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. So today, there’s a topic that I wanted to talk about
on my podcast, but I wanted to wait until I wrote the article about it first.
And the article
I wrote about it came out today, just to give you a little hint of how far
in advance I’m doing these.
And the topic is lenticular design. So today I’m going to
talk all about what it is, how we came up with the concept, and sort of how it
impacts Magic design. It’s actually
a pretty important concept. And it’s something that’s pretty—I have not seen it
elsewhere, so I know it’s something that I’m sure other designers think about,
but anyway, it’s interesting sometimes that one of the things I try very hard
to do is put words to things. To concepts. Because I write about design so
much, I’m very conscious about sort of having things that I can form and
discuss. And lenticular design is a big one. I’m actually very proud of
lenticular design. And today, I’m going to talk about it.
Okay, so to understand lenticular design, let’s go back in
the WABAC machine to the
beginning of New World Order. So I did a whole podcast on New
World Order, but the super short version is, less people were getting into Magic. The number of people that were
joining was going down. That’s a bad sign. We were trying to figure out what’s
going on, we realized that the game was just getting too complicated because
when people enter the game, they’re always at zero comprehension, they don’t know
anything, and little by little Magic
had just been—the gap had just been widening between knowing nothing and being
able to play.
So the big idea of New World Order Was if we take common and
hold it to a tighter complexity, beginners, most of their cards are common, we
would just make it easier for them—we’d essentially lessen the game’s
complexity for the beginner but still allow the more complex things for the
advanced players. That was the idea.
So one of the things that I was tasked with, figuring out
what made things complex. And what I realized was, there was three types of
complexity. What we called “comprehension complexity,” which has to do with
reading the card and understanding what the card is saying. And as I explained
in my article, there’s actually a couple different types of comprehension
complexity.
So number one is, I just use terminology you don’t know. And
this is why—I talk about keywords come at a cost. Whenever you read something
and it’s a word you don’t know, that’s a barrier. It’s a big barrier. That
imagine reading something and just coming across a word that you aren’t
familiar with. Okay, once or twice, the vocabulary, you can learn it, but at
some point it just becomes daunting. So you have to be very careful.
What we found is, certain vocabulary is very hard for
people. The example I use in my article is mentioning the stack. Now, advanced
players might feel like, “Oh, I get the stack. Last in, first out, blah blah
blah.” But a lot of what the stack does is pretty invisible to most players.
Most player understand kind of how their spells interact, but they don’t—if you
actually ask them what the stack is and how the stack works, most players don’t
know.
A lot of players, in fact, have never heard the term “the
stack.” Now, real quickly, the counterargument for us not mentioning the stack
is, “Why should mention it more. How are people going to learn what it is if we
never talk about it?”
The problem is, it’s a pretty advanced concept. You don’t
need to understand the stack to play. That’s another important thing to
understand, which is, one of the goals of teaching somebody to play a game, any
game but Magic in particular, is you
don’t need them to know everything. You need them to know enough to play.
So one of our strategies has been—because Magic is such a hard game to learn is,
only teach people what they have to know. And a lot of things, like how the stack works,
we teach the elements of it so they’re playing correctly, but we don’t right
away teach them the nitty-gritty. Because it’s just overwhelming.
I mean if you sat down to play Magic and I’m like, “Okay, read this phone book first,” most people
would be like “Thank you, I’ll play another game.” And really what we were
trying to do is saying, “Okay, here’s the things you have to know.” And as you
get into the game you slowly learn more.
And that trying to throw people in the deep end tends to
make people not able to deal with the game. And that Magic is a fun game, and the point—at its core it’s not as complex
as people think it is. It’s complex in that there’s lots and lots of corner
cases. To understand about the corner cases is complex. To understand the
basics of how to play actually is not that complex. And part of doing that is
making sure that we…
SO anyway, number one is just vocabulary. We have to be
careful with vocabulary. Some vocabulary I worth it. Some vocabulary. If done
correctly, such as flying, could actually help you. Because the vocabulary
comes with outside meaning, and that outside meaning can help you understand
what’s going on.
But other vocabulary, in which it doesn’t connect to
anything. People ask us all the time about keywording “mill.” And maybe one day
we will if we come up with the right word for it. But the biggest problem with
keywording mill is, like why don’t we use the word mill?
And the reason is, the word mill is a Magic thing that comes from the word Millstone, which is just a
card in Magic. Milling is
like grinding wheat. I guess there’s the metaphor of we’re grinding your mind,
but anyway, mill doesn’t mean anything. I mean, I understand if you play Magic for a while you get the slang,
but if you’re a new player and I say, “mill two cards,” you have no idea what
that means. And that Magic has
enough of that. It just gets hard to grok.
So anyway, number one of comprehension complexity is just
vocabulary. Number two is just having things that don’t—like one of the rules I
said in the article is, if you read a card and you go, “I’ve got to read that
again,” that’s a sign there’s something going on. That it’s complex.
And I think what happened is, in trying—because of the
multicolor block, they didn’t want to hose you for being part white, and so
they changed it so the idea is, “Okay, so I destroy two cards that are exactly
the same combination of colors.” But anyway, the way they ended up wording it,
if you’ve ever seen Dead Ringers, literally it’s like “What? What?” You just
don’t know what it means. And like, that’s not good.
And the answer, by the way is, if you have a card in which
template correctly you can’t understand what it means, one of two things—either
the template is wrong, we need to find a simpler template, or you can’t make
the card. We learn all the time that we want to do something, but in order to
template it correctly so that the rules work, you can’t understand what it is,
it means don’t make the card. Okay. That’s number two comprehension complexity.
Number three comprehension complexity is—I think I used
suspend as the example, which is
sometimes, when you write it out, that there’s so much going on that
just it’s hard to grok it all. And like suspend is a perfect example
where on the surface, I thought it would be pretty grokkable. It’s like,
“You’re exchanging time for mana. It costs less mana, but it costs time. I have
to wait.” And in a very sort of esoteric sense, it’s pretty simple. You trade
time for mana.
But then in actual playing, it’s like, “Okay, I take this,
I’ve got to put it in this zone, I’ve got to understand the exile zone. And
then I’ve got to put counters on it. And then every turn I’ve got to remember
to mark down the counters. And when the counters go off, then I have this thing
happen, and I’ve got to remember to…” And it’s like, “Aah…” I mean—and once
again, it’s another example of a mechanic where the advanced players got it.
They got it. They had no problem with it.
But beginners really, really struggled. There was a lot
going on. There was multiple zone changes, there was dealing with counters and
countdowns and upkeep effects and things happening, and—holy moly, there was a
lot going on. It just was overwhelming.
So you’re like “How can there be comprehension complexity?
There’s three words on it. ‘Discard’ ‘Your’ ‘Hand.’ How tough is that? Take
your hand, discard it.” The reason that this has comprehension complexity is it
doesn’t make sense. Players read it, they go “Discard your hand—I understand
what it’s saying. Take my hand, throw it away. That makes no sense, so what is
it really saying?”
So that’s another big part I’m going to talk about today in
lenticular design is, people—a lot of confusion comes from people not
understanding what it’s doing, and when people don’t understand, they just start
making things up to try to make it understand.
And One with Nothing’s a perfect example where the card is
crystal, crystal clear what it does. But it’s so non-intuitive that you would
ever want to do that, that people like would not understand it. Because they
understood the base definition, and said, “Oh, that can’t be right. What am I
missing?” And they spent all this time and energy trying to understand what
they were missing.
And that’s, by the way in general, I’m not saying we
shouldn’t make cards like One with Nothing. Although a lot of people would prefer we
don’t. I think we should make cards that you go, “What?” Now that card’s rare,
as it should be. We should occasionally make cards that are confusing. But not
at common. And not that that card was at common. But I’m trying to show
different kinds of comprehension complexity.
And the answer is, it’s actually pretty complex. Because
with him on the board, what it means is, every combat, I have the potential to
have one more damage done. And let’s say I set up a situation where I have a
complex blocking situation. Now just adding one card, Prodigal Sorcerer or
Prodigal Pyromancer, all of a sudden I have so many more options I have to do.
Now, once again, for the experienced player who can
shorthand the math of combat. Because one of the things that happens, and this
is a lot of things that people forget is, when you play a game or really do
anything in life, your brain starts to shorthand things.
For example, right now I am driving to work. Well, how is it
I’m driving to work and doing a podcast? And the answer is, well you know what?
I’ve driven a car a long time. I’ve driven to work many, many times. Most of
what I’m doing is on autopilot. My brain knows what it’s doing. And so I’m able
to actually do a podcast, because well…
Now, if I was a first-time driver, just someone who had
never driven before, could I do a podcast while driving? Noooo. No I could not.
Or it would be a very short podcast. “Hi, today I’m… (yelps)” That was my
imitation of… (laughs) See, you get wonderful dramatic skits like that.
So the thing to remember is, when you play, you start
shorthanding things. And what happens is, players who have played a long time
forget they’ve shorthanded it. So like, “That’s not so hard.” No. Combat’s not
so hard once you’ve done it hundreds of times. And there’s a point at which you
learn, “Oh,” like you can glance at the board and understand, “Oh… do I want to
trade or don’t I want to trade?” But for beginners, they have to figure out,
“Oh, if I do this, that means I will trade.” And then they’ve got to figure out
whether they want to trade, which is also complex.
And so the idea of Prodigal Pyromancer is, that’s adding a
lot of extra data to a complex situation that maybe you’ve mastered, and once
again, most people have not mastered combat, but they understand it, quicker
they can understand it.
So anyway, so first board complexity is things that affect
other things. The second thing I talked about are things that are affected by
other things. (???) the one I did. The one I talked about was a creature whose
power and toughness is equal to the other creatures you have in play. And the
reason that can get complex is let’s say I get into combat with multiple
creatures.
Well, I’ve got to remember if other creatures die, that this
creature will be smaller based on the other deaths. So if I get into combat, I
have to go, “Oh, well, this creature and that creature could die based on their
blocking, so my guy could be this big.” And it gets much more complex. Like if
I want him to survive, if I attack, what does he have, how big is it? Well, he could block
other creatures in such a way that he could kill it. Do I want to attack?
So board complexity is talking about “Can I understand the
implications of what’s going to happen with all the things on the battlefield
in conjunction with one another?” And what happened was, when we first realized
complexity was going on, like Time Spiral
happened, we were losing people, like “Okay. People aren’t getting what’s
going on.”
Okay, the third type of complexity is what we call
“strategic complexity.” Now, strategic complexity is about do you understand
the strategic ramifications of what’s going on. What we found, and lenticular
design is based a lot on understanding strategic complexity.
Like, at the beginning of the game, this card might be not
valuable, but mid-game it’s very valuable. Depending on what they have or how
they’ve acted. That’s another big thing about advanced play is—Mike Turian
taught me this. That if you want to optimize your play, it’s not just a matter
of what the cards are. It’s a matter of how long did your opponent look at his
card before he did something? How long did he wait after you cast a spell?
Like, a lot of advanced play is reading the people and
saying, “Oh, well let me think of the kind of… what they’re thinking about. If
I could figure what they’re thinking about, that tells me what’s in their hand.
Oh, are they trying to decide whether to cast a spell or not? Well, maybe they
have a counterspell in their hand.” Stuff like that.
So what we learned was, comprehension complexity is more—for
the beginning player, comprehension
complexity is greater than board complexity, which is greater than
strategic complexity. Which mean, first and foremost, if you are a newer
player, you are trying to understand what cards do. Then you’re trying to
understand what’s going on on the board, and finally you’re understanding strategy.
But you have to learn the first before you get to the second, you have to learn
the second before you get to the third.
Okay. So the idea of lenticular design—I’m halfway to work,
and I haven’t got to actually define lenticular design yet. So I was working on
New World Order, and I was trying to figure out how to lower complexity. When I
made the following discovery: you have to be very careful about comprehension
complexity, because if beginners don’t understand the card, you’re doomed. So
you have to be extra careful about comprehension complexity.
Board complexity, well you’ve got to be careful because at
some point they get to board complexity, and that you’ll make states they don’t
understand. So you—there’s certain types of board complexity you can get, but
in general you have to be careful with board complexity.
And only with time do they start to understand that “Oh,
well, until the clock on my opponent matters, until I’m close enough that maybe
I can beat them, doing the damage to the face isn’t worth it.” That it’s more valuable to use that to
deal with creatures early on than it is to deal it to the opponent. Barring the
deck, there are decks that actually want to go to the face.
And so what I realized was that when I was thinking about complexity,
I started to realize that not everybody sees the cards the same. And what that
meant was that as people look at cards, they gauge them based on the lenses
they have of what they can understand. So what that meant was, there were some
cards that might be simple to one player but difficult to another.
Now. Obviously, the more advanced player will see things
simpler. They’re better players. So I can take a card that for beginners might
be somewhat complex, but to an advanced player would be pretty simple. But—this
is where lenticular design gets interesting, I figured out something else. Some
cards were seen by advanced players as more complex than by beginning players.
So we can see—R&D is very, very hardcore, a lot of them
came from the Pro Tour, die hard Magic
players. And sometimes you want a more casual player, just—I love first
impressions, and so sometimes we get people from other sections of the company
that know Magic, but aren’t nearly as
invested. And get their impressions.
And I was watching them play, and they had a creature with a
death trigger. I use Black Cat as my example. The reason, by the way, that I
love using Black Cat whenever I talk about lenticular design is, one of the
online media people that does our graphics made this awesome Black Cat graphic that is a lenticular-looking card, where you bend and the cat sort of does—looks
3d, and it’s so awesome that I love making them put that graphic on. So
whenever I talk about lenticular design, I always talk about Black Cat.
And finally, they felt they had to block. And they chumped
with the Festering Goblin a 2/2, and then after it died, they used the -1/-1 to
kill one of their opponent’s 1/1 creatures. And it dawned on me, it was
invisible to them that they had the ability with this 1/1 Festering Goblin to
kill a 2/2 creature.
And the reason was, the way they thought about the card was,
“I play this creature, I have a 1/1. When it dies, something cool happens. I get
a present. I’ll open that present when the creature dies.” They don’t think
about it—like where an advanced player, the fact that you get -1/-1, yeah, you’re
blocking the 2/2 creature because you can kill the creature. That the ability
of the death trigger is connected to the ability. It’s part of the card. And
you can use them in conjunction.
That’s not how the player was playing at all. And what I
realized was, they liked the card. It was fun. They could play it and it did something.
Then it died, and they got a little something. They happened to get something.
It killed a creature, they were happy. But the idea that the creature and its
effect had any synergy with each other was invisible to them.
And that’s when I realized that to that player, that card
was simpler. Because to that player, what do you do with it? You play it when
you can, when you have enough mana to cast it, you have black mana, you play
it. When the creature dies, it dies. And then something happens and you use it
when it happens.
But they never think about how to use it in conjunction,
where the idea of the death trigger matters. And that’s when I realized that, “Oh,
in their mind, to the beginning player, that was a much simpler card.” Because they
didn’t have to think about the interaction between the two. And that’s why I
started realizing that when we thought about complexity, we had to stop
thinking about—like for a while, I think I was thinking about complexity as a
scale. Like a card is just so complex. It’s a 1 to a 10.
And I understood there was adjustment for advanced players,
but the thought process was just, “Well, the scale, as you get better, just you
see things as being higher up or lower down the scale.” What might be a 4
complexity to a beginning player might only be a 1 complexity to an advanced
player. That’s how I was thinking of it. And what I realized is, “Oh, no no no
no no, the reason you look at complexity is, what are they thinking about?” And
that it’s possible for an advanced player to think more about something than
the beginning player did.
And that is a pretty—I mean, let me stress this concept, but
this concept is kind of the cornerstone of lenticular design. Which is that
when you are addressing complexity in your audience, you have to think of each
section of the audience differently. And that your beginning player isn’t—there’s
certain things that are invisible to the beginning player. And that is crucial,
because essentially what that means is I’m trying—the whole idea of New World
Order says, “I want to take complexity out of common so that I’m not making the
game more complex for people learning how to play.”
But lenticular design taught me that some things are invisible.
And what that means is, it’s not that I need to keep common actually complex-free,
I need to keep it complex-free as the beginner sees it. Right? My goal is not—once
again, it’s not that I have a scale, and common has to be at a certain
complexity overall, common has to be at a certain complexity for the beginning
player. Meaning I want them to look at it, and it looked like a 1 or a 2 or a
3. Something on the low end of the spectrum.
The funny thing is, and one of the things that I’ve
discovered is, some of the best mechanics are ones in which—to the beginning
player they seem really straightforward. And to the advanced player, there’s
lots of interesting decisions.
Now, to the advanced player, the answer is, “How do I manipulate
things such that when I need to, things have died to trigger my morbid?”
Meaning, they think of it as being completely in their control. Or more in
their control. Where the beginning player’s kind of like, “When I cast the
spell, let’s look.” But they don’t think of it as being in their control. So
just like, “Hey, it’s a cool bonus if it happens.”
And in general, one of the things that sets the beginners
from the advanced players is, the beginning players—so real quickly, I’m almost
to work, and what I realized is this is a complex enough topic that it’s worthy
of two podcasts.
And so what I’m going to do is, I’m going to save tomorrow—I’m
going to talk about all the lessons of how do you make things—how do you make
things simpler for the beginner and more advanced for the advanced players?
That’s going to be tomorrow. Today I’m just wrapping up—I just want to talk about
sort of the key essence of what we’ve learned, so that tomorrow I can talk
about how to execute. How to make things lenticular.
And really, the lesson is understanding the vantage point.
And by the way, one thing about design that’s always cool is one thing leads to
another. New World Order made me try to make commons simple, or not complex.
Which, and what lenticular design made me realize, is that I’m actually asking
the question wrong. But by the way. That this is a big, big part I find of the
creative process is that a lot of times the big discoveries come when you
realize that you asked a question that had more scope than you needed.
For example, I was asking, “How do you make common cards complex-free?” And the real
question I needed to ask was, “How do I make them complex-free for beginners?”
So, the big question that this had led me to, that each
thing opens up—my new discovery new is, lenticular design made me realize that
everybody views the game through their own set of lenses. In fact, the very
idea of lenses, in fact, Jesse Schell does a book on game design where he talks about
looking at your game design through different lenses.
And so I’m applying this in a different context, sort of a
psychological context, which is how does your player look at your game? What
are the means by which they look at your game? And that when you are—I believe
when you’re designing things, you have to be aware of who you’re designing for.
And so part of the idea of lenses is understanding in this particular aspect,
what are you trying to do? And who are you looking at?
And that what I’ve learned, and lenticular design has taught
me this is that different cards can be for different players. It’s not that
each card’s only for one player. Each card actually could be for multiple
players, as long as each player has a vantage point they understand.
And so I’ll make my final point today, because I’m just
about at work, which is a big part of understanding lenticular design is the
concept of lenticular. So what lenticular means, I don’t think I’ve defined it
today, there’s the cards that they’re printed in such a way that when you turn
them, you see different images. And usually they’re done such a way that the
way the brain works, it looks like it’s moving. Because it’s looking straight
on. And looking to the side. And less to the side. And straight on. Like, it creates
motion. Sense of motion.
So lenticular design says, “You have to understand that
different people will look at the cards and see different movements of the
head.” And that you the designer kind of have to understand all the different vantage
points. That what does the beginner see when they look at this card? What does
the medium player when they look at the card? What does an advanced player see
when they look at this card? What does a Johnny see? What does a Timmy see?
What does a Spike see? That’s the next level, by the way. Today’s level, because
I’m doing complexity, is about experience level.
But what I’ve learned from this is if you extrapolate out,
what you will learn is, you could apply the lenses of how people look at the
cards, and you can do that for other things. I’m looking at right now,
experience level, but imagine looking at it for a psychographic. Or looking at
it for Vorthos vs. Melvin. I mean, there’s a lot of different ways you could
look at something.
And that---that’s pretty exciting, because it means that you
can—one of the problems we always have when doing design is, you only get so
many cards. But as soon as I say, “Imagine this, that you can design two cards
but have them fill one space,” that, my friends, is quite exciting.
Anyway, I have just parked my car. So I love, love, love
talking about game design and game theory, and I love talking about Magic, but even more, I love talking
about making Magic. So this is a
very exciting topic, I’m going to continue this next time. For anybody who’s
really into game design, this is one of the most exciting things I’ve done. I’m
very, very proud of it. It has lots of ramifications. Hopefully today I gave
you a little taste of kind of where it leads us. But anyway, thank you very
much for joining me, and I’ll talk to you next time.
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