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The Tetris Effect

nonzerosum.games

61–70 of 90 posts

Re: The Tetris Effect

#61

Earlier quoted context omitted.

This could for all I know be the most brilliant solution to 3D Tetris ever, but the font is just so terrible that I find it hard to get past the first paragraph, which makes me doubt the validity of any further (possibly quite clever) design solutions that are being presented. Design serves a single purpose, which is to present information in the clearest possible way. Any design choices you make which don't serve th…

I disagree so strongly even though I also found the font horrible. Design is used to communicate. Whether or not you want to communicate "in the clearest way possible" is a choice. There are many other choices to be made and some may conflict with that choice. Some choices will resonate with you and some will aggravate. But only the author/designer can speak to whether the design was successful in it's aims

> Whether or not you want to communicate "in the clearest way possible" is a choice.

This is far from "clearest way possible", it's not even in the middle. This choice impedes communication which makes is less useful, by your definition.

> But only the author/designer can speak to whether the design was successful in it's aims

I find it difficult to believe that the author's aim was to share a story in such way that's unnecessarily harder to consume, by a large portion of people otherwise interested in their thoughts.

Re: The Tetris Effect

#62
post #4

> this time I was fixated on how to create a three-dimensional version of Tetris. I remember playing a 3D Tetris-like game called Blockout back in the day. Some shapes were odd and non-4-block, key mappings for rotations were mind bending. https://www.mobygames.com/game/498/blockout/ As for the Tetris effect, at some point I played a lot of Tetris and seeing falling tetrominos when falling asleep was only the beginni…

Blockout was the first game we had on our 286. So many memories. Thanks.

Re: The Tetris Effect

#63
post #4

> this time I was fixated on how to create a three-dimensional version of Tetris. I remember playing a 3D Tetris-like game called Blockout back in the day. Some shapes were odd and non-4-block, key mappings for rotations were mind bending. https://www.mobygames.com/game/498/blockout/ As for the Tetris effect, at some point I played a lot of Tetris and seeing falling tetrominos when falling asleep was only the beginni…

One more who loved that game.

Friend and I used to get stoned and one of us would do translation and the other rotation. I forget who controlled the drop.

Achieving fluent hive-mind sufficient to beat higher levels in flow state was quite a thing.

Re: The Tetris Effect

#65
post #82

[belated stub for offtopicness] " Please don't complain about tangential annoyances—e.g. article or website formats, name collisions, or back-button breakage. They're too common to be interesting. " https://news.ycombinator.com/newsguidelines.html

I love the font on this page!

Re: The Tetris Effect

#66

Earlier quoted context omitted.

This could for all I know be the most brilliant solution to 3D Tetris ever, but the font is just so terrible that I find it hard to get past the first paragraph, which makes me doubt the validity of any further (possibly quite clever) design solutions that are being presented. Design serves a single purpose, which is to present information in the clearest possible way. Any design choices you make which don't serve th…

I disagree so strongly even though I also found the font horrible. Design is used to communicate. Whether or not you want to communicate "in the clearest way possible" is a choice. There are many other choices to be made and some may conflict with that choice. Some choices will resonate with you and some will aggravate. But only the author/designer can speak to whether the design was successful in it's aims

Design is the process of bringing ideas into form. It is intentional creation. This process does not necessarily include intentional communication: it can be purely utilitarian. The form itself is what unavoidably communicates the values of the designer.

I do agree that clarity or efficiency are not necessarily the highest values to strive for.

Re: The Tetris Effect

#67

just have some controls for shifting forward and backward and rotating the camera in 90 degree steps while bringing the piece with you, the falling piece still controls exactly like normal Tetris, but it rotates along with the camera rotating, it slides along the camera axis changes, and the camera plane always aligns with one row of the 3d stack, did I miss something or is this not the obvious approach? the adjacent…

That's pretty close to what Tetrisphere did.

Re: The Tetris Effect

#68
post #4

> this time I was fixated on how to create a three-dimensional version of Tetris. I remember playing a 3D Tetris-like game called Blockout back in the day. Some shapes were odd and non-4-block, key mappings for rotations were mind bending. https://www.mobygames.com/game/498/blockout/ As for the Tetris effect, at some point I played a lot of Tetris and seeing falling tetrominos when falling asleep was only the beginni…

The scariest version of that mental Tetris Effect I ever got was from Katamari Damacy. I'd be driving along a road, and start judging items like mailboxes and signs as to whether my car was big enough to roll them up if I drove into them.

When I was in 6th grade I got really into Rubik's Cubes/twisty puzzles, and was playing with them all the time.

I remember at one point I'd see a traffic light change and my brain would get confused cause somehow it translated what I was seeing into a physically impossible move on a Rubik's Cube.

Re: The Tetris Effect

#69
post #4

> this time I was fixated on how to create a three-dimensional version of Tetris. I remember playing a 3D Tetris-like game called Blockout back in the day. Some shapes were odd and non-4-block, key mappings for rotations were mind bending. https://www.mobygames.com/game/498/blockout/ As for the Tetris effect, at some point I played a lot of Tetris and seeing falling tetrominos when falling asleep was only the beginni…

The scariest version of that mental Tetris Effect I ever got was from Katamari Damacy. I'd be driving along a road, and start judging items like mailboxes and signs as to whether my car was big enough to roll them up if I drove into them.

A few weeks after starting playing Breath of the Wild on the Switch when it first came out, I remember looking out my apartment window down the street at store I needed to go to and thinking "Oh, that won't take much time at all, I can just glide down most of the way there" and only a moment later remembering that the paraglider wasn't something I had in real life.

Re: The Tetris Effect

#70
Another tangent to the overall topic: There's a game called Tetris Effect that renders the 2D playing field in 3D with subtle 3D effects to have fun with the immersion of it and intentionally trying to build the Tetris effect in the player even while you play. It was originally designed for VR immersion though you can play it on a regular screen. It's from Enhance the studio that inherited the designers from Rez, Lumines, Child of Eden (the weird, under-rated Kinect game), and more where highly immersive (music/rumble/design details focused towards synesthesia) games are their passion. If you've ever played Lumines and wondered what that team would do with Tetris itself, Tetris Effect is a must play.
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