All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway. We all know what that means. It’s time for another Drive to Work.
Okay, I’m pulling out of my driveway. We all know what that means. It’s time for another Drive to Work.
Okay. So two weeks ago, I started talking about
communications theory. Which is something that I learned in my—when I went to
college at Boston University’s College of Communications. I went to
communications school and I learned something that I thought was very
interesting that has applied not just to how I think of media and how I think
of writing, but also how I think of game design. It is definitely something I
have applied across the board.
And I spent two weeks ago talking about the first aspect of
it, so the idea behind communications theory, real quickly, is it talks about
how you—how you make humans want to have the thing you are offering them.
Meaning whether it’s media or a story or a game, how you sort of plug in and
communicate directly with humans in a way that makes them receptive.
So the number one thing you need is to create a sense of
comfort, that was Week One’s topic. The number two thing you need to do is
create a sense of surprise, that was Week Two’s topic. And the third thing you
need is a sense of completion. That is today’s topic.
So let me explain sense of completion. So what if I came on
today and said, “Two weeks ago, I talked about the first of three things. And
today—yesterday—last week, I talked about the second of three things. Today,
eh, I’m going to move on. New topic.” People are like “What? What do you mean?
What do you mean? You’ve got to talk about the third part!”
So humans—I talk about a lot of—a lot of this is based on
sort of like how humans function. And humans have certain—I talked about things
that are pre-built into your brain, much like something is pre-built into a
computer. This—it comes preloaded.
And one of the things that the human brain does is it finds
patterns and then it likes to complete them. And for example, one of the
reasons that I think Magic is a
successful game is that people like to collect things. I actually wrote an
article one time, I’m sure I’ll do a podcast on this, where my contention was
that all humans collect. Every human is a collector. Just different people collect
different things and in different ways.
Some people might collect objects. Some might collect
experiences. You know. But different people—and there’s different styles of
collecting. Anyway. That’s a—that’s its own podcast. But one of the reasons for
that is humans have this sense of wanting to complete things and to—when you
see a pattern, that you kind of—literally, I mean, there’s this drive in humans
to finish the pattern.
One of the things I’ve learned in Magic is, sometimes we’ll do something. And we’ll create a pattern
that we do not see. But the audience sees it, and then they’re like “Where’s
the… how did you… why didn’t you do the such-and-such?” You know.
Like one of the classic things was, in Mirage, we had
done—there was a black tutor which we did in Mirage... or the—yeah, the black
tutor that you went and got whatever—you got whatever you—I’m blanking on the
name of the tutor. But you got whatever card you wanted, you paid some life,
put it on top of your library. And then, we made a tutor
for enchantments in white and a tutor for—I think
it’s instants? In blue. And one for creatures in green. And they’re all, you know, Worldly Tutor and stuff like
that.
But we didn’t make a red one. So we made four tutors in four
of the five colors, and didn’t make a fifth one. And the public is like
“Where’s the red tutor? Where’s the red
tutor?” You know. Like—the idea that we had made four, just like of course
there has to be the last one. It wasn’t even like “Oh, could you make one?” It
was like “How have you not made—where is it? You must have made it.” You know.
That whenever there’s a pattern that we create, that the
player base just was like “Well, you must finish this pattern.” You know. And
the funny thing for us is sometimes we don’t even see the pattern. And so like,
of course we didn’t complete it, we didn’t see it.
But anyway—so one other thing that’s important is
understanding that humans very much recognize patterns and complete patterns.
Now, like I said, there are a couple different ways to complete patterns. There
is an ongoing completion and there is an end completion. This is kind of me
talking about collecting, I’ll get there I guess because it matters for this.
So when you collect something, there’s two different ways to
collect. And I’ll—I’m sure my collecting podcast will go much deeper. But to
understand this concept. One thing is you might go, “I collect every blah.” For
example, you might say, “I collect Coke cans. And so what I try to do is I try
to collect every single Coke can. So here are all the Coke cans that came out
in 2013.” That’s one kind of collector.
The other kind of collector is someone who just collects
things in a—“I collect pigs. I have lots of things that are pigs.” Well, I
can’t complete it—the first is a completist. They want to get—if they don’t
have every single Coke can, they’re like “Well, my job is not done yet.”
Like, I collect something called Mini-Mates, which are these
little two-inch figure superheroes, and I collect all of them. So if I don’t
have one, I’m like “Well, I’m not done. I don’t have them all yet.” I’m a
completist.
But there’s the ongoing collector who just like, “Well, I
collect pig things.” Well—I’m never going to get every pig thing in the world.
There’s no belief that there’s an end goal there. It’s just that there’s lots
of them, I keep collecting them, look, I have a lot of them.
And so when you’re trying to look for how people complete
things, both work. The ones that tend to drive people nuttiest is the
completist stuff, which is “You’ve done four out of five. Where’s the fifth
one?”
But another ongoing thing that happens, where Magic does something and people like
“We like this thing. Keep making this thing. We want more of this thing.” You
know. “I like angels. I collect angels. Keep making more angels. Where are my angels? I don’t see an angel.”
You know. And that… so some people, what they want is a continual thing where
they keep collecting, and so they want us to keep making that thing. Where
others have a—a completist pattern and they want you to finish that.
Okay, so let me explain. How does this have to do with
media? Why is this important to media? Well, part of what makes media click—or
the entire media theory, communications theory, is that it’s saying “Well,
look. Let’s play…” So one of my themes of this three-parter has been you want
human nature working for you and not against you.
That if human nature’s working for you, then you are—okay,
so one of the big things in general that I’ve talked about in game design is
there are a lot of forces at play. There are a lot of things in the world.
There are a lot of things going on, and that when you’re a game designer, you
could just do all the work yourself. Or, something I call piggybacking, which
is you can take something that’s a known thing and apply it so that you’re
using known material.
So the classic example, in my article on piggybacking, was
the game Plants vs. Zombies. So the creator of Plants vs. Zombies, a guy named
George Fan, came to Wizards. He happens to be a giant Magic fan. He was—he came to Wizards, we gave him a tour, we—we
played some Magic. And George and I
had a chance to talk, you know, designer to designer, and one of the things
that was very fascinating is him explaining why plants and why zombies.
And what he said was, he was trying to make a very basic
tower defense game. So for those that aren’t aware what that means, a tower
defense game is a kind of video game in which you’re protecting something, and
things come at you, and then you have the resources to try to stop the things
coming at you. And it’s known as a tower defense game.
So Plants vs. Zombies was George making a very, very
simple—what I’ll almost call a mass-market tower defense game. Most tower
defense games are a little more for the more serious gamer, but he was trying
to make—so what he wanted to do was simplify it, so like it’s just on a simple
screen, you know, you’re trying—they’re coming from the right, you’re trying to
get them to go to the left. There are lanes, so he made a much cleaner, simpler
version.
He also, obviously, made it more user-friendly by having,
you know, cartoony characters and made it lighthearted. But I said to him, “Why
plants?” And he goes, “Well, I needed to have things that couldn’t move. I
needed to place them and they stayed there.” And it always bugged him in tower
defense games that you’ll take an army and you’ll put an army somewhere, but
it’s like “Once the army’s cleared out its section, why wouldn’t it move and go
clear out another section?” Because the flavor always bugged him a little bit.
Because in a tower defense game, once you allocate to an
area, usually—I mean, depends on the game, but it will stay in that area. So he
said—well, he liked the idea of plants, because when you plant a plant, you
have no expectation that it’s going anywhere. You have planted it. That’s where
the plant is.
And then I said, “Well, why zombies?” And he said, well, he
needed something that was very slow, but that there’s lots of. And zombies fit
really well, because you expect a horde of zombies, that’s what zombies are,
and zombies are naturally slow. And so it just made sense.
And so plants vs. zombies, you know, he—he piggybacked
people’s understanding of plants and people’s understanding of zombies to take things
that were endemic to the game and make them just obvious. “Well, of course this
can’t move. It’s a plant.” “Well, of course it attacks in hordes and it’s slow.
It’s zombies.” You know.
And I try to do that all the time, and generally in game design,
you want to sort of take the known of people and work for it. So one of my big
themes of this—of this three-parter is you want human nature working for you,
and you don’t want to work against it. And there’s all sorts of ways to
get—to—you want to—essentially, as a game designer, or a storyteller, or a…
someone making media, whatever, you want to sort of figure out how humans
function. And you want to take advantage of that and use it so that your
product works with them and not against them.
Okay. So, let’s talk about completion. Okay. So we know that
humans enjoy completion. It is almost compulsive how much humans love
completion. So, one of the ways you can do that is—okay, so now I’ve talked
about there’s two types of completion. There’s—you know, there is “I want to
get a locked series of things and I’m done,” and there’s the ongoing thing.
So let me talk about the ongoing thing first because that’s
the easiest one, which is—so let me talk about the website. Okay. So, one of
the reasons you make columns is that one of the things, for example, that’s
very common like with my column is, people will read my column. And then I have
archives. So once you read my column, you go “Ooh, I like this column. I’m
going to read more of this column.” And at one point you hit the tipping point,
where you’re like, “I’m going to read all of this column. I’m going to read
every column…” You know.
And I—like, by the way. To people who—I have been writing
for twelve years now on my column, you know, Making Magic. So, like, that is a real commitment. Like, people say “I’m
going to read your column,” I’m like “Okay. You have, you know, six hundred
columns to read.”
Now, for some people that’s exciting, because like okay, you
know, I’m going—it’s like “I’ve got some books to read.” And there are some
people it’s not that “I read—I’m going to read all of Mark’s columns,” and so like I said. That’s the
completionist. “I’m going to have read everything
he wrote. So I—there’s an archive? Everything’s there? I’m going to read
every single thing he wrote.”
The ongoing is like “Well, I’m not going to go back and read
things, but from now on, I will always read it, so I—ever since, you know, the
time I’ve started, I’ve read it every week.” And both those things help support
and say—it gives people a need to go “I need to have some sense of completion.”
Okay, now let’s move to stories. Now I said Act I is about
comfort. Act I of the story is, make your audience aware of and relate to your
protagonist. “Oh, he’s a lot like me.” Act II is “Something happens.” “Oh, this
is a surprise. This is not at all what I would experience! When I go on a first
date it never goes that badly.” You
know.
And so something happens in Act II which gets the whole
story going. Usually it’s the premise of the movie or the premise of the
TV—well, TV show’s a little different. But I use a movie just because movie’s a
nice simple story in two hours. Or—and it’s true of a book or whatever. So the
second act is surprise. It’s about sort of surprising the audience, and
throwing things that they don’t know.
So the third act, the final act of the thing, is a sense of
completion, which says that you’ve set things up, well now you have to bring
the thing to completion. For example. We’ll take the romantic comedy. One of my
favorites.
So Act I, “Meet our protagonist.” They have most likely just
had a bad breakup. Why? Because we need to start the story at the opposite end
of where we want to end the story. Well, the ending of a romantic comedy’s
going to be happiness when they get together. So in the beginning, they have to
be not happy.
Now Act I, sometimes they’re in a relationship and they
break up. So sometimes the breakup is the beginning of Act II, or the breakup
can just be the prologue to what’s going on, and that Act I’s about meeting the
person that you know eventually they’re going to get together.
So Act I is about “Meet—meet the main character.” Sometimes
it’s meet both main characters, in a romantic comedy probably you meet both of
them. It depends how much of the vantage point is from one person. But—and a
lot of romantic comedies, what happens is you’ll meet each person, each one of
them is having some kind of romantic problems. Usually the protagonist is the
one that is just broken up in a relationship. And the love interest is the one
that might still be in a relationship.
Because the main character, real quickly a little story
thing, the protagonist has a problem they have to get solved. And something has
to be in their way, that has to be blocking their way. So if the main character
was in a relationship, well then they’re not searching out another person. So
someone being in a relationship means they’re the—they’re the conflict. They’re
what’s in the way.
So one of the things about storytelling in general is—the
idea is, you have a main character, the main character wants something. Throw
things in the way of the main character so they have trouble getting it, but
eventually give the character what they want. Or, they learn they don’t need
it, or whatever. There’s some resolution which either they get it or they don’t
get it, but you get resolution about the (???). Usually, they get the thing
they want. That’s traditionally how the story works.
So a romantic comedy, you start off, somebody probably had a
bad relationship or it’s ending, somebody else is in a relationship that
they’re not happy with, or maybe they too had a bad relationship.
And then usually the—the first plot point in a romantic
comedy is our two characters meet. And now, the audience goes, “Oh, I can see
how these two are perfect for each other.” Now, one of a couple things will
happen. Pretty much they can’t get together. Now, either that’s one of them—one
of them is interested in the other one, one isn’t. One of them is interested
but the other one happens to be with somebody. Or a very common thing that
happens is, there’s some giant—I mean, something has to be in the way of these
two people getting together.
A very common trope of the romantic comedy is they hate each
other. Oh my God, they totally dislike each other. Now, I guess there’s
different kinds of romantic comedies. There’s also the romantic comedy where,
like—usually what happens is, different kinds of obstacles, right? So one
obstacle might be that the person that they’re—one person knows who they’re in
love with and it’s “How do they make that person realize they’re in love with
them?”
Another romantic comedy is in which both people meet, they
don’t like each other, and it’s like “Well, how is this going to happen? How
are these people going to come to realize that they’re right for each other?”
Those are the two most common kind of romantic comedies.
But anyway, so in Act II, there has to be obstacles, all
sorts of things have to happen. They have to overcome things. And usually what
happens in a romantic comedy is that they get together near the end of Act II.
And in Act III, something breaks them apart. That—you know.
Now, once again, there are romantic comedies in which they
don’t get together until the end of Act III. So those exist as well, where it’s
obstacle, obstacle, obstacle. And that—the plot point two in that kind of story
is, something that seems unovercomeable, meaning they’ve lost. That they’re not
going to get the person. But then they realize that no, they misunderstood
something, and, you know.
But a very common thing with romantic comedies is they get
together, and—during Act II, and then they get broken up at the beginning of
Act II. And then Act III is about them coming to realize they made a mistake,
that they belong together.
But anyway, regardless of whether or not the end of Act III
is them getting together for the first time or they’re coming back together,
depending on the kind of story you’re telling, at the end of Act III, you want
them together.
So for example, I know for sure that I have gone to a
movie—a romantic comedy, or what I believe to be a romantic comedy, and at the
end of the movie they don’t get together. And I know the filmmaker is trying to
say, “Oh, you know, in life sometimes, things just don’t work out.” But I’m
always so mad, because I’m like “I did not sit through two hours of romantic
comedy to learn that sometimes relationships don’t work out. I’ve got life for
that, I don’t need…” Like, “I want my… I want my fictional things to work out!”
And like, you know, it’s—to me, I think that one of the
reasons that a lot of storytelling has something of a formula to it is that
there’s a lot of catharticness to storytelling. And that when you see two
people in a romantic comedy, you the audience want them to get together!
Because you know what it says? It says, “Love can happen.”
It reaffirms that, you know, that there’s a chance out there
to meet somebody. Not if you’re with somebody, but if you’re not with somebody,
that is a very important thing. I mean, if you’re with somebody, you’re with
somebody. But if you’re not with somebody, like, just knowing—like one of the
things when I was lonely, before I was—you know, in a relationship, that I
would like to go and see romantic comedies because they’d give me hope. They’d
go “Oh, okay, they found each other, I could find somebody.”
And I think that in storytelling, it is very important that
you sort of complete the story you were telling. And it’s not just romantic
comedies. I’m using that as an example. You know. If it’s a spy movie, well
there’s some thing that the spy wants and he has to accomplish that thing. If
it’s an action-adventure movie—there’s something. No matter what it is,
protagonist wants something, and by the end of the movie, you have to sort of
come to completion.
Now sometimes, the main character might realize that they
don’t want the thing anymore. You know. Like that’s a very common thing. Like,
“The Sure Thing,” that movie’s too old for some of you, but you know, The Sure
Thing was a movie by Rob Reiner about a boy who learns that—from his best
friend, that there’s a girl who’s—he can sleep with, and he travels
cross-country, and she’s a sure thing, and the whole movie’s about him traveling
cross-country with this other girl, you know, and at the end of the movie he
realizes “Oh,” he actually loves the girl he’s traveling…
I mean, I hope I didn’t ruin the movie for anybody, although
if you didn’t see that coming eight miles away, you don’t understand formulaic
comedies. But like—so a lot of the thing is the idea of—that you the audience
sort of understand where things are going in the story, and then you want the
completion to the story.
Okay, now let’s talk Magic
sets. So in a Magic set, there’s a
similar sense of where we’re going that sort of—we’re building towards
something. So sometimes our completion, like in Ravnica block, is very, very
clear. “We’ve done four of ten guilds. We’ve done three more of ten guilds.
Gee, what do we do for the last set?” Sometimes, as with Scars of Mirrodin, so
we set up a conflict. Like, “Okay, the Phyrexians invaded Mirrodin, there’s a
war. What happens?” Well, you need to give some completion.
And one of the things that Magic—we’re trying to get better at is, one of the tricky parts
about Magic is that we tell our
stories not just through the card sets. And so sometimes we try to tell the
story outside the card sets so the card sets—as not to trump the other thing
we’re trying to tell story in, we don’t sort of finish the story.
But that makes people feel unsatisfied, and you know, Ravnica,
Return to Ravnica definitely, like, “Who won, well there’s this competition,
who won?” But the book tells you, but we didn’t want to ruin it for the book,
and anyway… it’s something we’re trying to figure out because I understand that
when you don’t complete things, it makes people upset.
But like I said. One of the things communication theory says
is, “Look. People want to be completists in different ways. And you need to
give them the tools to do that.” Part of that is giving them regular things on
intervals that they can collect, if you will. So by the way, when I said
“collect,” I used my fingers to make a quote around them. Which is really,
really potent in podcasting.
You know, or you also can do stuff—like, the other thing
that I will do, for example, is I often do multi-part columns. Why do I do
that? Well, one—I have a topic bigger than one article. But also, you know, if
I write part one of an article, do you know the chances of you coming back next
week for part two? Very high. I mean, maybe you don’t like the article.
But if I write any individual—if I write just a single
article—now, hopefully I have you coming back because you want to read my
article every week. But some people sort of graze. They might read my article,
you know, but if I write an article and I sort of, you know, get them excited,
and it—“join me next week for part two,” well you know what? You kind of want to
come back for part two. So one of the reasons I write multi-parters is exactly
that. To make little tiny bits of completion.
And that I feel that the key to using communications theory,
like I’m teaching you these principles. Right? I’m teaching you what it means
to be comfortable. What it means for surprise. What it means for completion.
That part of—of communications theory says “Look, these are true—truisms.”
So let me take in games for example. So I said the first
week, I said “Well okay, what is—what does comfort mean for games?” Well, make
your game grokkable. Use intuition. Use flavor. You know. Make your game such
that the audience gets comfortable and it does what they expect it to do.
Surprise means you gotta do something—now, once you make
them comfortable, you’ve got to do something they don’t expect. You gotta do something
that’s gonna go “Ooh, I didn’t see that coming.” Because that’s kind of fun
once you have them in a comfortable state.
Now, once again, you have to first make them comfortable before
you surprise them. So surprising them with the very first rules you have in the
game, not a great idea. But once they get the basic rules, then it’s in the
context of the rules you can surprise them.
Okay, so now, how do we use completion? When we’re designing
a game. Well, first off, games—games have a nice completion built into them,
which is—much like a protagonist has a goal at the beginning of the story, a
game has a goal at the start of the game. In fact, I talk about the ten things
every game needs. A goal is one of the things. “Hey game player, here’s what
you’re trying to do. You win when you do Thing X.”
Well, Thing X allows awesome completion because they have to
do Thing X or somebody has to do Thing X. You know, the game ends when someone does
Thing X. And so games have built into it a nice narrative in that you have
multiple people, they each have a goal, and somebody’s going to complete the
goal first and they’re going to win the game. And you are competing, usually,
there’s cooperative games, but most games are competitive. You’re competing against the other people, or
sometimes you’re competing with the other people, to accomplish the goal.
And so one of the things that’s nice about games is the—the need
to complete is built into the—the formula of games in general, which is, you
know, the start of the game says to the player, “Here’s what you need to do to
complete it.” Okay. Now that’s one, and it’s the obvious thing, and it’s kind
of a freebie for games as long as you put your goal in. You kind of get that
for free.
So how else do you use completion as a game designer? Well,
one of the things that’s important to remember is that no matter what you are
doing, you need to be able to break down your thing into component pieces. So
for example, I think I refer to this as granularity, which is no matter what
you are making, the same rules you apply to the large thing need to get applied
to the little things that make up the large thing.
So for example, in a story, all the tricks that you need—so let’s
talk—let’s talk about a scene. Not the whole movie, just a scene. Well, guess
what? Your scene needs comfort. Your scene needs surprise. Your scene needs
completion. So every single rule I’m talking about at the macro level is true
at the micro level.
For example. When I have a scene, the very first thing I
need to do in the scene is make people understand the context of the scene.
That’s comfort. “What’s going on here?” “Oh, they’re at work.” “Oh, this is the
first date.” “Oh, this is…” you know, that whatever—like, you have to set the
scene. Within the scene, “Well, okay, where are we?” And usually the very
beginning of the scene is just setting the context for the scene. You know.
Somehow my theme today is romantic comedies. Let’s say there’s
a first date. Right? And first date’s at a restaurant. Well, the first thing you
have to do is establish it’s a first date. So they’re saying a few things about
it being awkward, about being a first date, or, you know, “Oh,” whatever. Doing
small talk that says “Hey, it’s a first date.”
Now. You also in your scene want something to happen. So something
in the scene is supposed to surprise the audience. Because—“Okay, it’s a first
date, I got a first date.” But then, you know, you discover they have lie
detectors on! You know—I don’t know. I did a—in college I did a sketch comedy
in which—it was called “What If, How Come, Why Not,” and my What Ifs were “What
if every first date came with lie detectors?” Anyway. That’s where the idea came from. It
was a funny scene.
So the scene has some surprise to it, and then the scene has
to have some completion to it. That whatever you set up, you have to complete.
Now the same is true for a website. Not only does the website need this, every
article needs it. You know. So—for example, in the article, well my article
needs to have some comfort. If you notice, every article I write starts with a
thesis paragraph. Where I say “Hey, how you doing? This is what we’re doing today.”
I—you know, the very first thing I do is I set the parameters, so they
understand what’s going to happen. Right?
And then there’s some surprise. “I’m going to talk about something
I’ve never talked about before.” “Ooh, this is new material. I’ve never heard
the material before.” But then there’s completion. I wrap it up. And it’s no
mistake that I always end every single article with my little, you know, “Join
me next week when,” and “Until then…” You know. It’s the same reason that I
start my podcast with the same intro and I—like, I always start with “I’m
pulling out of my driveway. It’s time for drive to work.” And I always end with
“And it’s to be making Magic.”
Like, because I want to start in a way to make you comfortable, I want to end in a way that
completes it. And all this stuff is done very much on purpose. So the lesson I’m
trying to get here is, what is true of the macro is true of the micro.
Now let’s apply that to game design. Okay? So every game is
really made up of lots of tiny games. And that—I mean, unless your game is
super, super small, like—like sometimes you make a game, like Mood Swings, a
game I made, is a five-minute game. There’s not a lot of components to it, it’s
a very short game. But most games are longer than that. And what that means is,
the game is usually made up of different pieces of the game. That there’s
different things happening.
Magic for example
has an early game, a middle game, and a late game. And each one of them
functions a little bit differently. And what you want to do is make sure that
each chunk of your game has these components to it. You know. That you want a
sense of comfort, you want a sense of surprise, you want a sense of completion.
So for example, let’s take a Magic turn. Okay? So Magic
turn, what’s the comfort? Well, the same things happen. The very first thing I
do every turn is I untap. Same action happens every turn. Every single turn, I
have upkeep, I have draw. Like, there’s a pattern to every turn. That I get the
turn. Every turn has a comfort level because it works the same.
Now, how about surprise? Well, I draw a card each turn. I
don’t know what this card is going to be. And that card is going to radically
change what I can do that turn. So there always is a sense of “Okay, I’m
comfortable, I have my structure. Ooh, I get a surprise! I get to draw a card.”
And then I—I have to act out and do my thing, and then I complete my turn. I
have so many resources, I use up my resources, I can’t do anything more, my
turn is complete.
And the fact that every Magic
turn has comfort and surprise and completion makes each turn unto itself
exciting. Completing. You know. Human nature—it satisfies human nature. Because
even at its micro, it’s doing all the pieces. And that is true.
So when I talk about things in the macro, they are true in
the micro, and so when you are examining your article, your scene, your
component of your game, every tiny piece has to follow all the rules that they
whole thing has to follow. That these rules aren’t true just for the giant
component—it’s not just true for the larger meta, or macro, it’s true or the
micro. I’ve now said the words macro and micro more times than I’ll probably
ever say again in this podcast.
But anyway, the big lesson that hopefully, I’m getting to
work here so I’m winding—winding up my three-parter, is that these are valuable
basic lessons. And the reason that I’ve taken them to heart and I’ve applied
them—like the funny thing is, I took them. I learned them for communication.
And then, I started becoming a writer and I applied them. And then I started
becoming a game designer and I applied them. And then I started doing the
website and I applied them.
And that what I’ve discovered is, any time I’m dealing with
the public—like even this podcast, like I’ve said. This podcast—I—there’s a
comfortable structure. I am driving to work. I will introduce it the same way
every time.
And there’s just—means by which I present this, that if you
listen to Drive to Work, there’s a comfort—it’s going to be so long. It’s going
to be a certain style. You know. I’m going to have a topic and such. So there’s
a comfort to every single podcast I do.
And there is a surprise. (???) topic. What am I going to
talk about today? You know. Why do you turn in today—“Ooh, what am I going to
talk about today?” And once you know the topic, “Ooh, what’s he going to say
about it?” You know, there’s surprise to that. And then I always wrap up. Or I
make it a multi-parter. ”Hey, come back.” And then I complete it the next day.
But I always create some sense of completion so that, you know, you know what’s
happening.
And that is kind of how it works. That is why media does
what it needs. You have to provide the comfort. You have to provide the known
structure. That people can be comfortable with. You have to adapt to their
habits. You have to make it—them want to make it part of their life. Surprise.
You have to show the audience that they don’t always know what’s coming.
You’ve got to sort of, you know, zig and zag once in a while
so that the audience is—is—has a little bit of wanting to see what’s going to
come because they don’t know all the answers, and so there’s some anticipation.
And completion. Whatever you set up, you have to finish. You have to give them
the thing they ask for. So I tell you I’m going to do a podcast about
communications theory, well I’m going to do that, and I’m going to finish it.
And when I’m done, I’m going to say “And that’s everything I have to tell you
about communications theory.”
Anyway, I hope you guys enjoyed this three-parter. I
actually had a—I had a lot of fun doing it, so I love talking theory. And I’m
sure I will talk more theory in the future.
But anyway, I have to go now. Because as we just learned, I
do in fact have to complete this podcast. So instead of talking to you, it’s
time for me to go be making Magic.
See you next week, guys.
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