Presumably, in the beginning, a lucky select few were paid to play it for testing purposes. Yet, sadly, we’ve never found anyone willing to pay us to play Tetris. If we could play Tetris all day rather than work… we probably would for a few weeks. We’ve yet to find anyone who has been coerced into playing Tetris. If you’re thinking that a good indicator of a game’s worth is how hard you go “Argh!” when you eventually lose, then you’re on the right track here. Also, the increasing speeds involved in playing the game generate a fair deal of endorphins and dopamine. It’s a measure of the fun we’re having, and it constantly challenges us to do better. We like feedback, and this enables us to feel satisfied/dissatisfied with our performance. You always know how well you are performing as you play the game. That means, if you’re not particularly attentive, your game can be over very quickly.įeedback in Tetris is instant and incontrovertible. Each time your pieces reach the top of the screen, your game is over. You have probably seen Tetris (or even played it), but, just in case-this is what Tetris looks like.Įach time you clear a line in Tetris, you are awarded more points. How fortunate it is, then, that Tetris’s three rules are what shape it into such an award-winning game. A completely random environment offers no clue as to how to play and would be incredibly frustrating. Rules give much needed structure to our play. ![]() Tetris has very simple rules: you can only move the pieces in specific ways your game is over if your pieces reach the top of the screen and you can only remove pieces from the screen by filling all the blank space in a line. Tetris offers an incredibly simple reason to play-pitting your wits against the computerized block dropper in order to last as long as you can. Your objective is to get all the blocks to fill all the empty space in a line at the bottom of the screen whenever you do this, you’ll find that the blocks vanish and you get awarded some points.Ī goal gives us a reason to play the game. The blocks fall at a certain rate, but you can make them fall faster if you’re sure of your positioning. You can move the blocks around, either left to right and/or you can rotate them. The aim in Tetris is simple you bring down blocks from the top of the screen. That is, it has goals, rules, feedback, participation is voluntary, and there are unnecessary obstacles that keep the game challenging. ![]() Yet, the reason it is so popular is that it meets the key criteria for fun in a game. It was invented in Russia, and it was never expected to be as popular as it became. Nevertheless, it’s been a consistently popular video game for decades. On paper, at least, it seems unlikely that something so basic should have done so well beyond the year 1975. ![]() Here, we’ll be looking at how the computer game classic, Tetris, meets these criteria for fun. Last but not least, there must be obstacles to provide a challenge. ![]() Namely, it must have goals (so the player has something to achieve) and rules (so that the player has a means to achieve those goals) it must also provide feedback (so that the players can examine their progress or lack of it), and it must involve voluntary play (because being forced to have fun isn’t fun). There are several criteria which need to be met in order for a game to be considered fun. Without fun, gamification is simply another feature of a system or product – with fun, your product or system becomes much more enjoyable to use. Fun is the key to how games work, and it’s the key to making gamification work, too.
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