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Well Played 2.0: Video Games, Value and Meaning - OpenLibra

Well Played 2.0: Video Games, Value and Meaning - OpenLibra

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of the sound effect. This all builds the mood for speed perfectly, <strong>and</strong> it<br />

helps you get into the zone.<br />

Blitz, as I see it, is a small synaesthetic masterpiece — an ingenious<br />

blend of interaction <strong>and</strong> visual + sound effects. Whenever I am forced to<br />

play with the sound off, I miss many audio cues that, for instance, would<br />

have let me know that a multiplier has entered the board, or that I am<br />

close to achieving speed bonus. I cannot say for certain, but I would theorize<br />

that it is nearly impossible to “work yourself into the zone”<br />

without the sound cues.<br />

After a period of playing the game intensively, you begin to see things<br />

happen ahead of time — it’s really quite extraordinary — a couple of<br />

turns up ahead. Whereas to begin with, you might be consciously planning<br />

a move involving 2 swaps, when you get this much further into the<br />

game, your brain appears to actually process complex move patterns involving<br />

several sequential swaps, often with lightning-quick assessments<br />

of power-up prioritizations, <strong>and</strong> you find you can make surprisingly<br />

clever moves in what seems like “zero-time”. This happens on a not<br />

quite conscious, but also not entirely animal level; this is why I like to<br />

talk of “internalizing” these move patterns — I have no idea how the<br />

brain actually functions with this, but I think of it like caching an algorithm<br />

in a processor; once the program is in the cache, the CPU can<br />

then stream loads of data through, repeating the algorithm very quickly,<br />

much faster than when switching between individual algorithms that<br />

need to be loaded separately. I find this an endlessly fascinating facet of<br />

the game, <strong>and</strong> I continue to be amazed at how fast, <strong>and</strong> how far ahead I<br />

can begin to “guess”. It is clearly not an infallible function, however — I<br />

often find myself pulling a swap on instinct that just turns out to be the<br />

dumber of two possible moves with the same gem.<br />

What really distinguishes Blitz, I think, from its long lineage of<br />

match-3 forebears, leading right back to the original Bejeweled, is its<br />

sense-heightening combination of instinctive pattern recognition, its exciting<br />

<strong>and</strong> satisfying payback (sound <strong>and</strong> fireworks), <strong>and</strong> making splitsecond<br />

decisions between multiple matching <strong>and</strong> scoring opportunities.<br />

It is this frenetic brain-bashing <strong>and</strong> hunting of shapes that makes the<br />

game so fun, challenging <strong>and</strong> rewarding — if the original Bejeweled was<br />

light exercise for the brain, Blitz is a full-on mental workout. This results<br />

in a heightened state of alertness, probably nurtured in mammals for the<br />

sake of survival; it excites you, makes you sharper — but is also, to some<br />

extent, associated with stress. The game, at the same time, lets you reward<br />

yourself with dopamine, the brain’s own joy drug. So while it is<br />

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