Tetris - Love Me Or Hate Me, Still An Obsession

Before reading any further, proceed directly to iTunes or Youtube or wherever and check out the video for Love Me Or Hate Me by Lady Sovereign.

Cool, right?

Tetris was originally designed and programmed by Alexey Pazhitnov in 1985, while he was working for the Dorodnicyn Computing Centre of the Russian Academy of Sciences in Moscow, during the days of the Soviet Union. The name is derived from the Greek numerical prefix 'tetra', meaning four, as all of the blocks are made up of four segments. The game (or one of its many variants) is available for nearly every video game console and computer operating system, as well as on devices such as graphing calculators, mobile phones, and PDAs.

Tetris is the only major computer game designed outside the US, the UK or Japan, so far as I know. Its Russian-ness is most apparent in the multiply onion-domed building you see in the title screen. The building is a real one, the unmellifluously named Church of Our Savior on the Spilled Blood in St Petersburg, Russia.

I took the photo above, and I can tell you personally that the Church of Our Savior on the Spilled Blood is the most beautiful building in St Petersburg, which likely puts it in the running for most beautiful in the entire former Soviet Union. Not that it has much competition, because from what I've seen of it, the former Soviet Union is really a dump. Boy, did those guys ever lose the Cold War. There's probably a parallel you could make to Alexey Pazhitnov himself. Since he was a government employee, Tetris belonged to the Russian Academy of Sciences, so AP never got rich off his invention the way the designers of Super Mario Brothers or Pac-Man did.

I've been playing Tetris on and off with many different electronic devices since my stepbrother Dan got his Game Boy in 1989. I remember a particular family trip where I played Game Boy Tetris through an entire seven-hour plane ride, using up an entire set of batteries. I don't recommend doing this, but it was a stressful plane ride and Tetris at least made it tolerable. I've never met anyone under the age of forty who hasn't had at least a fling with the game, and the vast majority of my friends have had a brief period of total addiction. If you're reading this, I'll bet you've had that experience where you've played so much Tetris that you see the tumbling boxes against your eyelids while you're trying to fall asleep. I've had it twice, once as a kid and then again in college. Tetris can exert a remarkably strong grip on your consciousness, and it's an excellent argument for the theory of memes.

Tetris is simple, but it isn't dumb. The game physics vaguely resemble the real world, but there are some crucial differences. One is the game's law of gravity, which is quantized in increments of one block. When you complete lines, the stacks of blocks drop by a distance exactly equal to the height of the cleared rows below them. Blocks may be left floating above gaps, a behavior nicknamed 'naïve gravity' by game designers. Nearly all vertically-oriented 2D games use naïve gravity - think, for example, of the hovering scenery in Super Mario Brothers.

Rotation is also quantized in a weird and artificial way under the laws of Tetris physics, limited to 90 degree turns around the axis perpendicular to the screen. Even if the pieces appear to rotate smoothly for graphical presentation's sake, you can never have a piece at, say, a 37 degree angle. You've been pushing and rotating things your entire life, but Tetris asks you to push and rotate imaginary things with gentle nudges of your thumbs, with one thumb controlling direction of movement and the other producing instantaneous right-angle turns.

The strangest aspect of Tetris physics by far is its representation of time. The game gradually increases speed, a common enough form of time pressure in computer games, but a genuine experiential novelty in real life. The acceleration of time in Tetris and games like it is richly symbolic for the inner lives of us humans trying to live in the modern world. It's odd to be able to dial up your internal metronome in such a deliberate way. The actual experience of Tetris can be quite anxiety-producing. Inflicting emotional stress on yourself must be gratifying, or people wouldn't do it, but it's not the same kind of gratification you get from a foot massage or an episode of Seinfeld. So why on earth do humans throughout the high-tech world continue to spend so much time playing it? Has Alexey Pazhitnov unleashed a sinister plague upon humanity? Is Tetris just digital heroin? Many of my friends forbid themselves from playing video games entirely. Several of my married male friends are forbidden to play them by their wives, implicitly or explicitly. The fear is that Tetris can turn a person into a junkie, or a withdrawn Rain-Man-type obsessive. How can something as simple, pointless and repetitive as Tetris possibly be useful or compelling to an intelligent, curious human being after the first three minutes?

I think Tetris is actually fundamentally a good and valuable thing, as long as it's enjoyed in moderation. Like most computer games so far, the point of Tetris is ostensibly to give the feeling of accomplishment, of conquest, of defeating a foe. Ours is a highly competitive and goal-oriented society, and most of our recreational activities reflect that, from basketball to Sudoku. In Tetris, though, you always lose. No matter how good you are, the computer's better, and eventually the pace is too fast for your nervous system to keep up with, or you get bored or distracted. Even when you're playing well, Tetris is so abstract that there aren't really 'accomplishments.' You could, I suppose, measure your ability with your score, but no one does that. You could think in terms of lines completed or maximum speeds/levels attained, but no one does that either. Even if you wanted to compare your skills with other people, there are so many different versions of the game out there that you wouldn't know where to start. Tetris has actually removed all of the usual markers for accomplishment, rendering it one of the most pointless activities ever devised.

Why do I think that getting emotionally involved in a pointless activity is such a good thing? Pointless though it is, Tetris offers genuine competition against the computer, and that competition happens completely in the moment, a constantly emerging state that results from combinations of the random sequence of pieces and your responses to them. As in life, wins and losses happen in Tetris with each successive moment of the game, every second you're playing. I've heard people compare Tetris to the challenge of keeping up with the flow of stuff into their inbox, literal or figurative. Tetris is extremely popular with women, especially those who otherwise aren't big gamers. Female Tetris lovers of my acquaintance have observed that it reminds them of cleaning up, of getting their lives in order, of keeping pace with the demands that life is continually throwing at them. I think the game works very well as a minimalist simulation of what it's like to be alive in America, trying to maintain a certain level of throughput in the face of unpredictable predictability. You know it's going to be one of the same four pieces coming at you, but you don't know which one or at what angle. Every time you play, this deceptively minimal computer program creates a uniquely emergent experience. This reminds me an awful lot of William James' and Gerald Edelmans' conceptions of human consciousness, and Richard Dawkins' conception of life itself.

Here are some comments by Stewart Brand on a conference by Wil Wright and Brian Eno:

Wright observed that science is all about compressing reality to minimal rule sets, but generative creation goes the opposite direction. You look for a combination of the fewest rules that can generate a whole complex world which will always surprise you, yet within a framework that stays recognizable. "It's not engineering and design," he said, "so much as it is gardening. You plant seeds. Richard Dawkins says that a willow seed has only about 800K of data in it."

A significant new element in computer games is the profound command, "Restart." You get to explore other paths to take in the same situation. Eno: "That's what we do with everything I call culture, everything not really necessary, from how we wear our hair to how we decorate a cupcake. We try something, surrender to it, and are encouraged to imagine what else might be tried."

It's interesting that just one verb is used both for music and for games: 'play'.

Tetris is a very primitive simulation of life, but like all the best computer games, it captures in-the-moment conscious experience in a way that other media haven't yet. No other material art form responds to you so immediately, and no other narrative's outcome depends so completely on your actions. Music, dance and computer games are converging swiftly, with Japanese teenagers leading the charge and Americans quickly behind them, because all three activities have a fundamentally great deal in common. Tetris might be a boring dance involving only your thumbs, but a dance it nevertheless is. Imagine controlling wall-size Tetris with your feet to a bumping hip-hop soundtrack! I'd go to the gym every day if that were available.

Gerald Edelman describes consciousness as living in "the remembered present." He further describes memories and imagination to be effectively the same brain activities. Your waking state is an ongoing effort to contend with the vicissitudes of life by running super-realistic simulations of the world in real time. The idea is to find the patterns in your immense storehouse of sense memories, so you can predict the world and your body's interaction with it. The key to humanity's evolutionary success so far is our ability to create hypotheticals and play them out on our internal simulators without risking life and limb. Recently, we've been able to move the simulators out of our heads and into fuller-body territory, so people like surgeons and pilots don't have to do all their learning on the job. The mental skills that help you with Tetris can actually help you with life. If you're stressed and panicky, your Tetris playing will be terrible. If you're in a state of serene Zen calm, your Tetris playing will be dazzling, even at absurd difficulty levels. Tetris is not the best possible way of attaining a state of Zen calm, but it's better than nothing, and it can sometimes point people like me in the right direction.

© ethan hein 2007 | back to memebase | back to top