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6003 members and stacking!
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Tetris Sport - summary of 3 first years |
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| Wojtek |
Jun 7 2012, 11:04 AM
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Tetris Grand Master

Posts: 1,009
Joined: 28-June 09

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So about 3 years ago we were introduced to idea of Tetris Sport, it was all in news. Kotaku: Tetris Creator Wants to Turn Puzzler Into SportCNN: Tetris turns 25: Is it the next Olympic sport?etc. I am sure many people in tetris community were excited about it. Idea returned in many Henk Rogers interviews that spammed harddrop news section for a while. But seems it got bit more quiet nowadays. So let's talk about what has been done and with what results. I will start: [Intentionally Left Blank ]
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Recommended games: NullpoMino Tetris Online Poland
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Replies(1 - 9)
| SmokesCement |
Jun 7 2012, 02:42 PM
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Tetris Novice

Posts: 16
Joined: 30-May 12

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I'm pretty new to the Tetris community, so take what I say with a grain of salt.
For Tetris to be a successful sport it needs to be interesting to watch. A high level match, to the untrained eye, might only be interesting for a few minutes.
Some sports are only entertaining in a limited amount (as opposed to sports like football). The Olympics, for example, have many sports which are only entertaining like this: the shot-put, archery, curling etc.
This doesn't make those sports bad, and they can be very enjoyable to participate in. But they won't ever really be successful as a sport like football or tennis if they're not fun to watch.
Tetris works as a player. We know this. The formula has been tried and tested for nearly 30 years, and it has been proven competition worthy. But, it won't ever catch on as a sport, if it doesn't involve the spectator.
If you were to commentate a series of Tetris matches between top players, could you keep it interesting? Talking about strategy, impressive block placement, making players making mistakes and recovering exciting?
Perhaps it could succeed. Holding a yearly world tournament, with the top players from across the world, people might watch it. With enough build up, player exposure (for fans), and a high quality stream (with good commentary), it could work as a sport.
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| caffeine |
Jun 7 2012, 03:09 PM
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Tetris Grand Master

Posts: 1,259
Joined: 27-June 09

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Those are some good points, SmokesCement. Competitive Tetris may not be interesting enough to watch for it to become a successful spectator sport such as football. But as you said, it's definitely interesting enough to play. Some people have said before that we should change the game so that it is better to watch. I don't mind changes that wouldn't affect the core gameplay too much. However, some have recommended drastic changes such as slowing the game's pace down significantly. In my opinion, this would hurt the core gameplay. I believe being able to play very fast is crucial. For those able to play fast, it adds an element of fun to the game (see: " flow"). In short, we should prioritize making a quality game to play over making it better to watch. That said, if HD's stream is any indication, Tetris players at least find commentated matches to be interesting enough to watch.
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| SmokesCement |
Jun 7 2012, 04:00 PM
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Tetris Novice

Posts: 16
Joined: 30-May 12

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I absolutely agree on keeping the high speed play, caffeine. You want to see players doing something you cannot, so watching two world class players at 20g is going to be far more exciting.
In my opinion, to make VS Tetris exciting, it needs a high level of interaction between the players. Sending junk simply isn't enough. For example:
- Players can use different abilities against their opponent, with timing being critical - Reward certain styles of play, and combos (5x back to back T-spins, perfect clears, etc. build power to spend on these abilities) - Comeback mechanic (adrenaline can be activated once a match to slow your blocks decent for 5 seconds?)
Obviously balancing something like this is tricky. The ideal scenario has your opponent struggle against these abilities, but if they can survive they are then placed in a better position than you, and can retaliate.
Some ideas for these abilities (they shouldn't be too crazy or extreme): - Flood (The next 'X' shapes become the current shape, if you use this wisely you can give your opponent a lot of tricky shapes, but poorly and they can enjoy all lines) - Deny (Clears the next shape, and for the next 'X' shapes there will be no more 'X' shape) - Clear (The next 'X' preview shapes are cleared and replaced with new random ones) - Force Hold (Automatically holds their current block as though they had press hold, even if they have already done it once)
These abilities must be timing critical, and their strength determined by how you're doing. This way there is skill when using, avoiding and surviving them. You could build power by clearing lines, up to a maximum amount. Certain abilities require 'X' power, and have an effect of 'X'. For example:
- If I anticipate you using Force Hold, I can press hold myself a split second before you. This results in you swapping back in my current block, with no real effect on me. Now you have wasted your stored up power. - I see you're going for a double T-spin (builds a lot of power and sends a lot of junk), so I block your T shape just as you're about to get it. However you could irrationally instantly place 2 blocks poorly so quickly that I miss your upcoming T shape and end up blocking the wrong shape! - Watching your upcoming shapes I see a killer combo coming up, so I quickly clear your previews.
You should never be able to instantly defeated your opponent, unless you do something truly spectacular, and they let you get away with it.
Ok, I think I'm getting carried away, so I'll stop now!
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