Hi Ryan, Dark, and all,

Ryan basically summed up our line of thinking extremely succinctly. Using gold, 
silver, etc, would be just as arbitrary to many people as colors would be, as 
most metals do not have radically varying textures.

The problem would exist for nearly any system you could think of, for large 
swaths of the world's population. We could use galleons, sickles, and knits 
from the Harry Potter universe, and I, and likely many others, could use that 
just as well, and those things are purely abstract.

Also, in a system that uses something more arbitrary, like types of metal, 
colors, animals, whatever…you are then asking the person to memorize values for 
five different representative items. In ChangeReaction, as it stands now, the 
user only needs to really remember three…and really, more like two. I doubt 
anyone who knows English well enough to buy the game does not know what a 
"dollar" is, particularly as that is a name for currency in far more countries 
than just the USA. Likewise, "penny", as was previously pointed out in this 
discussion, is pretty universally understood.  That leaves "nickels", "dimes", 
and "quarters". "Quarter" simply refers to the fact that it is worth 
one-quarter of a dollar, so that is easy as well. Nickels and dimes are the 
only truly arbitrary names to remember.

Anything else is more arbitrary than what we have now.

And, speaking of arbitrary, the original ChangeReaction also used simple tones 
in one mode to indicate the various types of coins. We eliminated this in favor 
of using pitch to indicate the height of the stacks, and also because it did 
seem far too arbitrary.

We had, at one point, considered adding additional types of coins as modes in 
the game, including fictional or archaic forms of money, just to give folks 
something new to learn and play with…although this discussion is really making 
us reconsider whether that would be such a good idea.

While James probably did consider ChangeReaction as a Tetris variant, we are 
treating all of the titles now as their own entities. Hence why you see modes 
like LooseChange and PayDay in the new version, which have no correlating 
Tetris equivalents.

If you expect ChangeReaction to be exclusively a Tetris clone, or AlienOutback 
to be exclusively a SpaceInvaders dupe, you're going to have those expectations 
shattered…hopefully, in a good way.

On Dec 27, 2012, at 9:15 AM, dark <[email protected]> wrote:

> Hi Ryan.
> 
> for me it is a question of identification and logic. i know! what british 
> coins are like, I have no idea what american ones are, indeed until Tom's 
> explanation I didn't even know that a dime was a tenth of a dollar.
> 
> At the moment, the game feels like playing with completely random names that 
> have no meaning or logic to me at all, I might as well be playing with made 
> up words such as zing zang and zod.
> 
> The reason I think this is such a big deal is that clearly in creating the 
> game, james north wanted a way of constructing tetris using everyday objects, 
> however to most people outside the us, they are nothing of the sort, just 
> pure abstractions, which actually gets in the way of playing the game sinse 
> it means your effectively working with something rather meaningless just as 
> if they were totally nonsensical names unrelated to anything in a person's 
> real environment.
> 
> One way of fixing this might be to add options for various currencies such as 
> British pounds and euroes, however you still then run into the problem of 
> people in countries who's currency wasn't represented, (I know for a fact 
> there are several indian audio gamers who naturally use rupees), and also the 
> more serious problem that each coinage has different size and denomination 
> coins, for example we've already said that in British coins there is no such 
> thing as a quarter of a pound coin.
> 
> thus, the suggestion is to create a system based upon objects that everyone 
> has readily to hand, or could easily imagine for themselves, that is why I 
> personally suggested simply changing the names of the coins to metals such as 
> copper, iron, bronze, silver and gold, sinse then anyone is free to imagine 
> the physical coins themselves.
> 
> tom suggested plastic tocans of the arcade type with some sort of internal 
> logic.
> 
> the point however about either of those systems is that they have more logic 
> and relevancy to players outside the us.
> 
> As I said, imagine playing the game with nonsense words substituted for the 
> coin names and you might gather why it is such a problem, particularly for a 
> game so heavily based on the idea of moving physical objectts.
> 
> Beware the grue!
> 
> Dark. 
> 
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