icely - Why is Lingo a lightning in a bottle?
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Game Design
Why is Lingo a lightning in a bottle?
The open-world word puzzle game Lingo is truly special and has become my favorite word game ever made.
I have a massive playlist of edited videos about it, and have made over a dozen custom maps on it.
I have sort of wondered if there is a specific thing that makes it so special, that other games could take inspiration from. Why are many other word games obviously a lot less inspired in their design space?
After all, Lingo itself has game design inspired by The Witness with nonverbal communication, and usage of 3D space for a game interface that seemingly could only take place in 2D. Much like The Witness, the 3D does actually have an important point - it allows the 3D-involving puzzles to not be obvious that they are using the world, and expands the possibility space even in puzzles that end up not using 3D, but that's not the whole story...
This article obviously will have spoilers, so either play the game or watch the playlist where I cover the early game.
There is also a great article "Adventures in Word Puzzles", by hatkirby, another early player/tester and modder of Lingo, that has this quote:
Lingo has a lot of tricks that help the player deduce the solution to a puzzle, outside of how the text on the panel is crafted. Many puzzles are hinted by nearby puzzles that share a theme or combine to a greater solution. There's also a set of words that the game is fond of that are repeated across multiple puzzles, which means that you can sometimes figure out a puzzle just because the solution word is salient from having seen it earlier on. This in itself is a form of "second hinting", as I've suddenly chosen to call it, and it's likely that I'll end up using it in some form in my randomizer.
These secretly repeated themes throughout the game are cool, but those still aren't the mechanics that make it special.
Creator quote
The creator of the game, Brenton, has said this about it (when discussing the design of Lingo 1 vs. Lingo 2):
The Lingo 1 mech structure was one of those once in a lifetime, lightning in a bottle, accidentally tripped over this thing idea. I can't do that again. I'm always trying to think up things that haven't been done before and I hope whatever Game 3 is, it has a similar kernel to it.
It is also interesting because, well, Lingo 2 has not quite had the same level of sheer innovation in modded content as Lingo 1. 'symbols' map to 'colors' and many ideas for mechanics have already been done in Lingo 1
Are the base rules extremely simple?
As you may be aware, your mentality of a game is way different before you play it, when you're just learning it, and when you finish it. In fiction 'characters' start as strangers, then you subconsciously buy-in to them, and they become familiar faces, could be said for all of life but also applies to mechanics.
There is something incredibly pure about using colors as a representation for mechanics, so it is very easy to get attached to.
Plus, thematic and literal repetition is also more visceral when descriptions for the mechanics become fundamental instead of arbitrary, especially as puzzles start to involve more elements.
Puzzle from the map 'Duolingo', answers blurred
A literal description in a sentence of a more complicated Lingo puzzle would often be way way more complex to describe than the player who is ingame conceives the puzzle to be. Here is what it would be (spoilers!):
"Synonym of ATTACK, conceptual addition of TOOTH, letter-removal of ATTACK - the answer to two of those three puzzles put together make the answer to the third word. Some meta aspect of THAT (pointing to the 'TOOTH' block), (add letters to BOTH + some meta aspect to BOTH (pointing to the 'TOOTH' block) that share the same answer), some meta aspect of THAT (pointing to the 'TOOTH' block) - the answer to two of those three puzzles put together make the answer to the third word."
Does it create a system that fits many wordplay mechanics into a broader theme, which also expands your mind by extension?
Before I ever played Lingo, I was of course familiar with obvious wordplay-related concepts like 'anagram' and 'palindrome'. What was amazing and cohesive was managing to put all of these into a system that did not even require those terminologies to exist to make sense of, and that also deeply sparks the imagination due to having unused aspects that custom creators can build upon.
For example in this video I go over mechanics that seriously bring 'meta' and combination aspects that could fit in the maingame and feel like such natural extensions of the game's mechanics.
In a display of how 'complexity' is actually subjective and concerns audience expectations, Baba Is You also hugely leverages an English-speaking audience. Spelling 'a sentence' and having an effect is natural. Using text to refer to objects, then literally having the...