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By this I mean gamify bejewelled the actual game and not just
desire to play it, as Candy Crush and every other match 3 game has
done. I guess this should really be called gamify match 3, but I
an emotional attachment to Bejewelled because it was my first ine.
Oops, gave the
game away there didn't I? Ah well, I have to admit
thatI spend most of my time now (and money on) Candy Crush,
because it is more friendly, like a long term relationship rather than
that first crush. But none of the match 3 games (predictably) have
gamified the actual game itself, ie the learning of the game. I still
around in panic mode swiping for the nearest 4 set I can find, rather
than settling diwn to study the possibilities. This is because it is
damn hard to study the damn board. My tiny brain is not big
for that. And so I need a technology to help me. AN extra memory
module would be great but until we get that, I, and everyone else,
would benefit from a tutorial that is incorporated into the game or
becomes a game in and of itself, that teaches you to recognize
snd more complicated paterns and their results. All the time in
CandyCrush and Bejewelled I am saying to myself, well that one got
away from me, or, ddidn't see that one coming. At least give the
chance to bavk up a steo and replay if not change your choice.
||wow.... could you repost this when you get on a computer with a spellchecker ?
||//bavk up a steo// sounds painful.
||That's not gamifying. That's a tutorial.
||The problem with tutorials are that players never actually do them.
||Why don't you just play level 1 or 2 and experiment until you can play better?
||Most of the levels on candy crush arn't even timed, so take the time to think about your moves.
||Right, but I'm saying, it's not any fun to slow down, and fun
is what it is all about. I don't play these games for my
health, I play them because it successfully anesthetizes me
from having to negotiate "real life" issues, or gives me a
map on which to arrange my real life issues, whichever way
you want to look at fun. And if they are going to
successfully turn manipulating excel spreadsheets for a
living into plying Smurf's Villiage for a living, then they are
going to have to figure out how to make learning fun, not
just make money out of people having fun, because people
don't naturally gravitate toward consciousness, they will
paddle up a creek until they are stuck in the mud and then
just keep paddling, unless you give them a map. I guess
what I am saying is we can wait for one paddler with the
fortitude to ignore their paddling instincts long enough to
learn to read maps, or we can integrate the map learning
process into the paddling process. Something like that.
||Well, I guess you should consider playing a different game, if you're not having fun. I'd go so far as to recommend trying out a different genre.
||And you're spending money on it? Wow. I know candy crush has some serious eye-candy, it's advertised on TV, it's sort of *the* genre for players who are so casual they can't be bothered to figure out how their moves will affect the game, and it's psychologically monetised up the wazoo, but still.
||Alternatively, (and this may be telling your grandmother how to suck eggs) try to combine your specials:
Get a wrapper (from two simultanious rows of three) and combine with a stripey (from a set-of-four) - colour doesn't have to match - combine for
multiple-row and column clearance.
Or if you can get a row-of-five special next to a stripey one, use together for super nashwan (every other sweetie of the same colour as the stripey becomes stripey, and immediately goes off, clearing a row or column).
||I was hoping the process of gamifying would involve legs. Long leggy kicky high stepping ones.