A Wordle a Day Keeps the Burnout Away

If you’re like me, in the past few weeks your Twitter timeline has become a parade of yellow, green, and black-or-white squares all lined up in rows like Madeline and her schoolmates walking through the streets of Paris. Early on, I discovered that the squares were part of a game called “Wordle,” but I initially assumed that arranging the squares was itself the game, that there was some kind of subtle pattern creation at work. Plugging “Wordle” into a search engine led to trying to solve one Wordle puzzle, just to see what all the fuss was about, and that immediately led to making Wordle an essential part of my daily routine (just like Madeline’s daily walks).  

As demonstrated by those squares on Twitter—and by a recent flurry of news coverage— I’m not alone. Maybe you too are riding the Wordle wave, eagerly waiting for midnight, when you’ll be granted a new chance to deduce a secret five-letter-word. On the surface, the fact that we only get one Wordle challenge each day seems like it could be a point of frustration. In a pop culture landscape dominated by the model of “binging” media, we tend to always want more, more, more of what we enjoy. So why have so many people become riveted by a website that not only doesn’t ask for more than a little slice of your day but actively doesn’t allow you to participate for more than a single six-guess puzzle at a time? 

Sarah Demarest, a library youth services provider in western Massachusetts, theorized to me that our overfamiliarity with binging the latest trends is exactly why something like Wordle can catch on; a large part of its charm is its model’s rarity. She explained, “For me a lot of the appeal is in the fact that you can’t just play nonstop. You get a new episode every day.” Picking up on her television analogy, I pointed out that this meant Wordle was like a return to classic patterns of TV consumption, and she agreed, adding, “I have always been a strong believer that we need an equal mix of serialized and bingeable TV. But I have never thought about how that applies to other trends too.”

You watched Tiger King for five straight hours. Didn’t that bother you? Maybe!

A tweet by screenwriter Eden Dranger @Eden_Eats with more than 4,000 retweets and 44,000 likes places Wordle in a list of “Covid Eras” beginning with the Netflix documentary series Tiger King. Both have been pandemic sensations, topics of memes and group-chat conversations alike, but this shift from Tiger King to Wordle, taking Sarah’s theory into account, indicates that maybe we are seeing an overall shift from a passion for the bingeable to a passion for the serialized. At a time when so many of us are burned out for larger, heavier reasons than a pop culture trend, do we really need to be inviting more of that exhaustion into our brains?

The game’s creator, Josh Wardle, is conscious of how his site fits into our greater historical context, explaining on an episode of Spectacular Vernacular that the choice to remove attention-manipulating features like push notifications and endless play “had this effect where the game feels really human . . . And that really resonates, you know, [with] where we’re at right now in the world in light of Covid.” When we ourselves are so often, on Zoom, reduced to little squares on a screen, a different set of little squares on a screen has the ironic power to remind us of our humanity. After all, not being able to binge means having to move at the same speed as everyone else. We are all walking next to each other. 

A New York Times article about Wardle and his game states that the limit on one game per day “enforced a sense of scarcity . . . which leaves people wanting more.” There’s probably some truth to that, but in spite of what the creator of the copycat website Wordle Unlimited might think, maybe we’re just ready to pace ourselves instead of being deluged with constant streams of entertainment.

Pacing ourselves instead of binging is our philosophy when it comes to our Daily POP crosswords and word search puzzles. You know that we love pop culture enough to consume our favorite pieces of media for five—or twenty-six—straight hours ourselves. However, in this binging-saturated world, we’re happy to provide something steady and serialized for contrast. So, after you finish tweeting your Wordle squares for the day, why not hop on over to Daily POP and continue your slow-burn love affair with word puzzles?


Treat yourself to some delightful deals on puzzles. You can find them on the Home Screen for Daily POP Crosswords and Daily POP Word Search! Check them out!

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The First Viral Handheld Puzzle Game?

It’s fair to say that PuzzleNation knows a little something about the world of mobile puzzling. Mobile apps are our bread and butter, after all, and whether you’re talking about our Daily POP Crosswords App or the Penny Dell Crosswords App, we are connoisseurs of puzzles that fit in your pocket.

Of course, puzzle apps are a relatively new addition to the genre. Mobile puzzles, like matchstick puzzles, have existed for centuries.

In fact, more than a hundred years ago, a mobile puzzle game went “viral” and became a cultural sensation. (And it has made a recent return to prominence thanks to the HBO drama Westworld.)

Today, let’s talk about Pigs in Clover.

Pigs in Clover is a ball-in-a-maze puzzle invented in 1899 by toymaker Charles Martin Crandall. Although puzzle historians aren’t sure if Pigs in Clover was the first ball-in-a-maze puzzle created, it was definitely the first to capture the imagination of consumers.

You’ve probably solved a ball-in-a-maze puzzle at some point in your life. From the flat disc and labyrinth-inspired models to spherical and more complicated three-dimensional versions, they’re a fun test of both dexterity and strategic thinking.

A quick Google image search turns up dozens of variations on the concept, including an iPhone case with two ball-in-a-maze puzzles built into it!

Pigs in Clover was a simpler design, involving only three rings and a center “pen” to herd the “pigs” into. But it’s one that was supposedly so popular upon launch in January of 1889, it impacted the actual operation of the U.S. government.

But how popular was “popular” in 1889?

Well, according to the Waverly Free Press, “The toy works are turning out eight thousand of ‘Pigs in Clover’ a day, and are twenty days behind with their orders.” According to some sources, over a million games were sold by late April 1889!

And one of those games found its way into the hands of William M. Evarts, senator from New York. Depending on the version of events you read, he purchased a copy of Pigs in Clover from either a street vendor or, curiously, an aggressive street fakir.

He then took it home and played with it for hours. At work the next day — and by work, I mean the Senate of the United States — another senator, George Graham Vest, borrowed it and went to the cloak room to try to solve the puzzle game.

Yes, a sitting U.S. senator went and hid in the coats to play this game. It’s sorta like hiding under all the coats at a Christmas party and playing Angry Birds, except in fancier clothing.

Oddly enough, Vest was soon joined in the cloak room by four other senators — Pugh, Eustis, Walthall, and Kenna — who were also interested in trying their hands at the popular game. Apparently, they were too impatient to share Evarts’ copy of the game, since a page was enlisted to go out and buy five more copies of Pigs in Clover for the distracted senators.

Once each had his own game in hand, they engaged in a pig-driving contest. It must’ve been harder than it looks, since it took Vest 30 minutes to herd all of his pigs into the pen.

Yup, at least half an hour of senate business was derailed by a few little metal balls in a cardboard maze. Amazing.

Naturally, the story got out, and a political cartoon in the New York World on March 17th commented on this peculiar delay in President Benjamin Harrison’s agenda, likening the political landscape to the game. With the White House as the pen and various lawmakers as the pigs, the cartoon asked, “Will Mr. Harrison be able to get all these hungry pigs in the official pen?”

It makes you wonder just how many man-hours were lost to Pigs in Clover! After all, a simple game — solved by many — can prove costly.

Remember the Google Doodle in 2010 that allowed you to play Pac-Man? It’s estimated it cost $120 million dollars, and nearly five million hours, in terms of productivity.

Sounds like President Harrison should count himself lucky it was just a half-dozen senators… as far as we know.

[Sources for this article: The Strong Museum of Play, Eli Whitney Museum and Workshop, Le Roy Historical Society, Antique Toy Collectors of America, Wikipedia, and A History of Video Games in 64 Objects.]


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