For those who haven't heard of Threes, I highly recommend giving it a try. It's the original game that 1024, 2048 etc were cloned from (and I think it's still the best by far). Wikipedia has a good summary: https://en.wikipedia.org/wiki/Threes#Legacy
Show HN: 2048 turned 10 this year, I built an updated version to celebrate
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Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#22For those who haven't heard of Threes, I highly recommend giving it a try. It's the original game that 1024, 2048 etc were cloned from (and I think it's still the best by far). Wikipedia has a good summary: https://en.wikipedia.org/wiki/Threes#Legacy
Here's a great blog post from the Threes dev about their creation process and the impact of the rip-offs: https://asherv.com/threes/threemails/
>When an automated script that alternates pressing up and right and left every hundreth time can beat the game, then well, that's broken.
From my experience, this greatly overstates the "exploit". In 2048 you get to maybe 128 this way typically before you can't move up/right any more, then you have to start thinking after the left press. Basically whenever you slide away from the "preferred" corner, supposing your plan is to slide back promptly, there's always a chance that a random spawn gets in your way and complicates the plan. Getting to 2048 on the first try doesn't sound like a modal experience at all. (Of course, most new 2048 players won't have had the experience of developing Threes first.)
For that matter, the developer talks about how rare it is to see a 6144, but doesn't seem to acknowledge that reaching a 4096 in 2048 is far more difficult than reaching 2048.
At any rate, it's not at all immediately clear why having the player join 1+2 first before making blocks of 3*2^n, should noticeably improve the gameplay over having only powers of two. So IMO it's not that the gameplay of 2048 is fundamentally less interesting; the implementation just sets a lower standard.
(Though for what it's worth, I've wondered how it might go with the Fibonacci sequence - allowing 1s to merge either with 2s or other 1s.)
Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#23Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#24Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#25There's value in that. There's massive value in 2048 that Threes! does not capture. Just because someone spends a lot of time designing something, it does not entitle them to attention or praise. Many great artists get famous for works they absolutely hate. Gabriele has been consistently courteous about all of this for 10 years, and I'd suggest people here could be a bit more courteous to him too.
Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#26For those who haven't heard of Threes, I highly recommend giving it a try. It's the original game that 1024, 2048 etc were cloned from (and I think it's still the best by far). Wikipedia has a good summary: https://en.wikipedia.org/wiki/Threes#Legacy
While it's unfortunate that the Threes team didn't receive a proper recognition, I believe the popularity of 2048 mainly comes from the fact that it can be, in some sense, "finished" unlike Threes . Yes, you can continue after 2048, but it was a good milestone that is initially hard but can be done relatively easily once you've got the hang of it. The clear milestone makes every game play much more disposable unlike…
I think 2048 became more popular because it was a) on the web, and b) free, whereas Threes was only on the iPhone and cost a few bucks.
Oh, and c) the OP, to give him his due credit, did a really nice job with it! It had the same kind of simplicity and virality as Wordle.
Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#27Earlier quoted context omitted.
I wanted to address this, because I understand where you come from. Threes is actually credited in the about page[1] on play2048.co. The frustration is completely understandable, as Threes is definitely where the concept originated. Due to the chain of derivative games that led to the creation of 2048, I had not seen or heard of Threes until after it went viral. I think the inspiration Threes provided, although valid…
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Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#28For those who haven't heard of Threes, I highly recommend giving it a try. It's the original game that 1024, 2048 etc were cloned from (and I think it's still the best by far). Wikipedia has a good summary: https://en.wikipedia.org/wiki/Threes#Legacy
That said, I think there’s a balance to strike. As I mentioned before, I created 2048 before I became aware of Threes, and while it’s important to credit inspiration, I’m not convinced that every creative project needs to trace back every indirect influence. 2048 began as a small experiment without any intent of gaining popularity, and it grew into something distinct, shaped by the viral spread and its community of its open-source variations.
I understand the value of recognizing origins, but I also believe 2048 has developed its own identity over time. I appreciate the feedback, and I’m always open to improving where needed. Thanks for sharing your thoughts.
Re: Show HN: 2048 turned 10 this year, I built an updated version to celebrate
#29I found it a while ago when looking for the source of xjumpjump and instantly liked it. Thanks for creating 2048.
Every so often I try and see if xjumpjump is available on cell phones, but none yet.