POSTED BY

Brandon Boyer

AT 6:44 AM
Tuesday March 10, 2009

DSMacPCXbox 360iPhone

On Peggle's peculiar appeal

peggleextreme.jpg

Offworld favorite columnist Clive Thompson's got a great new piece looking into the peculiar appeal of PopCap's popular pachinko/pinball/plinko mashup Peggle, well timed with the game's ongoing multiplatform blowout (having just been released on the DS and arriving tomorrow on Xbox Live Arcade).

Thompson chats with PopCap VP Greg Canessa, who surmises that the more interesting underlying discrepancy between the game's hardcore and casual audiences is purely perceptual:

For a casual gamer, Peggle seems too heavily based on luck. You aim the ball, but once you've dropped it and it hits the first peg, all bets are off: It bounces and careens through the forest of pegs in crazy, zigzagging patterns. For casual players, there doesn't seem to be a clear enough correlation between how they aim and the results.

But hard-core gamers see the game quite differently. When they look at the Peggle board, they see the Euclidean geometry that governs how the ball falls and pings around.

"They'll be sitting there thinking, 'Oh, if I bounce the ball off that peg it'll hit this other peg and jump over here, where it'll take out two other colored pegs," Canessa said.

I'd been doing some of my own idle thinking on the game's appeal recently and came to the [probably dullard's] conclusion that its smartest design decision was to never punish the player and make nearly every interaction a reward -- straight down to the fact that a gutterball shot that misses every single peg and flies straight off the screen earns you a medal (great job!).

Click through to Thompson's full column, though, for more on the hardcore/casual divide.

Getting Lucky: Hard-Core Gamers Penetrate Peggle's Physics [Wired]

Previously:
PopCap's Peggle overload spawns art contest - Offworld
PopCap's Peggle Extreme now free on Steam - Offworld
Frond of the dead: the first look at PopCap's Plants vs. Zombies ...
28 Weeds Later: Plants vs. Zombies will indeed feature plants ...

6 Comments

ridl

#1 – 10:42 AM March 10, 2009

Decent article, except claiming "bejeweled" "single-handedly created the trend" of casual gaming in 2001 criminally ignores Snood! And Tetris.

Inverse Square

#2 – 12:19 PM March 10, 2009

Eh, pretty shallow I thought. Scores a pretty flattering line between hardcore and casual gamers, and doesn't talk about why the math would be appealing. Now this: http://www.raphkoster.com/2006/11/10/project-horseshoe-influences/ is the shit. This guy provides evidence to the effect that EVERY game gets its appeal from maths, and talks about what might be done with that and what it means.

bbonyx

#3 – 1:19 PM March 10, 2009

Got my mom hooked on it over the xmas break.

Next up, Heroin!

Anonymous Anonymous

#4 – 1:22 PM March 10, 2009

I would like to see an interview with a casual gamer who *didn't* like it, to find out why. If the ubercasual likes its apparent mindlessness, and the mathematical-inclined likes that, what about it offends the middle player?

I think it has something to do with control in the moment -- a desire for gaming to provide a constant action-feedback loop, but this is only a guess...

doktor tchock

#5 – 2:17 PM March 10, 2009

@RIDL though you're right to recognize Tetris and Snood, i think that Bejeweled did do something beyond what the others did, simply because it was a breakout browser game. it did usher in a trend in silly, monotonous games being spewed across the internets.

full disclosure: i have bejeweled on my iphone and peggle nights installed on my laptop.

scaught

#6 – 5:59 AM March 11, 2009

I wish there was peggle for iphone

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