On the Game Studies Download 3.0 Shadow List

My article Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games made it to the “shadow list” of this year’s Game Studies Download session at the Game Developers Conference.

I’ll quote the shadow list description of the paper:

Juul, Jesper. “Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games.” Artifact journal, Volume 2, 2007. Also available at http://www.jesperjuul.net/text/swapadjacent/.

Games discussed: Tetris, Centipede, Puzzle Bobble, Zuma, Luxor, many others


Country: Denmark

The casual games marketplace puts conflicting pressures on game developers: Innovate enough to differentiate, but make the game sufficiently like other games that players find it easy to pick up and play. When player picks up a game, they are also using their conception of video game history to understand the new game.

The article presents a history of matching tiles games, including a complex family tree of influence and innovation. Categories in the family tree include timed vs. non-timed, methods of tile manipulation, and criteria for matching.

Innovation in casual games is incremental, and based on combinations of mechanics from existing games. This creates a somewhat schizophrenic environment of cutthroat competition between developers simultaneously trying to out-innovate and out-clone each other.

The basic development method has been analyzing existing games, identifying their basic components, and then creating prototypes that combined elements in new ways in order to create a moderately innovative matching tile game.

Takeaway: The key finding here for our audience is that the actual historical origins and influences of casual games developers are less important than the ones that the players come to the game with. The innovations that will be legible to these players depend strongly on their experience with specific previous games.

One thought on “On the Game Studies Download 3.0 Shadow List”

  1. You mentioned “While Tetris has been hugely popular, its matching criteria of filling an entire row has surprisingly not been copied in any later games.”. Actually, I think the reason is that Hasbro is pretty protective of the Tetris license, so any game developer who develops a game where you fill an entire row to make it disappear coupled with falling blocks will have a Cease and Desist letter from Hasbro. Faced with a lawsuit by a corporation with almost unlimited cash. Most game developers would prefer to clone something else and avoid cloning a Tetris game.

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