I was wondering about that myself after I lost a couple of hours to the damn thing. I think it’s mostly that it hits exactly the right balance of complication/reward to get people into a flow state and keep them there, although its exceptional interface qualities probably help: simple, intuitive moves, immediate feedback, no menus or other abstraction layers to get between you and the game.
I was wondering about that myself after I lost a couple of hours to the damn thing. I think it’s mostly that it hits exactly the right balance of complication/reward to get people into a flow state and keep them there, although its exceptional interface qualities probably help: simple, intuitive moves, immediate feedback, no menus or other abstraction layers to get between you and the game.