Henk Rogers Unveils Secrets Behind Tetris’ Legacy and a Bold New Game Plan

Many people consider Tetris as one of the most impactful video games ever made. Its influence on the gaming industry is hard to overstate, and it has managed to stay popular for more than 40 years by continuously adapting to remain current. It has solidified its position in video game history. Developed by video game designer Alexey Pajitnov, the popularity of Tetris was significantly boosted when it was licensed to Nintendo for use on the Game Boy. This deal, negotiated by Henk Rogers, played a major role in its success. Together with Pajitnov, Rogers later founded The Tetris Company to oversee all licensing of the franchise.

At Gamescom LATAM, Game Rant had the opportunity to meet with Henk Rogers, a co-founder of The Tetris Company. During their conversation, Rogers discussed the process behind writing his book titled “The Perfect Game” and shared some insights about his upcoming projects. For the sake of clarity and conciseness, this interview has been condensed.

Henk Rogers Talks About The Perfect Game’s Writing Process

Q: Could you walk us through the writing process for your book, The Perfect Game?

A: It turns out that Alexey Pajitnov, the inventor of Tetris, and I had a chance to go over the script for the Tetris movie. However, much of it seems to be fictional events that didn’t occur in real life. For instance, there’s even a car chase! After reading it, I joked with the writer, saying there was far too much nonsense. The filmmakers actually filmed some of these scenes! There was this entire sequence where I was being blackmailed. Unfortunately, they later decided to remove that part from the final cut of the movie. By the time I finished writing down what really happened, the production for the movie had already begun, so I couldn’t share my account with the screenwriter.

Since it was already past the point of making any changes, I decided to document the events during that specific timeframe, which corresponds to the movie timeline and spans approximately a year and a half. Upon completion, someone suggested that it could be a book, but noted it was too brief and required expansion, about three times its current size. However, rewriting the same story seemed redundant, like diluting scotch with water. So, I decided to write the prequel and sequel instead, hence the book encompasses those sections.

Q: Was it mostly written during the COVID pandemic?

Initially, I penned approximately 60,000 words during the pandemic. However, my first editor discarded around 20,000 of them, as they did not contribute to the narrative’s progression. Subsequently, another editor from the publisher suggested improvements for unclear aspects, causing the word count to increase to about 75,000 words. Therefore, the heart of the writing was completed during the pandemic, but an additional 30,000 words were added afterwards due to revisions.

Q: What was it like reflecting on that busy time of your life, especially during the pandemic?

Having the extra time enabled me to work on it diligently, as I was dedicating around 5 hours a day to writing and aiming for a daily target of 40 pages. This allowed me to concentrate deeply on my task. Unfortunately, my schedule is quite packed now, and I no longer have that level of free time.

Q: What do you hope people who read The Perfect Game take away from it?

As a fervent admirer, let me share an intriguing perspective on this captivating narrative: This book is a rich tapestry of diverse events. One strand is a tale of humble beginnings and extraordinary success. I recall my own journey from poverty, where I possessed nothing more than dreams and determination. I dedicated myself to computer science, and in parallel, cultivated a passion for Dungeons and Dragons. I embarked on unconventional paths, proving that with perseverance, the impossible can become possible.

I recall the hours spent on computer science assignments, followed by crafting a video game from the ground up without proficiency in Japanese. At the time, I was unable to read, write, or speak the language, yet I aimed for the Japanese market. If someone tries to discourage you, remember their words as mere obstacles to be overcome.

Given your extensive background in an industry that is always evolving, what, in your opinion, has undergone the greatest transformation?

Essentially, we have distinct markets for games – PC, console, and mobile. The console and PC sectors operate under similar principles; they demand more resources such as data, polygons, CPU power, etc., which are evident in the games that get released. These markets boast larger production teams and budgets. In contrast, the mobile gaming market has undergone a significant shift: instead of purchasing games, users now anticipate free downloads. This transformation affects the fundamental structure of games, as developers have to work diligently on their creations before release due to the constraints imposed by distribution media such as cartridges or discs.

With a mobile phone, you can launch incomplete products and let users serve as your quality assurance team. While this is part of the process, the most significant issue lies in the frequent interruptions by advertisements during gameplay. When I marketed Tetris, the game’s price was comparable to a cup of coffee. How long does a cup of coffee last? In comparison, how long do you play the game? You desire a free game and pay for the coffee. This arrangement distorts the gaming experience because games are not designed to have such short lifespans.

In simpler terms, the issue here is about in-game purchases, which are designed to operate in short loops and often ask for payments repeatedly. This can be a burdensome aspect for game developers to incorporate, as it might seem exploitative. However, some players, including myself, may willingly spend money on games even if we don’t necessarily need the items, just to support the developer for creating a good game. Not everyone shares this sentiment, though. For instance, classic games like Tetris don’t require in-game purchases because they are straightforward and don’t have additional features that require payment. Interestingly, some players end up spending more money on games with in-app purchases than if they had just bought the game outright from the beginning. From a financial perspective, the gaming industry is vast and often surpasses the revenue of the movie industry.

Q: So since we’re here at Gamescom LATAM, what are your thoughts on this event so far?

As a gamer, I can’t help but notice the maturation happening across Latin America. For many of us, games serve as a refuge – an escape from the monotony or peril that life sometimes presents. I believe this is a positive escape because it’s a leisure activity that doesn’t cause harm to anyone else. It’s a peaceful way for us to find joy and adventure in our own little worlds.>

Q: What sticks out to you about the LATAM market?

To tell you the truth, my knowledge about the LATAM market isn’t extensive, as this is only my second event. Last year, I attended an event in Chile, and now I find myself here, getting a firsthand look at things. Based on the crowd size and atmosphere, it seems to me that this market deserves attention, but that’s all I can share for now.

The Tetris Company’s Recent Work Explained

Q: Can you talk about recent work done by the Tetris Company?

My daughter is in charge of Tetris Inc., and she brings in approximately a third of our earnings through merchandising. Currently, some of our toys are available at Costco. It’s somewhat similar to Jenga, featuring large blocks for stacking, but if it becomes too unstable in either direction, it can topple over and disintegrate. Who would have thought that could be a profitable venture? I believe they’ve already sold millions of dollars’ worth of this game so far. A single box costs around $80, filled with plastic pieces. However, when someone asks me to brainstorm ideas for Tetris, my mind immediately goes to the gameplay and ways we can enhance it, as I was originally a video game designer.

Currently, we’re working on making numerous aspects better. To be honest, I’m not very fond of the current touchscreen interface and believe we’ve found a potential fix for it after years of brainstorming. As for eSports Tetris, we’re just stepping into the world of eSports, and most games in this category have a lifespan that’s hard to predict. Interestingly, Tetris, which has been around for about 40 years, is one such game that will likely stand the test of time. Unlike traditional sports like baseball, basketball, or football, which were invented roughly 150 years ago and are no longer considered classics because they’re still popular today, Tetris has an exceptional longevity due to its long history and potential permanence.

I can’t help but feel that the Tetris phenomenon will persist indefinitely, leading us to recognize skilled Tetris players as a distinct class. To me, it seems eSports is a promising avenue for this classic game. What truly astounds me, though, is the potential therapeutic applications of games like Tetris. It’s been discovered that neuroscientists can even treat trauma by incorporating games into their treatment plans.

Intriguingly, the initial study revealed that students who watched traumatic videos were divided into two groups: one played Tetris after the video, and the other did not. Remarkably, those who played Tetris experienced fewer flashbacks, and the intensity of those flashbacks was significantly reduced, providing a tantalizing hint at the therapeutic potential hidden within this simple yet captivating game.

In a more recent discovery, it has been found that traumatic memories can be moved from long-term storage, where they cause Post Traumatic Stress Disorder (PTSD), to short-term memory. When in short-term memory, these memories can be manipulated, such as by playing games like Tetris. This process seems to degrade the strength of the traumatic memory as it returns to long-term storage. As a result, individuals who were previously distressed about a traumatic event may find they can discuss it as if it happened to someone else. While Tetris might not be the only game capable of this, its combination of movement, visual stimuli, and concentration makes it particularly effective for problem-solving.

Q: What are your thoughts on Tetris clones?

As a passionate admirer, I must say, when someone replicates the game, there’s a part of me that feels flattered by the imitation. Yet, another thought quickly follows – if you aim to excel, if you yearn for recognition, don’t mimic another’s work. That’s not originality. You haven’t crafted anything unique, which makes it akin to a cover band. A more fitting comparison comes to mind – you have the potential to outshine that.

Fundamentally, if they become profitable, we will undeniably compete against them. That’s the way things function. To establish intellectual property, you must safeguard it. In the past, we have assertively thwarted competitors when necessary. Consequently, there is a sense of tranquility now. You won’t find many large companies creating a ‘copycat’ version of Tetris. Instead, there are numerous small players in the field.

A: In the past few years, have there been any games that left an impression on you as deeply as Tetris did back then?

A: I’m sorry, but I don’t play what you asked for. What I do enjoy now is a game called Wordle, which I play daily. I’ve even created a sort of side game with some friends who also play Wordle. Each week, we total our scores and the person with the lowest score at the end gets to set a rule for the following week. The rules can be quite imaginative – for example, you must begin with a specific word, or in my case, I said no repeating the same letter in the first two words, making it more challenging and fun.

In addition to playing Wordle daily with my 93-year-old father, I occasionally mislead him about my location by telling him I’m in Sao Paulo, Rio, or elsewhere, giving him a small dose of news about me each day. I believe this helps maintain our communication open. Interestingly, there was a week when my brother won, and he established a rule that we should all start with the same starting word. That week, the chosen starting word was ocean, and on Friday, six of us successfully guessed it.

A: Are there any additional comments you’d like to make regarding the Tetris Company or “The Perfect Game”? Do you have any final thoughts on this topic?

As an ardent enthusiast, I’m embarking on the beta phase of what I believe is a groundbreaking game. Unlike traditional role-playing games that take place in virtual worlds, this one challenges you to make a difference in the real world. We provide you with a list of achievable tasks designed to improve our environment. Initially, these tasks are simple, such as picking up litter, turning off unused lights, or other small actions. As you complete a series of these tasks, you advance to more complex challenges. This game isn’t just about points or levels; it’s about making a positive impact on the world around us.>

At present, there are two methods to accumulate points. One is by performing an action yourself, or instigating an action, but the optimal approach is to initiate an action, and earning points increases when others also perform this action. Essentially, it transforms into a contest to devise the most compelling action, with the AI assessing initially whether such actions are beneficial for society.

Moreover, the AI will determine the worth of these actions, as well as estimating their actual positive impact. For instance, if a million individuals turn off a light switch, that has a significant meaning in terms of reducing carbon emissions. Therefore, this can be an effective strategy to contribute positively to the world while competing with others for the most beneficial action.

Everything listed here is something you can physically touch or experience, and small steps will accumulate over time. At the end of the day, everyone is striving to advance. If you’re curious about why advancing matters, it’s because it brings recognition, which often comes from trying to earn more money to acquire status symbols like a car. However, in this case, I want to create a system where leveling up could provide benefits such as early access to concert tickets – for example, level 7 members can purchase tickets on Monday, level 6 on Tuesday, and so forth.

Essentially, Level 7 individuals have the privilege of sitting up front. Therefore, we would categorize people based on their levels. This setup could then be adapted for a competition, where climbing levels allows one to move closer to the front at concerts and potentially in sports events as well. I’m just providing an illustrative example here. It’s called the Action App. Once it goes into development, whatever name you choose during this stage tends to persist. Changing it later can be challenging because people become accustomed to it, so we’re going with that for now.

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2025-05-05 13:32