Bejeweled se Triple Tile Tak: Match-3 Kabhi Purana Kyun Nahi Hota
Ek jaise teen match karein. Tees saal se poora rule bas yahi hai: gems, candies, farm ke jaanwar, souvenirs aur cars, sab mein. Genre yahan tak kaise pahuncha, aur teen hi woh number kyun hai jo kaam karta rehta hai.
Ek jaise teen match karein. Poora rule bas itna hai, aur lagbhag tees saal se yahi poora rule hai: gems, candies, farm ke jaanwar, souvenirs, chehre waale blocks aur, hamare case mein, cars. Genres aam taur par khud ko ghis kar khatam kar lete hain; yeh waala baar-baar neenv se dobara banta hai aur unhi khush logon ko phir se bik jaata hai. Yeh rahi uski vansh-kahani, aur woh wajah jiske chalte teen ka number itna saara kaam karta hai.
90s ke beech: shuruaat ek Russian shareware se
Jo origin aam taur par bataya jaata hai woh hai Shariki, ek DOS game jise Eugene Alemzhin ne 1994 mein likha tha aur jo shareware ki tarah haath-haath ghooma. Do bagal waali balls ki jagah badlein, ek rang ki teen line mein laayein, unhe gaayab hote dekhein aur upar ka sab kuch khaali jagah mein girte dekhein. Genre ka har zaroori hissa us pehle game mein hi maujood hai: swap, clear, collapse, aur woh cascade jab girte pieces apne aap phir se line mein aa jaate hain.
Isse koi ameer nahi bana, jo kisi genre ke pehle chapter ke liye kaafi normal baat hai. Mechanic invent karna aur mechanic ka maalik hona, yeh do bilkul alag kaam nikle.
2001: Bejeweled ise sabke haath mein de deta hai
PopCap ne Bejeweled 2001 mein release kiya, pehle web browser mein khelne waale game ki tarah, baad mein us downloadable version ki tarah jo zyaadatar logon ko yaad hai. Rules Shariki ke the. Naya tha unke aas-paas ka sab kuch: gems chamakte the, cascade chalte hi chime ka sur upar chadhta tha, aur ek aawaaz aapko batati thi ki aap excellent hain. Yeh screen waali kisi bhi cheez par chal jaata tha, aur aane waale saalon mein usmein bahut saare shuruaati mobile phones bhi shaamil ho gaye.
Yahi woh pal hai jab match-3 ek mechanic nahi rehta aur ek format ban jaata hai: aisi cheez jismein doosre developers games banaate hain, na ki koi ek khaas game jo log khelte hain.
Shariki ne rule invent kiya. Bejeweled ne feeling invent ki, aur pata chala ki bechne waala hissa wahi feeling hai.
2007: Puzzle Quest board par RPG jod deta hai
Saalon tak match-3 ki chhat high score thi. Aap achha khele, number upar gaya, aapne window band kar di. 2007 mein aaye Puzzle Quest: Challenge of the Warlords ne sawaal badal diya, “aap kitna achha khele?” se “usse aapko mila kya?” Gems mana ban gaye, skulls damage, aur board ek campaign ke andar baith gaya, jismein character, spells aur apni tricks waale dushman the. Aap ab bhi teen match kar rahe the. Bas ab level up bhi ho rahe the.
Kaha ja sakta hai ki genre ke itihaas ka yeh akela sabse asardaar idea hai: matching ko hi game hona zaroori nahi; woh ek aise game ka engine ho sakta hai jo bilkul kisi aur cheez ke baare mein ho. Uske baad aaya lagbhag sab kuch isi sentence ka koi variation hai.
2012: Candy Crush level ko unit bana deta hai
King ke 2012 waale Candy Crush Saga ne Puzzle Quest ki samajh ko ek map ki taraf mod diya. Campaign ki jagah mila haath se banaye levels ka ek numbered raasta, har level ka apna objective: jelly clear karna, ingredients neeche girana, bees moves mein score banana. Lives time ke saath refill hoti thi. Boosters paison mein milte the. Aapke dost usi ghumaavdaar sadak par dikhte the, kuch levels aage, apni akad mein.
Us economy ke baare mein aap jo bhi sochein, yeh theek se samajhna zaroori hai ki asal mein badla kya. Candy Crush se pehle match-3 zyaadatar ek machine thi jise aap haarne tak khilaate rehte the; unit session tha. Uske baad unit level ban gaya: soch kar banaya gaya ek puzzle, jiska irada, goal, move limit, haar ki state aur difficulty curve par apni jagah hai. Yeh bilkul alag tarah ka design ka kaam hai, aur isi liye genre ko achaanak ek bahut achhe board ki jagah saikdon designers chahiye the.
2020s: tray aa jaati hai
Sabse nayi shaakha swap ko poori tarah chhod deti hai. Aap bhare hue, aksar 3D board se ek piece tap karte hain; woh screen ke neeche ek chhoti tray mein jaata hai; tray mein ek jaise teen clear ho jaate hain. Tray ko bemel pieces se bhar dein aur run khatam. Yeh hain triple-tile ya triple-match games, jo 2020s ki shuruaat mein chha gaye.
Inka family tree Bejeweled se kam aur mahjong solitaire se zyada judta hai, woh parat-dar-parat dher jahan sirf kinaare ke free pieces uthaaye ja sakte hain. Tray jo jodti hai woh bilkul aaj ke zamaane ka pressure hai: board ki bheed hi puzzle ban jaati hai, aur aapka apna laalach khatra. Board par kuch bhi aapko nuksaan nahi pahuncha sakta. Sirf woh pahuncha sakta hai jo aap pehle hi utha chuke hain.
Teen hi kyun?
Do nahi, chaar nahi, paanch nahi. Iski do achhi wajahein hain, aur dono mein se koi bhi manmaani nahi.
Pehli wajah perception ki hai. Log bahut chhoti ginti, lagbhag chaar cheezon tak, ek-ek gine bina turant pakad lete hain; psychologists ise subitising kehte hain, aur hum koi scene kaise padhte hain, is baare mein yeh kaafi pakke tathyon mein se ek hai. Teen us daayre ke andar aaraam se baithta hai. Paanch nahi. Isliye match-3 board ek nazar mein padha jaata hai, use parse nahi karna padta, yaani poora game dekhne ki speed par chalta hai, aur isi liye kisi ko kabhi iske tutorial ki zaroorat nahi padi.
Doosri wajah economic hai, design ke matlab mein. Har matching game ek ankaha vaada karta hai: karne ko hamesha kuch hoga. Jitna bada group aap maangte hain, vaada utna mehnga hota jaata hai: jis board mein hamesha paanch ka ek dhoondhne laayak set hona chahiye, woh teen ka set maangne waale board se kahin zyada bandhaa hua hai. Udhar match-2 koi vaada hi nahi, kyunki har pair match hai aur kuch bhi puzzle nahi. Do ittefaaq hai; teen set hai. Teen woh sabse chhota number hai jo soch-samajh kar bana pattern lagta hai, aur woh sabse bada number jiski guarantee game lagbhag har jagah ek saath de sakta hai.
Near misses aur muft ka maal
Do cheezein loop ko ghumaati rehti hain, aur dono khelte waqt aap apne dimaag mein saaf dekh sakte hain. Pehli hai near miss: tray mein do ek jaise baithe hain, ya board chain se bas ek square door hai. Near miss khaali board se kahin zyada kheenchta hai, kyunki aapko theek pata hai ki kya kaam karta aur fark kitna chhota tha. “Bas thoda sa” un sabse dilchasp halaaton mein se ek hai jismein koi game aapko daal sakta hai.
Doosri hai cascade: aapka plan kiya hua clear aise pieces giraata hai jinka aapne plan nahi kiya tha, ek aise match mein jo aapne kamaaya nahi. Board aapko us kaam ke liye paise deta hai jo aapne kiya hi nahi, aur kab dega, pata nahi. Jo rewards be-hisaab schedule par aate hain woh fixed schedule waale rewards se zyada dhyaan baandhe rakhte hain; yeh achhi tarah saabit hai, ittefaaq nahi hai, aur isi liye cascades Shariki ke har vanshaj mein jaise ke taise bache rahe. Yeh jaan lena achha hai ki yeh choice soch kar ki ja rahi hai, tab bhi jab aapko maza aa raha ho.
Yeh marne ki jagah khud ko baar-baar naya kyun banata hai
Zyaadatar genres thak kar mar jaate hain: mechanic poori tarah explore ho jaata hai aur kehne ko kuch nahi bachta. Match-3 bach nikalta hai kyunki rule game nahi hai. Rule kriya hai. Teen match karna ek bartan hai, aur usmein jo daalein woh sama jaata hai: RPG campaign, saga map, renovate karne ko ghar, dobara basaane ko farm, restore karne ko cars ka garage, ya karne ko ek heist. Matching metronome hai. Jo bhi dilchasp hai woh uske upar bani parat mein hota hai, aur isi liye core loop ko chhue bina genre ko be-hisaab baar naya banaya ja sakta hai.

Isi wajah se match-3 games par behas lagbhag kabhi matching ke baare mein nahi hoti. Koi shikaayat nahi karta ki teen gems bahut kam hain. Log lives, timers, difficulty ke achaanak uchhaal aur keemat ki baat karte hain, aur yeh sab meta layer mein rehta hai, mechanic mein nahi. Mechanic to 1994 mein hi poora ho gaya tha.
Family tree, chhote mein
| Kab | Kya | Isne kya joda |
|---|---|---|
| 1994 | Shariki (Eugene Alemzhin) | Swap, clear, collapse, cascade |
| 2001 | Bejeweled (PopCap) | Bahut bada audience, aur feel: chimes, chamak, taareef |
| 2007 | Puzzle Quest: Challenge of the Warlords | Progression: matching ek doosre game ka engine |
| 2012 | Candy Crush Saga (King) | Banaya hua level unit ki tarah; free-to-play saga map |
| 2010s ke beech se aage | Renovation aur story metas | Boards ke beech dobara banaane ko ek duniya |
| 2020s | Triple-tile tray games | Swap nahi: board par bheed, tray mein pressure |
Sabse nayi shaakha khelein
Hum is tree ke sabse naye hisse mein games banaate hain, to zaahir hai hum chahenge ki aap ise try karein. Yeh dono browser mein free hain, na download, na sign-up:
- Travel Tiles: triple-tile matching apne sabse shuddh roop mein. Souvenirs ko six-slot tray mein tap karein aur saare chhiyaanve clear karein, bina timer, apni speed se.
- Car Match: wahi tap-to-match mechanic ek traffic grid par, jahan sirf woh cars uthayi ja sakti hain jin tak raasta khula ho, aur raasta saaf karna aadha kaam hai.
Tees saal baad bhi kisi ne rule ko behtar nahi kiya, kyunki behtar karne ko kuch bacha hi nahi. Ek jaise teen, aur woh chale jaate hain. Uske baad ka sab kuch costume, context aur ek behtar chime raha hai, aur pata chala ki genre ko zinda rakhne ke liye bas itna hi kaafi hai.


