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| 1 | +# Why is this so addictive!? |
| 2 | + |
| 3 | +I ported 2048 to Nushell over a weekend, for fun. Then I noticed I |
| 4 | +kept playing it. Not testing it. Playing it. I'd close the tab to get |
| 5 | +back to work and find it open again before I'd decided to. That's when |
| 6 | +I stopped and asked: what is going on here? Has anyone actually written |
| 7 | +about the pull? Turns out a _lot_ of people have. |
| 8 | + |
| 9 | +The most-quoted answer is from [Judy Willis](https://radteach.com/), a |
| 10 | +UC Santa Barbara neurologist the press talked to in 2014. She named |
| 11 | +[two dopamine boosts](https://web.archive.org/web/20150311024653/https://www.popularmechanics.com/culture/gaming/a10341/why-the-2048-game-is-so-addictive-16659899/). |
| 12 | +The first is prediction: every move is a guess at what the board does |
| 13 | +next, and brains (in her phrase, "like bookies and psychics") love |
| 14 | +making predictions, so the dopamine arrives just for guessing. The |
| 15 | +second is that the game stays challenging but achievable, which keeps |
| 16 | +that reward flowing instead of tipping into frustration. |
| 17 | + |
| 18 | +But the part that actually got me is something her account skips: the |
| 19 | +[fake sense of progress](https://en.wikipedia.org/wiki/Incremental_game). Every new high tile lands |
| 20 | +like a level-up. Your first 256, then 512, then 1024, each one a new |
| 21 | +personal best, new territory, a little "I'm finally getting somewhere". |
| 22 | +But nothing has actually changed: same 4x4 grid, same four swipes, same |
| 23 | +game you were playing back at tile 16, just a bigger number. And |
| 24 | +because every step is a doubling, the jump to 512 feels every bit as |
| 25 | +exciting as the jump to 256 did. The climb doesn't lose steam. The |
| 26 | +progress is just a number going up, one of the stickiest things a game |
| 27 | +can dangle. |
| 28 | +(An entire genre, the [idle and clicker |
| 29 | +games](https://www.vice.com/en/article/cookie-clicker-wasnt-meant-to-be-fun-why-is-it-so-popular-8-years-later/), |
| 30 | +is built on nothing else. |
| 31 | +That's its own rabbit hole, and its own page, later.) |
| 32 | + |
| 33 | +The rest pile on top: |
| 34 | + |
| 35 | +- **Variable-ratio reward.** Each move's payoff turns on a random spawn |
| 36 | + (nine times in ten a 2, otherwise a 4) in a square you didn't pick. |
| 37 | + Rewards on an unpredictable schedule are the [hardest to walk away |
| 38 | + from](https://en.wikipedia.org/wiki/Reinforcement); it's what slot |
| 39 | + machines run on. |
| 40 | +- **Free restart.** No login, no install, no score to keep, no "are you |
| 41 | + sure?". "One more" costs nothing, so you take it. |
| 42 | +- **Near-miss.** Only [about 347,000 of the first 42 million |
| 43 | + games](https://www.buzzfeednews.com/article/hillaryreinsberg/why-this-free-puzzle-game-is-the-most-addictive-thing-on-the) |
| 44 | + reached 2048, under one percent, so nearly every game ends just |
| 45 | + short. And just short |
| 46 | + is the addictive part: gambling studies find a [near miss makes people |
| 47 | + keep playing](https://pmc.ncbi.nlm.nih.gov/articles/PMC2658737/) more |
| 48 | + than a clean loss does, even though it's still a loss. |
| 49 | +- **The unfinished board.** The [Zeigarnik effect](https://en.wikipedia.org/wiki/Zeigarnik_effect): |
| 50 | + we remember interrupted tasks about twice as well as finished ones. |
| 51 | + 2048 almost never gives you a finished one. Lose, and the game ends |
| 52 | + mid-climb, before you got where you were headed. And even when you |
| 53 | + win, you're not finished: 2048 isn't the end, you keep going for 4096, |
| 54 | + 8192, up to a [theoretical maximum of |
| 55 | + 131072](http://www.science4all.org/article/2048-game/). So it ends |
| 56 | + unfinished either way. |
| 57 | + |
| 58 | +If you'd rather play the version its makers actually hoped you'd be |
| 59 | +able to put down, [Threes! and the others are over in the |
| 60 | +backstory](./backstory). |
| 61 | + |
| 62 | +Next: [how this is built](./in-nushell). |
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