How Scrabble Blew Its Big Moment
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My mother often plays on the app with her mother. The only way I can play with her is to link to my Facebook account, which is failing for some reason. This was the case 5 years ago, and still was the case when I last tried a couple months ago.
EA is a cancer of the games industry.
Not sure who owns wordfeud, hopefully not EA, it would break my heart :(
How do you throw a property like this away is crazy - this should have been 500K - 1M daily users 10 years ago, and 5M daily users today minimum.
Got a cease-and-desist letter from hasbro(?) demanding I remove the trademarked name 'scrabble' from my 'marketing literature'.
Now, it wasn't in my 'marketing literature'. It wasn't in anything user-visible at all. The search terms were invisible. Unless either Hasbro got the website to release them (in which case they would simply have asked the website to remove them), OR they noticed when they searched for 'Scrabble' that my game came up first. Before the licensed game. Which was a lame app.
I felt annoyed they would stoop to this, and was going to hang fast. But my partner buckled, and removed the search term. Sigh.
Anyway, haven't played Scrabble since.
(2) Providing an app on an app store is publishing, anyway.
(3) The issue here was almost certainly trademark, not copyright.
The app in the app store is irrelevant. The trademark is irrelevant (not marking this product, not infringing).
Does that hold water?
I believe current US case law is trending toward keyword stuffing not generally being a trademark violation, even when explicitly targeting a trademarked competitor, but people are getting dragged to court over it from time to time, so that might be more than you'd like to take on.
More likely, because it is a trademark.
It was in your sales site. Your sales site could most validly be referred to as marketing literature.
> It wasn't in anything user-visible at all.
It was visible though, to the search engine at least. And back to the "not marketing literature" point - SEO very much is marketing.
Now they might be being a bag of dicks, in this case and more generally, but I don't think those two points you are arguing with are valid at all.
And SEO is absolutely not 'marketing literature' which is defined as something the customer sees and reads. The word 'Scrabble' did not appear in that.
No I think its a contortion to make those arguments.
> The same one Hasbro used to market their lame Scrabble game.
> Unless either Hasbro got the website to release them
Or the garden wasn't as walled as you had been lead to believe and the terms were included somewhere visible to search agents and Hasbro knew all about that from their own experience of the site.
The association with your app and the mark was certainly visible as there was a direct mapping between the two via the search function.
> (in which case they would simply have asked the website to remove them)
Perhaps they did but the site said "copyright/trademarking isn't our problem, perhaps have your guys talk to their guys."?
Today's calvinball economy confuses me.
Why is it so hard to just make a plain app without ads or in-app purchases? I’d happily pay $10 but let me just play Scrabble.
I've been playing with friends and family for years. One-time purchase to remove ads, no shenanigans.
In application micro transaction with one tap buy are making a killing. People will spend way more than $10 if they can get a hint for 50c or extra go etc.
It is such an effective mechanism that full price triple A games are fully transitioning into that model.
Its vile practice but its all about next quarter, right?
Having ad with built-in timers and then the app having a timer itself drove me to installing a PiHole. But changing the router settings to DNS was better because that gave me two IP addresses to enter and I don't have to maintain it.
Those things are around because they are working, fullstop.
If it didn't work - did not make money - it would stop.
Just because it has negative effect on you it doesn't mean its same for others.
I believe that if there had been some way of extracting more money from users even sooner than the smartphone had been invented, it would have been done. The smartphone was so revolutionary it opened up all of those new avenues, and the monetization models have even reached consoles now that it's been well established that the people that use smartphones will buy into them.
I think this may have happened again because I see another version that I had installed called "zzSUNSET SCRABBLE." Its maddening, I can still play the Scrabble game that I have on CD ROM from 1997 in a VM, but can't play Scrabble in an ad-free environment on my phone in 2020.
https://domino14.github.io/macondo/
The state of the art AIs (and this one) use truncated Monte Carlo search to determine best plays. They can still be beaten by top humans around 50% of the time. We will be dedicating a lot of time next year to adding machine learning, inferencing (i.e. range finding ala poker), and other approaches to try to build the best AI in the world.
Have you got a source for top humans beating top AIs 50% of the time? I found this where the top answer mentions a 500-game series between Kenji Matsumoto and Quackle that sounds pretty even: https://www.quora.com/Is-there-a-Scrabble-computer-program-t...
There hasn't been anything groundbreaking on it since: not because nobody has thought of it as a research problem, but because, unlike chess, improvements to the algorithm haven't led to great improvements in performance. This would suggest that Maven is pretty close to perfect: the game just isn't that deep, and the randomness of the tiles drawn dominates any small performance gain.
For human players a large part of the game is in knowing the word list: even world champions spend hours poring over different permutations of that, which a computer can access instantly. The strategic part of the game seems interesting, but can be almost completely accounted for with some simple heuristics and the knowledge of which tiles remain.
[0] https://www.sciencedirect.com/science/article/pii/S000437020...
https://www.zynga.com/games/words-with-friends-2/
(It's mentioned once near the end of the article, as a sign of hope.)