014 @07:39AM (#7486533)
Oh, I agree completely. Your last paragraph is exactly why this letter from the people who made Threes sound so particularly whiney. They have forgotten that they don't get to tell people how to enjoy themselves. Any parent who has watched their kids play with the cardboard box more than the toys that came in it will tell you that.

I don't think we can know why 2048 became so popular and Threes fell in its own shadow. Maybe it's a sign that open source and free as in freedom have finally registered with the general consumer on an emotional level, though I doubt it. If we knew for sure then we could make such better toys that the kids ignore the box.

Re:Threes: The Rip-offs and Making Our Original Game by rspeer on Saturday March 29, 2014 @06:17AM (#7491889)
I don't think the open-source aspect of it was the important difference. Rather, I think the thing that let 2048 become so huge, compared to Threes, is that you can show someone a link to 2048, and the moment they follow the link, they're playing it.

I think this is an important reason not to dismiss the Web as a platform.

Re:Threes: The Rip-offs and Making Our Original Game by epo on Saturday March 29, 2014 @09:41AM (#7492188)
This is complete rubbish. 2048 succeeded because it was a blatant 2nd generation copy of the threes gameplay and concept (albeit a poor long term game). It would not have attracted any attention had threes not been so hot. Its principal advantage over threes was being free.
Re:Threes: The Rip-offs and Making Our Original Game by girvo on Saturday March 29, 2014 @10:12AM (#7492271)
Bullshit. Otherwise 1024 would've taken off. Not 2048.

See how easy it is to shoot down someone's opinion and state your own?

Re:Threes: The Rip-offs and Making Our Original Game by vacri on Thursday March 27, 2014 @10:12PM (#7484892)
The trouble is that the essay takes a while getting to that point - up until then it sounds like it might be a little bitter. I was about to skip to the end myself when I ran across the 'change of tone'.
Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Thursday March 27, 2014 @10:15PM (#7484909)
I wonder if the post would have been better if the note about the clones was a postscript instead of a preamble.

Then again, it might have seemed even more bitter if it came after all the discussion of their work.

Re:Threes: The Rip-offs and Making Our Original Game by honksillet on Thursday March 27, 2014 @08:48PM (#7484572)
Agreed
Re:Threes: The Rip-offs and Making Our Original Game by zemo on Thursday March 27, 2014 @10:25PM (#7484943)
This is an essay from a craftsman to other craftsmen. Your position is not one of a craftsman, it is one of a salesman.
Re:Threes: The Rip-offs and Making Our Original Game by ruswick on Thursday March 27, 2014 @11:32PM (#7485190)
And the consumer doesn't care at all what anyone is.

All they want is a good game, and for many of them that game is 2048...

Re:Threes: The Rip-offs and Making Our Original Game by zemo on Friday March 28, 2014 @12:00AM (#7485278)
The point of the article is to say that it is sad that people do not care about craftsmanship. To proclaim that people do not care about craftsmanship is only stating the obvious.
Re:Threes: The Rip-offs and Making Our Original Game by eropple on Friday March 28, 2014 @01:01AM (#7485443)
2048 was a good game for the first two playthroughs. Then I realized the trick mentioned in this blog and it was dead.

Threes remains interesting. It is a better game.

Re:Threes: The Rip-offs and Making Our Original Game by gagege on Friday March 28, 2014 @09:21AM (#7487007)
And the most important things in the world are consumers?
Re:Threes: The Rip-offs and Making Our Original Game by hnal943 on Friday March 28, 2014 @10:10AM (#7487315)
Yes? Unless you are making something for your own satisfaction of having made it, the responses of the people consuming your product are the most important thing.
Re:Threes: The Rip-offs and Making Our Original Game by gagege on Friday March 28, 2014 @10:58AM (#7487655)
I'm on HN, how did I not expect this answer?
Re:Threes: The Rip-offs and Making Our Original Game by hnal943 on Friday March 28, 2014 @12:06PM (#7488070)
Why does art hang in a gallery? Because the artist (or at least the owner) wants people to see it.
Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Thursday March 27, 2014 @10:12PM (#7484895)
I disagree with you, but I'm curious about this bit:

> I think of the three of them 1024 stands up the best. It takes the core ideas in Threes and sands them down into a game that is easier to grasp and plays faster, without becoming so simple (a la 2048) that it becomes a game a script can beat.

I've never played 1024. Could you explain how it "sands [the ideas] down" and and "is easier to grasp"? I found Threes simple to grasp, and it sounded to me from reading the essay that 1024 actually had more features. I would expect that would make it slower to learn.

> Mobile games need to be simple and streamlined

This is certainly true. I've found Threes did a pretty good job of this. My only complaint was the 'signing' process at the end which was fixed with the first patch.

> I say all this to help others understand why I would point to this essay as an example of how not to respond to a problem like a barrage of cloners.

I didn't see this post as a "here's why clones suck" thing. I took it as a "here's what it was like for us to make our game". Only the prelude mentions the clones, the rest is just a development log. I'm glad they included that preamble, because I've been curious about their thoughts.

Basically, I didn't see this as a message to customers but a 'here's what game development can be like' post.

> Customers don't give you brownie points for how hard you worked on something. All they care about is how to get the best product for the best price.

Ah, but how they measure "best" matters. I adore Three's presentation and I think the polish they put on it was well worth it. I see it as a sign of the amount of work they put into the whole product. I was happy to plunk down $3.

On the other hand 1024 and 2048 look like prototypes to me. Drawing a few colors of boxes and making them move around the screen isn't hard. If 2048 was the only game to exist, they would have a higher barrier to get me to pay $3 as from screenshots (all you get in the app store) it doesn't look like it's worth it.

As a general note, it was clear a lot of thought and time went into Threes, but I'm amazed they had so many different visual designs and concepts along the way. There are at least 2-3x as many as I would have guessed.

I also kind of liked the argyle idea. That was rather neat.

Re:Threes: The Rip-offs and Making Our Original Game by gbhn on Friday March 28, 2014 @10:33AM (#7487482)
Specifically, once you've played puzzles of this sort, it is easy to see that the core of the puzzle is that all the tiles move as far as possible on a move. That threes doesn't do this makes it look like the prototype, no matter how much thought went into it.

Threes then seems more like a combination of this concept and a 15 puzzle.

Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Friday March 28, 2014 @04:40PM (#7489841)
> Specifically, once you've played puzzles of this sort, it is easy to see that the core of the puzzle is that all the tiles move as far as possible on a move

I see. That's now how I play so I wouldn't have thought of that.

Re:Threes: The Rip-offs and Making Our Original Game by krallja on Thursday March 27, 2014 @09:23PM (#7484698)
> Threes makes you swipe-swipe-swipe after every game to get your score and "sign" it (why do I care about signing it?) before you can play again

At least on iOS, you can choose "Autosign Scores" in the Options.

Re:Threes: The Rip-offs and Making Our Original Game by MBCook on Thursday March 27, 2014 @10:17PM (#7484915)
That didn't come about until the first patch though. It was a rather large annoyance during the early stages of my 'addiction'.
Re:Threes: The Rip-offs and Making Our Original Game by userbinator on Thursday March 27, 2014 @10:43PM (#7485006)
> it's to look closely at the new thing, understand why people like it better, and then bring that understanding to your next iteration or your next product.

I agree with this, and the "copy, then improve" mindset, along with the customer-centric view, has some great similarities to the "shanzhai" culture in China:

http://designmind.frogdesign.com/articles/shanzhai-s-role-in...

http://p2pfoundation.net/Shanzhai

http://www.bunniestudios.com/blog/?p=284

On the Internet, I see this same remix philosophy manifest itself very strongly in the creation and propagation of memes.

Re:Threes: The Rip-offs and Making Our Original Game by Kapura on Thursday March 27, 2014 @10:12PM (#7484894)
I was going to make an extremely similar posting and I agree with you on every point.

I think the largest takeaways on the crazy, viral successes of simple games like 2048 and Flappy Bird is that if the game is designed for the player to lose (at least most of the time) then playing again should be dead simple. If your game is really that addicting, anything between the end of one game and the start of another is an obstacle.

Re:Threes: The Rip-offs and Making Our Original Game by ijk on Thursday March 27, 2014 @09:42PM (#7484777)
The big differences between Threes and the followers are nearly invisible at first by get more apparent as you get deeper into the system.

So, while they could probably make the game restarting interface more streamlined, the part where you're playing the game is something subtly deeper that unfortunately doesn't become apparent until you've put some time into it.

Re:Threes: The Rip-offs and Making Our Original Game by alttab on Friday March 28, 2014 @01:59PM (#7488885)
Great way of putting it.

IMO, the original developer's mistake was the "build it and they will come" strategy.

Even if you built the perfect game, the "cloners" hussled more to get people to play their game, and got traction faster.

Just because you build the perfect product, does not mean that people will use it.

We call it "marketing" and "luck"

Re:Threes: The Rip-offs and Making Our Original Game by dasil003 on Friday March 28, 2014 @09:03AM (#7486901)
> Threes makes you swipe-swipe-swipe after every game to get your score and "sign" it (why do I care about signing it?) before you can play again; 1024 just moves you straight on to the next game. Mobile games need to be simple and streamlined, and 1024 understands that imperative better than Threes does.

This is such facile commentary on the metagame. Any armchair designer can come along and recite a checklist of attributes that any "well-designed" game must satisfy.

But the fact is that gameplay is much more important than metagame and the gameplay of Threes is much better considered. It's a deep game yes, and maybe that's not for everybody, but it doesn't fail as a mobile game. I play it on the tube all the time, and it works fine just to put it away and come back to it.

Re:Threes: The Rip-offs and Making Our Original Game by Quaro on Friday March 28, 2014 @03:02AM (#7485729)
>So if you put your heart and soul into something, and then someone comes along, tweaks your thing and makes it better, the way to respond isn't to ask people to respect how hard you worked; it's to look closely at the new thing, understand why people like it better, and then bring that understanding to your next iteration or your next product.

It doesn't have be better or even different for a clone to be successful.

Someone copies it exactly and starts making money off it. Or more likely, 100 different people. What's your response to that supposed to be then?

Re:Threes: The Rip-offs and Making Our Original Game by jagt on Thursday March 27, 2014 @09:41PM (#7484770)
Right. So we're on hackernews celebrating ripoffs and clones.
Re:Threes: The Rip-offs and Making Our Original Game by userbinator on Thursday March 27, 2014 @10:19PM (#7484921)
Standing on the shoulders of giants. Civilization has always advanced itself in this way.
Re:Threes: The Rip-offs and Making Our Original Game by ctdonath on Friday March 28, 2014 @03:42PM (#7489522)
Most products are little different from other products. New products are soon copied if they are "ideas whose time has come".
Re:Threes: The Rip-offs and Making Our Original Game by gress on Friday March 28, 2014 @04:30PM (#7489773)
The point is that the work they did led to the clones. Even if the clones are incrementally better they are free riding.

If investments in innovation and design result in returns only for cloners, they will not be made, and we will all suffer.

It is simply false to say 'all they care about is how to get the best product for the best price'. They also care about cool new stuff. Unfortunately, they don't connect the two.