On the ninth floor of the New York Times headquarters, high above the bustling newsroom, a group of editors are doing the Sunday crossword. Or, rather, theyâre undoing it. The editors already accepted this submission, one of the 150 to 200 puzzles arriving weekly, and are now working through it clue by clueâquestioning, waffling, rewriting. They nitpick and fact-check. They debate the timelessness of a hint; whether the solverâs reaction will be Oh, I guess versus Aha!
Thereâs a completed puzzle onscreen, along with little video boxes for editors beaming in, including Sam Ezersky, joining from upstate New York, and Christina Iverson, from her Iowa home, where a cat can occasionally be heard meowing in the background. A few seats away, Joel Fagliano, sporting a New York Times T-shirt, a hoodie, and Allbirds sneakers, hunches over his computer and clicks around the grid while reading each clue and its answer aloud. Fagliano, known for never letting a meeting run long, works efficiently but also lets the group nerd out when appropriate. Like now. âAll right, âNorwegian city depicted inââoh really? I didnât know Oslo was in the background of The Scream,â Fagliano says. He pulls up an image of the iconic Edvard Munch painting. âHard to say whatâs back there,â he chuckles, squinting at the ghostly image. âIt seems like itâs sort of a whirling.â
The other editors are similarly skeptical as to whether the city of Oslo, the answer to the proposed clue, is clearly identifiable in the painting. âItâs just a blur. Maybe Munch says it was. I know itâs in Oslo,â says Iverson, referring to the physical location of the work. âIf the painting is in an Oslo art gallery, I like that,â Ezersky says. Fagliano, still googling, adds, âThis says they located the spot to a fjord overlooking Oslo.â
They go back and forthââCity that inspired The Screamâ? âSetting forâ?âand return to the fact that the actual painting is currently housed in an Oslo museum. âThatâs a standard clue angle. âCity thatâs the setting for Edvard Munchâs The Scream,âââ Fagliano says, adding, âI feel like you can back-solve it by the fact that if youâve seen a bunch of other clues, you know thereâs the Munch museum there.â
He turns to me: âWhat do you think of this clue? Fair? Unfair?â
Seems fair to me, though my days start with more instant dopamine hits. Most mornings I wake up and play Wordle, which gives you six chances to guess a predetermined five-letter word. The game has become an international phenomenon, beloved by celebritiesâMatt Damon, Ben Affleck, and Bradley Cooper are in a private groupâTikTokers, and royals alike. Then I move onto Connections, a word-association game that officially launched in August and already has a devoted following, with more than 10 million weekly active users as of November. I save Spelling Bee, where I form words using a set of seven letters, for my morning commute. Sometimes Iâll throw in The Mini, a five-by-five version of the traditional crossword. Where there was once only a castle, now they are building a kingdom. Still, if you ask veteran puzzle master Will Shortz, the Times crossword remains âthe anchorâ of the growing stable of games. âItâs like if Playboy magazine back in its heyday had just been the interview and the cartoonsâwould it have worked without the pictorial?â he asks. âI donât think so.â
These games are critical to the Timesâ business strategy in trying to reach usersâand ideally, future paying subscribersâbeyond its core news product. Of course, the Times is still competing for White House scoops with its traditional print and digital rivals and dispatching correspondents to war zones. But the company is also vying for peopleâs attention against every app on their home screen. So itâs developed products in recent years to satisfy the lifestyle needs of its audience: cooking, shopping (via what is now known as Wirecutter, acquired in a 2016 deal worth more than $30 million), sports (via The Athletic, the site it acquired in 2022 for $550 million), and audio, building on the success of The Daily with a slew of podcasts.
The products and the journalism coexist under what the Times calls âthe bundle,â an offering that has turbocharged the companyâs ambitious growth strategy. The bundle starts at $25 a month. The Times surpassed 10 million subscribers in November, with a goal of 15 million by the end of 2027.
âA lot of people are actually buying the bundle through our Games product,â says Times chief product officer Alex Hardiman. âThatâs a pretty big shift in terms of where we were a year and a half ago, two years ago. And that is what is so powerful about games as a funnel.â People who engage with both news and games on any given week have the best long-term subscriber retention of any product combination in the bundle, and it isnât lost within the Times newsroom just how integral Wordle, Connections, and the rest have become to the bottom line. As one Times staffer puts it: âThe half joke that is repeated internally is that The New York Times is now a gaming company that also happens to offer news.â
When I visited the Times in October, I was greeted by Everdeen Mason, the editorial director of Games. Mason, who was sporting a newsprint-themed blouse and skirt, projected a spunky attitudeâshe loves anime, K-pop, and changing her hair color on a monthly basisâand also seemed a bit harried. (At one point in the day she apologized to her team during a meeting for coming off âmore meanâ on Slack than in person, adding, âIâm happy. Iâm stressed but Iâm happy.â) In the elevator, Mason told me she hoped I wouldnât be bored by meetings full of puzzle-speak.
Iâd envisioned the Games department as equal parts Santaâs workshop and a massive control room monitoring the worldâs incorrect Wordle guesses. In reality itâs a conventional office setupâa smattering of desks and conference rooms on a floor that also houses Cooking staffers and some executive offices.
The Games department was originally just the crossword, which has appeared in the paper since 1942. âCrosswords very much grew out of the newsroom and the desire, as part of the old newspaper experience, to have some relief from what was actually at the time the unrelenting World War II news,â says Times executive editor Joseph Kahn. Shortz became editor in 1993 and immediately set out to modernize it. âThere were older solvers who were not happy because now they were expected to know things they didnât know,â says Shortz. âMy feeling was, if younger solvers have to know older culture, older solvers should have to know younger culture,â like the answer to âââIf I Ruled the Worldâ rapperâ (NAS), which appeared in a 1999 puzzle, or âExcellent, in modern slangâ (PHAT), in 2003.
The 2006 documentary Wordplay, focusing on Shortz and his loyal following, helped boost the puzzleâs mainstream profile. Submissions, which were then received exclusively by snail mail, jumped from around 60 to 150 a week; summer interns helped Shortz keep up with the influx. In 2011 that intern was Fagliano, who, a few years earlier, at 17, had published his first puzzle in the paper. Fagliano graduated college in 2014 with a degree in linguistics and cognitive science and a gig at the Times. The paper was launching a new Crossword app and, soon after, a new daily puzzle, The Mini.
âIâve always loved the New York Times crossword, but it took me three or four years to be able to eventually even do the New York Times crossword,â says Fagliano, now 31. He approached The Mini as âa crossword that made you feel good but also wasnât dumbed down, that still had wit and fun references.â The puzzle could be turned around quicklyâso much so that in 2015, two days after Slate wrote a piece trashing The Mini, Fagliano responded by making the answers to the three longest Across clues AWFUL PIECE SLATE. âI had no real oversight at that time,â Fagliano says, laughing.
Neither did the rest of the Games team, which then consisted of some 15 people. Over the next five years, that number would nearly triple. Today there are roughly 100 Games staffers, which is about the same size as the paperâs Business desk. Along with the puzzle editors, there is engineering, product management, marketing, data, and design. âWe were like a start-up basically, hiding inside the larger company,â says former employee Sam Von Ehren, who was hired in 2016 to start prototyping new games aimed at reaching different types of players. Out of this process came puzzles like the letter-connecting Letter Boxed, the matching game Tiles, and Vertex, a version of connect the dots.
In 2017, Ezerskyâa boyish quipster whom the other puzzle editors call Encyclopedia Sam due to his incredible memoryâjoined as the third puzzle editor following a two-week tryout. He was soon tapped to edit Spelling Bee, which had debuted in the paperâs print magazine a few years earlier and was about to launch digitally. The game gained a âsmall die-hard following,â Ezersky says, âbut what I thought was growth and popularity paled in comparison to what happened just after the onset of the pandemic.â At a time when people were looking for ways to connect virtually, Spelling Bee offered a communal experience. Sometimes that experience was complaining, as users figured out they could bug Ezersky via Twitter about a missing word; other times it was boasting about reaching the highest level, as comedian Steve Martin did on occasion. Seth Meyers posted his word list, featuring âburgh,â to riff on the Pittsburgh Steelers.
By 2020, more than 850,000 people subscribed to Gamesâabout a 40 percent increase from the year beforeâand more than 28 million people were playing at least one game. The product was rebranded from Times Crossword to Times Games. Two more puzzle editors, Wyna Liu and Tracy Bennett, joined the team as Jonathan Knight, a goateed games-industry veteran whoâd worked on hits like The Sims and FarmVille, came on as its general manager. âIt was really Spelling Bee, in a lot of ways, that helped the company realize what a much bigger opportunity there was in games,â says Knight, who notes that adding Spelling Bee to David Leonhardtâs âThe Morningâ newsletterâto which millions of people subscribedâhelped open it up to a wider audience during the pandemic. âIt was driving subscriptions that were stacking on top of what was a pretty healthy and growing Crossword subscription. And so then the vision became: What if we have a portfolio of games?â
Knight hired Mason, the Washington Postâs senior audience editor, as editorial directorâsomeone who would both build out an ecosystem of content around Times Games and be a sort of middleman between the business side and the puzzle editors. âIâm like sword and shield, basically,â she says. The structure âhelps protect them from capitalism. Weâre not making them look at solve rates on a puzzle and edit based on them.â
During a flurry of meetings within the Games department, I watched Mason do a dance, switching modes between coworker and boss, manager and creator, all while balancing the pressure to expand this product and the capabilities of the handful of puzzle editors who fuel it. When I ask a question hinting at this tension, Mason flashes me a big, knowing grin before answering. âOur decisions are always going to be somewhat of a compromise to what the overall organization wants,â she says. âWeâre not a pure games studio.â
Times Games rode the momentum into 2021, when it reached 1 million subscribers. Knight brought Spelling Bee into the Crossword app. He hired Zoe Bell, a seasoned game developer with whom heâd overlapped at Zynga, to be executive producer of Gamesâand to drive the greenlight process for new ones. Anyone across the Games department (or even outside of it) can pitch an idea for a new game. And thereâs the annual Game Jam, a two-day hackathon where people across functions team up to imagine ideas for new games. âIf theyâve got an engineer on their team, they can build an actual prototype and you can play it,â says Knight. All ideas are reviewed by a concept committee that includes Bell, Knight, and Mason. First they weigh whether the game will be fun. Ultimately theyâll want it to feel responsive (e.g., the jingle upon completion of the crossword), offer positive reinforcement (the progress bar of Spelling Bee), and feel like it has a clear goal. After they start greenlighting phases of deeper development, theyâll build a prototype, test it internally, prep it for an external beta with real users, run the beta, and do more research. At each step, they vote on whether to proceed or kill it. For a taxi-driving game in the prototype stage over the summer, which offered the experience of navigating traffic, it was the latter. âIt felt like a little kidâs game,â says Bell. âWe couldnât figure out how it would be sophisticated enough for the Times audience or different enough from day to day.â
In the summer of 2022, they experimented with a chess column, an interactive story puzzle with commentary from chess grand master Daniel Naroditsky. It started as daily but, due to the editorial lift, moved to weekly. Less than three months later they stopped the column entirely. âWhen we looked at the traffic, people just werenât really developing enough of a habit,â says Bell. It was a far cry from the hits incubated at the Timesâor in one notable case, acquiredâthat have proven instantly addictive.
On January 3, 2022, the Times published an article about Wordle, a viral word game that Josh Wardle, a software engineer, had created for his partner. Wordle was the subject of various Slack messages Knight received that day, and when he played it, he understood why. âThe next morning I woke up thinking about the game as soon as my eyes opened. Solved it again. Thought: Oh, I canât wait for tomorrow.â
Knight got an early look at Wordleâs metrics and was encouraged by its retention rates. His first call with Wardle was January 5; the Times announced publicly that it had acquired the game on January 31. âI donât think Iâve ever seen us move on an acquisition this fast,â says Hardiman.
Around the same time, the game became the subject of SNL cold opens and millions of tweets. Anderson Cooper and Monica Lewinsky gushed about their mutual obsession on air. Vice President Kamala Harris admitted during a DNC fundraiser that sheâd been playing Wordle when she couldnât sleep. Camilla, not yet the queen of England, told British Vogue that she played it every day with her granddaughter. On TikTok, previously unknown creators became âpuzzle influencers,â with daily videos of themselves playing Wordle and the many spin-offs that the game inspired, from Thirtle (solve 30 Wordles as fast as possible) to Nerdle (use numbers and symbols to form a math equation). âIâm sure that the other news organizationsâ games are fun, but you donât have that comparison and that connection,â says Savannah DeLullo, an influencer who has turned her Wordle-related TikToks into a full-time job and recently made videos playing Wordle with the Jonas Brothers and Ed Sheeran.
âWordle really lowered our age demographics,â says Bell, bringing in people âvery social in their play.â The Times raced to stabilize its audience, adding a log-on to capture peopleâs stats and streaks. âWe called it Hot Wordle Summer internally,â says Bell. They tried not to break anything along the way. Wordle, as the Times received it, was set up with a list of randomly selected words that would last through 2027. An unfortunate coincidence revealed the limits to the algorithm in May 2022 when, a week after news leaked that the Supreme Court was poised to strike down Roe v. Wade, the game inadvertently chimed into the national abortion discourse with the randomly selected word FETUS.
That summer the Times asked Bennett, whoâd been hired in 2020, to oversee the game. Her prior jobs, including one managing copy editors at a mathematical journal, made her well suited for the database-management aspect of editing Wordle. She also has the disposition, with a calm, unassuming nature that balances out the frenzy around the game. She scrambled the list of words, as some people had figured out how to unearth the solutions from Wardleâs site. She conceived of a âweek-by-week flow,â with varying difficulties and parts of speech. She briefly experimented with a themed wordâFEAST on Thanksgivingâto the ire of some players. âIt did change the rules of the game in a way that I hadnât really thought about,â she admits. âHaving to guess what the editor might be thinking on a particular day does add an element to the game.â
Bennett chooses her words about six weeks in advance, using a random-number generator associated with each word in the database to generate a weekâs worth of Wordles. âSometimes I see problems, and thatâs when the editing comes in,â says Bennett. âIâll say, âIâm not gonna have this next to that,âââ or âask my superiors if itâs better to wait on that word and run it another time, based on the news cycleââsomething she hasnât yet had to do. She has, however, deleted some words from Wardleâs listâfewer than 20âmostly because they were obscure, borderline vulgar, or derogatory. Sheâs only added eight of her own, including kazoo and snafu. When I interviewed her via Zoomâsheâs based in Ann Arbor, MichiganâBennett, who has red cat-eye glasses and curly gray hair, shyly conceded that another word she added, guano, was unpopular. âItâs actually a really common element of fertilizer.â She laughed faintly, shrugging. âI donât know, I live in the country.â
By 2023, the Times was ready to start looking for its next big game. âWordle didnât create the games market for us, but it really accelerated growth and our own ambitions,â says Hardiman. As it turns out, they already had a hit: Connections, a word-association game first pitched during Game Jam in 2021, along with the numbers-based game Digits, which was tabled when Wordle came along.
Digits launched in beta in April and a Connections beta followed in June. The Times doesnât do big marketing pushes around its betas, in part because it wants to keep the audience as constant as possible between each game itâs testing. With Digits, when the team looked at the player retention and how often people were returning, âthey really werenât,â says Bell. âOutside of a core audience, I think people viewed it more as schoolwork.â Connections, on the other hand, had a âreally stableâ number after a month. In August, the Times shut down Digits and moved Connections out of beta and into its permanent suite of puzzles. It wasnât exactly ready, but âit just went gangbusters,â says Mason. âNow that weâre a core part of the Times strategy, the expectation is to turn a lot faster,â she adds.
Connections was the most âconstructor-driven thing weâd done since maybe The Mini,â says Knight. âYou can kind of feel it when you play itâthereâs a person on the other end trying to trick you, right?â That person is Wyna Liu, whom the Times hired in 2020. Liu was an obvious choice to construct Connections, not only because she didnât yet oversee her own game, but also given her artistic nature. âI donât think a computer would do a great job of making this game,â says Fagliano, which he notes is particularly âcreative.â (Liu also designs jewelry, some of which she was wearing on the day I visited, along with a flowy Issey Miyakeâstyled dress and chunky sandals that she slipped off during meetings.)
Liu was working as a yoga teacher when she first met Fagliano in December 2017 on a seven-night Times crosswordâthemed cruise. âMy mom got the travel brochure and calls me one day and is like, âSo, we should go on this crossword cruise, because you love crosswords and I love cruises,âââ says Liu. âI met Joel. We just hung out in the spa.â Fagliano was on board as entertainment, leading live crossword-making classes for guests. âI figured that was the Rubicon of puzzle nerdiness, and I was just like, okay, Iâm no longer afraid to go to a puzzle event,â says Liu. She spent that year attending âevery puzzle tournamentâ and worked up the courage to start making her own puzzles. By 2019 sheâd had one published in the Times.
Iâm sitting in a room with Fagliano and Liu as they tell me this story, finishing each otherâs thoughts as they go. Fagliano is warm and paternal, holding weekly office hours for anyone who needs to discuss their puzzle and training the next generation of puzzle editors the way Shortz trained him. âMy job is to just help our other editors flourish when theyâre making their puzzles,â he saysâin addition to maintaining the ones heâs in charge of. When I ask who edits Connections, Liu tells me Fagliano does. âWe do it together,â Fagliano adds.
Connections is âvery much a paper-first process for me,â says Liu, whose notebook is overflowing with ideas for different categories. She slides her notebook across the table to me, and Fagliano looks over my shoulder, exuding not only pride in the game but admiration for Liu as we flip through the pages. Sometimes sheâll start with âjust a fun group of words that I want to see,â says Liu. In her notebook it looks something like this:
She spins downward off of each word, creating groups of associated words underneath. NANA becomes a group of Peter Pan characters. GAGA becomes LADY __. DADA is the first in a series of art movements. HAHA is one way to signal laughter over text.
Liu pours herself into the game, so much so that when I recall a certain board from a few weeks back that was particularly fun, she says, âThank you,â as if I am complimenting her child. One type of challenge for players to sort out is a fifth word that could work for multiple categories. âI distinctly remember the week when you started experimenting with that, and it got so much harder,â Fagliano says to her. âMy dad texted me,â says Liu. âHe was like, âYour cousins say your game is too hard.âââ
Connections caught some heat upon release, with some pointing out its resemblance to a long-running BBC program called Only Connect. When I ask Knight about this criticism, he notes that word association is a pretty common genre of word game and says the Times is âvery confidentâ that theyâve created âa unique take on a tried-and-true categoryâ using âuniqueâ mechanics and Liuâs content. Bell adds: âWe came up with something that we think is the most fun.â
That Connections was created internally makes its success all the more gratifying. âOur whole prototyping process and smaller team has proven that we can make a hit game,â says Bell. âWordle cast a long shadow, right? Itâs a tough act to follow,â says Knight. âItâs hard to have a viral phenomenonâperiod. In games, they donât come along that often.â
People have a distinctly impassioned relationship with Times Games, perhaps because, unlike mass-market franchises such as Candy Crush or Tetris, thereâs a human on the other side who could theoretically heed their cries. Players engage with the product like a sports fan would a referee. âSo much of the discourse around Spelling Bee is, âWhy is this word not in your word list?â Shaking your fist at it. Iâm like, is this by design?â says Michael Sharp, an English professor who has spent the past 17 years blogging about the daily Times crossword under the pseudonym Rex Parker. (Ezersky would say no, that he prunes word lists âhowever arbitrarily for what I think is fair for our audience.â)
Sharp is fascinated by what the Times has created in the Hivemind, as the community of Spelling Bee enthusiasts is collectively known. âYou donât win anything; you donât get any money. But people I know are bonkers about getting Queen [Bee] or Genius or whatever, and itâs all arbitrary and dumb, but theyâre addicted.â
Among the Hivemind is J. Smith-Cameron, who has tweeted her frustrations directly at Ezersky. The actor, who starred as Gerri Kellman on Succession, got early exposure to the game from cast member Peter Friedman, who played fellow Waystar Royco executive Frank Vernon. âI remember that Peter was like, âThe Spelling Bee is not to be rushed. It is a full-day event,âââ she recalls. Spelling Bee was âa great thing to do on set, as it kept your mind working, kept you from getting too sleepy or bored. Youâre waiting around, and you canât just keep going over your lines without losing some spontaneity.â Her latest obsession, though, is Connections. âI have to compare notes with a friend of mine in LA and my sister in Virginia,â says Smith-Cameron.
Another member of the Hivemind: Kahn. The executive editor of the Times admits that he and his wife donât have separate subscriptionsââwhich we should, I will address thatââso they share Spelling Bee. âShe rolls out of bed and begins Spelling Bee pretty much every day,â he tells me, âand then at some point notifies me that she needs me to step in to get to Genius.â He also plays Connections, which he says is âa little bit like candy after Spelling Bee, especially if youâre trying to get to Queen Bee. Spelling Bee takes a little focus.â
Over the course of reporting this piece, I heard from countless people who are in group chatsâwith friends, nieces and nephews, coworkers, parentsâin which they share their daily Wordle results or discuss their experience with that dayâs Spelling Bee. Itâs hard to think of an analogue in modern culture that has everyone from teenagers to grandparents hooked. âItâs another point of entry into the Times,â says a veteran Times editor. âSome people think thereâs a political bias in our coverage, but they really trust Cooking or Games. Itâs a way of getting potential subscribers to think differently and holistically about the company.â
Plus, recipes and puzzlesâbasic elements of Cooking and Gamesâhave a long tradition inside the Times, which is perhaps why I havenât sensed blowback from the newsroom as these departments have grown. âThereâs slightly more consternation over Wirecutter choices recently, and people are upset over The Athletic coming and taking over Sports, since The Athletic is not unionized,â says one Times reporter. âBut Games and Cookingâthese are not things bringing shame on The New York Times. They are executing well on it. And they are both new and traditionalâ¦. The modern media company has taken all the parts of the newspaper that work as a business and kept it going.â
The Times, says Kahn, has âmindful games for curious readers, but weâre not Activision, and I donât think weâre looking to become that. These are brainteaser games for smart people who want a challenge in the course of the day. So I see them as very complementary, but not replacement, products for a news organization.â
One may argue that the expansion of Games âsomehow detracts from the mission, but thatâs what they said about the science section, and the living section, and everything else too,â says former editorial page editor Andrew Rosenthal, who spent decades at the Times, following in the footsteps of his father, Abe, the legendary executive editor who faced criticism when launching new feature sections, like Science Times and the Home section, in the 1970s.
âItâs part of the Timesâ evolution to think of their readers less as the people they serve than as consumers off of whom to make a profit,â says Rosenthal. While the Times has proved through the years âthat it could do more than one thing at a time,â Rosenthal adds, he questions if that can still be the case âin an era of shrinking resources, when resources are being diverted from news to product.â He suggests the September closure of the Sports desk is evidence of such. âItâs impossible, at least for people who care about the paper and are looking at it from the outside, not to see that as connected somehow to the Games and Wirecutter and the rest of it.â
âThere are resources going into development of games and cooking, but thereâs also significantly more investment in the news product,â says Kahn. âIf anything, making the best use of our companyâs ability to invest in news is more of a challenge now than competing for resources that are going elsewhere,â he continues, noting that Times CEO Meredith Kopit Levien and publisher A.G. Sulzberger essentially âsaid to us, when you can show that youâre going to make good use of it, we have the resources to invest. So thereâs no ceiling now on the investment capacity for what we think would enhance news. I donât think it feels at all like a zero-sum game.â
The Washington Post, too, has experimented with games, albeit with mixed results. The paper had also looked into buying Wordle, according to two sources familiar with the matter, and it was considered a missed opportunity by senior leaders after the Times acquired it. Theyâve since made some advances into the space; I recently did a double take when my boyfriend told me heâd been playing a âfun new Washington Post game,â words I had never heard used in the same sentence. But when I asked him a few weeks later what it was called, he said he was no longer playing it. Few games are as sticky as the Timesâ. On a day in mid-October, the average daily active users in the Times Games appâiOS and Android combinedâwas 2,615,333. One year earlier, it was 886,000.
âOther organizations have been so late to catch on to the moneymaking potential of a gaming or puzzle enterprise,â says Sharp. âI think that even the Times itself was relatively late to understanding what they had and building on it.â Jill Abramson, a former executive editor (and now avid Spelling Bee player), notes âhow slow the Times business side was to figure out that they were revenue drivers in the digital world.â She recalls suggesting for years to digitize recipes, something the Times didnât get to until 2014, the year she exited the paper. âYou could only monetize it once you digitized it,â she notes.
Thereâs been talk inside the paper even further back about the possibilities of expanding into games. About a decade ago, Apple CEO Tim Cook gave Mark Thompson, then CEO of the Times, and David Perpich, now publisher of The Athletic, some advice. The Times executives were in the Apple boardroom, demoing the NYT Now appâa short-lived attempt to attract young readersâNYT Cooking, and the new NYT Crossword app. The Times, said Cook, should really be the leader of digital puzzles, according to a source familiar with the discussion. (The Times declined to comment on this meeting.)
âItâs undeniable that Wordle was a big tipping point for us,â says Hardiman. But âitâs not Wordle only. Itâs Wordle driving more attention to other games, allowing us to invest more in games,â she says, âand ultimately driving attention to the rest of the bundle, and to news too.â The number of players engaged with two or more games each week has tripled since the start of 2023. In her 2023 Q2 remarks, Kopit Levien said the âaudience of people playing games other than Wordle has experienced record growth over the last year.â By October, the Times said that the group had more than doubled in size over 12 months. About three quarters of the Times Games audience is in the US, with the remainder largely in the UK, Australia, and Canada. Wordle has skewed more non-US than any of its previous games.
The crossword is the only game thatâs fully paywalled and yet, for many, the least intellectually accessible, requiring time as well as practice. The Times has been working to make the puzzle less daunting for new solvers, such as with the âEasy Modeâ newsletter, which gives people an easier version of the clues for the Friday crossword, which is among the hardest of the week. Some traditionalists may cry blasphemy at the premise; making it to Friday is, historically, an earned achievement. But âif weâre asking people to pay for a product thatâs primarily this thing that they canât access, then thatâs not very smart,â says Mason. âWeâre trying to find ways with our editorial content to help people become better solvers, and this is one way,â says Knight. Thereâs also the Spelling Bee forum, the Wordplay column, the Wordle Review, and, now, the Connections Companion.
Liu, Mason tells me, is currently working on an emoji-only Connections board. On the day I visited, they discussed whether they could do a âsexy emojiâ categoryâeggplant, peach, tongue, sweat drop. Knight vetoed the idea. âHe can present very mild and doesnât give a lot of reaction, but I know when he just kind of takes his glasses off,â says Mason. âHe was like, âEverdeen, donât do this to me.âââ (There are other games in the pipeline, such as a word-search game they hope to beta test this year.)
And thereâs an interactive editorial quiz that Mason was trying to get off the ground. âBasically our version of the Myers-Briggs test, but itâs categories of what kind of puzzle you are,â she says. Users will answer multiple-choice questions, and then, using data from the audience insights group, be told both their puzzle type and what puzzlesâboth Times Games and othersâthey should try.
Gaming is in the air at the Times; on the day of my field trip to HQ, staffers congregated for a newsroom Ping-Pong tournament hosted by managing editors Carolyn Ryan and Marc Lacey. I ask Mason what sheâd say to people who think the Timesâ decision-making on games is driven less by a love of their product than the desire to draw in subscribers and revenue. Maybe top executives see Games as a âcash cow,â she says, but âI can only speak to the Games team as a whole. We love this shit.â
Sittings editor, Nicole Chapoteau; hair, Mark Alan Esparza (all women); makeup, Yumi Kaizuka (Iverson, Mason), Ann Benjamas (all other women); grooming, Ann Benjamas (Knight), Yumi Kaizuka (all other men); set design, Elaine Winter. Produced on location by Area1202 Productions. For details, go to VF.com/credits.
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