[HN Gopher] The Tetris Effect
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       The Tetris Effect
        
       Author : Kiro
       Score  : 113 points
       Date   : 2023-08-09 09:13 UTC (1 days ago)
        
 (HTM) web link (nonzerosum.games)
 (TXT) w3m dump (nonzerosum.games)
        
       | samyar wrote:
       | The bro couldn't find an uglier font than this ?
        
       | dvh wrote:
       | In style.css:                   p { font-size: 400%; }
       | 
       | Please don't!
        
       | beeburrt wrote:
       | That font is terrible for reading. Maybe for like headings it's
       | ok, but long paragraphs, no.
        
         | Waterluvian wrote:
         | I had a real problem reading this. Luckily reader mode seemed
         | to work fine and stripped all the style from the document.
        
       | [deleted]
        
       | antupis wrote:
       | Somebody should make Tetris game where speed does not increase
       | but dimensions do.
        
         | quickthrower2 wrote:
         | It exists, it is called deep learning
        
         | monstertank wrote:
         | Pretty sure that LSD is illegal :P
        
       | gargablegar wrote:
       | Blockout (1989) was amazing https://youtu.be/ZpeSH6pbio4
        
       | luxuryballs wrote:
       | just have some controls for shifting forward and backward and
       | rotating the camera in 90 degree steps while bringing the piece
       | with you, the falling piece still controls exactly like normal
       | Tetris, but it rotates along with the camera rotating, it slides
       | along the camera axis changes, and the camera plane always aligns
       | with one row of the 3d stack, did I miss something or is this not
       | the obvious approach? the adjacent block rows can become more
       | translucent but maintain wireframe the further away from the
       | focus row, etc
        
         | WorldMaker wrote:
         | That's pretty close to what Tetrisphere did.
        
       | DeathArrow wrote:
       | >The Tetris Effect can also invade people's waking lives with
       | intrusive thoughts that interpret the real world through the lens
       | of this particular cognitive pattern
       | 
       | So Tetris was a plot of USSR govt and KGB to control westerners
       | minds? :D
        
       | jmiskovic wrote:
       | Probing the conscious and subconscious mind, a novel mind-
       | boggling 3D-to-2D visualization, working interactive demo, nice
       | hand-drawn diagrams - this is my HN nugget of the day. Kudos!
        
       | plank wrote:
       | Started reading the article, immediately thought of a relative
       | simple solution:
       | 
       | - the most important thing is: is a bottom layer 'solid'. So
       | looking from above seems the most obvious
       | 
       | - you could use e.g. numbers to indicate height, so a 3 is 'three
       | up', a '1' is one up, and a '0' is: you are at the bottom.
       | 
       | - and use colours to indicate 'holes below' (e.g. blue is one
       | hole, green 2, and red 3).
       | 
       | The blocks that are falling could be shown in multiple views,
       | e.g. from above, from the front and from the right (with e.g.
       | again numbers saying how 'high' it is.
       | 
       | You would not see the complete picture, but surely when you play
       | from the start you would get a good mental picture from where the
       | holes are, certainly if you played it for some length?
       | 
       | Edit: A separate view of e.g. the bottom layer or perhaps the two
       | lowest layers could make it completely playable?
        
       | jszymborski wrote:
       | Can't you just have one or two more camera angles on the screen
       | at all times? Maybe even a stationary and a rotating view?
        
       | WorldMaker wrote:
       | Another tangent to the overall topic: There's a game _called_
       | Tetris Effect that renders the 2D playing field in 3D with subtle
       | 3D effects to have fun with the immersion of it and intentionally
       | trying to build the Tetris effect in the player even while you
       | play. It was originally designed for VR immersion though you can
       | play it on a regular screen. It 's from Enhance the studio that
       | inherited the designers from Rez, Lumines, Child of Eden (the
       | weird, under-rated Kinect game), and more where highly immersive
       | (music/rumble/design details focused towards synesthesia) games
       | are their passion. If you've ever played Lumines and wondered
       | what that team would do with Tetris itself, Tetris Effect is a
       | must play.
        
       | boredhedgehog wrote:
       | Alexey Pajitnov actually designed his own 3D version called
       | Welltris. It might be even less known than BlockOut, even though
       | it's a more elegant solution.
       | 
       | https://www.mobygames.com/game/2121/welltris/
        
         | vikingerik wrote:
         | Welltris isn't really 3d. The viewport is, but the gameplay is
         | 2d. It's on (five of the six sides of) the interior surface of
         | a cube, but that's the same as if those sides were folded out
         | flat into a 2d plane. Each cell has only four adjacencies, not
         | the six degrees of freedom that would exist in a fully 3d
         | volume.
        
       | whalesalad wrote:
       | I used to work in the same building/floor as the Tetris company.
       | My girlfriend was on the QA team. She was an absolute menace at
       | this game. I remember back when Facebook games were a thing she
       | would get on my account and play all of my friends and sweep the
       | floor with them. It was so fun to watch.
       | 
       | The Tetris effect is absolutely a real thing. Gonna need to dust
       | off the Switch and play a little today!
        
       | lloeki wrote:
       | > this time I was fixated on how to create a three-dimensional
       | version of Tetris.
       | 
       | I remember playing a 3D Tetris-like game called Blockout back in
       | the day. Some shapes were odd and non-4-block, key mappings for
       | rotations were mind bending.
       | 
       | https://www.mobygames.com/game/498/blockout/
       | 
       | As for the Tetris effect, at some point I played a lot of Tetris
       | and seeing falling tetrominos when falling asleep was only the
       | beginning of it: my brain built some heavy pattern recognition
       | for pieces, so much so that I was basically daydreaming
       | tetrominos _everywhere_ , as in seeing a tetromino shape first,
       | then realising what the thing actually was (e.g a bunch of
       | buildings, a bunch of cars parked in a certain way, in books
       | where rivers lined up a certain way, or words were even vaguely
       | tetromino-shaped), or seeing stacks ("I could fit a T in there"
       | and stuff).
        
         | efdee wrote:
         | Blockout was the first game we had on our 286. So many
         | memories. Thanks.
        
         | ygra wrote:
         | Can be played here:
         | https://archive.org/details/msdos_Blockout_1989
        
         | JohnFen wrote:
         | I've never experienced this with Tetris, but there was a
         | stretch of time, decades ago, where when I was driving through
         | cities I'd see the various sections of the landscape tinged
         | with the green, blue, and yellow matching SimCity zoning
         | colors.
        
         | vikingerik wrote:
         | The scariest version of that mental Tetris Effect I ever got
         | was from Katamari Damacy. I'd be driving along a road, and
         | start judging items like mailboxes and signs as to whether my
         | car was big enough to roll them up if I drove into them.
        
           | hbn wrote:
           | When I was in 6th grade I got really into Rubik's
           | Cubes/twisty puzzles, and was playing with them all the time.
           | 
           | I remember at one point I'd see a traffic light change and my
           | brain would get confused cause somehow it translated what I
           | was seeing into a physically impossible move on a Rubik's
           | Cube.
        
           | saghm wrote:
           | A few weeks after starting playing Breath of the Wild on the
           | Switch when it first came out, I remember looking out my
           | apartment window down the street at store I needed to go to
           | and thinking "Oh, that won't take much time at all, I can
           | just glide down most of the way there" and only a moment
           | later remembering that the paraglider wasn't something I had
           | in real life.
        
           | ChadNauseam wrote:
           | https://xkcd.com/161/
        
           | albert_e wrote:
           | Not the same thing but ..
           | 
           | Our housing complex had a large entrance gate for cars and a
           | smaller gate used by pedestrians (and two wheelers mostly
           | just because they fit and people are lazy to wait for the
           | security guard to open the large gate which used to be closed
           | by default)
           | 
           | I used to drive a two wheeler regularly. Enter and exit
           | through the smaller gate (3-4 feet wide).
           | 
           | One day I took my car to office. While coming back home, I
           | almost ... mentally ... drove through the small gate and
           | crashed. Some part of my brain took over at last moment and
           | steered my car away from turning into that smaller entrance.
           | Phew.
        
         | hsjqllzlfkf wrote:
         | I remember playing this as well. Fuck, life is so short.
        
         | johanmagnusson wrote:
         | Did not know about Blockout! Came here to post a link to a 3D
         | Tetris I played a lot way back, can be seen in action here:
         | 
         | https://www.youtube.com/watch?v=_pjG2R14VCU
        
         | wkjagt wrote:
         | OMG Blockout. I can hear the intro in my head now! If I
         | remember correctly, it was on a very early PC (8086?) and would
         | actually run too fast on later PCs. Pretty impressive game for
         | the time.
        
         | aaroninsf wrote:
         | One more who loved that game.
         | 
         | Friend and I used to get stoned and one of us would do
         | translation and the other rotation. I forget who controlled the
         | drop.
         | 
         | Achieving fluent hive-mind sufficient to beat higher levels in
         | flow state was quite a thing.
        
         | red_admiral wrote:
         | Yes, the main keys were Q/A, W/S, E/D for rotations around the
         | major axes, arrows for moving in the XY plane (assuming the Z
         | axis is "down") and SPACE was a force drop I think?
         | 
         | You can learn a lot of Group Theory trying to make a mental
         | model of how the rotations work, since you get not just
         | equations like QQQ = A but also (from memory so maybe wrong)
         | something like QWQ = D. Shapes with symmetry axes generate
         | subgroups, some (like the I block) even commutative ones. So
         | technically you could live with only three of the rotation keys
         | if you're the kind of person who rotates left three times when
         | you want to rotate right.
         | 
         | And of course, the 3D versions of the S/Z pieces can screw up
         | your game even worse than the 2D ones.
        
           | lloeki wrote:
           | > You can learn a lot of Group Theory trying to make a mental
           | model of how the rotations work
           | 
           | I didn't have a clue what group theory was back then (I was
           | 10yo or something), but I clearly remember discovering these.
           | Pretty sure it ended up become formative for my surprisingly
           | quick group theory understanding in later maths class.
        
         | NikkiA wrote:
         | Welltris was the 3d-ish variant all my cohorts played. although
         | it's really fairly 2D in truth.
         | 
         | https://www.mobygames.com/game/2121/welltris/
        
         | Pinus wrote:
         | I played that a lot, too! Usually with the simplest block set,
         | which was just 3D versions of the usual Tetris blocks. After
         | that, playing "normal" 2D tetris suddenly became harder,
         | because there are some rotations that cannot be done when you
         | have only one axis! In 3D, you can flip an S into a Z, but in
         | 2D, you can't!
        
           | lloeki wrote:
           | > In 3D, you can flip an S into a Z, but in 2D, you can't!
           | 
           | Haha I did that a lot! the sequence became hardwired in
           | muscle memory, like when you learn to solve a Rubik's cube
           | and moving this to that becomes second nature.
        
         | lkbm wrote:
         | Frac was the one I had as a kid:
         | https://archive.org/details/Frac_1020
        
           | utexaspunk wrote:
           | Loved me some Frac!
        
         | [deleted]
        
         | mmh0000 wrote:
         | My 3D Tetris of choice is Tetrisphere; partly because it was
         | the first game that really got me into Tetris.
         | 
         | [1] https://en.wikipedia.org/wiki/Tetrisphere
        
           | sleepybrett wrote:
           | I had a nintendo64 and had 6 games for it. Mario64, zelda64,
           | majora's mask, kart64, goldeneye, and tetrisphere. If it were
           | possible to wear out a n64 cart i would have worn out
           | tetrisphere. Several generations later I still had the 64
           | hooked up with tetrisphere still stuffed into it. It wasn't
           | until the xbox one that I finally packed it away and switched
           | to emulation.
        
         | bitwize wrote:
         | One of the earliest "too soon?" jokes I saw on the internet was
         | a 2002 or so animated GIF of a game of Tetris being played
         | around and between the World Trade Center towers:
         | https://knowyourmeme.com/photos/172830-september-11th-2001-a...
        
       | 11Spades wrote:
       | I think the addition of new pieces was incredibly clever.
       | 
       | When I started playing, I first just tried to play like it was
       | regular Tetris on the furthest side of the board -- a strategy
       | that was quickly foiled.
       | 
       | The implementation of an extra dimension is also pretty cool, but
       | as a game design nerd, I think it's _more_ awesome that you
       | managed to force players to engage with the concept.
        
       | aaroninsf wrote:
       | https://archive.org/details/msdos_Blockout_1989
        
       | khamisiyah wrote:
       | Still very difficult to visualize the Z-layer (how far the blocks
       | are into the screen). Maybe another way to make 3D tetris more
       | viable would be to have a camera that automatically adjusts for
       | the best viewing angle for the player?
        
       | wycy wrote:
       | I really can't even play Tetris anymore because of the Tetris
       | Effect. Picturing falling blocks literally keeps me awake at
       | night after I play.
        
         | anothermoron wrote:
         | I get this on other genres as well, mainly SHMUPS and Rhythm
         | games!
        
       | sleepybrett wrote:
       | Not really a 3d tetris but certainly tetris adjacent
       | https://store.steampowered.com/app/554870/SUPERHYPERCUBE/
        
       | ambyra wrote:
       | I love the font on this page!
        
       | brynbryn wrote:
       | [flagged]
        
       | feintruled wrote:
       | He might be on to something, but I couldn't grok the
       | visualisation at all. I didn't spend long though.
       | 
       | I remember a game called Wetrix, that combined Tetris like
       | gameplay with a 3D environment :
       | https://en.wikipedia.org/wiki/Wetrix
        
       | xnorswap wrote:
       | I think the rings are a fantastic innovation. It would help me
       | even further if the z-layers were colour coded too.
       | 
       | I appreciate the colours currently reflect different blocks like
       | in the original tetris, but I'd find it easier to process the
       | "board state" if each ring size also had a colour associated with
       | it. It would be easier to "scan" the board state for where best
       | to place the piece.
       | 
       | That said, this is a fantastic demonstration of innovation. It
       | very neatly demonstrates the pros and cons of this particular 2d
       | visualisation scheme.
       | 
       | The game itself is awkward, and requires 3 hands to properly
       | play. Also for anyone else who grew up playing a particular
       | windows port of tetris (from the BOWEP pack?), having space jam
       | down the page instead of the block takes some getting used to.
        
       | tinytoon wrote:
       | Would this be a good game for a VR scenario ? A Player could
       | youse hand or finger gestures to move and rotate the individual
       | blocks and surrounding level/area
        
         | sleepybrett wrote:
         | Not really tetris, but certainly adjacent
         | https://store.steampowered.com/app/554870/SUPERHYPERCUBE/
        
       | GasolinePC wrote:
       | Dirty hack to make it readable: $('script,style,link,img,canvas,#
       | menu').remove();$('body').attr('style',null);
        
       | noduerme wrote:
       | This could for all I know be the most brilliant solution to 3D
       | Tetris ever, but the font is just so terrible that I find it hard
       | to get past the first paragraph, which makes me doubt the
       | validity of any further (possibly quite clever) design solutions
       | that are being presented.
       | 
       | Design serves a single purpose, which is to present information
       | in the clearest possible way. Any design choices you make which
       | don't serve that purpose are hubris. (And yes, the conveyance of
       | some information requires invoking emotional triggers via more
       | complicated and hard-to-fathom design; this is not one of those
       | exceptions. Clarity, please!) An article about reducing some
       | immense design complexity to visual simplicity should strive to
       | present itself as clearly as possible, not use a goddamn webfont
       | from the 90s.
        
         | knorker wrote:
         | In chrome: Right click on the body, "inspect element" to open
         | the debugger thingy, and see the terrible font as "font family"
         | in the bottom right.
         | 
         | Uncheck the box next to "font-family".
         | 
         | There, now it's readable. You can close the chrome debugger
         | thingy.
        
         | Misdicorl wrote:
         | I disagree so strongly even though I also found the font
         | horrible. Design is used to communicate. Whether or not you
         | want to communicate "in the clearest way possible" is a choice.
         | There are many other choices to be made and some may conflict
         | with that choice. Some choices will resonate with you and some
         | will aggravate. But only the author/designer can speak to
         | whether the design was successful in it's aims
        
           | sainez wrote:
           | Design is the process of bringing ideas into form. It is
           | intentional creation. This process does not necessarily
           | include intentional communication: it can be purely
           | utilitarian. The form itself is what unavoidably communicates
           | the values of the designer.
           | 
           | I do agree that clarity or efficiency are not necessarily the
           | highest values to strive for.
        
           | fasterik wrote:
           | I don't think the designer is the authority on whether a
           | design is good or not. Just like a novelist, director, or
           | composer doesn't get to dictate whether their output was
           | creatively successful.
           | 
           | Paul Graham's essay on taste sums it up pretty well:
           | 
           | http://www.paulgraham.com/taste.html
        
             | Misdicorl wrote:
             | Fair enough and I also agree. Got sloppy towards the end
             | there
        
           | CleanCoder wrote:
           | > Whether or not you want to communicate "in the clearest way
           | possible" is a choice.
           | 
           | This is far from "clearest way possible", it's not even in
           | the middle. This choice impedes communication which makes is
           | less useful, by your definition.
           | 
           | > But only the author/designer can speak to whether the
           | design was successful in it's aims
           | 
           | I find it difficult to believe that the author's aim was to
           | share a story in such way that's unnecessarily harder to
           | consume, by a large portion of people otherwise interested in
           | their thoughts.
        
             | Misdicorl wrote:
             | You find it difficult to believe? The person clearly worked
             | hard to achieve this aesthetic. The font even sort of
             | matches the illustrations. This is clearly intentional from
             | my pov. _This_ aesthetic was more important to the author
             | than ease of reading /consumption.
        
             | sainez wrote:
             | Anti-design[1] is a movement which rejects the over-
             | sanitation of design. Type a random query into Google and
             | click through the first few links. What will you see? An
             | endless sea of black-on-white, sans-serif, grids of text.
             | 
             | Anti-design is effective in making things memorable and
             | engaging. When I attended Davis, I first thought the Social
             | Sciences Building[2] was a bit of an eye sore. It was
             | intentionally designed to be challenging. Now it is one of
             | my most vivid memories of the campus.
             | 
             | 1: https://99designs.com/blog/design-history-
             | movements/anti-des...
             | 
             | 2: https://localwiki.org/davis/Social_Sciences_and_Humaniti
             | es_B...
        
         | Etherlord87 wrote:
         | > This could for all I know be the most brilliant solution to
         | 3D Tetris ever
         | 
         | It isn't, the proposed 'solution' to the obscurity problem is
         | at least as unreadable as the font.
        
         | philote wrote:
         | Also, to title it "The Tetris Effect" and then ramble on about
         | a 3d version of Tetris first seemed really odd. I only skimmed
         | some of the article (due to the horrible font), but I'm not
         | sure what the point of it was.
        
         | pimlottc wrote:
         | The first part of the article, at least, works in reader mode.
        
       | intrasight wrote:
       | I was in graduate school when Tetris exploded. One of the PhD
       | students in our lab nearly failed out due to his Tetris addition.
       | For me, that what "The Tetris Effect" refers to.
        
         | b3lvedere wrote:
         | "If Tetris has taught me anything, it's that errors pile up and
         | accomplishments disappear."
         | 
         | https://imgur.com/v1QA0AZ
        
       | highwaylights wrote:
       | Came to find Tetrisphere and really surprised it's not come up in
       | the thread already.
       | 
       | I thoroughly enjoyed this game back in the day, and it has some
       | really novel ideas about how to approach 3D tetrominoes.
       | 
       | https://youtu.be/VLSKnVJMvHg
        
         | jram930 wrote:
         | Ha I came to say the same thing and ctrl-F'd and found you.
         | That was a fun game.
        
       | m3kw9 wrote:
       | Would it be as addictive, no because the simplicity of Tetris is
       | gone
        
       | [deleted]
        
       | badcppdev wrote:
       | There is a real study that shows that Tetris can help prevent
       | PTSD:
       | 
       | https://www.ox.ac.uk/news/2017-03-28-post-traumatic-stress-s...
       | 
       | I haven't read about this thoroughly but I think the theory is
       | that the Tetris Effect that we all hate literally blocks the
       | formation of traumatic memories.
        
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       (page generated 2023-08-10 23:02 UTC)