Showing posts with label everyday genius squarelogic. Show all posts
Showing posts with label everyday genius squarelogic. Show all posts

Saturday, December 19, 2009

Sometimes geolocation can suck

So normally I love the way that software applications incorporate geolocating tech. Google Maps seem to work better when they know where I am, the iPhone has several apps that provide great experiences because take into account my location (well, my wife’s location).

However, there are some edge case scenarios when geolocation can be a pain in the ass. I’m in Canada this weekend visiting family and I’ve been hosed twice because of the fact that my computer is hooked up to a Canadian run internet service provider.

Case #1: Trying to purchase a game on Steam. I tried to purchase the full version of Everyday Genius: SquareLogic after playing through the demo. Nope. Steam provided me with an error message “credit card holder address not the same country as current location”. I then had a typical Steam user experience when trying to trouble shoot: Figure out where to go on the web, create a new account for customer service purposes (no, my Steam login wasn’t enough – I needed to create a completely new account), be solicited through this account for my credit card information, and then finally 2 days later sent a new link to try in order to complete the purchase. I almost backed out and purchased the game off of the Mumbo Jumbo site using Paypal but decided to hold off as I really didn’t want to sign up for yet another ecommerce site.

I get that software developers and publishers have complex relationships with digital content providers like Steam. But this doesn’t have to translate into a frustrating user experience. There have to be more graceful ways to handle the purchase request of a loyal customer than “find forums, create new account, wait for email response”.

Case #2: Google search. My wife and I are currently researching home ownership and I had a few questions about closing costs that I wanted to research. Of course, all of my search results for “closing costs” were links to Canadian content sites. Close, but no cigar.

I’m sure if I did more research and futzed with my settings I could have tricked Google into giving me the standard search I wanted. But, again, why make it so hard for me? I am constantly logged into Google (gmail, blogger) and it should recognize that I’m traveling and might need access to my default Google experience, not the Canadian version.

Truth be told, Google’s contextualization of my search based on geolocation was a plus and minus this trip. It was very nice to use Google Maps on the wi-fi enabled MegaBus (Buffalo to Toronto) to help me triangulate my location by typing in the names of the various landmarks we passed.

Wednesday, December 16, 2009

Cogs demo

I also downloaded the Cogs demo from Steam to try out on my SEA –> BOS flight. It was a sliding tile puzzle game (arrange the tiles to complete a pattern via a series of moving them into the empty slot) with a few additional puzzle elements.

It wasn’t nearly as approachable and usable as Everyday Genius SquarePuzzle. The player is immediately thrown into time-pressure situations while still learning the basics of the game. As it turns out, it didn’t matter if time ran out in the demo mode…. But the artificial pressure made it a much more stressful introduction to the game than was needed.

The demo also seemed to be structured more towards showing a breadth of puzzle styles which meant that I was introduced to interesting looking, but ultimately too frustrating to figure out, puzzles. My initial reaction was that “if I’m already stuck on the 5th puzzle of the demo, will I be able to solve ANY of the puzzles in the full retail version?”

Because I was a captive audience (stuck on a red-eye flight) I actually gave the game more time. And once I discovered an important rule that I missed (the sliding tile mechanic worked in a slightly looser fashion than other versions that I’ve played) and discovered how to rotate and view 3-d puzzles the game started to pick up a bit. These “eureka” moments combined with very satisfying “mission success” puzzle/object animations to reignite my interest in the game and I went back and figured out how to solve some puzzles that had previously frustrated me.

Will I buy the game? Probably not unless it is super cheap. I still fear that the puzzles will be too difficult for my liking. Although it’s true that in the free play mode I can make as many moves as I like to solve the puzzle, I find that I just don’t “grok” these kinds of tile-sliding puzzles the way I “grok” math square puzzles.

Everyday Genius SquareLogic Demo

Wow. Fantastic. I got the Everyday Genius SquareLogic demo from Steam before I headed out to the airport. Being a little gun shy from my last experience (Steam made a fuss about me playing a demo while not connected to the internet) I verified that I had completed the tap dance of commands to enable offline play before leaving for the airport.

EGSL provides a wonderfully constructed demo that makes Sudoku-like math puzzles accessible to casual and hard core math puzzlers alike. I skipped the tutorial and jumped straight into game play and was not disappointed. The game presented a couple of tips as I played and I was on my way.

The first few puzzles were obvious and easy to complete so that players could focus on basic controls and learn some of the helpful decision aids that the game provided. If I do have one concern about the learn-to-play component, it’s that the game did load a few too many advanced features early on that weren’t required to solve the puzzles – thus they became forgotten by the time I would have wanted to actually use them.

Puzzles were untimed and you had unlimited moves to solve them. You could guess if you wanted, but the game encouraged you not to by insisting that each puzzle could be solved without guesswork. The game did NOT penalize you for incorrect guesses, but instead provided non-derogatory feedback that you might change your response.

After playing several puzzles I realized that there was a move counter and that if I wanted to challenge myself I could try to minimize the number of decision aids I used in order to solve the puzzle. Moreover, I soon figured out that there was a “perfect” solution to the puzzles I tried. 16 squares meant that puzzles (at least the way they’ve been constructed so far) could be solved in 16 moves.

Achievements were rendered as progress were made – some rewarded loyalty (keep playing and you get them) and others rewarded skill gains (start beating par) and still others rewarded mastery (solve more difficult puzzles gracefully).

One of the most interesting takeaways from the game was its use of gating and locking content. The designers clearly understood that some people would want a long, gradual introduction to the game. They would need to start slow and build up their confidence before being capable of solving more difficult puzzles without frustration. The default progression pattern allowed players to do exactly this, providing a fun and non-threatening challenge ramp. More complex puzzle types were unlocked after winning the “boss” challenge at the end of a long incremental chain of puzzles.

However, more advanced puzzle solvers who wanted to dive into the harder puzzles could easily do so if they were feeling bored with the current puzzle type. They could hit, essentially, the “I’m ready” (or maybe “I’m bored with the current challenge”) button and skip to the boss battle. If it looked like too much of a leap, they could go back and continue the default progression. Otherwise they could beat the boss and unlock the next set of puzzles.

This game is a shining example of how to make a game approachable to all interested players regardless of skill level. The learn-to-play components were excellent (except for the introduction of a couple of advanced decision aids too early on which led to me forgetting them) and I look forward to examining the stand alone tutorial to see what it brings to the table.

Before I knew it the 60 minutes were done. I found myself wishing I were on a wi-fi equipped flight so I could purchase the full version of the game. I’ll do so tomorrow.

Kudos!