The weird tale of Tringo: My latest Wired News video-game column

A while ago I blogged about Tringo, the video game that became popular inside Second Life — a game inside a game! I ended up writing my latest Wired column about Tringo, including a trip inside Second Life to see Tringo culture firsthand, with Wagner James Au — the superb “embedded” Second Life journalist who originally wrote about Tringo — as my guide. (That’s a picture of me in the game, above.) The piece is online for free here, and I’ve put a permanent copy below too:

The game within the game

by Clive Thompson

This is the story of a game that became a hit — inside another game.

The story begins with Second Life, the online multiplayer world where players use a simple scripting language to create virtual items — buildings, clothes, vehicles, toys. In Second Life, you get enormous street cred for being creative and figuring out new ways to socialize. So in December 2004, one of the players — an Australian whose screen name is “Kermitt Quirk” — got an idea: Why not create a video game that’s playable inside Second Life?

He started programming, and pretty soon he’d created Tringo — an intriguing fusion of bingo and Tetris. As with Tetris, you have to take an oncoming stream of oddly shaped blocks and fit them together so they disappear. The difference is that in Tringo, you lay down the bricks one by one on a bingo-like grid, and amass points when you make larger masses of bricks vanish. Quirk designed Tringo as a group game: Second Life players would show up at someone’s house, sit in a floating Tringo chair with a Tringo card in front of them, and compete to see who could get the biggest score.

In essence, Quirk had created one of gaming’s most hallowed properties: A “casual” game that can be learned in a few minutes, but never entirely mastered. “The concept is so simple,” Quirk said in March, “that people can pick it up real quick and be winning after even only two or three games.” Tringo also cleverly updates the intricacy of Tetris: Whereas Tetris had five different shapes of bricks, Tringo has nine, allowing for ever-more-subtle playing strategies.

But not too subtle. Quirk perfectly nailed the game designer’s greatest challenge — balancing complexity and frustration. It hit Second Life like a gorgeous new narcotic, and within a few months Second Lifers were thoroughly addicted. Quirk sold more than 200 copies of the game to players who would host multiplayer tournaments in their virtual mansions, with players putting in a gambling stake, and the highest scorer taking the kitty. You’d log into Second Life, check the “events” board, and see swaths of Tringo events — the single most popular pastime in all of Second Life.

Indeed, maybe a little too popular. “People started to complain that Tringo was harming the culture,” says Wagner James Au, the writer who has reported on Second Life as an “embedded” journalist for the last three years. “They felt it was ruining the social nature of the game. People were just showing up to play. They weren’t socializing or buying stuff any more.”

In essence, it was classic libel against video games: That they encourage isolation, with each player staring glassy-eyed at the evil, hypnotic screen. The irony here, of course, is that these complaints were coming from players who themselves were spending hours staring at their own computer screens while they played Second Life. Dig it: People were complaining that a game was ruining the quality of virtual life inside a game.

Of course, this said as much about the nature of Second Life as about Tringo. Second Lifers do not regard their world as a game: It’s a social environment, a chat room on steroids — a platform for an alternate life.

I had to see this for myself. So I logged into Second Life and Au took me to a Tringo match. I had to admit, it certainly looked pretty creepy: Dozens of us virtual avatars, parked staring in front of our Tringo cards, floating in seats suspended in midair. But as I played, I realized that the critics were wrong: This was just like a 1980s arcade. Sure, we were focused on our game — but people were also chatting amongst one another, complaining about their bad luck, talking trash, cheering one another on. “I met one of my best friends here while playing. He started out by telling me I really sucked at this game,” said “Melissa Kamloops,” the host of the Tringo match.

But things get weirder yet. This month, the rest of the world will be able to find out just how addictive Tringo can be — because the game is migrating outside of Second Life and joining the real world. Sean Ryan, head of the gaming company Donnerwood Media, found out about Tringo last year and loved it. (“I thought, this is really compelling. It’s hard to make games that are different — this one’s not a clone,” he told me.) So he signed a deal to license the game as a Game Boy Advance cartridge, which hit stores this month.

The virtual has taken on flesh, and now thousands of kids worldwide will replicate the Second Life libel — their parents will accuse them of staring, in isolation, at the screen, just as they did with Tetris so many years ago. History doesn’t just repeat itself, apparently: It remixes like a DJ.

But perhaps the most intriguing aspect of Tringo’s already-kooky history, though, is that it shows a new way for games to be born. Many of today’s best online games are moddable, which means players can reshape reality into something new. So why don’t we actively encourage them to create new casual games? An online environment is a terrific prototyping lab: You can quickly make something, hand out copies to other players, and discover immediately whether your invention is any good.

Indeed, Second Life is now holding competitions to create games inside the game. One entrant created a 3-D version of Lemmings; another did a cool version of marbles. There’s even a group of Second Lifers who modded their neighborhood into a first-person shooter. Imagine if World of Warcraft gave its 6 million-plus players the scripting tools to create new things to do inside the world.

Games inside games; worlds inside worlds. We’ve finally entered the Matrix, it seems — and it’s a hell of a lot of fun.


blog comments powered by Disqus

Search This Site


Bio:

I'm Clive Thompson, a writer on science, technology, and culture. This blog collects bits of offbeat research I'm running into, and musings thereon.

Currently, I'm a contributing writer for the New York Times Magazine and a columnist for Wired magazine. I also write for Fast Company and Wired magazine's web site, among other places. Email or AOL IM me (pomeranian99) to say hi or send in something strange!

More of Me

Twitter
Tumblr
Flickr


Recent Entries

New technique renders objects at sea “invisible” to waves of water

Poll: Young people who use landlines are more conservative than those who use mobile phones

At Amherst college, 1% of first-year students have landlines, 99% have Facebook accounts

North Dakota the most outgoing state, according to study of “the geography of personality”

Why the next wave of high-tech CEOs will be as old as your parents: My latest column in Wired magazine

» visit the Collision Detection archives

Clive Thompson's Tumblr
a bunch of stuff

September 26, 2008 » 01:57 PM

From an interview with ethnobotanist and anthropologist Wade Davis:

One of the cultures you celebrate in Light at the Edge of the World is the Inuit. What do you most admire about them?

Davis: The Inuit didn’t fear the cold; they took advantage of it. During the 1950s the Canadian government forced the Inuit into settlements. A family from Arctic Bay told me this fantastic story of their grandfather who refused to go. The family, fearful for his life, took away all of his tools and all of his implements, thinking that would force him into the settlement. But instead, he just slipped out of an igloo on a cold Arctic night, pulled down his caribou and sealskin trousers, and defecated into his hand. As the feces began to freeze, he shaped it into the form of an implement. And when the blade started to take shape, he put a spray of saliva along the leading edge to sharpen it. That’s when what they call the “shit knife” took form. He used it to butcher a dog. Skinned the dog with it. Improvised a sled with the dog’s rib cage, and then, using the skin, he harnessed up an adjacent living dog. He put the shit knife in his belt and disappeared into the night.

September 25, 2008 » 11:21 AM
“Video from a camp north of Toronto in December 2005 shows a car spinning around in a nearby, snow-covered parking lot. Prosecutors characterized that as special driver training but the defense, and many outsiders, said it was nothing more than “cutting doughnuts,” a favorite winter pastime of young Canadian motorists.” - A key piece of evidence submitted in the trial of a gang of alleged young Canadian terrorists.

September 24, 2008 » 11:21 PM
“Life imitates art imitating life: just thought a gnat crawling across my monitor was part of a Flash-based ad. I clicked it.” - A Tweet from Bill Braine.

September 24, 2008 » 02:37 PM
“Funniest FB friend request ever: “Twitter friend hoping to get to second base (Facebook!) ;-).”” - A recent Tweet by Pistachio

September 24, 2008 » 12:28 PM
Chinese powdered-milk crisis creates a new market: The return of the wet nurse

» visit my Tumblr

Recent Comments

Photos

» see all of my photos on Flickr

Collision Detection: A Blog by Clive Thompson