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Angry Birds and Parabolic Instinct In Humans

Frankie70 writes "Matt Ridley writes about Angry Birds, an iPhone game (later ported to other platforms) which has sold more than 12 million copies. The spectacular trajectory of the game, from obscure Finnish iPhone app to global ubiquity — there are board games, maybe even movies in the works — is probably inexplicable. Ridley wonders if there is an evolutionary aspect to its allure. There is something much more satisfactory about an object tracing a parabolic ballistic trajectory through space towards its target than either following a straight line or propelling itself."

5 of 234 comments (clear)

  1. Movie...? by MrEricSir · · Score: 4, Insightful

    An "Angry Birds" movie? Look, I love the game, I really do. But a movie? Please no.

    --
    There's no -1 for "I don't get it."
  2. Jeez. by orphiuchus · · Score: 4, Insightful

    Can't anything just be fun anymore?

    1. Re:Jeez. by tool462 · · Score: 3, Insightful

      Umm... Do you realize what site you're on? 'Round here, trying to dissect the appeal of a game like Angry Birds IS fun!

  3. Then why... by tarsi210 · · Score: 3, Insightful

    ..don't they fix the parabolic action (or lack thereof) of the "bomber" birds' payload egg? I had gotten so used to the extremely satisfying physics of the game that when that one came along and didn't describe a curved trajectory upon release, it totally threw me off and still does to today.

  4. Originality of Angry Birds by tgibbs · · Score: 5, Insightful

    It is quite correct that physics-based games that involve targeting of parabolic trajectories are very old, dating back almost to the earliest days of computer gaming. Yet over all this time, such games have been at best mildly popular. So how is it that Angry Birds is a mega-hit when nearly everybody has played a game that is sort of like it?

    I attribute its success to these factors:

    1. Excellent puzzle design and progression. Key to a puzzle game is that the player must always feel challenged, but never frustrated enough to give up. In Angry Birds, it is possible to pass a level without a perfect score, reducing frustration, while still returning it to try to improve performance, maintaining replay value.

    2. Excellent user interface. Touch control makes a big difference for games of this sort is a big asset to games of this sort. The use of a slingshot, as opposed to a cannon or catapult also makes the game more intuitive, as most everybody understands the dynamics, and the rubber band provides a visual cue to the trajectory. A dotted line shows you last trajectory for comparison. (For comparison, I took a look at Scorched Earth, a game identified by others--correctly--as similar, and after 5 minutes I still hadn't figured out how to control my trebuchet.

    3. Engaging graphics. Puzzle games go well with bright, cartoony characters. The simple, cute characters and backgrounds amuse the player without distracting too much from the puzzles.

    So basically, what we have is a triumph of execution--a classic concept finally done well.