{"id":13984,"date":"2012-02-16T17:38:33","date_gmt":"2012-02-16T22:38:33","guid":{"rendered":"http:\/\/www.kith.org\/journals\/vardibidian\/2012\/02\/16\/13984.html"},"modified":"2018-03-13T19:03:43","modified_gmt":"2018-03-14T00:03:43","slug":"oh-no-its-tetrisweeper","status":"publish","type":"post","link":"https:\/\/www.kith.org\/vardibidian\/2012\/02\/16\/oh-no-its-tetrisweeper\/","title":{"rendered":"Oh, no, it&#8217;s Tetrisweeper!"},"content":{"rendered":"\n<p>So. The problem with <i>Tetrisweeper<\/i>, which I am not linking to because it&#8217;s terribly addictive and bad, is that Tetris and Minesweeper are totally different kinds of games.\n<p> Minesweeper: one false move and you&#8217;re dead. Which, you know, is in keeping with the whole Devil-Bunny-needs-a-ham backstory of the game. If you click on a bomb, the game is over. There&#8217;s one solution&#8212;finding all the bombs&#8212;and you either find it or you don&#8217;t. There&#8217;s a time element, too, in that you are attempting to solve the layout as quickly as possible, and you can keep track of your best times, but really, it&#8217;s a win or lose game. And it&#8217;s quick enough that if you lose, you haven&#8217;t lost much. It&#8217;s different from actual landmines in that way. In the video game, it&#8217;s click-click-click-click-lose. Click-click-click-click-click-click-lose. Click-lose. Click-click-click-click-click-click-click-click-click-click-click-click-win! That&#8217;s how the game is designed, and that&#8217;s how it works.\n<p>Tetris, on the other hand, once you get fairly good at it, is a long game where you can recover from a few mistakes. In fact, the definition of being good at Tetris might as well be that you can recover from a few mistakes. And that you spend a lot of time playing low enough down on the board that mistakes aren&#8217;t instantly fatal. To the extent that there is strategy in Tetris (and I claim there is), it deals mostly with (a) setting yourself up so that you will have so many good places to put the pieces that you won&#8217;t make mistakes, and (2) setting yourself up so that if you do drop a piece in the wrong place you can recover from it. Of course, eventually you will lose because of a mistake, but it won&#8217;t always happen immediately upon making the mistake. Usually it will be a succession of mistakes. One mistake makes another mistake worse. So it&#8217;s tap-tap-tap-tap-mistake-tap-tap-tap-tap-fixed-tap-tap-tap-tap-tap-tap-tap-tap-mistake-tap-tap-tap-tap-fixed-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-mistake-tap-tap-tap-tap-tap-mistake-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-tap-mistake-tap-tap-mistake-tap-tap-tap-tap-tap-mistake-tap-mistake-lose.\n<p>So. This difference of recoverability is connected, of course, to the fact that in Tetris, the point of the game is not to win&#8212;you can&#8217;t win&#8212;but to postpone losing. In Minesweeper, the point is to win as quickly as possible; in Tetris, the point is to lose as slowly as possible. There are plenty of good game of both kinds, and Tetris is among the best at the postpone-the-loss kinds of games (such as Bejeweled, and Collapse, and so on and so forth). Minesweeper is, well, a perfectly good game of the other kind.\n<p>So the problem with Tetrisweeper, then, is that being half Minesweeper, one wrong move and you&#8217;re dead. But being half Tetris, you cannot win. You are postponing the end of the game as long as possible, but that end is a sudden end brought about by a single click. Doing well for a while does not give you breathing space, as it does in Tetris and similar games. Your game will end with a (game-ending) mistake. And you are always, for however long you postpone the inevitable, just one click away from the Game Over screen. This, I think, makes for an unpleasantly and unnecessarily tense game without the satisfaction of doing well at either.\n<p>Alas, I cannot stop playing it.\n<p><I>Tolerabimus quod tolerare debemus<\/I>,<br>-Vardibidian.\n\n","protected":false},"excerpt":{"rendered":"<p>In Which Your Humble Blogger has a weakness.<\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[196],"tags":[],"class_list":["post-13984","post","type-post","status-publish","format-standard","hentry","category-hatchet-job"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/posts\/13984","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/comments?post=13984"}],"version-history":[{"count":1,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/posts\/13984\/revisions"}],"predecessor-version":[{"id":19499,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/posts\/13984\/revisions\/19499"}],"wp:attachment":[{"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/media?parent=13984"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/categories?post=13984"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.kith.org\/vardibidian\/wp-json\/wp\/v2\/tags?post=13984"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}