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Brooklyn-based software developer Josh Wardle created it last year as a gift for his partner, who was obsessed with word games like the New York Timesâ âSpelling Beeâ. Wardle put the game up for free online in October, and it quickly went all hockey-stick. There were 90 people people playing it in November, 300,000 by early January, and only a few weeks later, about 2 million a week. One survey estimates that 14% of American adults are playing Wordle.
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Most successful ideas do not arrive out of nowhere; theyâre extensions or riffs on existing ones.
This is particularly true with games, where tinkering with an existing form of play can create something thatâs i) delightfully new while ii) also being familiar. That combo of ânewâ yet âfamiliarâ is pure gold. Do something too derivative and people yawn; do something too novel and theyâre baffled. The path to wild success is hitting that midpoint.
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Living as we do in a capitalist society, itâs easy to assume the only reason people would engage in creative labour is for profit. But the world of culture doesnât work that way. Itâs always been full of creators who are
The sheer uncommerciality of the venture is weirdly refreshing. It stands in total contrast to the just-add-water hucksterism of todayâs influencers and tech firms, who are constantly trying to shove sponsorships into their work or shake their audience upside down to see what loose change rattles out.
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When weâre creating things, itâs normal to start worrying about how our audience will react. All those different people, with different aesthetics! Some of them are gonna love this part of what youâre doing, but hate this other part. Worrying about this can lead you into a rathole of self-censorship, where you try to satisfy everyone and wind up satisfying no one.
Wardle was making his game for just one person. When youâre in a mental dialogue with a single person, your creative decisions are sharpened.
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Itâs frequently very valuable to pay attention how your audience is interacting with your work. They see things you donât, and come up with ideas you canât. In the early days of Twitter, it was clever users who invented the retweet and the at-reply. To their credit, Twitterâs engineers spotted the behavior and adopted them as native features, and they helped catalyze Twitterâs explosive growth.
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Anyone can play Wordle, in any browser. You donât need to create an account or log in. You donât need an app store. Wardle avoided every single digital walled garden, and instead went with the most wide-open field available:Â The web.
ï»żPeople are especially enthusiastic about things they can share without having to go through an App Store, or without being bogged down by having lots of their data captured during the experience.
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Wordle offers up only one new word everyday. Thatâs it. Once youâve solved the dayâs word, youâŠstop playing. You go do other stuff, like your job or hanging out with your loved ones. Sure, you might hanker to play more Wordle, but you canât. You gotta wait until tomorrow.
Unlike nearly all social media (and most video games), Wordle is not trying to get you narcotically addicted to reopening the app again and again, all day long, in an eye-glazed trance.
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CURATOR'S NOTE
Made me play the game! It's online on the web and free to play!
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