![]() He experimented with new modes in SpellTower, and continued to play-test the game with his friends. He began playing word games himself, learning what people liked about them, and what he felt had to change. "I've never been into word games at all, but I decided if I was going to make one, I had better play a few, so I checked out Wurdle and Bookworm, and asked my friends for game recommendations." ![]() "Trying to unravel their addiction opened up my eyes to the whole genre of word games," Gage said. He had the skeleton of a really good game already, now he just had to figure out why it was good, and to get a feel for a genre of games that he was never interested in. This was fascinating to him, and he began to work on the project in a unique way. Gage created a prototype for SpellTower, and his friends became hooked on the concept. ![]() It also affords me the possibility of stumbling on something new that nobody's ever tried before." "Doing something I don't understand keeps me focused because I'm learning so much and everything is so exciting. I'm a big proponent of 'Outsider Art' and I think the same tenets apply to game design," Gage told Ars. "Making games in a genre that I don't enjoy is a lot of work, but its also an incredible amount of fun. There was, on the other hand, one small problem. After all, he was in the middle of four other titles. When he saw the described game being played in front of him, he realized his ideas were very different, and he went to work creating his own game, hoping to release the smaller-scale project quickly. A friend told developer Zach Gage about a game that was like " Tetris and Boggle," and he immediately had an idea of how that game would look and play. It's always tempting to ask those who create games where their ideas come from, but video games are like all creative endeavors: the idea is rarely as important as someone's ability to execute on that idea. I hope it gives everyone who’s loved the game a reason to pick it back up again and share it amongst their friends and family.Photograph by Aurich Lawson reader comments 45 with I thought a lot about all the experiences that people have had with the game when I was designing this new version. The experiences and love I had for the game has been outstripped by its audiences a thousandfold. I’m deeply grateful that SpellTower has been able to be something special for so many people, and I think that’s why so many people have shared it with friends, loved ones, and strangers on elevators.Įven though SpellTower is a game I made, it’s really barely mine anymore. Games felt like a way to do this on a huge scale, but the stories I heard from SpellTower players taught me that games do so much more for people than I ever expected. I wanted to help people think critically and come away with more than they arrived with. I got into games because I wanted to connect with people in a positive way. With SpellTower I heard about grandparents playing the game every morning to keep their minds sharp, parents playing it with their kids, expectant mothers playing it to get through morning sickness, and countless sightings of strangers playing it on subways, planes - even elevators. It’s pretty wild to be revisiting my first hit game, SpellTower. I can't believe it's almost 10 years since it released. The first iPhones it ran on had a 3.5 inch screen and 320 x 480 resolution! I literally did a double-take at that resolution when I looked it up.Ī funny part about having a hit game is people talk to you about it. Plus iCloud Backup, Highscores reported for games even while in-progress, detailed statistics for every mode, Game Center leaderboards, and achievements. Joining them is the brand new Search mode, plus ExPuzzle, Double Puzzle, Bubble Puzzle, and Blitz mode! If any letters make it to the top row, it's game over.Ĭlassic modes Daily Tower, Tower, Puzzle, Rush and Zen are all back and packed with brand new BONUS TILES that double (or more!) word values. Pick your words wisely! As you play, more tiles rise from the bottom of the screen! It'll take all of your lexicological wits, and tactical know-how to keep your columns down. The original best-selling mobile word game, reimagined!
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