Heardle, Hurtling Toward the Internet’s Future

With Wordle’s surging popularity earlier this year came a slew of derivatives like Nerdle, Queerdle, and Trekle, all fighting for second place in the guessing game spotlight. Heardle, it seems, was the real breakthrough hit. Launched in February by product designer Glenn Angelo, Heardle gives listeners six tries to figure out a song’s identity, based on increasingly lengthy clips from the song’s intro. Angelo’s initial inspiration was just the pun of the name, though the concept can be traced back to the television game show Name That Tune,or to its radio-based predecessor, Stop the Music.

Like Wordle, Heardle updates daily, uniting players in listening to a single song together, creating the illusion of people all over the world huddling around the same jukebox. Some days unite the crowd more than others, depending on how avid a tune’s fanbase. I’ve recently seen a couple of different viral social media posts excitedly imploring people to play the day’s Heardle, once when it featured One Direction’s “What Makes You Beautiful,” and again when the answer was My Chemical Romance’s “Welcome to the Black Parade.” (Full disclosure: I recognized the One Direction song immediately.)

Student Gigi Vincent, who plays Heardle every day, explained the game’s appeal by contrasting it with the movie-clip trivia game Framed. She noted that while the brain behind Framed “clearly has a specific taste, so you can really narrow things down once you understand their repertoire, Heardle is more democratic [in its song choices], and therefore harder,” making for a compelling challenge.

Just as the strength of Wordle’s appeal lead to a purchase by The New York Times, Spotify has heard the acclaim for Heardle and snatched it up in response. This is Spotify’s first game acquisition—the company’s previous purchases have primarily been forms of podcast technology. Spotify’s press release about the acquisition quotes the company’s Global Head of Music, Jeremy Erlich, as saying “We are always looking for innovative and playful ways to enhance music discovery and help artists reach new fans.” According to the release, the company intends to eventually “integrate Heardle and other interactive experiences more fully into Spotify,” building on the eye-catching, meme-able feature of Spotify Wrapped to further gamify music streaming.

The illusion of democracy.

I spoke to media specialist, musician, and Heardle dabbler Sam Hozian about his strong disapproval of the acquisition. He said that it runs directly opposite to the Heardle ethos that Vincent highlighted above, elaborating, “Spotify is the anti-democratization of music. It creates an illusion of democracy because people have a sense that anyone can upload to Spotify and become a hit, but it’s one-in-a million that this will happen . . . It’s not easy for Spotify to make money off of independent artists,” so that’s not where the corporation puts its resources.

Hozian isn’t the only disapproving player. Last week, the BBC ran an article entitled, “Heardle Spotify move hits sour note with some fans.” Complaints lodged in the article include that winning streak stats have been deleted, and that the website is now showing as unavailable in some countries.

Joanna Newsom has been among Spotify’s most outspoken critics.

Until Spotify sees through its plans to more fully integrate Heardle, the main difference is that the challenging songs are now hosted by the streaming app itself, rather than by SoundCloud. Angelo’s original choice to use SoundCloud for the game was not politically motivated. Instead, he’s cited convenience as the reason; the SoundCloud player was quick and easy to set up within a day. SoundCloud, however, would seem to be more in line with Heardle’s democratic ethos. SoundCloud touts itself as “the first music company to introduce fan-powered royalties, where independent artists can get paid more because of their dedicated fans.” Compare this to oft-repeated criticisms that Spotify underpays artists for streaming their work.

Lest I sound like Spotify’s biggest detractor, rest assured that I am a daily user of the platform. Access to algorithmically generated playlists and the playlists of strangers worldwide opens the door to musical discoveries I would otherwise never have made. In this age of attacks on the Internet Archive, when the ubiquity of Amazon’s cloud services make fully boycotting Amazon an uphill battle, it’s tempting to go quietly into the future of the internet—a future in which everything is owned by a small handful of monopolies, pay-walled and demanding access to our IRL identities. Still, I believe that it is important to resist this new wave of the web in whatever ways you can. Maybe you’ll switch from Google Chrome to Firefox; maybe you’ll download some indie games; maybe you’ll give up Spotify for SoundCloud. We all have our parts to play in shaping the fair, equitable, weird, creative internet that we want to see.

infinitely more complex than any map of the path could ever be.


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Puzzles in Pop Culture: The Escapism of White Collar

White Collar begins with an escape. Not from an escape room—the stakes are much higher; I’m talking about a prison break. Art thief, bond forger, and all-around con artist Neal Caffrey (played by Matt Bomer) has devised a plan to escape from his super-maximum security correctional facility. He changes his appearance rapidly by shaving, slicking his hair back, and donning a prison guard uniform stashed in a staff bathroom toilet tank. Accompanied by jaunty music, he strolls unrecognized past guards and fellow inmates. When he slides a key card through a gate’s reader, the light turns green. He’s free.

Four hours after Neal has disappeared into Manhattan, Peter Burke (Tim DeKay), the FBI agent who first arrested Neal, is called, and begins to interrogate the warden and marshals about the details of Neal’s escape on the way to Neal’s cell. Where did Neal get the guard uniform? Online uniform supply company. Where’d he get the credit card to buy the uniform? It belonged to the warden’s wife.

Neal’s cell is heavily decorated—with sketches, hash marks, poetry magnets. Where’d Neal get the key card for the gate? “We’re thinking he restriped a utility card using the record head on that,” the Warden says, nodding at the tape player. Peter examines the tape player, the wall decorations, the books and brochures on Neal’s bed. From all of the accumulated detritus of Neal’s imprisoned life, Peter begins to piece together where Neal would go and why. Neal’s escape was low on puzzles compared to an escape room, but the real puzzle comes now for Peter. Peter is an expert puzzler—his house is full of New York Puzzlethon trophies.

The solution is anticlimactic. Peter finds Neal on the floor of Neal’s ex-girlfriend’s emptied apartment, moping over her absence. Neal makes no further attempt to flee, but does make an opening gambit in the long game of securing his freedom; he asks Peter to meet with him back in prison if he can provide crucial intel on the elusive criminal Peter’s been chasing. What would have been four years in prison for running becomes four years released into Peter’s custody as an FBI consultant. With a GPS tracking device around his ankle, Neal walks into the sunlight once again. Thus, the show’s premise is established: Peter and Neal, FBI agent and con artist, taking down white collar crime together while going endlessly back and forth on whether they can trust one another.

Peter, Elizabeth, and Neal congregate in the Burke home.

Though it has its moments of suspenseful intrigue and poignant drama, White Collar is more lighthearted than many crime procedurals. The mood is kept buoyant partially by Neal’s charm, and by the chemistry between the leads (including Tiffani Thiessen as Elizabeth Burke—Peter’s wife—and Marsha Thomason and Sharif Atkins as Peter’s fellow FBI agents). Beyond that, however, there is an infectious playfulness woven into the screenwriters’ approach to storytelling. Whether the characters are planning heists or solving crimes, it feels like the show is presenting us with a game.

One episode draws out this undercurrent of playfulness, as Peter and Neal are literally presented with a game. The season three episode “Where There’s a Will” centers around a dispute over a $40 million inheritance. Brothers James (Danny Masterson) and Josh Roland (Christopher Masterson) each have a supposed copy of their father’s will, one with a relatively equitable distribution of funds, and one saying that James gets everything. Neal, as an expert forger, has been called in by the bureau to authenticate the wills.

Neal, noticing that the same person is responsible for all of the signatures on both wills, determines that both are forged, but it gets weirder. Handwriting analysis concludes that the deceased himself forged all of the signatures on his own wills. Weirder still, the witness names are anagrams of one another. Peter and Neal get to work puzzling out what other names might be hidden in those letters, and come to the same conclusion: Tycho Brahe, a 16th century Danish astronomer.

Then comes the biggest surprise thus far. Holding the stacked wills up to the sunlight, Neal realizes that, when overlaid, the wills include a drawing that resolves into what look like streets and a compass rose. “This isn’t a message,” Neal says. “This is a map.” The Roland sons have a slightly different take, recognizing the “compass rose” as actually “the sundial in La Monde Garden” (a fictitious location). The sons go on to imply that treasure hunts are an activity their dad once engaged in often, but neither seems interested, even when Neal posits that the real will is likely at the end of the hunt.

Peter is happy to return the wills to evidence. Neal, however, is still intrigued, trying his hardest to entice Peter into joining him at the sundial. Peter won’t bite, so Neal meets up at La Monde Garden with his criminal accomplice and best friend, Mozzie (Willie Garson). They notice faint numbers along the bottom of the wills’ pages, probable times, but those times on the sundial don’t seem to point to anything. Alternatively, they theorize that maybe something will happen when the sun hits 4:30—four hours from now.

Neal texts Peter, who’s at home with Elizabeth, for help, and Peter and Elizabeth dive into the puzzling readily. When Peter spots a little drawing of a tulip next to the times, Elizabeth supplies that tulips stand for spring and rebirth, and Peter’s inspiration is sparked. It isn’t spring now, but with the use of a sextant and a couple of mirrors, they can recreate the shadow that the angle of the springtime sun would cast at 4:30. Each of the times, in fact, have a different seasonal symbol associated with them.

Elizabeth and Peter join Peter and Mozzie to create the necessary shadows. Each shadow they cast points to a different letter on the sundial, spelling out “BSH,” an acronym that means nothing to any of them. Their stumped wondering is interrupted by a call with a startling revelation; James Roland’s young daughter has been kidnapped, and the kidnapper demands $6.4 million. This is enough motivation for Josh Roland to get involved in the treasure hunt, since the real will should give him the ability to pay his niece’s ransom. He knows what “BSH” stands for: Big Sky Hunting, what his dad always called going to the planetarium. Peter and Neal are off to their next destination.

I’ll refrain from spoiling the second half of the episode, but rest assured, even as the mood should have darkened with the girl’s kidnapping, an undampened spirit of playfulness remains threaded throughout. We’re back in the realm of the high-stakes escape room. Now, though, rather than orchestrating his own escape, Neal is playing a game for someone else’s freedom. Rather than scheming by himself, he’s relying on a gaggle of allies to help him each step of the way. The show may have started with Neal and Peter each as independent figures facing off against one another, but as I said, that form of game-play only leads to anticlimactic reveals. Real satisfying drama, in the world of White Collar, comes from games played together, absent self-reliance and self-interest.

With the GPS tracker around his ankle, Neal might not be as free as he was the moment he first stepped out of prison in the pilot. With friends on his side, however he’s much better equipped to mastermind a real escape. A real win.


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Queer Games Bundle: Undoing the Curse

For the second year in a row, queer indie game developers and gamers alike are celebrating Pride Month with the Queer Games Bundle. Until the end of June, interested parties can download almost 600 games and game-adjacent zines for $60, with a cheaper option available to those for whom that cost is prohibitive. Described as “an initiative to collaboratively support as many queer indie/micro/art devs and makers as possible,” the bundle is a project of swampbabes, a small New York organization of game artists. Swampbabes, as a collective, is “interested in sharing experimental, non-commercial, renegade games-related art and projects and providing a platform for diverse voices and bodies outside the structures of already established hierarchies.” 

“kate sees your future,” by game creator Bagenzo

The bundle certainly provides a platform for diverse voices. There is a massive amount of content in the bundle, so much so that the selection might be intimidating. Let me provide some starting points. For those intrigued by last week’s blog post, there are two volumes of a zine chockablock with Twine tips and tricks, called “The Twine Grimoire.” Wordle fanatics might be entertained by Herdle,” which casts Wordle’s distinct collections of squares as farm animals in need of herding. Did my post about stealing back your time via poetry resonate with you? You might find joy in “Time Bandit,” a game for Windows and MacOS that forces the player to slow down.

If tabletop roleplaying is your preferred gaming mode, never fear—included TTRPG guides range from the adorable and arguably self-explanatory “Rodents With Guitars” to the cyberpunk “Escape from Neo-Millenia.”  I was pleasantly surprised by the number of bundle entries incorporating tarot, like the solo journaling game “My One True Wish,” the browser-based “kate sees your future,” digital tarot deck, “Slimegirl Tarot,” and “A Note in Time,” a TTRPG about writing a letter to your younger self.

“people are labyrinths” by game creator Vian Nguyen

The puzzle-minded among you are likely to enjoy the game RESYNC, available for Windows, MacOS, and Linux (the bundle can be filtered according to the operating systems compatible with each game). RESYNC challenges you to work with robots as allies, solving puzzles to “uncover the true purpose of the mysterious outpost” on which your character has crash-landed. Then there’s the browser-based “people are labyrinths,” a collection of mazes studded with wistful dialogue boxes meditating on topics such as loss, the complex inner workings of other people, and an unwanted job.

Swampbabes states on their website that they hope the community their work fosters “begins to undo the curse inherited from mainstream video game culture.” They leave up to the imagination what exactly that curse is, but if you too feel that mainstream video game culture is cursed, and want to do something about it, purchasing the Queer Games Bundle is a win-win situation: hours of fun for you, and financial support for queer game developers. As of this writing, over a thousand gamers have purchased the bundle, raising almost $66,000 that will be split among the creators at Pride Month’s end.  


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Love Poems and Games: Twined Together

For most gamers, Zork is the classic example of a choose-your-own-adventure, text-based gaming experience. Although Oregon Trail is relatively adorned in images, italso fits the bill. When I think of this genre of game, my mind goes down a slightly different path. Instead, I first think of the Zork parody Thy Dungeonman, hosted on Flash cartoon site Homestar Runner. Then, I think of the queer indie games made in the early 2010s on Twine.

Open-source, hypertext-based storytelling tool Twine was invented by web developer Chris Klimas thirteen years ago. At the time, Klimas had no way of knowing what a hit the program would be in the indie gaming community, but was inspired by the creativity of its users to keep improving its functionality. On November 3, 2009, he wrote about finding a love poem that Dan Waber was scripting in Twine, and said, as a way of explaining “Why I’m Doing This,” “what I’m doing helps people do real things, to make poetry even. There aren’t that many developers out there making things that people make poetry with. I feel lucky.”

Black Mirror imports the choose-your-own-adventure format to viewers’ TV screens

Perhaps Twine’s greatest brush with mainstream fame occurred when the creative team behind Black Mirror used it to storyboard the interactive episode “Bandersnatch.” Mostly, however, Twine has occupied a countercultural space in the world of storytelling. As Adi Robertson wrote in last year’s “Text Adventures: How Twine Remade Gaming,” “Twine’s simplicity felt liberating. It imbued games with the DIY spirit of homemade zines, many of them weirder, sharper, and queerer than their mainstream counterparts.”

In 2013, The Guardian‘s gaming blog shared a post entitled, “Anna Anthropy and the Twine Revolution.” Anna Anthropy isn’t the only game designer highlighted in the article as a revolutionary in the world of gaming; merritt k and Porpentine Charity Heartscape are also mentioned as crucial figures who made the most of Twine’s capacities. Heartscape’s Twine works include Howling Dogs, an award-winning claustrophobic simulation of a prison cell, and k’s include (ASMR) Vin Diesel DMing a Game of D&D Just For You, which is exactly what it sounds like. As we ring in LGBTQ pride month, the Anna Anthropy Twine game that I’d like to look at closer is called Queers in Love at the End of the World.

Queers in Love at the End of the World lasts exactly ten seconds, time kept by a countdown in the corner of the screen. The game begins with the white text on a black screen, “In the end, like you always said, it’s just the two of you together. You have ten seconds, but there’s so much you want to do: kiss her, hold her, take her hand, tell her.” Each of the bolded words is clickable, leading to more options for how exactly you might want to spend these last moments. No matter what, when the countdown reaches zero, the game ends the same way: “Everything is wiped away” (more lyrical than The Oregon Trail’s “You have died of dysentery”). Clicking through to the afterword provides one last piece of context, the scrawled words, “WHEN WE HAVE EACH OTHER WE HAVE EVERYTHING.”

A year after dubbing Anna Anthropy a leader of the Twine Revolution, The Guardian published games critic Cara Ellison’s “A Verse About Queers in the Love at the End of the World. The subheading, “Twine developer Anna Anthropy turns game mechanics into poetry,” calls back to Klimas’ early inspiration: love poetry. Ellison’s verse refers to the ten-second timer as “tyrannical,” in agreement with Adi Robertson’s claim that Twine games “can compromise [the] sense of control” that a reader would normally have over the pacing of a choose-your-own-adventure-story. Ellison writes: “I want to treat those Twine rooms like Carrie’s prom night and gut them / I want to call that timer’s parents and say DO YOU KNOW WHAT IT HAS DONE TO ME,” pouring frustration onto the page. This is a desperate, angry love poem to a simultaneously brief and expansive interactive love poem.

My earlier post about translating poetry encouraged you to approach poems as games, with a willingness to engage in creative, productive failures. The queer Twine revolution of the last decade shows that it is also possible to treat games as poems. Any game built from language has the capacity to be movingly lyrical and verbally innovative (even a game of Dungeons & Dragons DMed by Vin Diesel). The first Twine Revolution may have passed, but Twine is still an available tool. Why not take it for a spin and map out a poem-game of your own? The second Twine Revolution might begin right on your laptop.


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PN Product Review: GeoLogic

[Note: I received a free copy of this puzzle in exchange for a fair, unbiased review.]

Imagine embodying the forces behind the Big Bang. Science fiction writers do this all the time, bringing into being entire new planets, studding them with swathes of land and bodies of water, devising chemically unfamiliar atmospheres. While I am a writer, fiction is not my forte, meaning that the wonders of world-building are typically out of my wheelhouse—at least, they were. Enter Thinkfun’s GeoLogic: World-Changing Logic Puzzle. This puzzle sells itself as an opportunity to “create your own world,” and “become a planetary architect,” promises that appeal to me as a science fiction fan. The puzzle is recommended for ages eight and up, and requires only one player, though planet-building can be a team activity too.

GeoLogic offers a route to science-fictional world-building other than the written word, bringing the invention of alien landscapes into the hands-on, three-dimensional realm. Born from a conversation between inventors Ken and Jeremy about the concept of a thirty-sided game die, the puzzle consists of a thirty-sided planetary core, fourteen snap-in-place pieces representing five biomes, and sixty challenge cards. Cards range from easy to expert, each indicating where certain biome pieces should go on the planetary core to start. The solver is then left to figure out where to insert a list of remaining biome pieces in order to completely cover the globe’s surface.

The challenge cards are optional; they are intended for players who would prefer to test spatial-logical skills rather than engage in more free-form, creative play. This mode of engaging with GeoLogic still has a science-fictional appeal; it just happens to fall more into the category of consuming science fiction than acting as its mastermind. If you dream of discovering new planets through a process of trial-and-error, then you’ll likely find using the challenge cards a perfect way to spend an afternoon, working your way up the ladder of difficulty levels.

If you’d rather ignore the challenge cards instead, you can take the game up on its suggestion that you “get creative and design your own planets.” As the box asks, “Want to create the largest landmass known to humans? Or oceans that span half the globe?” Now’s your chance! This approach to GeoLogic does require a certain amount of spatial-logical skill, as the goal remains the same: cover all thirty sides of the planetary core in some combination of awkwardly-shaped desert, forest, mountains, tundra, and ocean. If you are looking for a purely creative exercise, you might find the limitations of where the different biome pieces fit to be a frustrating hindrance to your imagination running wild.

An example of a built world that does not meet the goals of the game.

The solver most likely to be enchanted by GeoLogic, by my estimate, is the Tetris fan who longs for a more tactile experience—snapping the pieces into place on the core is very satisfying—and who can appreciate a sprinkling of science-fictional creativity. Those driven to the product by the idea of creating new worlds are less likely to feel fulfilled, but the core and biomes could certainly be used as a jumping-off point for contemplating what different worlds are possible. Dreaming big and freely when it comes to alternate worlds is important, yes. Possibly more important, for those interested in changing the world we’ve been handed, is knowing how to still dream big when complex limitations are imposed upon us from outside.


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Puzzly Podcasts: 99% Invisible and Revisiting the “Average Solver”

A geodesic dome.

Buckminster Fuller, inventor of the geodesic dome and the World Game, once said, “Ninety-nine percent of who you are is invisible and untouchable.” This quotation inspired the title of 99% Invisible, a podcast about aspects of the designed and built world that typically go overlooked. Hosted by journalist Roman Mars, 99% Invisible began in 2010 as a joint effort between the San Francisco-based American Institute of Architects and SF public radio station KALW. Since April 2021, the podcast has been owned by broadcasting giant Sirius XM, but has remained essentially the same. On a weekly basis, Mars continues to provide listeners with calmly narrated explorations of topics like efforts to track the pandemic, the history of grocery store “ethnic food” aisles, and the skull logo representing Marvel’s Punisher character, including its memetic use among reactionaries.

It might sound counterintuitive, or in Mars’ words, like a “perversity,” to break down elements of design in a purely sound-based format. Without accompanying visuals, how are we meant to truly appreciate a discussion of graphic design in film and television, or the history of Hawaiian shirts? Mars considers the absence of images a boon, saying, “I thought the concept of doing a design radio show where you strip away the visual aesthetics actually made sense, it got to the parts of design I really loved, which was the problem solving.”

This element of problem solving at the core of every episode will likely appeal to any die-hard puzzler. If you’re interested in episodes more explicitly aligned with your love of puzzles and games, I would recommend starting with episode 189, “The Landlord’s Game,” about Monopoly, or episode 335, “Gathering the Magic,” about—you may have guessed—Magic the Gathering, or even episode 349, “Froebel’s Gifts,” which more broadly considers the history of play as a tool of intellectual development.

In Community, the attempt to represent an average human being led to this terrifying mascot.

Then there’s episode 226, “On Average.” My predecessor on the blog previously discussed the issues with the concept of the “average” crossword solver, questioning popular ideas that the average solver might not be familiar with spoon theory or arepas, and what these assumptions imply about the average solver’s identity. “On Average” takes Glenn’s questioning a step further, walking listeners through a nineteenth-century astronomer’s innovation of reducing human populations to statistical averages. The episode focuses most closely on the practice of flattening people out to bodily averages, but also discusses average calculation for social phenomena like marriages and murders, and the rise of the idea that the “average” is “morally the way to think about people.”

99% Invisible‘s host and guests take the stance of critiquing the average as ideal. One example the episode traces is the WWII design of Air Force planes for the average pilot. Most WWII pilots were not anywhere near average; in fact, zero of the 4,063 pilots measured in one study came anywhere close to perfectly fitting the average, and even when standards were relaxed, only a meager handful had average measurements. Todd Rose, author of The End of Average, sums the issue up thusly: “If you are designing something for an average pilot, it’s literally designed to fit nobody.”

The same might be said of puzzles. If we construct a puzzle for the average solver, are we really constructing a puzzle for anyone at all? Or has all the life been sucked out of the puzzle, all the potential for anyone to connect with its quirks? To settle into the cockpit and soar? If ninety-nine percent of who we are is invisible and untouchable, then ninety-nine percent of who we are cannot be reduced to statistics, cannot be turned into averages. Whether physically or mentally, people are more than patterns, more than perfectly proportioned crash test dummies, and every aspect of the world should be designed with this in mind, from planes to puzzles.


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