Josh Wardle, creator of Wordle, discusses the process of creating the game, filtering the word list, and the controversy over UK or US spelling. They also explore the nostalgia of childhood and online gaming, reflect on working at Reddit, and delve into the history and difficulty of the New York Times crossword.
Wordle, a word game created by Josh Wardle, went from a personal project to a global obsession in a short amount of time, attracting millions of players and catching the attention of the New York Times.
Restraint and simplicity are key elements in game design, as exemplified by influential games like Super Mario World and The Witness, which prioritize balanced controls, layered mechanics, and minimalistic approaches to create a more rewarding player experience.
Online gaming, as experienced through games like Quake II and PUBG, offers unique social interactions that can shape relationships, provide new perspectives, and inspire innovative methods of interaction in online communities.
Deep dives
The Journey of Wordle: From Personal Project to Global Phenomenon
Josh Wardle shares the story of how Wordle, a word game he created, went from a personal project made for his partner to a global obsession. Wardle discusses his inspiration for the game, his creative process, and how the COVID-19 pandemic played a role in its development. He also reflects on the game's impact, the challenges of dealing with copycats, and the decision to sell Wordle to the New York Times. Wardle highlights the importance of finding authentic ways to engage with technology and the significance of multiplayer experiences in gaming.
The Power of Restraint in Game Design: Lessons from Super Mario World and The Witness
Wardle explores the significance of restraint in game design by discussing two influential games: Super Mario World and The Witness. He praises Super Mario World's balanced controls and layered mechanics that gradually reveal new aspects of gameplay. Wardle commends The Witness for its minimalist approach, using one central idea to create an entire game. He emphasizes the value of simplicity and subtraction in game design, and how these principles contribute to a more rewarding player experience.
Exploring Online Interactions: The Impact of Quake II and Player Unknown's Battlegrounds (PUBG)
Drawing from his experiences with Quake II and Player Unknown's Battlegrounds (PUBG), Wardle reflects on the unique social interactions enabled by online gaming. He discusses the tension and thrill of encountering other players in online first-person shooter games, and how these interactions can shape relationships and provide new perspectives. Wardle contemplates the value of multiplayer experiences and the potential for innovative methods of interaction in online communities.
The Intimacy of Solving Crosswords Together: a Co-Op Multiplayer Experience with the New York Times Crossword
Wardle shares his personal experience of solving the New York Times crossword puzzles with his partner. He discusses the challenge and satisfaction of solving the daily puzzles, the development of a shared language and strategies, and how crosswords can enhance connections between individuals. Wardle reflects on the multiplayer dynamics of crossword solving, offering insights into the joys of collaborative problem-solving and discovering new facets of his partner's thinking.
Navigating Success and Dealing with Pressures: Josh Wardle's Journey with Wordle
Wardle opens up about his experience navigating the success of Wordle and the pressures that came with it. He discusses the challenges of dealing with copycats and the commercialization of his work, as well as the decision to sell Wordle to the New York Times. Wardle reflects on the emotional impact of the journey and the importance of staying true to his vision amidst external expectations. He shares insights on fame, personal growth, and finding happiness in the face of unexpected success.
My guest today is a software engineer who, in 2021, released a word game that soon became a global obsession. He grew up in a Welsh farming village, attended the Royal Holloway University, then moved to North America to study for a Masters. In 2011, after graduating, he joined the staff of the website Reddit, where he began to design experimental games such as The Button, Place and, in his spare time, a game called Wordle.
Several years later he returned to the Wordle prototype, which he finished and uploaded to his personal website in October 2021. Within a month the game had 90 players. Within two, it had 300,000. A week after that, it was being played by two million people, and had caught the attention of the New York Times, which in January 2022, acquired the game for a seven-figure sum.
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