NYT on “pay up or wait” freemium games

In my prior post, I detailed how (from my perspective) Rovio has managed to just about ruin what had been one of the best game franchises in history: Angry Birds. The crux of the problem was the introduction of in-app purchases that are now required to get the best scores — combined with incessant nagging during game play to get you to spend money on these purchases. This strategy may be working well for Rovio’s short-term profits, but it comes at a cost that may well have a long-term negative effect.

As gamers no doubt know, this is not just restricted to Angry Birds. As it turns out, the front page of yesterday’s New York Times ran an article about increasing complaints regarding the spread of “freemium” games — where you download the game for free but then have to shell out significant money to actually play it:

…the freemium model is encountering some resistance. Regulators here and overseas are taking a closer look at whether some free games mislead consumers about the true costs of playing them and whether vulnerable players, like children, might be duped into spending money.

I don’t entirely oppose the idea of freemium apps. They can even be a good way to allow a “try before you buy” method for distributing a game. For example, after downloading a free game, you could play the first 5 levels, but then have to pay a reasonable fee to unlock the remaining levels.

What I object to is, as described in the New York Times article, more like the situation for the recently released Dungeon Keeper app:

The free mobile version of the game began its solicitations for in-app purchases early and with gusto. Players faced waits of 24 hours to dig out sections of earth to create their dungeons unless they spent real money to accelerate the process. A demon character taunted them to pay up.

Let’s hope that game developers, such as Rovio and Electronic Arts, begin to see their miscalculations here and that the pendulum begins to swing back in the other direction. I doubt freemium games will vanish from the landscape, but they can be made much less annoying, misleading, demanding and intrusive.

Ruining Angry Birds: In-app purchases and top scores

The following is a slightly modified version of something I originally posted as a comment at the Angry Birds Nest website. Angry Birds Nest (which is not affiliated with Rovio) is a site devoted to all things Angry Birds. One section of the site includes Leaderboards, where members can post their top scores. As Rovio has added features to their games, especially ones that require in-app purchases to obtain items that may improve your scores, there has been an ongoing debate on ABN as to whether such “enhanced” scores should be allowed in the Leaderboards. Purists (including myself and apparently most of the site’s members) want them kept out. But it’s been increasingly hard to enforce such restrictions. As a result, the site has gradually loosened it rules.

My posting was a response to this loosening. If you’ve never played Angry Birds, this may be of little interest (and some of it may be a bit hard to follow). Even if you have played the games, this may not be relevant if you don’t care about high scores. However, many people do play Angry Birds and do care about high scores. Also, I believe the basic arguments have relevance to many other competitive iOS games. So I thought I would repost the comment here, where it may get a wider audience.

“I wanted to offer my two cents regarding ABN’s policy of allowing scores achieved via character swaps (an option that ultimately requires in-app purchases and allows for higher scores than could be otherwise obtained) on the Leaderboards for Angry Birds Star Wars II.

In brief, I support the decision. But not because I think it’s a good idea. Rather because, given how Rovio has structured the game, ABN really had no other choice.

Here’s the dilemma from my perspective:

Completing any Angry Birds level is about achieving two related goals. The first is to get the highest score you can. The second (which doesn’t get mentioned at ABN as much) is to solve the puzzle.

To explain what I mean by “solve the puzzle,” I go back to the original Angry Birds and Angry Birds Seasons games. Here, all players were restricted to the same level playing field: the set of birds assigned to each level. There was an unstated assumption (which turned out to be true) that Rovio had designed each level so that it was possible to get a top score that was significantly higher than the minimum needed for three stars. To achieve these top scores, you needed to figure out how Rovio had designed the level to be best played. That was the puzzle to be solved.

Often there were non-obvious semi-hidden paths to success. Figuring out what best to do was similar to solving a maze game or a crossword puzzle. This aspect of Angry Birds was always the most fun and challenging for me. There was the joy of that “aha” moment when you suddenly realized there was a totally different way to play the level than you had been doing, one that achieved a much higher score.

That’s why, when I checked the Leaderboards and saw some top scores (or worse still, average scores) that were significantly higher than my best effort, I knew it was time to head back to the drawing board — and figure out what I was doing wrong. Eventually, occasionally only after hours of experimenting, I almost always solved the puzzle and joined the group of top scores. As a last resort, I checked the walk-throughs to discover what I had missed. For me, going to the walk-throughs was an admission of defeat. It was tantamount to going to the solutions page for a crossword puzzle to find out the answers to the clues that had stumped me.

Taken together, this all made Angry Birds and especially Angry Birds Seasons two of my all-time favorite games.

But now, with things like the character swaps (and even worse, the horrible “Last Chance” option) in Angry Birds Star Wars II, all of that is gone. Solving the puzzles have been largely supplanted by an assortment of gimmicks that allow you to get “enhanced” higher scores. All of these gimmicks encourage you to spend money on in-app purchases, something that the game continuously and annoyingly prompts you to do. The Last Chance option is especially irksome, as it entirely abandons a critical aspect of the game: the limit on how many turns you get before a level is over.

To be fair, solving puzzles is not necessarily gone. You can still play the game as if all those gimmicks do not exist (which is what I do). But it’s gone if you want to compare your scores with the Leaderboards at ABN or in Apple’s Game Center — because those boards contain the “artificially enhanced” scores.

This became especially apparent in the Rise of the Clones levels. There were levels that had top scores between 20,000 and 45,000 more points than I had been able to achieve. I was almost certain there was no way to get those scores with the default set of birds. Mystified as to how these scores had been obtained, I went to the walk-throughs. Sure enough, I discovered that these scores were made possible only via character swaps. The purist in me rejected this as a solution.

Now, I suppose one could argue that figuring out which characters to use and how best to use them is just another type of puzzle to be solved. I might be persuaded to agree with that, but only if the swaps were truly part of the game — meaning that players had an unlimited permanent pool of all the characters to draw from. That way you could experiment and try different strategies — just as you can do with the default set of characters.

This is definitely not the case. Inevitably, to experiment with an assortment of different characters, and especially to try low probability of success maneuvers, you will have to spend money to purchase additional character quantities. This erases the level playing field of yore. Those with more money (or at least a greater willingness to spend money) will wind up with a significantly better chance of attaining high scores. And, without checking the walk-throughs (which, as I said, I like to avoid), there is no way of knowing how the listed high scores were achieved — especially if or how character swaps or last chances were used.

Let’s be frank. The reason Rovio put all these additional options into their games is not because they thought it would improve gameplay or add to a player’s enjoyment. If that was the case, they could have included the options for free or perhaps for a one-time upgrade fee. No, Rovio is looking for every way it can to squeeze more money out of its user base. And a never-ending stream of in-app purchasing is, from their perspective, the perfect way to do it. Combined with the incessant unavoidable advertising (and “Stuck?” screens and “Carbonite melting” messages) that keep appearing, my personal enjoyment of Angry Birds Star Wars II has deteriorated to the point that I almost ready to abandon it altogether.

So yes, for all these reasons, I would prefer if the Leaderboards remained free of character swaps and such. However, I recognize that enforcing this, especially for a game that had these options built in right from the start, is all but impossible to do. As I see it, the ABN site was in a rock vs. hard place position and made the best decision they could. It’s just too bad that Rovio put them in that position.”

Update [July 2014]: Rovio has somehow managed to make a bad situation worse. In the Master Your Destiny section of the latest update to the Star Wars II game, there are no provided birds at all! Instead, you have to use saved characters for each and every toss, drawing down your storage. This effectively means that getting a top score will require spending money, as there is no way to sufficiently experiment with different strategies given the limited amount of birds you can acquire for free. For example, I typically play a level several hundred times before assuming I’ve got my best score. There’s no way I could do this with spending a lot of money here.

I checked the reviews of the game on iTunes. There are now many one-star reviews expressing this same sentiment. As for me, I have dumped this game and will never play it again. I only hope that Rovio does not wind up doing something similar to Angry Birds Seasons, my favorite of the Rovio games.

Stealing wins at Letterpress

[Yes, this is another in my continuing series of articles about the game of Letterpress. For those of you who do not play this game, feel free to move on.]

Occasionally, winning a Letterpress game requires taking a step back and rethinking your entire approach. Such was the case with a recent game of mine. Had I stuck with my typical strategies, I would have lost the game. Luckily, I became aware of the danger before it was too late. As a result, I managed to “steal” a victory—in just two moves!

Position after opening move of REMARKING

My opponent opened with the word REMARKING. Before reading further, take a moment and decide on what word you would play next.

My initial take was that I was in considerable trouble. My opponent had already protected squares in two corners—not a good sign. Worse, if I wasn’t careful, I could easily imagine him expanding to a third corner on his next turn. Alternatively, he could significantly expand his two corners at the top of the board. Either way, the game would likely be effectively over. He would be helped by the fact that the board overflowed with easy-to-find long words, such as LOVEMAKING or MISCARRIAGES or PARLIAMENTS.

I figured that, to have any chance at all, I’d have to secure both the two lower corners on my first word. Further, it would be almost as critical to simultaneously attack my opponent’s position at the top of the board. Doing all of this at once would require a fairly long word—likely 11 letters or more.

While I had no trouble coming up with 11+ letter words, none of then hit the right combination of squares. For example, OPERATIONALISM omitted the essential V, needed to grab the southwest corner. Similarly, a 15 letter word(!), IMPROVISATIONAL, amazingly did not contain an E, needed to protect the southeast corner.

Then the nickel dropped. I was looking at this game completely wrong. I was actually in much more trouble than I had realized. Paradoxically, I was also in much better shape than I had thought.

The bad news was that, even if IMPROVISATIONAL contained an E (imagine that it was spelled EMPROVISATIONAL), I couldn’t afford to play it. It would leave CMPRR as the only remaining unclaimed letters. My opponent could then play any number of possible word, such as CRIMPERS or PROCLAIMER or PARAMETRIC, and immediately win the game! Uh-oh! The same unhappy logic applied to all other super-long words I might play.

But wait! There was actually an up side to this situation. I didn’t have to play a super-long word. I didn’t even have to take both lower corners. In fact, it would be better if I didn’t. Instead, I could play a word like CARMAKERS — which is what I did.

Position after I played CARMAKERS

This word secured the southeast corner, protecting three squares. More importantly, it left 11 unclaimed squares. I couldn’t be 100% certain, but I was almost sure that there was no one word that used all of these remaining letters. Even if there were, I figured it was unlikely my opponent would find it. In fact, unless he understood the situation as I now did, he probably wouldn’t even be looking for it.

For example, if my opponent came back with IMPROVISATIONAL, it would still leave one P unclaimed. That would almost certainly be sufficient for me to find a word that contained that P and enough other unprotected squares to give me a win on my next turn. Actually, my position was even better. If my opponent played any word that contained a P, other than IMPROVISATIONAL,  I could play IMPROVISATIONAL and immediately win.

My opponent came back with PARKINGS. Yes! He had taken the bait and played a word with a P in it, leaving 9 unclaimed letters. He was probably feeling pretty good about his position at this point, unaware of what was about to happen.

Position after my opponent played PARKINGS

I play IMPROVISATIONAL and win the game 17-8

I played IMPROVISATIONAL and “stole a win” with a score of  17-8 — ending the game with just two moves.

One final question to ponder: What should my opponent have played instead of PARKINGS?

I’m not sure. Without the help of a complete list of all possible words (that would be cheating!), he would have to be concerned that any word that took even one unclaimed square might allow me to win the game on my next turn (as, in fact, I did). Given that, it might be best for him to play a word that took no new unclaimed squares. The main exception would be if he could find a word that left him with 13 or more protected squares, blocking any chance of me winning on my next turn.

Of course, if he did play a defensive word, leaving 11 unclaimed squares, I would find myself in almost the identical dilemma. That is, both of us would likely have to play to avoid the 11 squares—and continue to do so as long as it remained a viable option. Eventually, one of us would stumble and lose. What a strange situation. But that’s what makes Letterpress such a great game.

To see a replay of the entire game, click here.

Another “stolen” victory

In this next game, I deliberately gave my opponent a winning position—with the hope that he would not see it. When things went as I had hoped, I was able to surprise my opponent and “steal” the victory on my next turn.

The game was hard-fought over the first eight moves. However, playing second, I was definitely on the losing end of the battle. After my opponent played MOLTEN on move 9, I was unable to see any clear path to victory.

The position after my opponent played MOLTEN

The gist of the situation was that both of us were avoiding the 5 unclaimed squares (XTKLL) for the typical reason: there was no one word that used all 5 letters and the fear was that claiming any one of the 5 letters could allow the opponent to take the remaining 4 and win. For example, if either of us had taken the K, the other player could play EXTOLLING and win. As I recall (my memory’s a bit hazy here), it probably would have been safe to take the T in the southwest corner; however, this would have required a word with two T’s, as neither of us wanted to leave the upper T in the opponent’s hands. There weren’t many words with two T’s that also included the other required squares. ALLOTMENT was a possibility (my opponent might have played it instead of MOLTEN). As for me, I valued the R more than the second T. So the T was left alone.

As such, we were left to skirmish over the claimed but unprotected squares (LMRNTO), exchanging possession of most or all of them with each turn.

If we continued to maintain this see-saw exchange, it’s possible I would have wound up with a final advantage. But it seemed unlikely. With the advantage of having gone first, my opponent was always just a bit ahead. So, out of a sense of “desperation,” I decided to attempt a swindle and go for a quick win. I played EXCLAMATION, taking the X of the unclaimed squares.

The position after I played EXCLAMATION

If my opponent could now find and play a word that used KLLT, he was almost certain to win the game. Actually, I already knew there was at least one such word: CLOTHLIKE. This word would win the game for my opponent. My hope here was that my opponent would not discover this word and (incorrectly) assume he instead needed to continue the see-saw. It seemed worth a shot in a game that I was otherwise likely to lose anyway.

I got my wish. My opponent played EXAMINATOR. It was a great word, reclaiming the MNTO squares as well as taking the newly claimed X. Had I continued the see-saw, I didn’t know of any word that I could use to take back MNTOX. Most likely, I would have had to leave my opponent with the X and an increased advantage. I’m sure that’s what my opponent was expecting to happen.

Fortunately, I didn’t have to do that. Instead, I played CLOTHLIKE and stole the victory by the thinnest of margins, 13-12.

To see a replay of the entire game, click here.

Letterpress “house rules”

Recently, Jim Biancolo alerted me to an article he posted regarding informal “house rules” for playing Letterpress. The article linked to two other similar postings by other players (Brent Simmons and Daniel Jalkut). As a fan of this great game (I’ve previously written two articles on Letterpress strategy), I want to offer my thoughts regarding these “rules.”

First off, I completely agree with two of the rules cited by the above players:

• If you win a game, let your opponent go first on a rematch. That is, allow the loser the advantage of the first move on the next game. Usually, this happens automatically in games I play, as the loser challenges the winner for a rematch.

• Don’t use any “cheater” apps or websites while playing a game. This should be obvious. There’s a reason they call these programs “cheats.” And that’s the reason you should stay away from them. After the game is over, it’s okay to look at them to potentially learn words you might have otherwise played. But not during the game.

There is one minor exception to this for me. I am still waiting for Loren to update Letterpress (as he previously informed me he was planning to do) so that you can check the validity of a word when it is your turn. As it now stands, you can only do this when it is your opponent’s turn. If you enter a valid word when it’s your turn, it plays…period.

There are many times when I want to know if a word is valid without necessarily playing it. In fact, there are times when I have no intention of ever playing a given word. I instead want to know if I need to worry about my opponent playing it. So, in such cases, I look up the word. I don’t consider this cheating.

As to the rest of the suggested rules, I generally do not agree with them. In particular:

• I wouldn’t end a game in a tie after 50 moves. Rather, I plow on until someone wins or resigns.

• I don’t consider it off-limits to play a word like STOPPED if my opponent plays a similar word of the same length, like STOPPER. I especially wouldn’t consider abiding by this when I have no idea if my opponent is doing so, as is usually the case.

Similarly, I make no effort to avoid playing a word with a prefix or suffix added to my opponent’s word. I do check to see if there is a better word I could play instead. But if I can’t find one, I would have no hesitation about playing REACTIONS, for example, after my opponent played REACTION.

More than that, I believe this is a positive part of the strategy of the game. For example, I might see that the words STOPPER, STOPPERED, STOPPERS, STOPPED and STOPS are all available. Before I would play any of those words, I try to think through the implications of my opponent playing the other words in response. Figuring out how best to play the sequence takes skill. Perhaps the best strategy will be not to play any of the words until your opponent plays one first.

Such sequences sometimes lead me to try unusual approaches. For example, there are situations where I might play ADVISE even though I know ADVISES is playable. The reason is that I see that ADVISED is also available. By playing ADVISE, if my opponent replies with ADVISES, I can come back with ADVISED. If I played ADVISES first, and my opponent played ADVISED, I would have no come back.

• Finally, I don’t try to win with the smallest possible advantage. To the contrary, I go for the largest margin of victory I can get. Once again, I view knowing how to maximize your win as part of the skill of the game. However, I do have a limit. The limit is I will not unduly prolong a game simply to up the score differential. Once it’s clear that I have the game won, I try to expedite the ending. However, if I see a game ending in about the same number of moves, and I wind up with a bigger score by using word A rather than word B, I will take word A every time.

One rule I would add to the list:

• If you give up on a game, resign. Don’t just abandon the game and leave your opponent dangling, unsure if you ever intend to play again.