likes to play games on her telephone or computer,
pictured above, an
artist impression of a player, not Diana, so what is the game that she and so
many others find so additive? it is the Candy Crush Saga, in case you do
not know and I did not, it is a match-three puzzle video game released by King
on April 12, 2012 for Facebook, and on November 14, 2012 for iOS, Android,
Windows Phone and Tizen, the game has generated billions of dollars (and
perhaps many, many more hours of wasted time) but what makes it
so addictive? 'it’s very easy to learn,' says Jesper Juul, who has
written a history of this simple and addictive genre of games, known as
Match-3,
Candy Crush, like other Match-3 games, uses a grid of
tiles in various colours and shapes, players swap those tiles to make matching
stripes of three (or more) tiles, which then vanish with a satisfying whoosh,
but Juul says it gets surprisingly hard, level by level, to clear each board of
tiles, a group of computer scientists in Rome proved last year that the course
a Match-3 game will take is exceedingly difficult to predict, if the game were
too hard, players would just give up, so Match-3 games lure users with lots of
tiny victories, you can’t make a move without getting a match and clearing
tiles, so every turn delivers a jolt of positive feedback, another factor, says
Juul, is the lack of time pressure, which allows users to play distractedly, on
their own time,
Candy Crush is not the first game to cash in on
these qualities, match-3s first gained popularity in 2001, with the release
of Bejeweled, which uses gems in place of candy, the makers
probably got the idea from the simple Russian game Shariki,
released in 1994, if you follow the lineage all the way back to the 1980s,
you’ll arrive at what Juul calls the “primordial” matching tile game:Tetris,
the addictiveness of Match-3 games might not be inherent to their design,
though, it’s likely more about trends, Juul points out that the genre’s popularity
fluctuates in tandem with complex games like World of Warcraft.
'it’s popular because it’s popular,' says Juul. 'it becomes a cultural moment …
that would have been impossible to predict', so now I know, I will stick to
playing patience!
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