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Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by jaegerpicker on Monday July 14, 2014 @09:49AM (#8030857)
2048 is a far worse game, there is literally no challenge to it. Granted I'm a big fan of threes but I can literally beat 2048 every single time I play it. I did a simple test one weekend and played 2048 to measure how many times in a row I could beat it. I got 15 and stopped out of boredom. I find it dumbfounding how anyone can compare the two and not find 2048 an extremely poor clone.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by bryanlarsen on Monday July 14, 2014 @10:22AM (#8031032)
If you're winning 15 times in a row, you're not moving fast enough. The appeal of 2048 is that you move so quickly, it feels cathartic. If you're not moving fast enough to make the occasional mistake, then of course you're going to get bored. If you're not making mistakes, you're also missing out on the fun of digging yourself out of a hole.

And as I mentioned in my original post, the goal for me to get 4096 or over 50,000 points. 2048 is easy, 50,000 points isn't.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Tyrannosaurs on Monday July 14, 2014 @10:29AM (#8031070)
But isn't that you having to add a level of challenge to the game that it doesn't have?

House ruling is fine but shouldn't that level of challenge (either through an enforced time limit or some other means) exist in the vanilla game?

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by bryanlarsen on Monday July 14, 2014 @10:38AM (#8031121)
2048 is a very accessible game, which is a large part of it's appeal. Rather than adding levels of difficulty, the better variants use achievements (like my 4096 and 50,000 goals, and your time limits) to keep it fun once you've got the basics mastered.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Tyrannosaurs on Monday July 14, 2014 @10:54AM (#8031185)
But the point is these aren't parts of 2048, they're just things you're putting on it.

It may be, in effect, a customisable game but that feels accidental rather than anything the designer intended. I could make any game harder by drinking heavily before playing it but that external factor making the game more difficult hasn't really improved it as a game.

Worth saying, I'm not wild about either game. For me they're simply not rewarding and I found myself resenting rather than enjoying the time I spent on them.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by jaegerpicker on Monday July 14, 2014 @10:37AM (#8031115)
Honestly I still disagree, I can still easily hit 50,000 points multiple times in a row. The mechanic is broken, it's a literally solved game. Even moving extremely fast I rarely have a problem hitting 4096. Left down ldldldldrldldldldr nearly always works for an infinitely high score.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Kiro on Monday July 14, 2014 @10:56AM (#8031191)
I don't believe you.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by jaegerpicker on Monday July 14, 2014 @11:34AM (#8031391)
shrug I don't have anything to prove here but read this: http://www.dailydot.com/gaming/2048-game-strategy-tips-cheat...

I just tried it out again and I used a slightly modified version of the technique laid out in this article (Left-Down-Left-Down until I couldn't anymore then switched to Right-Down, rinse repeat only occasionally switching directions to setup long number chains ) and I got a 4096.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Kiro on Monday July 14, 2014 @02:37PM (#8032452)
> It’s not guaranteed to yield an impressive score every single time, and it’s unlikely to produce any tiles higher than 512.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by jaegerpicker on Monday July 14, 2014 @03:46PM (#8032797)
Yes, I've covered that point. No it's not just left down on repeat. It's trivially different though. In any case you can choose to believe or not but it's extremely easy compared to Threes! to the point of not being worth playing IMO.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by omilu on Monday July 14, 2014 @01:07PM (#8031923)
You havn't figured out the strategy yet. 50,000 is routine once you have the strategy, and the joy in the game rapidly diminishes.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by moogleii on Monday July 14, 2014 @10:44AM (#8031142)
>The appeal of 2048 is that you move so quickly

For you maybe, not me - not all the time anyway. Granted when I am bored and feeling lazy, or I have a quick subway ride, I'll spin up 2048, but if I want a challenge and some thinking, I'll spin up Threes. In some sense, 2048 for me now serves as a less twitchy, less exciting Tetris substitute.

Moving the goal posts back on behalf of a game makes the goal more difficult, sure, but it doesn't necessarily mean the difficulty of the actual gameplay increases at the same rate, i.e. it can lag behind the difficulty of the goal, which in my opinion is very much the case for 2048.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by andrewla on Monday July 14, 2014 @10:50AM (#8031171)
The game can take a while, but the version by Ketchapp (on iPhone), which was the first knockoff to hit the app store, gives goals based on what you've solved so far. Right now my display says "Your next goal is to get to the 16384 tile", whereas the Gabriele Cirulli version has the downside of interrupting me every time I hit 2048, which, as you point out, is quite common once you're used to the game mechanic.

Nonetheless, hitting 8192 remains a challenge, and I feel like I've been tantalizingly close to 16384, but have never quite managed it. So as far as I'm concerned 2048 (or, I guess, 16384) remains quite challenging.

In Threes, 768 is the furthest I've gotten. I've found that when things get tight in Threes, you can easily be stymied not just by new tile placement (the only real wildcard in 2048), but also by the "+", "1", and "2"'s that can result in the position being unplayable, thus adding in my mind a greater degree of chance to the game.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by agumonkey on Monday July 14, 2014 @10:14AM (#8030982)
I also had a lot of wins by pushing at random. So there's that.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Kiro on Monday July 14, 2014 @09:51AM (#8030869)
I didn't know it was that easy to beat. I've never done it. Do you mind sharing your tactic?
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by moogleii on Monday July 14, 2014 @10:58AM (#8031197)
To expound a bit more on faet's reply, pick either the top or bottom row as your workspace. I'll assume bottom.

Generally speaking the beginning doesn't really matter all that much so just start building up numbers however you see fit (some people go left right left right multiple times before crunching downwards). But start building and pinning your largest number on either the left or right corner. So, for example, try to make a 32, and pin it in the bottom right. Then start working on a 16 to its left, and an 8 to the 16's left, and a 4 to the 8's left. Generally, I try to make sure the entire workspace row is locked as often as possible by making sure it's always filled. This minimizes the chance that you'll need to unpin the largest number from its corner.

Once you've got your workspace row locked, there are a few things you can do. I haven't decided which I really prefer yet, but I basically just start creating another workspace row above the first workspace row. I'll usually try to focus on creating row #2's largest number on the opposite side of row #1's pinned corner number so that I can start crunching downwards as numbers begin to vertically match.

That's the very general gist of it. There are a few minor special case tactics you can use, but I'll leave that for you. Oh, and as faet said, don't swipe up (if your workspace is at the bottom). It's a recoverable mistake, but can make things much more difficult if you get a 2 stuck below your workspace (but it does kind of add some more spark to the game trying to recover from it). Personally, once you start using this strategy, the biggest thing you need to look out for is to not create a scenario where the game will generate 3 locked rows, because that will force you to swipe up. You'll see what I mean. Good luck.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by faet on Monday July 14, 2014 @09:55AM (#8030899)
Generally you want to favor 1 corner. Try to only use down/left. Use right only once your bottom row has 4 so your "Main" block stays in the bottom left.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by Kiro on Monday July 14, 2014 @10:49AM (#8031162)
I just tried and only got to 64 in two tries. Then tried the tumbler where you just press left-up-right-down in a loop and got to 256.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by kaoD on Monday July 14, 2014 @11:09AM (#8031258)
As far as I can remember 2048 isn't even always beatable by bots due to its random nature, so I suspect your literal 15 beats in a row aren't that literal.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by T-hawk on Monday July 14, 2014 @04:56PM (#8033176)
2048 isn't always beatable by the best known bot. I don't know if anyone has proven either way whether 2048 is guaranteed solvable by a perfect bot for all possible random spawns. At the least, no one has found a counterexample like how Tetris has a guaranteed loss with a long enough string of S and Z pieces.
Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by kaoD on Friday July 18, 2014 @09:06PM (#8056328)
To be honest you're right, I'm just based on the best known bot and intuition.

Seems like a good math problem.

[EDIT] http://stackoverflow.com/a/22498940 won 100 out of 100 games using expectimax. 100 are not a lot of games, but hey.

Re:Design Is Why 2048 Sucks, and Threes Is a Masterpiece by VMG on Monday July 14, 2014 @10:53AM (#8031183)
There is empirical evidence that your experience is an outlier.