Saxophone Companion

So the popularization of various '-dle' clones as a mode for trivia needs basically no introduction. While there's no 'canon' to which to enjoy, Wordle implicitly brought back the dormant web browser guessing game joy pioneered by Geogeussr and Wikipedia's more general hyperlink information systems. In the sense that it focuses on the relationship between player knowledge and the desire for players to learn anew. All the words in the original Wordle (before the NY Time acquisition fucked up the word pool with words like SNAFU) were fair of course but on the other hand there were plenty of words that you could guess to like January 9th 2022 word 'Gorge' that would coincide with an appreciation for that word. Looking it up and letting it sink in. Wordle in this sense is not simply a process of elimination puzzle game, it's a game that in some very actual sense was pulling your cognitave webmap of the english language to the forefront again. Causing you to process the verbs and nouns that exist in the shadows of concious dialogue. At the risk of overintellectualizing it a little bit, I think this is the real 'mass appeal' of wordle. If it was just a hangman clone nobody would care, the wordlist and its relationship to passive knowledge acquisition does a lot to move the goalpost where it otherwise wouldn't. Crossword players are already in deep, Wordle makes the ambitions way more subtle. Just try to solve this 1 small puzzle and go about your day again. Let the success of guessing the word 'rivet' settle.

Entering down the pipeline are the various clones: Gamedle, Posterdle, Tradle, Heardle etc., yet while these games can be equally as fun to try and guess at for players passionate with it, the knowledge base is far more limited in scope. You usually have to have a prior fixed knowledge on the subject in order to have a good chance, whereas any english language speaker after the 9th grade has a chance in Wordle. There's often a snobbish aversion to 'mass appeal' games on the concept that they are 'dumbing things down' for players, but if there's anywhere we can interfere in our on snobbishness on that idea is in imagining a similar snobbery that crossword enthusiasts would lob at Wordle. 'Its too easy and usually too short' would be missing the point, and the esoterica of trivia linguistic riddles crosswords assess are for people who already have the synaptic network for that part of their brain pulled together. I'm serious when I say that this exact dialogue exists for almost any other genre you can imagine. We often forget that older people have troubles dealing with quick changes in onscreen information, which is why Wii Sports is a perfectly fine alternative to the quick decision making of Madden or Rocket League.

Trivia game postulation aside, I think this is what makes musicle less of a bastard child to what is being tested in these low stakes quick to play trivia games than something like Heardle. In Heardle either you know or you don't the song being run, I think people found the granularity of nessecary preinformation needed to guess a Heardle really funny in this regard, and is the reason there are more Heardle clones than probably Wordle ones. One Direction Heardle, Yoshi Heardle, Touhou Heardle, etc. If you don't know the initial properties then what chance do you have? After you fail to guess how likely are you to really linger on it in comparison? In my case not that much. I usually roll my eyes and move on not thinking about the specific Yoshi song meaningfully almost at all. If I were to actualize a hypothesis from this data it might be something like 'Game design in trivia/puzzle games has to find ways for failing solutions not to feel frustrating'.

Musicle offers a bunch of genres to choose from, allowing for you to choose the difficulty of information, you can choose jazz if you know jazz etc. Then its 'tests' you to listen to a song and choose which album its from out of a selection of 4, with the full cover art of the album fully displayed. That's nothing new, that's basically an exam test format, as dreadful as those have become. The nuance is this: it does feel frusterating at all to fail an answer because the remainder from being wrong is new music to look into! This is the flavor that makes it stand out to me. In this way Musicle operates just as much as a game as an esoteric aggregation resource for learning new music. Even if I'm wrong on any guess I'm never annoyed because I'm lingering on the answer and exploring it. This is I think a nessecary distinction to make and one that makes exploring the '-dles' as more than just an internet novelty worthwhile. Wordle was not that complicated to make but highly enjoyable in its original form, I believe a large part of the spice missing is that it wasn't just a puzzle for puzzle's sake, its was gamified curiosity. While Musicle is a bit too splayed out due to its 20 genre categories to latch on as a popular phenomenon, it'll never have the same level of mass appeal, the spirit of its dynamics is still there. This is that aspect of a lot of these clones I find frusterating. Even if I have fun with Timeguessr, and find out about the picture shown is the berlin wall, there's always this lingering feeling of 'tell me more'. With a simple set of guessed words that process is obvious, but with even Geogeussr there was always this feeling that the ability to get better or have new novelty trivia is right outside my reach.

I could end my diatribe there, but allow me a further indulgence for a moment. I bring this all up because I think as I get older I've come to recognize that educational value and gamification are way more interlinked than we recognize. On my last birthday I played the interactive geometry tool called Euclidea, I was frusterated with the limits of my knowledge a lot then and how to improve with it. If you're interested, you can read it here. Well it's about a year later, my birthday is coming up again soon, and I have to be honest and say that while that game was extremely frustrating almost nothing has given such a direct interaction between authentic knowledge and progression for me since then until this game. When I was in school I was obsessed with algebra puzzles, they were so fun for me and people would often try to get me in higher maths and fail in doing so (because the school tests thought I was too stupid to handle them or whatever). Basic solving equations with neat outputs you can stack upon. Euclidea's progression system is far more linear and end goal driven than any of the -dle clones, but I'm convinced that there's more than just novelty under the surface here. I think we may as a game's culture let Trivial Pursuit speak a bit too loudly and quarantine this entire genre to novelty and vulgar pop culture. Perhaps the depth is more than just ankle deep, perhaps the informative aspect of design is only a few steps away from being resurfaced, with Balance of the Planet being the invisible progenitor to a diaspora in game information systems.

Reviewed on May 13, 2023


3 Comments


11 months ago

Sidenote, but there is 1 game that I feel has actually linked direct knowledge to its mechanical game applications, Half-Earth Socialism which is a Balance of the Planet clone. Basically an ecology management simulation. It's simply intimidating for me to actively talk about it (I want to at least read the book its advertising first) but if you have the specific indulgences I touched on here I 100% recommend checking it out.

11 months ago

Im going through a much more barbaric 'throw ideas at the wall' phase at the moment but I assure you I will have a post on a more composed game sometime soon.

11 months ago

Bump, just in case anybody is interested in this one and missed it due to the zelda frenzy.