The Tetris Effect
nonzerosum.games
nonzerosum.games
One of the moderators has kindly let me jump back in to say thanks to everyone that read the blog and had a play, it was most exciting to see people talking about it and I was especially amused by everyone bagging on the unreadable font - you'll be relieved that it has been changed, as of a few weeks ago.
So, a huge thanks, you've all made my day. And if you were looking for a mobile version, here it is... https://nonzerosum.games/tetrings_mobile.html
I'm looking forward to being part of this community too.
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 beginning of it: my brain built some heavy pattern recognition for pieces, so much so that I was basically daydreaming tetrominos everywhere, as in seeing a tetromino shape first, then realising what the thing actually was (e.g a bunch of buildings, a bunch of cars parked in a certain way, in books where rivers lined up a certain way, or words were even vaguely tetromino-shaped), or seeing stacks ("I could fit a T in there" and stuff).
Our housing complex had a large entrance gate for cars and a smaller gate used by pedestrians (and two wheelers mostly just because they fit and people are lazy to wait for the security guard to open the large gate which used to be closed by default)
I used to drive a two wheeler regularly. Enter and exit through the smaller gate (3-4 feet wide).
One day I took my car to office. While coming back home, I almost ... mentally ... drove through the small gate and crashed. Some part of my brain took over at last moment and steered my car away from turning into that smaller entrance. Phew.
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.
You can learn a lot of Group Theory trying to make a mental model of how the rotations work, since you get not just equations like QQQ = A but also (from memory so maybe wrong) something like QWQ = D. Shapes with symmetry axes generate subgroups, some (like the I block) even commutative ones. So technically you could live with only three of the rotation keys if you're the kind of person who rotates left three times when you want to rotate right.
And of course, the 3D versions of the S/Z pieces can screw up your game even worse than the 2D ones.
I didn't have a clue what group theory was back then (I was 10yo or something), but I clearly remember discovering these. Pretty sure it ended up become formative for my surprisingly quick group theory understanding in later maths class.
Ubuntu doesn't seem to have a package in any default repository.
Haha I did that a lot! the sequence became hardwired in muscle memory, like when you learn to solve a Rubik's cube and moving this to that becomes second nature.
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.
I appreciate the colours currently reflect different blocks like in the original tetris, but I'd find it easier to process the "board state" if each ring size also had a colour associated with it. It would be easier to "scan" the board state for where best to place the piece.
That said, this is a fantastic demonstration of innovation. It very neatly demonstrates the pros and cons of this particular 2d visualisation scheme.
The game itself is awkward, and requires 3 hands to properly play. Also for anyone else who grew up playing a particular windows port of tetris (from the BOWEP pack?), having space jam down the page instead of the block takes some getting used to.
Concerning the controls I had to factor in simplifying them to create the mobile version - https://nonzerosum.games/tetrings_mobile.html because it was just not possible to distinguish between so many different gesture controls on a touch screen. So, in the mobile version, on a couple of axes you can only rotate in one direction, given this limitation I could definitely limit the keyboard controls for people with only 2 hands.
Thanks again, finding comments like these has been really enjoyable.
I thoroughly enjoyed this game back in the day, and it has some really novel ideas about how to approach 3D tetrominoes.
https://www.ox.ac.uk/news/2017-03-28-post-traumatic-stress-s...
I haven't read about this thoroughly but I think the theory is that the Tetris Effect that we all hate literally blocks the formation of traumatic memories.
I wonder if there's something in that, where people try to distract themselves in their every day life with these games, perhaps it's an instinctive way of reducing trauma.
So Tetris was a plot of USSR govt and KGB to control westerners minds? :D
The Tetris effect is absolutely a real thing. Gonna need to dust off the Switch and play a little today!
When I started playing, I first just tried to play like it was regular Tetris on the furthest side of the board -- a strategy that was quickly foiled.
The implementation of an extra dimension is also pretty cool, but as a game design nerd, I think it's more awesome that you managed to force players to engage with the concept.
The blog is really about sharing ideas, so yes "forcing" the read is part of it XD - hopefully some ventured into the rest of the blog, which is more "saving the world" sort of material. I really appreciate your comments here, I wish I'd found them straight away :)
- the most important thing is: is a bottom layer ‘solid’. So looking from above seems the most obvious
- you could use e.g. numbers to indicate height, so a 3 is ‘three up’, a ‘1’ is one up, and a ‘0’ is: you are at the bottom.
- and use colours to indicate ‘holes below’ (e.g. blue is one hole, green 2, and red 3).
The blocks that are falling could be shown in multiple views, e.g. from above, from the front and from the right (with e.g. again numbers saying how ‘high’ it is.
You would not see the complete picture, but surely when you play from the start you would get a good mental picture from where the holes are, certainly if you played it for some length?
Edit: A separate view of e.g. the bottom layer or perhaps the two lowest layers could make it completely playable?
Thanks for your feedback
This was also much easier to code, an unspoken 3rd objective :)
Thanks for playing - if you'd like to try the mobile version it's at https://nonzerosum.games/tetrings_mobile.html
I remember a game called Wetrix, that combined Tetris like gameplay with a 3D environment : https://en.wikipedia.org/wiki/Wetrix
"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."
p { font-size: 400%; }
Please don't!Design serves a single purpose, which is to present information in the clearest possible way. Any design choices you make which don't serve that purpose are hubris. (And yes, the conveyance of some information requires invoking emotional triggers via more complicated and hard-to-fathom design; this is not one of those exceptions. Clarity, please!) An article about reducing some immense design complexity to visual simplicity should strive to present itself as clearly as possible, not use a goddamn webfont from the 90s.
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.
Anti-design is effective in making things memorable and engaging. When I attended Davis, I first thought the Social Sciences Building[2] was a bit of an eye sore. It was intentionally designed to be challenging. Now it is one of my most vivid memories of the campus.
1: https://99designs.com/blog/design-history-movements/anti-des...
2: https://localwiki.org/davis/Social_Sciences_and_Humanities_B...
Paul Graham's essay on taste sums it up pretty well:
I do agree that clarity or efficiency are not necessarily the highest values to strive for.
Uncheck the box next to "font-family".
There, now it's readable. You can close the chrome debugger thingy.
It isn't, the proposed 'solution' to the obscurity problem is at least as unreadable as the font.