The Psychology of 'Order It!': Mastering the Scale
We've all been there. You're staring at the screen, holding an item labeled "Eiffel Tower" in your virtual hand. On the scale, to the left, sits a "Blue Whale". To the right, a "Boeing 747". The category is Weight. Sweat beads on your forehead. Is a tower heavier than a plane? Surely it is. But is it heavier than a whale?
Order It! isn't just a test of knowledge; it's a test of nerve. The game mechanics are designed to induce a specific kind of panic—the fear of the "obvious" mistake.
The Anchor Effect
When the first item is placed (often auto-placed by the game), it acts as an anchor. If that item is an extreme outlier (like "The Sun" in a size category), the game starts easy. Everyone dumps items to the left. But when the anchor is a mid-range item, like "A Honda Civic" in a price category, the chaos begins immediately.
Smart players use the extremes first. If you have "A Pack of Gum" and "A Private Island" in your unplaced items, play them early! They define the boundaries of the scale, making subsequent turns easier for everyone (including yourself).
The Bluff
Sometimes, you just don't know. Did the Titanic sink in 1912 or 1914? When you place an item with confidence, dragging and dropping it swiftly, other players might assume you know something they don't. Hesitation is the enemy. In Order It!, looking confident is half the battle, even if you're just guessing.