These violent delights
- Tinder (2012, InterActiveCorp)
Like so many of the much-hyped AAA classics of recent years, IAC’s 2012 game Tinder is not so much an innovation as it is a careful, progressive refinement of an existing genre. Although much simpler, of course, it is sort of what World of Warcraft is to Everquest, Ultima, and the ur-RPG Dungeons and Dragons. In both cases, the secret seems to be removing everything that is unnecessary, until what is left is a single core mechanic that draws the user in with a Flappy Bird-level single-mindedness.
Until Tinder the so-called “online dating” category of MMOs was largely restricted to more verbose web-based games like OkCupid (2004, Chris Coyne et al.) and PlentyOfFish (2003, Markus Frind). Despite trying hard to distance themselves from the swords-and-sorcery roleplays that dominated multiplayer gaming until that point1, both games require the player to create lengthy character sheets and fill out lots of stats for their prospective toon. OkCupid catered to the more min/max oriented player, with its statistical “matching algortithm” and developer-sponsored theory blogs. But the interface was still very much browser-bounded (think Japanese dating sim meets Trade Wars), and although IAC has since acquired OkCupid and introduced elements similar to features in Tinder (as well as providing graphcial updates and generally simplifying the interface to make it less complex), the core gameplay remains the same.
Tinder, on the other hand, presents the user with a much simpler interface and a vastly abbreviated (and almost entirely optional) character-creation process. Although originally billed as a “straight people’s Grindr” (a niche entry in the genre which pioneered may features but never caught on with the gaming community at large2), it ends up being enough of an innovation to almost be a genre in and of itself.
The pseudo-realistic elements are quite interesting. Unlike OkCupid, which allows the player to create their character from scratch, Tinder derives the initial information from a Facebook account. Although you have the ability to curate the photos a little, and provide your own text-only character bio (as sparse as any EVE Online pilot profile), you can’t change the options much more than this. After that, you’re dropped into the main game interface, which is just a stack of profile cards of “people around you” which you can swipe right or left, depending on whether you “like” them or not, respectively. If two players3 “like” each other, they can start a conversation, encouraged by the game’s narrator.4
Ostensibly, the point of the game is what happens next: two players get to talking (still in character of course), and arrange to meet. This is the point where the Silicon Valley slickness and claim to “innovation” become a bit tired, since despite all of their claims to creativity, it becomes a classic foam-armor-and-beer-in-the-park LARP session at this point. Obviously the scenario you choose to run with your newfound party member depends on what you decide together, but the choices are limited (especially since literal foam-armor LARPing seems to be too much RPG-within-RPG for most players), especially considering the huge number of people who roll “19 year-old creative”.5
I have to confess, though – I’ve been playing these sorts of games since at least 2011 (not as long as many, I admit), and all of the supposely-revoutionary elements of Tinder aren’t so much. Early versions of it existed (minus the IRL elements) on the internet as far back as I can remember, and although games like OkCupid require more effort from the player, the result is a more interesting world, and more fun groups. The Facebook-linkup feature is interesting (especially when other players claim to have the same “friends” that you do, which is sort of neat, since it adds a certain reputation malus potential in that game as well), but that’s about the only novel thing, and the restrictions on your character creation aren’t really worth it. (Who wants to roll the same class in every MMO?)
But maybe I’m the wrong target demographic here. My go-to character is the sort of lawful-good, cynical alcoholic, and that seems to play about as well as the sex-hungry night elf who doesn’t realize he isn’t in Silvermoon. Espcially since re-rolling on the Berlin server recently, I’ve found the player-base a bit samey, the quests predictable, and writing poor. What I do find myself enjoying still is the swiping. There’s something zen and Desert Golfing-like about swiping for the sake of it;6 like watching people walk by outside a café window on the Left Bank, observing how all the little neuroses of a single individual are distilled to a few earnest images that try to present the most interesting and most attractive person possible. If there is one thing the player base is good at, it is capturing the desperate desire of a young person to be approved of, and thought interesting above all else.
I have thought about deleting my account, but then, like EVE Online, I always seem to come back every few months to see if, somehow, the game whose core mechanics I believe in has gotten more interesting. It never has, of course, but one holds out hope.
Except FetLife, of course, which always embraced the Wagnerian roots of gaming. [back]
Although I haven’t played it myself, friends who have report a much more immediate and local-area focussed game, with heavy reliance on the augmented-reality aspects, sort of like Ingress. [back]
It’s not clear if each profile you encounter is an actual person or not. Although IAC hasn’t always made their stance on botting as clear as, say, Blizzard, the additional Turing-test aspect of starting any conversation certainly adds an interesting dimension, although it doesn’t really fit with the overall mood of the game. More often, though, are the humans role-playing as animals or inanimate objects, which can lead to hilarity. [back]
Unlike a lot of games, the narrator doesn’t act as a vehicle for exposition so much as to encourage interaction, either with a new match, or to bug you to keep using the app if you haven’t recently. Think Navi as your aunt at Christmas who is always asking you if you have a girlfriend yet. [back]
Class imbalance is worse than any other MMO I’ve ever played, and seems to be implicity encouraged by the game designers, for reasons I don’t quite understand. Although free-to-play, you can unlock extra features for a monthly fee, which is more expensive the older your character roll. Unlike OkCupid, the “early-40s cougar” class seems deeply unpopular, which is annoying if, like me, you prefer to run balanced raids. [back]
Especially since I haven’t paid to unlock the premium features, so there is no undo. Once you swipe left, “Gina” and her three friends in that photo are gone forever. [back]