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Threes: The Rip-offs and Making Our Original Game

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Re: Threes: The Rip-offs and Making Our Original Game

#151
post #115

Earlier quoted context omitted.

How does that negate my point?

the point is that you cannot download an iOS app without encountering its description, so to say that you know about 1024 and not Threes is deeply suspect.

That is incorrect.

Search for a game. The set of games is displayed with an install link and a screenshot. The description needs some scrolling.

(Edit: bizarrely heavy downvoting in this thread)

Re: Threes: The Rip-offs and Making Our Original Game

#152
The original devs really care and that's lovely. I've always felt guilty about playing 2048 despite having bought Threes twice (once on Android and once on iOS.)

I don't know what I'd do in their position; feeling disheartened is definitely one. It's a great game - granted I'm not a fan of the sound design so get frustrated sometimes - the game itself is fun and addictive.

I don't think this post will convince as many people as they think to switch to the original, but I hope it does them some good.

Re: Threes: The Rip-offs and Making Our Original Game

#153
post #93

Earlier quoted context omitted.

Man, I really like this comment. And I realize that sentence alone is pretty pointless, so I'll expand on it a little: One of the huge sources of cognitive dissonance I have in HN and startups in general (and this is coming from someone who is explicitly not a startup/SV person, though I find it a great spectator sport and a wonderful font of knowledge) is the clash of lean against polish. I felt like I've spent the…

I think "quality" is the key word here, that ineffable property of refinement and aesthetic care that creates beauty in our experience of something. We'd like to live in a world of quality things, but that isn't always where market forces take us, at least in the short term. The most cynical or economically motivated might even discount the importance of quality, but I think most people just want the market to be mor…

This reminds me of the philosophical book "Zen and the Art of Motorcycle Maintenance", which is all about "Quality" and the difference between "artisitic quality", and "technical/mechanical quality"

Re: Threes: The Rip-offs and Making Our Original Game

#154
post #153

Earlier quoted context omitted.

I think "quality" is the key word here, that ineffable property of refinement and aesthetic care that creates beauty in our experience of something. We'd like to live in a world of quality things, but that isn't always where market forces take us, at least in the short term. The most cynical or economically motivated might even discount the importance of quality, but I think most people just want the market to be mor…

This reminds me of the philosophical book "Zen and the Art of Motorcycle Maintenance" , which is all about "Quality" and the difference between "artisitic quality", and "technical/mechanical quality"

I seem to remember the follow up "Lila" talking more about quality. Dynamic and static quality form what I remember.

Re: Threes: The Rip-offs and Making Our Original Game

#155

The worst part about this is that neither the 1024 or 2048 developers do so much as acknowledge Threes as the original inspiration. It's really pathetic. Just some losers pretending to be something they're not. Common shithead piracy.

2048 has always credited 1024, and 1024 has always credited Threes.

Re: Threes: The Rip-offs and Making Our Original Game

#156
This is my very personal opinion on the matter:

It really pisses me off always I read from somebody how he got burned by a rip-off. If you do it right 2048 will make YOU famous and all future products of you will automatically get more attention, even if you don't make any money on Threes (which is a way worse name than 2048 in the eyes of hackers, btw). Talk to blogs, Youtube reviewers and to us HN users and show us how awesome your product is and if it is really better than 2048 then you will automatically win the crowd. Think about how much attention (and money) PSY now gets for everything he does, although he didn't get as much money directly from Gangnam Style as he could have gotten.

Just complaining and hoping that people will support you because it would be fair is cheap, sad, and it won't happen anyway.

Re: Threes: The Rip-offs and Making Our Original Game

#157
post #46

Having a foot in the indie game developer community and another in startups, it's fascinating to see the HN comments in response to this post. The indie game developers care about originality, passion, the sweat and hard months of work, the dedication to the craft. I think the point of Asher's essay is to show how much love and effort went into it, and that they were indeed the first to ship a full, polished game wit…

>It's two very different communities, and it's fun to see the two worlds collide.

...except sometimes, the collision is a horrible trainwreck like the recent Occulus controversy, which suddenly makes a whole lot more sense in the context of your post.

Re: Threes: The Rip-offs and Making Our Original Game

#158
post #59

Earlier quoted context omitted.

If the game were very superior to the clones, they wouldn't have to explain why. Games are like jokes, in that way.

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.

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

#159

Earlier quoted context omitted.

yup. making no money. and, as the threes guys point out, with no longevity. it won't be at the top of the heap for long. then, unlike threes, it will crash out the bottom instead of hanging around. so, again. meh.

Only the web version is ad-free. The iOS version has ads. Its longevity I believe will be greater compared to the Threes game. What makes you think otherwise - that Threes will stay on the top for longer than 2048?

I believe the point is that 2048 has less gameplay longevity. Threes is designed to be a puzzle game that will last you the rest of your life, and no one has come close to beating it yet. 2048 can be beaten with relatively simple algorithms, so even though it is easier to pick up because its initial learning curve is shallower, people will max it out sooner.

Re: Threes: The Rip-offs and Making Our Original Game

#160

This is a great read. As someone who pooped out a low quality clone of Threes for the purpose of teaching myself d3 ( http://www.kongregate.com/games/honkskillet/menage-a-threes ), I can say that there is a mile of difference between the polish of Threes vs 2048. Also, I agree with the 3's creator when he says that 2048 is essentially broken. I had played 3s before playing 2048. I got 1024 on my first play through, a…

I think the tipping point was that 2048 was open-source, on github, and had some low-hanging fruit in terms of improvements or variations. Once the simple changes had been exhausted, the momentum was there to sustain attention for more elaborate but mostly still incremental changes. If everyone had to code it from scratch, we would have seen far fewer versions.

I think it's an interesting study in the possibility space of a design, a breadth-first search by the masses vs. the depth-first search by the Threes developers.

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