
Dropping 7. Or 2. We can drop 2.
This was originally to be a review of you’d-better-own-it-by-now-if-you-have-an-iPhone Drop 7, but quickly slid into the ranting of a discontented grognard when I discovered the news of that game property’s sale to a different company, and it’s subsequent tweaking. Hold on, let me get my beating cane… there we go. Let’s do this.
Time was, if you wanted buy a program for your home computer, be it a game or a word processor, you could go to the store and buy it in a box. This was very similar to how one would go out to buy, say, a hardback novel or an eggplant, and came with a similar consumer-minded set of expectations: the thing that you bought was tangibly yours to do with as you please, it was a final product that was professionally finished and complete, and it did exactly what you would expect it to. We have not entirely left this time behind us yet, but new methods for sale and delivery of software, as well as new devices on which to use it, have forced us to shelve this older consumer perspective is favor of wrestling with what ownership, copyright, and even “a finished program” mean in the digital age.
As an old geezer from the heady days of the early retail computer era, I lamented the original changes I saw with the rise of the Internet as a way to aid software distribution. The first steps were baby ones, taken with the screetch and stutter of modemry. These involved shareware/demos/smaller utilities, because there was NO WAY that people would be crazy enough to either distribute or receive full programs online((Well, someone who didn’t have a few days, a hundred floppy disks, and access to a BBS or five of that dealt in something called warez. Which was never me. Nope.)). What stoked my ire was the trend of developers realizing that this new thing gave them an “out” when it came to a finished project – no longer did the thing that was in the box need to work perfectly, or even be the final thing, as you could just provide a patch over the Internet for any problems once the software was released. Of course, business decisions being what they are, this led to cases of software being shipped in an essentially unusable state in order to meet an arbitrary sales deadline, with the assumption on someone’s part that this was okay to do because it could be fixed later.
Fortunately, as we have boldly stepped into the future, good business sense has often prevailed, and instances of such profit-focused shortcutting remain the rare exception. Also, the ever-increasing prevalence of high-bandwidth SKYNET Internet access and the always-improving tech specs of comp-u-tronic devices have led to digital distribution methods for entire, large programs. That noted, interest of late has surged in creating more streamlined software optimized for digital distribution. The rise of the smartphone as a popular and viable platform has brought this idea to the fore, in the concept of the app. Central to the app idea is not just that it’s a program, but it’s a program that can be updated periodically to add new features, or overcome issues with a new iteration of the smartphone flavor of the week. The end result is a program that, depending on what it is intended to do, may never have a final version.
This makes sense for many apps, but for certain programs and games, once the developer gets it right, there’s never a need to issue another update. But when one is wedded to an auto-update service like iTunes/the Apple App Store for us iPhone users, the potential exists for a developer to not leave well enough alone, and decide to change a program that’s worked just fine for years for inscrutable reasons, yielding a net negative for the consumer.
Let us consider the case of the game Drop 7. *smacks beating cane into palm*
Drop 7 is my first recommendation whenever someone asks what to snag as a game for the iPhone. Owning a bit of inspiration from both Tetris and Bejeweled, Drop 7 is a puzzle game that involves dropping balls onto a 7 by 7 gameboard, using tactical number matching to clear the screen and score points. It strikes the sweet spot for a phone game – short, easy to return to if interrupted, and with just the right mix of luck and challenge – so much so that it’s my reflex to load it anywhere from a prolonged elevator ride to when a commercial comes on live television. Since coming to market in early 2009, it’s been critically well-reviewed and has made numerous Top-Whatever lists for iPhone games. Apart from tweaks for issues with new iPhone OS releases, it hasn’t seen any frequent updates, because it hasn’t needed any. I paid the few measly dollars, I played a ridiculous amount, and all was well.
At least, until a few weeks ago, when Area/Code Entertainment sold Drop 7 to developer Zynga, who then released an auto-update for the game, as well as a completely new version. And as the Internet is want to do, bad reviews commenced.
Zynga decided they needed to release a new version with “enhanced retinal display graphics”, in both a free ad-supported version and a pay ad-replete version. By many counts, the graphics are apparently optimized for the retinas of hagfish, and furthermore, many users are experiencing bugs that make the game unplayable. Fortunately, as an owner of the original version, I am not being forced to download either of the new ones. Unfortunately, Zynga wants to push me towards downloading the new stuff, so released an update for my version that includes an obnoxious screen with the start of every game that asks if I want to download the new retinal-rrific experience. It only stands to reason that in the future, they may phase out the old app entirely.
While it seems a relatively minor quibble, keep in mind that I’m holding a beating cane. Also, it brings up an interesting side effect of auto-update services like iTunes, in that you may be repeatedly prompted to download a new version that you know is inferior to the current one. Yes, you can choose not to update that particular app, but anyone who has used iTunes knows that the momentum of the service is to update everything, and to retain an older version of any app is inconvenient at best.
Despite my grumblings, I look forward to the further expansion of digital software delivery, and the eventual death of going to a brick and mortar to buy a computer program. One of the biggest challenges will be for the consumer mindset to move away from the expectation of buying a box that contains the final, finished program. Digital delivery offers the promise of being able to deliver valuable new content and updates, as well as bug fixes, immediately. One of the largest threats to consumers accepting this is the potential for developers to want to make changes to a stellar chunk of code for the sake of change itself, and being locked in to services like iTunes which don’t give consumers the easy autonomy to avoid unwanted updates. Here’s hoping that other parties in our lovely free market environment can develop delivery systems that allow for more robust user content and update control so that it’s just as easy to stay with a software version that works as it is to upgrade to a newer one.
At Zynga, I point my beating cane disapprovingly. But not for too long, because I can start a new game in the time this takes to upload.
Drop 7 gameplay video