In 1989, the Japanese game-making giant Nintendo (released) Game Boy. The unit came bundled with a single cartridge: Tetris, a simple but addictive puzzle game whose goal was to rotate falling blocks. 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.
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. Today it has been downloaded, in its various forms, more than 700 million times.
Stupid games are rarely occasions in themselves. They are designed to push their way through the cracks of other occasions. They’re less an activity in our day than a blank space in our day; less a pursuit than a distraction from other pursuits.
In the era of consoles, most games were designed to come to life on a stationary piece of furniture — a television or a desktop computer. The games were built accordingly, around long narratives. Smartphone games are built on a very different model. The iPhone’s screen is roughly the size of a playing card; it responds not to the fast-twitch button combos of a controller but to more intuitive and intimate motions: poking, pinching, tapping, tickling. This has encouraged a very different kind of game: Tetris-like little puzzles, broken into discrete bits, designed to be played anywhere, in any context, without a manual, by any level of player. The Angry Birds creators like to compare their game with Super Mario Brothers. But the first and simplest level of Super Mario Brothers takes about a minute and a half to finish. The first level of Angry Birds takes around 10 seconds.
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