March 15, 2011

By Michael Lowell

Angry Birds
Android, DS, iOS, Mac, PC,
PSP, et. al (reviewed on Android with Nook Color)
Developed:
Rovio Mobile
Publisher: Clickgamer Media (Mobile)
Release Date: December 9, 2009

Let’s pretend the year is 1990.  That was a pretty damn good year for video games, right?  Take my word for it.  North America was greasing their grips with Super Mario Brothers 3 and role-playing introduction Final Fantasy, two critical installments in two of the medium’s most significant franchises.  The Western end of the Pacific pond was getting an introduction to the Super Nintendo and flagship title Super Mario World, a game that will probably get its own wing in the Platforming Pantheon.  And if you were one of those fat virgins playing video games on a personal computer, space shooter Wing Commander and cult franchise Commander Keen were getting a lot of your love.  Where am I going with this?  Pretend that in this great year for commercial video games, tech magazines and industry executives are sending praise down unfamiliar roads.  Video game journalism™ and the video game industry are raving about a man by the name of Wes Cherry.  Wes Cherry?  Who the flip is Wes Cherry?  Oh, he’s important.  Wes Cherry’s video game is on its way to killing productivity at business offices around the Western World.  And people are demanding that Wes Cherry’s incredible achievement get “the respect it deserves”.  Tech magazines are penciling in his work as an atypical Game of the Year candidate, asking how one man could slay the gigantic Nintendo dragon and create one of the most popular video games of 1990.  A video game for adults in a market crowded by products for children?  A video game for men and women who don’t play video games?

The game that I’m referring to?  You probably figured it out.  Either that, or you had Minesweeper in the back of your head.  I’m talking about Solitaire, a freebie add-on for the Windows 3.0 operating system.  “What are you talking about?  That’s crazy talk!  Nobody would have been dumb enough to label Solitaire a Game of the Year candidate!  Solitaire is just a simple time-waster!  It’s a game you hook your brain into when you get a couple minutes of free time!”  You’re totally correct.  That love-triangle between Cherry, Solitaire, and the public is totally hypothetical.  I was creating a course of events where Wes Cherry actually got some recognition for his work and Microsoft didn’t screw him out of any possible royalties.  I was fabricating the ridiculous course of events that has now swarmed the release, rise, and fascination with mobile phone killer app Angry Birds.  It’s the mobile gaming sensation that’s sweeping the nation!  And if you ask somebody why they like the game, you’ll probably hear something like this: “I can play it when inbetween the important Facebook comments that define my day!”; “Angry Birds speaks to my level!”; “It’s easy to learn and difficult to master!”  I have one hell of a news flash for you: The Street Fighter series is easy to learn and difficult to master.  Starcraft: Brood War is easy to learn and difficult to master.  Civilization is easy to learn and difficult to master.  A child can pick up any of those games and play them competently.  Getting good at them can take years and decades.  If you concluded your last gaming session and convinced yourself that Angry Birds is “easy to learn and difficult to master”, I would like to address a statement to you and Mr. Mobile Gaming Consumer Base: The ballistics genre is decades old and it’s been done a hell of a lot better.  Just because nobody could market an archetype for ballistcs games doesn’t mean they never happened; that nobody found the Halo that spawned a tactical shooter frenzy in a genre dominated by a diversity of deathmatch, squad-based, and single-player shooters.  The consumer’s ignorance of the niche market for ballistics games does not mean Angry Birds is any good.

As a success story, Angry Birds is McDonald’s.  It’s cheap and it’s disposable and nobody’s claiming it’s the height of the business.   (At least I hope not.)  As a game, it’s best compared to another famous multi-multi-platform puzzler: Lemmings.  Angry Birds is Lemmings in reverse: Rather than using your specialized, disposable critters to construct a means of conquering the environment, you’re out to destroy it.  What are we planning to destroy?  Well, there’s a bunch of pigs.  They stole eggs from a bunch of birds.  Just like the real-world rivalry between birds and pigs, shit is going down.  Clearly defying their name sake, these Angry Birds are going to disperse retribution for the loss of their unborn loved ones by flinging themselves at the pigs’ strongholds.  Ever had a bird fly into your window?  Yeah, that’s Angry Birds.  Staying true to the shallow mobile gaming market, Angry Birds is not complicated: It’s your job to snuff out those pig bastards with an army of willing participants. Tiny bluebirds can be sent into a spread formation at the tap of the screen; black birds act as bombs; white birds act as bombers.  But see, there’s a catch: Blue birds work well against ice blocks; red and yellow birds need to avoid the stone structures that black and white birds can dispatch.  The onus is on the player to make sure the birds get to the right spot.

It’s so easy, a smartphone user can do it!

Absurd theme?  Totally.  It’s befitting of a product likely inspired by flash game developer Armor Games and their popular Crush the Castle, itself a ridiculous cacophony of faux medieval machismo.  There’s a reason Angry Birds’ commitment to senseless violence is earning the franchise some “animated series” treatment.* (The lone gripe?  In a war between cartoon birds and cartoon pigs, emphasizing the “total” in total warfare isn’t a good idea.  The kid-friendly Advance Wars got it right: No civilians allowed; the only participants were the ones who wanted to pick up a gun.  Angry Birds begins with a siege upon the finest castles and bunkers in the Swineland and works its way to the enemy’s houses and swimming pools.  Awkward.)  The actual artwork and the actual sounds are not going to win any awards.  At least the Rovio art team got the basics down.  In their mad dash to fashion a web of unappealing backgrounds and sprites, they at least notched a clean color palette and the uncluttered action necessary for a good ballistics game.  (The “great minds” behind the industry’s “triple-A titles” haven’t been able to figure this out during this entire generation of video games, but the guys “making cheap mobile phone games” got their heads around it.  Amusing.)

So it’s simple and it’s cute.  What’s wrong with the game?  For starters, I don’t think much of “polished simplicity”.  You can grind your Super Meat Boys and your Pokémanz into fucking gemstones and I would still call them average games.  I’ll choose “polished complexity” or even “imperfect complexity” over “polished simplicity” every single time.  There’s a reason that Deus Ex, Starcraft, and Civilization are still played as they came out of the box and games like Tetris and Pac-Man had to reinvent themselves in order to remain successful.  Of course, this all assumes that Angry Birds is a polished game.  This assumes that Angry Birds is only being limited by a developer’s desire to secure a large consumer base.  That’s not the case.  Angry Birds is trying to be a puzzle game.  It’s simply using ballistics as a means of execution, where no amount of planning is going to get the job done if you whiff the shot.  The star of the show is deciding where to fire at.  For this reason, you need good physics that can recreate the same scenario time after time.  The physics system in Angry Birds is absolute shit.

Puzzle Gaming 101: The same action should always lead to the same events.  Every time.  Puzzle games are not supposed to be slot machines.  Puzzle games are supposed to be a science.  Look at Bejeweled.  That game has somehow defied its own mediocrity, a game built around a chain reaction system (undoubtedly inspired by the also-mediocre Columns) best described as a gift from God.  Bejeweled strategy discussion is “clear the rows and pieces that lead to the largest random chain reactions”.  So what, you think it’s unfair to compare Bejeweled with Angry Birds?  After all, Bejeweled is a true puzzle game and Angry Birds is a ballistics game, right?  At least that’s what you thought?  A number of levels in Angry Birds (particularly in the early game and then scattered through later words) require the player to aim a single shot and call it a day.  And then you will find that your one-hundred separate-yet-equally-accurate blasts will yield one-hundred different outcomes, all varying slightly in the way that Swineland comes crashing down.

Is that a problem?  You bet.  It wouldn’t be a gigantic issue if the game was transparent in its display of critical information.  Worms was comfortable in disclosing how much damage the enemy was taking and how hard the wind was blowing over a decade ago.  Worms gave you all the information you needed to work with.  Even if the outcome proved to be random, you could get a gauge of what results to expect.  Information is critical.  The player needs access to the methodology.  Angry Birds does not display these figures.  The player is essentially clueless on what to make of the resulting carnage.  Pigs take bumps and bruises, buildings take wear and tear, buildings come crashing to the ground.  That’s it.  You can’t see a percentage of remaining health and you can’t determine the velocity and trajectory of your shots.  Well, as one internet critic proclaimed in his personal roast of Civilization V and its artificial intelligence, erratic and indescribable outcomes are inherently random outcomes.* And guess what?  Random outcomes do not work in the delicate nature of puzzle games.  Period. The developer’s job is to minimize any and all occurrence of chance in their puzzle games.  The developer gets to randomize the player field and mirror that playing field in a versus mode.  That’s all we’ll let him get away with.  Make all the comments you would like about the random piece generator in Tetris, but later iterations were tweaked to stop passing out consecutive L’s like I was tuning in weekly to watch the Detroit Lions.  Random equals bad.  Static equals good.

Where they drop, nobody knows!

So let’s pose the question: Why would Rovio code their puzzle game to feature a rather noticeable element of chance?  And yes, this was a deliberate design decision.  Angry Birds wouldn’t have made it out of testing if “I can’t recreate the carnage” was an oversight (and if you want a second opinion to go with that scrap of tin foil, you can consult the level that is shaped like a plinko board).  It’s a very easy answer: The long-standing complaint of mobile phone games is that they lack depth.  They’re simple games for simple audiences.  This market is proving quite tough for dedicated mobile phone developers.  Sure, they don’t have a problem turning a profit.  But the companies making games for mobile phones don’t have the money to compete with the incredible body of knowledge that has forged the great computer and console games.  Rovio did an incredible thing: They did not have the money to create depth.  So what did they do?  They created the illusion of depth.  Voila!  Random physics! The player now believes there are numerous ways to complete each level, and if that boulder just keeps on rolling…wait for it, wait for it, there we go!  That doesn’t work in a puzzle game.  Puzzle games aren’t interesting if you can find dozens of ways to complete each of these very small levels.  The levels in Angry Birds are mazes with one entrance and a dozen exits.  “But you’re playing for score, stupid!  You’re trying to get a three-star score!  If you want to puss out with your one-star solution, go ahead.  But I’m finding the optimal way out!”  But that’s precisely the issue!  Without an element of chance, the only thing standing between a perfect score and the player is a little bit of practice and their imperfect touch screen.   (And yes, the touch screen is imperfect.  Rovio is fully aware of this.  You won’t find a level where you need to actually control the velocity of your birdman.  It’s “fire the fuck away” in this game.) The best players in the Angry Birds player base would quickly conquer Rovio’s most devious levels.  The player base would then recreate that “world record” video they saw on the internet, and the game wouldn’t be a lot of fun.

So that’s the idea: Rovio created a universe where even their own online walkthroughs (and I giggle at the idea of a developer showing their own fans how to beat the game) feature substantial incidents of dumb luck.  And how better to build confidence amongst casual gamers than designing a system where they can achieve the maximum three-star rating by utilizing the occasional bout of luck?  And then you will understand why long-time gamers show confusion and bewilderment at the assertion that Angry Birds is “easy to learn and hard to master”:  It’s hard to master because, very often, success hinges on luck.  Hell, Super Meat Boy at least had the right idea.  A portal didn’t randomly appear in front of the player and take him to the end of the level and allow him to side-step difficult jumps.  Super Meat Boy’s god status as a trial-and-error clusterfuck clicked for a lot of people because the player had to do everything right in order to conquer a level and move forward, even if the game mechanics were stacked firmly against the player.  What’s the joy in a game where my own input doesn’t mean as much as it should in getting me to the next level?  Where I conquer a level on the twentieth try because “everything just happened to fall my way this time”?

Does that mean Angry Birds is inherently unsalvageable?  Not necessarily.  Rovio at least had the presence to continue supplying a large amount of content for the game.  And in this flood of physics-kill-frenzy-based levels are a small batch of intelligently-designed battlefields that focus on the player’s ability to aim his shots and his ability to manage his ammunition.  Those are a pair of skills that still rest entirely on the player himself.  (Unsurprisingly, I’d posit most of these levels are the least entertaining sell for the wider audience.  You know, since they result in the smallest spectacle of destruction.)  In this handful of quality levels, Angry Birds is able to capture what the Lemmings late-game was able to do exceptionally well: Limit the margin for error and force players to be exceptionally deliberate about decisions.  Chance didn’t play into anything.  It was you versus the playing field.  That’s what a good puzzle game does.  And Angry Birds only does that some of the time.  After all, it can’t do it all of the time.  Not for a mainstream audience that simply won’t tolerate the punishing, grinding difficulty level that’s absolutely necessary in this kind of game.

“Stop your whining!  I like the game!  You’re thinking too hard about it!  Angry Birds tries to be fun and that’s what it is!”  Well, too bad.  Your scant knowledge of the medium isn’t the barometer.  The barometer is the medium itself.  A good video game compares favorably to the history of other good video games, not just the ones you’ve played.  So what does that mean?  It means that Angry Birds needs to be compared against the entire ballistics genre that inspired it.  That includes Crush the Castle, the game whose successes and failings inspired Angry Birds.  That includes the Worms franchise that has chugged along for nearly two decades and earned a  lot of praise.  That includes the Gunbound that took the Worms blueprint and turned it into an online multiplayer extravaganza.  I am not giving Angry Birds any bonus points for being the most popular of those games.  Not until you give me a decent physics system and build your levels around a course of events the player can actually recreate.  Figureheading the rise of mobile phone video games and dominating a market where “fart apps” rule with prejudice is a wonderful success story.  But America Online was also successful.  That doesn’t mean the service was any good.  I regret to inform you that the same criteria applies to your mobile gaming love child.

2 out of 5

(Games rated two-out-of-five will appeal to their target audience. But against the body of work produced in this forty-year-old medium? Against that copy of Beyond Good and Evil sitting on the rack for eight bucks? Yeah, it has issues.)

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Special Thanks To:

Rovio Mobile’s own web site, whose main-site screenshots comprise the illustrations in this review.* Why not take screenshots with the Nook?  Because I found out how to take screenshots but had no way to get them from Nook to computer.  Deal with it.

27 Responses to ““The consumer’s ignorance of the niche market for ballistics games does not mean Angry Birds is any good.””

  1. Loved the previous article on Nintendo’s 3-D portable.

    Can’t disagree too much about Angry Birds, but I still enjoy it. (Maybe enjoyed is more appropriate, haven’t played it in months)

    I was surprised how much you liked Advanced Wars series. I played the first one extensively. I picked up the DS version, but can’t remember how far I made it. I liked it, but didn’t you find it a little repetitive, simple, and poorly balanced?

    Comment by Mike on March 15, 2011 at 7:26 am



  2. Point of clarification. When I say simple, imbalanced, etc. I’m talking more about the Gameboy Advanced versions, which I remember better. I spent a lot less time on the DS and can’t recall what I thought.

    Comment by Mike on March 15, 2011 at 7:30 am



  3. @Mike: Thanks for the heads-up. I’ll go ahead and redirect the Advance Wars conversation to the “Ask Me Anything” comments section. You’ll get your answer towards the bottom of the comment thread (post 134).

    http://www.the-ghetto.org/content/ask-me-anything

    As for Angry Birds, I actually expect a number of my readers probably haven’t played the game or didn’t play a lot of it. I just wanted to make it very clear that they’re not missing out on much.

    Comment by Mike Lowell on March 15, 2011 at 7:46 am



  4. I thought the physics weren’t accurate, but I thought it was just me imagining things since I only played it about 30 minutes.

    I really like this argument: “A LOT OF PEOPLE PLAY IT SO IT CAN’T BE WRONG”
    Some guy told me that today at school and I replied “And a lot of people supported Nazi Germany so it couldn’t have been bad”. I’m quite proud of myself.

    Comment by Q-veta on March 15, 2011 at 12:39 pm



  5. Excellent work Godwinning the Angry Birds debate. Tough times call for tough measures. The physics are crap. Period. Someone needed to call out Rovio for it.

    Comment by Mike Lowell on March 15, 2011 at 4:49 pm



  6. It’s good that we have Angry Birds on mobile platforms though. Consoles are dying according to that guy from Rovio! In a few years we’ll have nothing but Angry Birds.

    Comment by Q-veta on March 15, 2011 at 8:09 pm



  7. Yeah, that was the sort of cockiness you would expect from a company that has gone one-for-fifty-two on success in the mobile gaming market.

    Comment by Mike Lowell on March 15, 2011 at 9:07 pm



  8. @Q-veta: The chain continues! Console developers claim PC is dying and mobile developers claim consoles are dying! I wonder what will cause mobile games to “die”!

    Comment by Kintak on March 16, 2011 at 2:11 am



  9. My favorite moments of playing Angry Birds and Crush the Castle came when the Havoc engine went berserk and the structures started collapsing on their own. It was just so asinine.

    And while we’re discussing the history of ballistics games, can’t nobody be forgettin’ Scorched Earth, baby!

    Comment by soul4sale on March 16, 2011 at 2:04 pm



  10. Its not physics its physex

    Comment by Abraxas on March 16, 2011 at 3:32 pm



  11. @Kintak: A collective conclusion by mobile phone users that “using the internet on your mobile phone all day” is no less nerdy than “using the internet at home all day”.

    @soul4sale: I don’t think I had it occur to me while I was playing. There was a number of times where the level desperately wanted to crumble on its own. But that’s all part of the excitement!!!

    And I think I may have played Scorched Earth at some point. I know I played Gorillas (and it’s impossible not to have played it if you had QBasic on your machine). My understanding is that Worms pretty much took over the genre after that. I could stand to use a correction if that isn’t true.

    @Abraxas: I think you mean PhysX. ^^

    http://en.wikipedia.org/wiki/PhysX

    I think the next Angry Birds game should use Unreal Engine 3. Just so I have the excuse to destroy it.

    Comment by Mike Lowell on March 16, 2011 at 5:37 pm



  12. Mike, you’ve become my idol once again. I played gorillas for so long, changing code around to learn how to program.

    Oh, and I didn’t mean PhysX, I meant what the selling point of a random-physics game would be ;)

    Comment by Abraxas on March 16, 2011 at 5:42 pm



  13. Gotcha. Yeah, hard not to remember Gorillas. That was an absurd theme before the industry really learned how to profit from absurdity.

    And I got you now. I Googled “Physex” and it was all over the place. Wasn’t sure how to respond. o.o

    Comment by Mike Lowell on March 16, 2011 at 6:59 pm



  14. I wholeheartedly agree with this review.

    Funny how Rovio has not had any other successful games besides Angry Birds.

    Comment by Toadofsky on March 16, 2011 at 11:18 pm



  15. Wait wait wait… Gorillas? The game where you had two gorrilas throwing explosive bananas at eachother???

    If that is the game you guys are talking about, I vaguely remember a friend of mine having it when I was a kid…

    Comment by iamKelly on March 17, 2011 at 1:47 pm



  16. @Toadofsky: That “console games are dying” comment from the Rovio head rubbed me the wrong way. Big time. At least the superior computer gaming master race can now recruit the console gamers to do their bidding in the death of all shit games.

    @iamKelly: Yup. I’d imagine anyone who had a computer during the late eighties and early nineties has probably played it.

    Comment by Mike Lowell on March 17, 2011 at 2:50 pm



  17. And gorillas was a better game to boot.

    Comment by Toadofsky on March 17, 2011 at 4:36 pm



  18. http://lnx-bsp.net/java/gorilla.html
    Java version of Gorillas.

    The day console gaming dies to cell phone games is the day I seriously persue my love for outdoor activities and lose weight.

    Comment by iamKelly on March 17, 2011 at 4:44 pm



  19. Your last few paragraphs talking about dumb luck and it being an intentional decision “to make it more fun” remind me wholly of TF2 and how random criticals are coded straight into the vanilla game.

    And then scrubs complain that pros have no skill and “can’t adapt” because they obviously remove this random element for their matches.

    Hell, I’ve had people tell me that random bullet spread (on shotguns, normalized spread makes a perfect, predictable pattern with every shot) makes the game “more challenging.” Protip bub, “challenge” and “random” can’t be used cooperatively in the same sentence, “challenge” implies a skillset that needs to be mastered to obtain a desired result. I don’t want your “random” getting in my way and giving you a kill you in no way, shape, or form deserved.

    Comment by grmnasasin0227 on March 18, 2011 at 5:44 pm



  20. And then the console gamers will get to know how the computer gamer has felt for nearly a decade. It will be glorious and it will be beautiful.

    @grmnasasin0227: Randomization can make certain games more interesting (and the situations that randomization works would be far too numerous to describe), but that randomization applies to the randomization of variables that cause static outcomes. If random bullet spread changes your ability to win an outcome (two men meet and one player gets screwed by pellet placement), then it’s a big problem. It has no place in the game. I completely agree with you.

    Comment by Mike Lowell on March 18, 2011 at 7:42 pm



  21. @Mike: Do you mean bullet randomization is bad in general, or just when it’s poorly randomized?
    I mean you can’t really argue that ALL bullet randomization is bad. The only alternatives are every gun being a railgun or every gun having preset spread patterns like Counter-Strike did (which lead to abuse).

    Comment by Kintak on March 29, 2011 at 12:46 am



  22. Only when it’s poorly randomized. “Gun accuracy” is plenty welcome in multiplayer shooters since it forces players to think about how they use the weapons. You obviously don’t want a cast of weapons with pre-set accuracy, as that will lead to the issues in Counter-Strike. What’s important is that randomization still leads to static outcomes and static advantages. If I walk into a small room with a shotgun and my opponent is wielding a rifle, I should be able to kill him by unloading into his chest and he should be able to kill me with the less desirable goal of bucking me in the head. An errant shot should not inhibit the goal of either of those players.

    Comment by Mike Lowell on March 29, 2011 at 1:14 am



  23. Speaking of randomization… 3 words. Team. Fortress. 2. The king of crits. Not a good thing. TF2 is 4 nubz. Played it for a week, and migrated to TFC and HL2DM because it sucked so hard. Getting sick of HL2DM though. Still looking fo’ Quake as that’s the reputed “king” of skill-based FPS. I’ve already said this 3000 times, ‘prolly.

    @iamKelly- OUTSIDE! IT BURNSSSSSSS!

    Comment by JamesL on April 20, 2011 at 9:24 pm



  24. I wish I developed a runaway hit app… I thinkin’ dem’ Bluds be loaded wit da weed and bitches, dawg! Seriously, these things make a lot of fucking money- AND require only 2 and a half JamesL’s of programming knowledge (yes, I’m hating on myself *sob).

    Comment by JamesL on April 20, 2011 at 9:30 pm



  25. Ah, yes. Can’t have a discussion of what’s wrong with the modern shooter without mentioning the critical hits in Team Fortress 2. I have absolutely no idea who could have thought that was a good idea. Rovio apparently did. I wish I had 500 bucks to code the next killer iPhone game. It would be called Starcraft III: Lore LoL!!! And the Protoss would be imbalanced.

    Comment by Mike Lowell on April 20, 2011 at 10:10 pm



  26. The Protoss are always imbalanced! So are the Zerg, and Terrans!

    Comment by JamesL on April 20, 2011 at 10:16 pm



  27. What is the big difference between Angry Birds and other games, and why did it get so popular?…

    How can a puzzle game be non linear? There’s only 1 goal and it’s not really possible to deviate from it for long. It’s not like Deus Ex Human Revolution where there are sidequests, optional areas to go to, areas to explore and just plain wandering …

    Trackback by Quora on October 13, 2011 at 1:05 pm



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