All podcast content by Mark Rosewater
I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. Today is another in my Twenty Lessons, Twenty
Podcasts. This is one based on the talk I gave at the GDC, the Game DevelopersConference, where I talk about the twenty big lessons I learned in my
twenty years designing Magic. So I
already did the first one, which was when you’re fighting human nature you’re
fighting a losing battle. So today is “aesthetics matter.” So I will explain
what aesthetics are and why they matter.
Okay. Griselbrand. Why’d I get complaints—was it a weak
card? No, it’s actually a very powerful card. In some of the older formats
it’s—it’s relevant in older formats, meaning it’s pretty powerful. Okay. Is it
a flavor thing? No, no, Liliana’s one of the most popular characters we have
and he’s one of the four demons that she made the pact with. So he was
completely relevant story-wise.
Okay. So it wasn’t a power issue, it wasn’t a flavor
issue—why did people complain about the card? And the answer was, he was a
seven-power creature, with seven toughness, who for seven life could draw you
seven cards, and he cost eight mana.
And a lot of people are like, “Oh, whatever.” And why is
this important? And the answer is that one of the things you have to keep in
mind when designing your game is that how your audience perceives the game is
very important. Like, the first lesson was talking about understanding human
behavior. [CARD] Are you fighting human behavior? (???) get in trouble fighting
human behavior. Because human behavior isn’t going to bend for you all that
often.
Well, this lesson’s about human perception. And human
perception, ehh, doesn’t bend any much more than human behavior does. So there
are ways that people perceive things, and that one of the things that’s an
ongoing theme of all my talks about this is that holistically (???) matter.
People don’t approach your game piece by piece. They experience it all at once.
They experience it as a whole. And so you have to think about how all the
component parts come together, because that’s how the audience is going to
experience it.
It’s not like you go to see a movie and you’re like, well, I
liked this component and this component. You know, it’s like no no no. Did you
like the movie? Did the movie as a whole come together? Whether or not you
enjoyed the movie is all the pieces coming together and working together.
So for example, let’s talk a little bit about what aesthetics
is. So I took a class. I went to—for those who don’t know, at college I went to
the College of Communication at Boston University. This was a communications
school. So I was studying—my major, actually, I majored in broadcast and film,
with a minor in screenwriting. But—so I was all about, I used to joke, TV and
film. I would watch movies and TV shows and try to understand popular culture.
So they required you to take a class on aesthetics. And it wasn’t even
something I chose to do, requirement. And I didn’t understand quite what
aesthetics was when I took it. I had to take the class.
So aesthetics has been called the philosophy of art or the
science of beauty. And the idea behind it is, how do people function? How do
people perceive? Like one of the things about the class was, okay. Let’s
actually get into you want to do communications, you want to communicate with
people? Well, let’s figure out how people receive the information. And so we
spent a lot of time talking about how does the eye work. How does the ear work.
How do people absorb information, and then how does the brain process
information.
So what aesthetics is, is it says, look. There are certain
ways, there’s certain things the brain needs. That the brain is set up in such
a way that it just kind of wants certain things. Why it wants those things?
That’s a fine question. I’m not really going to get into why necessarily,
because that’s a big philosophical debate, but I will say that one of the
things they do in a lot of these tests is they will go across the world and
they will find lots of different cultures. They will even find cultures that
have never before interacted with other human beings.
And they will show them, for example, pictures of people’s
faces. And people will be able to—people will prefer and not prefer certain
qualities of faces regardless of what culture they were raised in, where they
were raised. Because there’s certain things they’ve learned is, like, built
into the way the brain functions. There’s a lot of different qualities, now
I’ll talk about a few of them.
For example, the human brain likes symmetry. It finds
symmetry more attractive. It likes balance. Balance is something that is very
sought after for the brain. It’s big on pattern completion. That’s the problem
we had with Griselbrand. That they like a sense of patterns, and the brain
likes some sense of order.
And so what happens is, when your brain goes out and looks
at things, if things sort of match its expectations, if it does what it wants,
it’s happier. And if it doesn’t, it sort of sets the brain off a little bit.
It’s like, “Ugh, something’s wrong.”
Now, knowing this, knowing that the human brain has certain
things that sort of pacify it and certain things that sort of irritate it, you
can use that effectively. For example, one of the things you can do is, if you’re trying in your game
or story or whatever to irritate your audience, you can use this to advantage.
When things are a little off-kilter, when things don’t quite match the
aesthetics, you can make them off-kilter. If your goal is to make them
uncomfortable, you can.
But my point today is, you shouldn’t make your audience
uncomfortable unless your intent is to make your audience uncomfortable. And
the lesson with Griselbrand or anything is, look. Do you want the focus on the
game component, or do you want the focus on the composite? How it’s put
together? And my answer is, most of the time we want you paying attention to
what the thing is. I don’t want you seeing Griselbrand and going, “Ugh,
something’s wrong.” I want you to go, “Ooh, Griselbrand.”
So the fact that we made a choice that sort of, instead of
people focusing on “Yay Griselbrand, wow it’s powerful, wow it’s flavorful,”
the fact that so many people were like, “Ugh, something’s wrong about it,” that
was a problem.
And one of the things that I will stress time and time again
is, the reason you need to understand how humans function, and the reason I say
humans is because odds are your number one consumer is going to be humans, you
need to understand how they function. And this lesson says you need to
understand how they perceive things. Because if you don’t match the need for
perception, it will really cause problems.
And anyone who follows me knows I talk about this a lot,
about the importance of expectations and the importance of matching
expectations. There’s different kinds of expectations. Today I’m talking about
aesthetic expectations.
So one of the things that I do a lot of time when I design
cards is, I’m very conscious of where there might be aesthetic expectations.
Now be aware, I’m earlier down the line, there’s people after me who change
things. And I, of everybody in R&D, am most the most believer in
aesthetics. The most who’s like, no no no, we need to get the aesthetics dead
right.
Most of the time that happens. But Griselbrand is a good
example where it just—you couldn’t make it for seven mana. It was too powerful
for seven mana. And I think the correct answer in retrospect was, then change
some of the other numbers. Don’t make it seven-seven-seven-seven-eight. You
just change a few of the other numbers, and it’s not aesthetically unpleasing.
Now, one of the things about patterns and things is, not
everything necessarily has a clean pattern. So one of the things you do is,
just be careful that if you set up a pattern, that you follow the pattern.
Here’s my caveat, by the way, let me (???) saying this. If your goal is to not
draw attention to what you’re doing, if your goal is to make it feel correct,
this is what I’m talking about.
Yes, there are times and places where you’re purposely going
to break aesthetics to make ill ease in your audience. To make them sort of a
little bit upset. On purpose. That is fine. I have nothing against using human
perception in a way to play to something you’re trying to create. That is fine.
In writing you do it all the time. What I’m saying is, if that’s not your goal,
if you’re not going to draw attention to something, then you shouldn’t be
drawing the attention. You know.
One of the things to keep in mind is, when you’re making
your game or creative—this applies to all creative arts, but I’m talking about
game design. When you’re making your game, you have to know when and where you
want to pull focus.
That is a term—I think it’s from photography. So one of the
things in photography they talk about, if you ever take a photography class, is
you want your audience in the picture looking where you mean for them to look.
You want to have some understanding of what’s going to draw the eye of the
viewer. And this actually ties into aesthetics, it’s similar. I mean there’s a
lot of overlap here.
One of the things you have to be careful is, if you put
something in your art that really will draw the eye, but it’s not the point of
the picture, you’re compromising your picture because some element’s going to
pull focus. It’s going to pull people away.
The same thing is true in journalism. In communication
school, not only do you have to take a class on aesthetics, you gotta get a
class on journalism. The school is divided into three sections: there was
broadcast and film, journalism, and advertising/public relations. And so you
had to take classes in all the different things before you get your major. So
even though I ended up being broadcast and film, early on I had to take a
couple journalism classes.
So one of the things in journalism they talk about is they
call “don’t bury the lede,” which is get to the point quick. You don’t want
your audience focusing on something that doesn’t matter. So they’re really big
on there about pulling focus in articles is, what matters in your story? Focus
on what matters. What matter in your photograph? Focus on what matters. What
matters on your game? Focus on what matters. In Magic, what matters about the cards? Focus on what matters.
And that one of the things that that says time and time
again is, you have to understand when something will make your audience break
focus. Pull focus. For example, in photography, color does that a lot. That
certain colors, red being the one that I remember, the eye is drawn to red. So
if you have a picture with lots going on, and one red item, your eye tends to
get drawn to the one red item. It’s why people tend to like red cars, that it
is an attention-getter. It’s why fire trucks are red, it draws your attention.
That you want people to see that.
But anyway, so what that says is, if you’re going to take a
picture and there’s a bright red thing in it, and you don’t want your audience
looking at that thing, that’s a problem. Well in game design, for example, if
you set up some aesthetic missed connection, if there’s some pattern to be
completed, and you set it up for your audience to find the pattern, they will
hunt down that pattern. They will look for that pattern. And if that pattern isn’t
there, you’re setting yourselves up, because they’re just going to be
disappointed. They’re going to spend time and energy trying to find something
that both isn’t there and isn’t the point of what you’re trying to do.
So one of the big lessons that I’m trying to get across
today is, you need to understand holistically how your audience is approaching
whatever game component you’re trying to make. And make sure that they’re
focusing on the thing you want them to focus on. Don’t pull focus on your own
game. Don’t make them pay attention to something that’s not the thing they’re
supposed to pay attention to.
And the reason aesthetics are so important in this camp is,
people are drawn to—when aesthetics are right, it feels good. And here’s the
interesting thing. When aesthetics are right, people don’t necessarily go
looking for anything. They just go, “Ahh, that feels right.” But when
aesthetics are wrong, the audience says, “Ugh. Something’s wrong.” And then
they start trying to figure out why something is wrong. And then they will
figure out the pieces that don’t match up.
Like when most people first play Griselbrand, the first
thing (???) is “Something’s wrong with this card.” Maybe it didn’t even happen
right away. Like it’s not—so people at first are like, “Agh, something’s
wrong.” Now, like I said. You don’t want—that’s not the first impression you’re
going for. And the reason aesthetics are so important is, when aesthetics are
correct, it just feels right. It’s just like, oh, this is right.
So one of the things, for example, how you can tell kind of Magic cards—every once in a while
people pretend, you know, people will on the rumor mills make up their own
card, pretend like, “Ooh, I heard a rumor.” And people always look at the cards
and say, “Is this real, is this not real?” And one of the things that happens a
lot is go, oh. These don’t feel right. These don’t feel like Magic cards. Yeah, I don’t think these
are the real thing.
So be aware that not only are there general human aesthetics,
your game will start crafting aesthetics around itself. So that’s another
important thing to understand is that you will start doing things as a
subset—like there’s basic human aesthetics. (???) humans need. Pattern
completion and such. But your game will start creating its own sub-aesthetics.
That there’s certain things you will do that people will come to read.
So for example, in Magic,
we have come to make associations between power/toughness combinations and
colors. So if I show you a power/toughness combination, you’re going to have
associations. So if I show you a 1/5 creature, you’re probably going to go, oh,
that’s more white or blue. But if I say red, you go, ooh, red, why is a 1/5
red? That’s not red. Red’s not 1/5. And that something about that, you then—I
mean, you have to figure out what’s going on.
Now sometimes, there’s reasons and stuff to do stuff like
that, but most of the time you have to be careful. Like, okay, why—we’ve set up
certain aesthetics within the game. Why are we breaking those aesthetics? And
once again, there’s a time and a place for breaking things, I’m not saying you
can never break aesthetics. What I’m saying is, you shouldn’t break aesthetics
without purposely breaking them. You should break them because you’re aware
you’re breaking them and you mean to break them. Not because like, “Eh,
whatever.”
And that’s the biggest complaint I get. Sometimes when
people, I talk about this lesson of aesthetics and how important they are, the
biggest complaint I get is, “Really? Really does that matter? Is that that
important? That can’t be important. That can’t be more important than other
things.” And the answer I give is, look. First impressions are really
important. One of the reasons we do a lot of playtesting with fresh eyes is, we
want to know what people think. First impression.
Now. There’s a lot of other things that matter, first
impressions aren’t the only thing, but you want a positive first impression.
All you’re doing when you don’t match aesthetics is, you are lessening your
audience’s enjoyment for sure, in the first impression, because something will
feel off, and it’s possible—like I know there’s certain things where we—like, I
know when I look at stuff and we’ve messed something up, and I just can’t not
see the mess-up. Every time I see that card I’m like, ohh, we did this little
thing wrong. It’ll bug me.
And I know there’s where we deviate something and we don’t
quite match the aesthetic, that’s not a one-time thing. It will gnaw at you
every time you see the card. And like I said. One of the things to keep in mind
is, how is your audience responding? Do they like it? Do they not like it? If
your audience doesn’t like it, that’s a problem. If it’s causing some sort of
disconnect or some sort of unease, that’s a problem. It doesn’t matter what’s
causing that. Sometimes people want to look at things and say, okay. Well, this
is an insignificant thing. Why does it matter? And I’m like, if it affects your
audience, it matters.
A good example sometimes is I had a teacher, a writing class
teacher. So we were talking about names one day. What you name your character.
And the teacher was saying that names are important. You can’t randomly pick
the names for your characters and go, “Whatever.” Because names have a certain
feel to them. And you want to make sure the name matches the style and feel of
the character you want.
And what he said is that it’s very easy to take it as a
small detail, and say it doesn’t matter. Because whatever, he’s got a name, it
doesn’t matter. But what you find when you’re writing is, the name really—you
need your audience to connect to the name. You need your audience to go, “Yeah,
that feels right.” And if it doesn’t, if somehow what the name sort of
signifies and who your character is, if there’s a mismatch there, your audience
doesn’t assume you just didn’t care. They assume there’s a reason. Oh, is this
character duplicitous? Does this character seem one way but really—they start
adding content into it.
And so what happens is, while you might think it’s some
insignificant little thing, it’s not, and it’s warping how your audience
perceives things. And as an artist, you should always care about how your
audience perceives things. The holistic whole is important. When someone sits
down with a game that I made, I want everything in the game to be on mark. I
want everything to be purposeful.
And that when something pulls the focus, when something
makes them think about something other than what—like, Griselbrand is a perfect
example. The second that you’re not appreciating Griselbrand as a card, that
you’re not caring about the character or the art or the mechanics or something
we want you to care about, as soon as some other factor’s making the card about
that thing, that is a mistake. That is a failure.
Now, I’m not saying necessarily it’s the worst failure in
the world, but it’s a failure. Yes, a lot of people enjoy that card. Yes,
Griselbrand is doing a lot of good. But could it have not done all that good
and not caused the problems it’s causing?
Like, when I look at the questions people ask me, I
don’t—like, for example, there’s an important lesson I learned as a camp
counselor, (???). So one of the lessons I learned as a camp counselor is I had
young kids. I liked when I was camp counselor to deal with young kids. So
usually, whatever the youngest kids that went to camp. Usually four- and
five-year-olds, sometimes six- and seven-year-olds depending. I loved working
with little kids.
And one of the things that—one time, I had a counselor who
clearly, clearly did not want to be with little kids. I think they let the
counselors pick what ages to be with, and so many of the counselors wanted the
older kids that they had a counselor that like—I guess he said “I don’t care”
is probably what he said, so they stuck him with the little kids. Actually, it
wasn’t even a he. It’s a she. And she said to me that—she was talking about the
kids, and the kids—they were four or five, whatever. They cared about a lot of
really inconsequential things.
And she said to me, why do I seem to care about these
inconsequential things? Like, the kids are talking about something, about the
latest whatever the kids the kids cared about, and I would talk with them in
interest about that thing. And my co-counselor’s like, I don’t understand
why—what does it matter? What does it matter what Care Bear or whatever? And I
said, look. It’s funny, because I go, one time, I had a little girl and she was
really upset, and I called the Care Bear by the wrong name. She had a Care Bear
on her shirt, and I said, “Oh, it’s Cloud Bear,” and she goes, “No, it’s
Happiness Bear!” Whatever, whatever. I don’t remember… once upon a time, I knew
the names of the Care Bears. Like, I said Heart Bear and it was Tenderheart
Bear or whatever. And she cried.
And the point was, it was really upsetting to her. It was
really upsetting to her that I didn’t know the Care Bear name. And the point
was, did it matter? To her it mattered. Like, the details matter. Because you
can’t judge things based on what you think about them, you have to judge them
about the person you’re dealing with. So for that little kid, that mattered. I
had to learn the Care Bear names, because it mattered to the kids I was dealing
with. They cared. And if they cared, I had to care. Because my job was keeping
the kids happy. And if by calling the Care Bear by the wrong name, I made them
unhappy, well then I was failing at my job, so I needed to care about these
little tiny details.
The same is true in your game and your art, whatever, that
you have to care about little tiny details, because your audience will care.
And there’s no such thing as an insignificant detail. One of the things in
writing class they teach you is research. That the second you do one thing that
reads wrong to your audience, they’re pulled out of your story. That’s why you
have to be very careful about making sure that if you’re in a place you don’t
know, that you study it. If you’re dealing with something you don’t know, you
study it. Talk to people that experienced that thing. Because if it reads
false, even if one thing reads false, you throw your audience and they’re out.
And so one of the things today that—I mean, when I say
aesthetics matter, I mean you need to understand how your audience is going to
perceive things, what matters to them, what feels right about them, and be on
that. I mean, today I’m talking perception. All my lessons will see, start
blending together, but today what I’m saying is, I mean, last time I was
talking human behavior, now I’m talking human perception.
There is a way that humans in general will perceive things.
There just is. And one of the things that’s important, if you’re somebody who’s
going to try to generate responses out of an audience, you’ve got to understand
how the audience works. You’ve got to understand how the audience thinks and
feels. Why we do playtesting, it’s why market research is important, it’s why
talking with your audience is important. That you need to understand the impact
of what you have.
Now, once again, I’m not saying that Griselbrand is like
some major failure to the point of—I wish we had changed it, hey, the card was
still fun, people still played with it, it’s not like you miss one small piece
it’s forever damning your game. But it matters. It’s important. And I
really—today’s lesson is to say to you, it is so easy to just brush it off.
Because it’s like, ehh, what does it really matter?
But the thing that I’ve learned time and time again, working
in the job I have, is not everybody cares about everything. But everybody cares
about something. I have a lesson coming up that will get more into that detail,
but… When you are putting something together, it is not the component pieces.
It’s the sum of the pieces. It’s what happens when you put them all together.
And that you can’t think of your cards in Magic
or think of your components or whatever as just all whatever. Just willy nilly
pieces. You’ve got think of it has how it fits in the cohesive whole, and how
your audience is going to perceive that cohesive whole.
Because remember, anything you do that distracts your
audience, that makes them focus on what you’re not—want them to focus on,
you’ve made a mistake. I will say this time and time again. It is your job as
the creator, as the game designer, to understand where you want the focus of
your audience, and make sure that the focus is there.
Today’s lesson is, don’t pull focus. Aesthetics matter. You
have to understand where and why and how your audience will evaluate something.
How they will perceive something. So aesthetics matter because—in a lot of ways
I’m talking about what happens when you don’t follow aesthetics. But really the
lesson is not—I mean, one of the lessons is follow aesthetics. Another lesson
is understand aesthetics. They matter. You know what I’m saying?
That another part of this lesson is, if you want to do a
job, there’s certain skills you have to learn. Well, one of the skills to be a
game designer is you have to understand psychology. You have to understand
people. You have to understand how people function. That if you are trying to
make people happy, if the measurement of your goal has to do with emotional
responses of your audience, well you better understand what goes into their
emotional responses. Why do people like things and not like things?
And today’s thing is just saying, look. One of the things
you have to understand is, how something is presented, how something is
perceived, affects the emotional state of the audience. That if you’re taking a
picture and there’s something in the picture that’s really bright red in the
wrong part of the picture, that’s going to affect your picture. If you’re
writing a novel and you name your character the wrong name, a name that doesn’t
kind of match up with the feel who the character is, that’s gonna throw your
audience. You know. If you’re a camp counselor and your little kid has a Care
Bear on his shirt, and you call it by the wrong name, it’s going to have an
impact.
That those things matter. The details matter, the aesthetics
matter. You have to understand how people perceive things, why people perceive
things, and then make sure you’re addressing that in the thing you’re creating.
There’s a lot of—like I said, and you’ll see, this lesson
blends into a lot of other lessons. We’ll get there. But I can’t—I mean, I’m almost
to work, but my big takeaway is, saying aesthetics matter means a bunch of
different things. It means you need to spend some time and energy understanding
what aesthetics are. You need to spend time and energy understanding what the
aesthetics are for your game, for what you’re doing. Like, I also work on a
game where we keep putting out more things, so over time there’s certain
things, there’s patterns I create, that I have to understand those.
That I have to know, for example, have we made a card before
that when I make a second card, it’s a pattern and I’ve started a pattern? I
have to be aware of that. Am I doing something where I’m making a reference to
another card, and so people will think of this card in context of that
reference? I need to understand that
Now once again, the thing about Magic is, it’s not a solitaire endeavor. I’m not the only person
that makes the game. The whole team makes the game. It’s not important that I
understand this, it’s important the whole team understands it.
For example, the creative team needs to understand when they’re
making references that reference other things. Because the audience, not all
the audience, but some of the audience will get the references. And that’s
important. And that’s why we spend a lot of time and energy not just—I mean, I
focus more on the rules mechanics, the rules, because that’s what my team does.
But the art matters. The name matters. The flavor text matters. Every little
component about the card matters. Because how the audience is going to perceive
it is taking it all in at once.
You know, one of the things when I was doing the Un-sets,
that I spent a lot of time and energy on was at the end, coming back and
looking at it all together, so we could tweak things, because one of the big
things about comedy has to do with sort of presentation. We actually made a
Simpsons trading card game, and my one contribution to the Simpsons trading
card game is there were attributes on the card, that I went through and I
organized the attributes in the funniest order.
And the reason is, they’re just—I studied comedy, there’s
beats, that there’s just—certain things are funnier, and I wanted the game to
be funny. It was an IP that’s supposed to be funny. So I was trying to match
the aesthetics of the game we were doing.
That is important. Just understand what your game is,
understand what your game is trying to do, and be aware of how your audience is
going to perceive it. How, why, where—be aware of all those components.
Aesthetics really, really, really matter.
Okay, guys. I am now sitting in my parking space, so we all
know what that means. It means this is the end of my drive to work, so instead
of making Magic—no, instead of
talking Magic—I’m going to mess up
on my ending today. Let’s try this one more time. So I’m in my parking space,
we all know what that means, this is (???) the end of my drive to work. So
instead of talking Magic, it’s time
for me to be making Magic. I’ll see
you guys next time.
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