Just One More Game ...
Angry Birds, Farmville and Other Hyperaddictive 'Stupid Games'

By SAM ANDERSON
April 4, 2012

In 1989, as communism was beginning to crumble across Eastern Europe, 
just a few months before protesters started pecking away at the 
Berlin Wall, the Japanese game-making giant Nintendo reached across 
the world to unleash upon America its own version of freedom. The new 
product was the Game Boy - a hand-held, battery-powered plastic slab 
that promised to set gamers loose, after all those decades of sweaty 
bondage, from the tyranny of rec rooms and pizza parlors and arcades.

The unit came bundled with a single cartridge: Tetris, a simple but 
addictive puzzle game whose goal was to rotate falling blocks - over 
and over and over and over and over and over and over - in order to 
build the most efficient possible walls. (Well, it was complicated. 
You were both building walls and not building walls; if you built 
them right, the walls disappeared, thereby ceasing to be walls.) This 
turned out to be a perfect symbiosis of game and platform. Tetris's 
graphics were simple enough to work on the Game Boy's small 
gray-scale screen; its motion was slow enough not to blur; its action 
was a repetitive, storyless puzzle that could be picked up, with no 
loss of potency, at any moment, in any situation. The pairing went on 
to sell more than 70 million copies, spreading the freedom of 
compulsive wall-building into every breakfast nook and bank line in 
the country.

And so a tradition was born: a tradition I am going to call (half 
descriptively, half out of revenge for all the hours I've lost to 
them) "stupid games." In the nearly 30 years since Tetris's invention 
- and especially over the last five, with the rise of smartphones - 
Tetris and its offspring (Angry Birds, Bejeweled, Fruit Ninja, etc.) 
have colonized our pockets and our brains and shifted the entire 
economic model of the video-game industry. Today we are living, for 
better and worse, in a world of stupid games.

Game-studies scholars (there are such things) like to point out that 
games tend to reflect the societies in which they are created and 
played. Monopoly, for instance, makes perfect sense as a product of 
the 1930s - it allowed anyone, in the middle of the Depression, to 
play at being a tycoon. Risk, released in the 1950s, is a stunningly 
literal expression of cold-war realpolitik. Twister is the 
translation, onto a game board, of the mid-1960s sexual revolution. 
One critic called it "sex in a box."

Tetris was invented exactly when and where you would expect - in a 
Soviet computer lab in 1984 - and its game play reflects this origin. 
The enemy in Tetris is not some identifiable villain (Donkey Kong, 
Mike Tyson, Carmen Sandiego) but a faceless, ceaseless, reasonless 
force that threatens constantly to overwhelm you, a churning 
production of blocks against which your only defense is a repetitive, 
meaningless sorting. It is bureaucracy in pure form, busywork with no 
aim or end, impossible to avoid or escape. And the game's final 
insult is that it annihilates free will. Despite its obvious 
futility, somehow we can't make ourselves stop rotating blocks. 
Tetris, like all the stupid games it spawned, forces us to choose to 
punish ourselves.

In 2009, 25 years after the invention of Tetris, a nearly bankrupt 
Finnish company called Rovio hit upon a similarly perfect fusion of 
game and device: Angry Birds. The game involves launching peevish 
birds at green pigs hiding inside flimsy structures. Its basic 
mechanism - using your index finger to pull back a slingshot, over 
and over and over and over and over and over and over - was the 
perfect use of the new technology of the touch screen: simple enough 
to lure a suddenly immense new market of casual gamers, satisfying 
enough to hook them.

Within months, Angry Birds became the most popular game on the 
iPhone, then spread across every other available platform. Today it 
has been downloaded, in its various forms, more than 700 million 
times. It has also inspired a disturbingly robust merchandising 
empire: films, T-shirts, novelty slippers, even plans for Angry Birds 
"activity parks" featuring play equipment for kids. For months, a 
sign outside my local auto-repair shop promised, "Free Angry Birds 
pen with service." The game's latest iteration, Angry Birds Space, 
appeared a couple weeks ago with a promotional push from Wal-Mart, 
T-Mobile, National Geographic Books, MTV and NASA. (There was an 
announcement on the International Space Station.) Angry Birds, it 
seems, is our Tetris: the string of digital prayer beads that our 
entire culture can twiddle in moments of rapture or anxiety - 
economic, political or existential.

...

http://www.nytimes.com/2012/04/08/magazine/angry-birds-farmville-and-other-hyperaddictive-stupid-games.html

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