The game looks simple.
The instruction is easily understandable. The game play? Mind-blowing. Meet
Dong Nguyen's mobile app game phenomenon Flappy Bird. Making gamers addicted
since 2013. Source: news.cnet.com
It's frustrating as hell, yet
pretty much everyone plays it. Dong Nguyen's mobile app game, Flappy Bird, is
so addicting to the point where Nguyen took it off from the app store, and in
Nick Statt's writing, Be one with Flappy
Bird: The science of 'flow' in game design, the author tries to explain the
secret behind those addictive qualities and popularity. Statt's answer is
pretty simple; arguably, Flappy Bird is a perfect example of a game with the
concept of 'flow' , something he describes as a feeling people get from
"drugs, from meditation, from spirit rituals" (Statt 6).
In the beginning of his writing,
Statt establishes a connection with his audience of casual gamers by putting
himself in the shoes of people who play the highly addicting game. Statt suggests
that " While it became well-known for its infuriating difficulty,
equally important to its success was what it did to our brains as we found
ourselves succeeding at it, a feeling of momentary elation that nestled deep
inside our psyches and sent us back for more" (Statt 4).
He also claim that releasing "yourself from self-conscious
awareness", being "'in the zone'" or "cruising on
autopilot" is all the kind of "feeling...every one of us has
experienced at one point or another" (Statt 3)." Notice that in these
quotes, the author uses the words "our", "ourselves", and
"us" in order to imply that the author understands the addictiveness
of Flappy Bird simply because he played it himself. Statt knows the experience firsthand,
and this gives his credibility a significant boost.
As readers continue on with
Statt's writing, they may notice that the author compares and contrasts Flappy
Bird to other games with the 'flow'. Statt mentions classic games like the Tetris,
Pac-Man and Donkey Kong, modern games like Minecraft, Sims and World of Warcraft,
and mobile app games like Drop7 and Threes. All these games and Flappy Bird
have one thing in common: they all have the right balance of skill and
difficulty for the maximum capacity of entertainment. Then what makes Flappy
Bird distinct from others? Arguably, it's the more extreme case of "the
contrast between the appearance and reality of its difficulty. Had not the
author mention other games to compare and contrast to, the readers would have difficulties
of understanding how Flappy Bird was capable of being popular and unique at the
same time. Also, knowing some of the games that Statt mentions creates that
"Aha" moment that further establishes ethos, ultimately helping the
author to easily explain his purpose.
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