I’m pulling out of the parking lot! We all know what that
means! It’s time for another Drive to Work. I dropped my daughter off to camp
again.
Okay. So today is another in my series, Twenty Lessons,
Twenty Podcasts. Where I’m talking about the twenty lessons I learned over
twenty years of designing Magic that
I gave in my GDC speech.
So so far, I’ve talked about how fighting against human nature is a losing battle, how aesthetics matter, how resonance is important,
how to make use of piggybacking, and how to not confuse interesting with fun.
Today is all about understanding what emotions your game is trying to evoke.
And so I’m going to talk about emotions today and emotional
responses. I have all sorts of stuff to say. Luckily, I have a whole car ride
to say them in. Okay, so. Let’s start with my example. So each one of these I
start with my example, and then I sort of get into the lesson as a whole.
Okay. So first, okay. Oops, sorry. Gotta avoid hitting other
cars. That’s my—once again, number one rule here on Drive to Work is drive
safely to work. Okay. So let me talk about my example. So my example was Innistrad.
Okay. So when I sat down to make Innistrad, Magic had
done top-down design before, Richard Garfield had done Arabian Nights, Brian Tinsman had done Champions of Kamigawa. We definitely had done a few sets where we
sort of started with flavor and designed to match the flavor. But I had never
done that. So my first chance doing that was Innistrad.
So, Innistrad
started simply enough, saying, okay, we’re going to do horror. Gothic horror,
specifically, but we’re going to have a world which plays into the genre of
horror. And so what I wanted to do was figure out, what would people expect?
And so I figured out, like, oh, we want to have monsters,
and what are the tropes we wanted. But one of the things I really needed to
figure out was, what was going to tie it all together? What was going to make Innistrad design sing?
And the thing that I finally realized—because what I did is,
I went back and looked at the film. Because obviously, you know, whenever
you’re trying to do a genre, you’re looking at the things that most define it.
So yes, there’s horror stories in books and TV, but films really are the place
where the most definitive thing happen. So I said, okay. Well, what happens in
the films?
And one of the questions I asked is, how do the films make
you feel? And that was really important. Because what I realized was, is I was
trying to capture the feel of a horror movie. And what is that? Well, it’s
trying to scare you. It’s fear. It’s trying to make you feel unease, trying to
make you feel nervous and afraid. It’s scaring you.
So I said, okay, well what do I need to do to scare people?
I want to scare the audience. Magic traditionally
doesn’t necessarily create a sense of tension. It can, but it’s not the default
for Magic. But could I do that?
I realized what I needed to do was, I needed to figure out a
way to sort of create suspenseful moments in Magic. Okay, well one of the ways to do that is, what if you know
something bad is coming and you’re waiting for it to come?
Like, one of the things—Alfred Hitchcock talked
about the difference between surprise and suspense. And he says, surprise is
two men are in a bar—sorry, in a coffeehouse or something having tea, having
coffee, and a bomb explodes. That’s surprise. Suspense is, two men are in a
coffeehouse having coffee, and you see a bomb under their table slowly ticking
down. And you cut between them having their conversation and the bomb ticking.
That is suspense. Because you don’t know when the bomb’s
going to go off. If the bomb just explodes, okay, you’re surprised. But when
you know it’s coming, but don’t know when, or don’t know whether—will the men
finish their conversation before the bomb goes off? You’ve created suspense.
So one of the things that was interesting is, when you
played the human side of werewolves, the human sides aren’t the scary part. The
human sides, eh, they’re okay, but they’re not particularly scary. The werewolf
side is what’s scary.
And the key to this, the reason this gets to today’s lesson
is that one of the things I think when people make games is, that they very
much think about—like I said, I talked about last time, interesting vs. fun. I
think people think a lot more about intellectual stimulation than they do about
emotional stimulation. But in the end, when you try to figure out whether or
not someone had a good game, people tend to talk in terms of fun. It was fun.
Now that’s not to say that you can’t get intellectual fun,
but most of the time what fun means is, there was an emotional response. Fun
is, I enjoyed myself, or I felt and experienced something that was enjoyable.
And so one of the big things I’ve learned is, understanding what emotion you’re
trying to evoke in your game is crucial, because a lot of creating the
experience you want to create, making a game that is memorable for the person
who plays it, has to do with are you creating the proper sort of emotional
stimuli. Are you making them feel something?
But in the end—like, so, I’ve talked about this many times,
but apropos for today, is one of my themes as a writer—I’ve talked about this,
how I took this class and the teacher wanted you to—the teacher explained that
all writers have a theme. And if you read (???), you’ll realize that there’s
some inherent theme to their work. And since all writers have a theme and
you’re a writer, what is your theme?
And the theme of my writing that I found out is, I love this
idea that people want to think of themselves as intellectual creatures. But in
the end, we make all our major decisions on emotions, not on intellect. That,
you know—I know we like to think that we think things through. But in the end,
it’s our gut and our emotions that tend to drive our actual decision-making.
And so, it’s important when you get to games, you think
about games, that you want to realize that. That what’s going to make somebody
appreciate your game or love your game or play your game—the test I always talk
about is, you play your game once. And we always ask, whenever we do focus
testing, we always ask people, would you play this again? Would you want to
play it again?
And if they say no, your game is in trouble. If they say
yes, it doesn’t inherently mean you’ve got a hit on your hands, but it means you’re
going in the right direction. That you want to create a play experience where
the end of the play experience, that the player goes, I had a good time. I want
to experience that again. That was fun.
Usually (???) very successful, one of the questions we will
ask is, first we say would you play it again, we ask if you would recommend it
to somebody else, and we also ask them—normally when you do focus testing, you
get paid. That’s normally what happens. We get people in. And one of the
questions we ask sometimes, if you say to them, would you be willing to give up
some of your money and in its place, get a copy of the game?
So that’s one of the best questions, because it’s like,
would you actually purchase this game? Because if people do not like the game,
they will not purchase the game. If I say to you, do you want to give some
money, have this game? They have to really enjoy it to go, yes, I would.
And so one of the things you want—when you’re making a game, you want your audience to be invested
in it. And be invested, that means having an emotional response. So when you
sort (???) back, what that means for you the game [designer] is, what are you
trying to make your player feel? That’s a very important question, that a lot
of players, or a lot of designers I don’t think think about. Or not think about
enough. What are you trying to make your players feel?
Now, here’s the important thing to understand. It is not—you
want them to feel something. It doesn’t—a lot of times people think that in
order for someone to enjoy something, you have to make them feel only positive
emotions. And that is not the case. One of the things is, people do enjoy
experiencing different emotions as long as it’s in a safe place.
What I mean by that is, one of the reasons that games and
movies and stuff are—for example, being afraid is generally not a positive
experience. So why then do people go see horror movies? You know. Sour food in
general is not particularly a great sensation, but why do people like to taste
sour candies? There are things people do that like, in a vacuum, like why would
people like that? So I’m going to talk about a play I did to explain an
important lesson I learned.
So in college, I wrote a play called Leggo My Ego. And the premise of the play was, the main character
is trying to make a big decision. But rather than see the character, we go
inside his head, and the whole play is his emotions arguing about this
decision.
And in it I had a lot of mix of characters. So there were
thirteen characters in the play, let’s see if I can remember them all. So therewas the Ego who ran the meeting, there was the Id and the Superego whorepresented the two sides, and then there was, let’s see. There was Love, there
was Lust, there was Curiosity, there was Bitterness, there was Guilt, there was
Curiosity, there was Depression, there was… Rationalization crashed the
meeting, not actually an emotion, but she crashes the meeting. And there was…
(???) else, there was thirteen characters. No. There was eleven characters. So.
Anyway, and the idea was, they were all arguing about
different facets of it. And so I was really trying to hit different qualities.
To try to—oh there was Paranoia, was also an emotion. So one of the things
that’s interesting when I did the play was, I knew for example that I could
make love a fun character. But bitterness. Would people like Bitterness? Or
Depression? Or Paranoia? Like, some of these were very negative emotions.
And so one of the things I experimented with was how funny did
I want them to be? How enjoyable of characters? And the lesson I learned is,
what made Depression fun for people was how depressing Depression was. What
made Bitterness fun was how bitter Bitterness was. And what I found was, if you
took Depression’s lines in a vacuum, they were just nothing but depression.
They were depressing. Because all did was say depressing things.
But what made it fun for the audience—and the audience
really got attracted to a lot of the more negative emotions, and the reason was,
what was fun was, that no matter what the situation was, [Depression] found a
way to make it depressing. That any topic could be depressing. Or Paranoia
could be afraid of it. Or Bitterness could be bitter about it. That the fun of
the characters was as long as they experienced that emotion purely, you know,
that I had to make sure that Depression was depressing. If Depression was
depressing, Depression was very funny, because it was fun to watch how
depressing Depression was.
Which was a little at the time it—I assumed the more
positive emotions would be more well-recepted, and the negative emotions would
not. But what I found was, the negative emotions, people really got into.
Because when you’re in the safety of something, when you’re in a play or you’re
in a game, that—or a movie, you know, it’s—you know you’re in a safe space.
Like, actually being afraid is not fun, but being afraid where you know, hey
it’s just make-believe on a screen, is fun. Because the emotional rush is
exciting.
And so that—one of the things I say to people is, you need
to create an emotional connection with your audience. But that emotion that
you’re stimulating doesn’t necessarily need to be a positive emotion. It
doesn’t need to be happiness. You know. What you want to do is you want to
really evoke something.
And I’ve seen games—you can make people sad, you can
make people afraid, make people guilty. You can make them—you can make them
all—you can make them angry. You can do all sorts of things. But as long as the
game is sort of presenting and people get to see the purity of what they’re
doing, people can be very excited by it. And that your game does not need to
be, oh I’ve just made them happy.
But once again, they have to understand the context of the
emotion you’re doing. Take Innistrad
as my example. I was trying to make them afraid, not because inherently being
afraid is fun, but I was trying to have you experience something, and the thing
that you experience, you associate with those emotions. So if I’m going to have
you play with monsters, and you know, vampires, and zombies and werewolves, and
I’m going to hit all the tropes of horror movies and such, well I want you to
sort of have the correlating emotion to go along with that.
And what happened was, people really enjoyed that. They
enjoyed the sensation. Now, one of the things I’ve learned is when designing a
game, is I want to each year make different emotions. One of the fun things
about Magic, the reason Magic has lasted so long is, you know,
each Magic expansion is kind of like
a new game. It uses the same rule sets as the old game, so it’s easy to learn,
because you already know the basics of the game, but essentially we keep making
new games.
It’s the way I think of it. It’s like, I’m a game designer,
and I make lots of games. They just happen to share a rule set so they’re easy
to learn. So that once you know how to play one version of the game, you can
easily play the other version of the game. But what I am trying to do, what
emotion I’m trying to evoke in one set is very different.
Okay. So let’s contrast. I was doing Theros a couple years later. So Theros
was a Greek mythology-inspired set. Where I was trying to tap into Greek
mythology. So the interesting question I had there is, okay, well what emotion
am I trying to evoke out of my players?
Innistrad was a
little easier. I was doing the horror genre. That’s about fear. Very clearly.
That’s not a giant surprise. It’s about fear. So the question was, okay, Greek
mythology, that’s not about fear, what is it about?
So I spent a lot of time and energy reading Greek mythology
stories. You know, I watched a few movies, thought about what exactly was I
trying to do? And what I eventually realized was that if I could get people to
think in a certain way, I had to match what kind of feelings were you trying to
have. What was the general feeling?
And what I realized was, the stories I was trying to tell,
the heroic—the myth of the epic hero, that’s kind of the core of a Greek
mythology story, is somebody goes on a quest, and, you know, meets with the
gods and has to do mighty things to prove that they’re a hero. What kind of
story was I telling?
And what I realized was, the stories were all about growth.
That a character would go on a journey, and they would become a hero. Monsters
would grow. You know. That there was all this idea that, you know, the gods
sort of were trying to get people to—you know, wanted devotion from the
followers and that would grow.
What I realized was I was making a game that was all about
sort of the excitement of growth. Of, that things were getting better. And that
there was this accomplishment. So I really said, oh. Well, this one’s a more
positive one. It’s about building something. It’s about creating a sense of
accomplishment. Of working up and making something.
But in each case, I was going a certain direction, and so
one of the things to realize is, you want to match up your—what your game is
doing with what your emotion is doing. That’s my (???) is that it’s not enough
for your cards to hint toward the emotion, you need the gameplay itself to
create that sense of emotion.
Now. The big lesson today is not that you need to have a
specific emotion. The thing today is… sorry. A little traffic there. The thing
today is to learn--to figure out what emotion your game is doing. What are you
after? What are you trying to evoke? If you can figure out what you’re trying
to evoke, then you can work at figuring out how to create that emotion. Once
again, that there’s an important tie between, if you want your players to feel
something, you have to give them the gameplay that encourage this type of
feeling.
So whatever your emotion is. Let’s say for example you want
to make them mad. Well, what are they doing in the game that will make them
mad? If you want to make them excited, what in the game will make them excited?
Now, that’s not to say that you can’t create multiple
emotions in your game. But you do need to have a focus. You do need to know,
overall, what you’re trying to do. Now, your game could shift gears. Your games
could sort of go for one emotion, change to a different. Like, one of the
things that’s possible is—and the more you control your narrative, the more you
control, like, one of the things about Magic
is, we don’t have a lot of control in what our players are going to do in the
sense that they could—there’s a lot of self-controlled what they’re doing. They
get to pick the pieces.
And so, in Magic,
we have to be much more focused, because we have to have all the things going
in the same direction, because if we want people to experience something, if
some of the set is one thing and some other, then well, maybe they do
something, maybe they do the other, it’s hard to have a consistency.
So Magic is kind
of unique—well, not unique. But Magic
requires a little more direct focus than some other games. Now if your game has
sort of a narrative quality where like you’re following the story along, well
it’s okay, then you can have exciting moments and scary moments. You can change
things up a little bit. But that’s more important where you control the
narrative and the mechanics, so at any one moment you could have that
experience.
But the thing to remember is, as people are building—as
you’re designing your game is, you want to understand what the end state
emotion is. What are you trying to create? And to think about, [are] your mechanics
evoking that? Are your mechanics creating the sense that you want?
And that one of the things that’s good about playtesting is,
once you understand—and be aware, it’s not that you’re going to start your game
knowing exactly what you’re trying to do. Innistrad,
I had a general sense because I was doing something top-down. Like I was trying
to capture a certain genre, and that genre, okay, it’s associated with a very
specific emotion.
But I do other sets that are a little more complex. You
know, like Greek mythology, Theros,
for example, well, Greek mythology’s not as clearly, clearly connected to an
emotion. Although I could find emotions once I understood the stories.
But, let’s say I’m doing something else. Like, you know,
last year I designed Battle for Zendikar.
That was a two-sided conflict. And I was playing in interesting trope
space. Like, one of the things there was, I was trying to get you to—the battle
was what we—once again, I was trying to play into trope space.
And the trope space there was the idea of rebels vs. the
establishment. Rebels vs. the Empire. And that one side is established
and has all the dominance, and the other side, you know, is a ragtag bunch
that’s in trouble, that they—like sort of on paper they shouldn’t win because
they’re outnumbered, but they care more. You know, they’re the plucky rebels.
And so there’s a sense of, the emotion I was playing in
there was the idea of, okay, what emotions are we playing into? You see Star Wars and you see the Rebels
fighting against the Empire. What’s going on there? And the idea there is this
righteousness of, you know, we have to do the right thing, like we have the
right cause. You know. And that there’s something fun there, the idea of, you
know, fighting to protect what is yours. And so we really played around there with
Battle for Zendikar.
You know, before that we did Khans of Tarkir, and Khans of
Tarkir was this warlord world. This sort of Asian-inspired world of war.
And we definitely wanted to create this sense of conflict and I had different
factions, and—another thing, for example, like Ravnica and Tarkir are
factions, one of the things I also try to do is, not only was there a tone for
the whole set, like clearly it was a war-torn world in Tarkir.
I wanted to create a sense of people were fighting and just
like, you know, it was a ruthless world. It’s one of the reasons the main
character chooses to try to change the world. Well, you want to create a world
that felt really ruthless, and so I centered my mechanics in combat so that
there’s a lot of fighting going on. You felt like you’re constantly fighting.
Then what I did is for each of the factions, I tried to give
them a different sense. We gave a word to each of the factions of the thing
they were fighting for. So like the Jeskai were all about cunning, and Temur
were about savagery. And part of that also is to give a sense of what you were
trying to achieve. What you wanted.
And that’s—let me give you a little bit for today. Let me
talk a little bit about why emotions matter. Why do you care that your audience
feels something? Why can’t your audience just think? You know, like, obviously
games are mental exercises. And there’s a lot of mental challenging going on.
Why is the emotion part—can’t I just mentally challenge them? Can’t I just test
their skills? Why do I need the emotion? Why does that matter?
And the answer is that the way humans experience things is,
they sort of judge based on the impact on them. That when I—when you talk to
every person and say how was your day, you don’t tend to get a neutral state of
the state of the day. What you tend to get is how the day impacted on them.
Now, different people will look at it differently. You know,
some people are more about how it made them think and some how it made them
feel. But in the end, it is very much about how did it impact you.
And when you’re making your game, you want to think about
that, which is your players have a lifetime of experience. And what you want to
do when you play the game is you want to tap into things that they already
have. I talked about this in piggybacking, I talked about this in
resonance. That your goal when you make a game is not to start from
scratch. It is not to say, I have a blank piece of paper, and you know, my
player is a blank piece of paper that I can then do whatever I want to.
No, they’re people that come with lots of baggage, if you
will. They’re pre-loaded, I said in my talk. And so one of the things you want
to think about is, okay. I’m trying to evoke a response out of them. How do I
do that? And my answer essentially today is, their emotions are the most universal
and powerful thing that are going on.
That if I really want somebody to sort of have a strong
feeling, well, emotions are the place that allow me to do that. That emotions
are very potent. But, but, and this is the important thing. Emotions are pretty
universal. That what is sad is pretty universally sad. I’m not saying it’s 100%
crossover.
But if my goal, like you know obviously my background is
writing. If I want to write a sad story, I can write something that people will
find sad. There’s just universal sadnesses if you will. And there’s things that
will make people angry that’s pretty universal. Things that make people scared
and it’s pretty universal. That one of the things about emotions is, not only
does everybody feel them, not only is it something that everybody can connect
to, but it’s something that everybody can connect to together.
And so one of the reasons that—because when you’re playing a
game, remember, I mean there’s solitaire games, but most games are not
solitaire, most games you’re playing with other people. So part of trying to
understand if someone’s going to enjoy your game is not just that they enjoy
the game in a vacuum, but do they enjoy the experience playing with other
people?
So this is important. That when you are interacting with
other people, the interaction with the other people has a big role to define
how they feel about something. And so what you want to do is you want to make
sure that those other people are—one of the things that’s very important about
gaming in general is you create bonds between people. That doesn’t happen
necessarily—like, you the game maker, can help work toward that. You the game
maker have some way to input how much interaction players have. And one of the
big ways to do that is, are you finding universal truths that people can
connect with?
Now, we talked about resonance earlier. And resonance is one
of those ways. That one of the things that helps when we do Innistrad is, zombies mean something.
That people have seen zombie movies and TV shows and zombie comics and zombie
books. Like, zombies have an emotional meaning, and so when people see zombies,
they have a certain feel. And other people can have those feel. And then you
sort of create bonding moments because people can sort of share on that. That’s
why resonance is important.
But emotions are, I would argue, even more important than
resonance. Yes, a lot of people see monster movies. Yes, a lot of people, zombies
mean something to them. And that’s important and obviously, one of my big
lessons is all the resonance. But today I’m saying a slightly different thing.
Which is, if you can get your audience not just to feel things, but feel the
same things with one another, that is super potent. That if you can get your
audience to be afraid, but not just afraid alone, afraid with other people,
then you create bonding moments.
That one of the things that most—so, a little psychology for
you guys. One of the things that most bonds people together is when you have
shared experiences. That for example, they talk about how one of the most
bonding things is war. It’s fighting together in a war. Because you are feeling
really strong, intense emotion, and the same emotions at the same time, and
you’re doing it together. That a lot of bonding is shared emotional
experiences. This is really crucial. If bonding comes through shared emotional
experiences, then having a universal emotional experience is key to helping
people bond through your game.
And I can’t stress enough that at the end of your game—like
one of the things that’s interesting is, I’ve talked about how when I was in
college I had a group of friends, and we played all the games we owned, and
then we would eventually sort of go out to the game store and buy a game and
bring it home. And one of the things that was very interesting is, at the end
after college was over, we had all these games that we as a group had bought.
So we divvied them up and we gave them to people.
So there’s this one game that we played, and it was a game
that involved, like, you saw ink blots, and then you would write what you
thought they looked like. And then people would try to guess who said what. But
what happened was, the game for us became
this game where we were just entertaining each other. That part of the fun of
this game was, we were trying to make each other laugh. And so you would try to
see things that you could get other to see, but go, ooh, they had—other people
wouldn’t think of it that way, but you were trying to really get it—so what
happened was, you would see these inkblots, and you would try to get people to
see things that you could see that were funny. And we would laugh and laugh and
laugh, and you know, it was really—we really enjoyed the game.
And then, what happened was, we divvied up the games, it was
one of the games I got, and then I tried to play with a different group. And
they didn’t understand—like the game, my game group had sort of said, you know
what? This game isn’t—we want to make this game fun. What do we need to do? And
we sort of came up with something. And the group made the game fun. The game
was not inherently fun. A lot of the silliness that we put into it wasn’t
inherent in the game. The game didn’t require you to be silly.
So what happened was, you know, when I took this game to
other people, because the game itself wasn’t inherently silly, the game group
had made it silly because the base game wasn’t that compelling for us, what
happened was, what I realized was, I had not realized that the group had made
the game fun. The game hadn’t made the game fun. And I played the game with
other players, it just wasn’t fun. And I had this weird moment where like, oh,
this is such a fun game, what happened, why isn’t this game fun?
And what I realized was, a good gaming group will find ways
to make games fun, even games that aren’t inherently all that fun. And that one
of the things when you’re a game designer that you want to do is you don’t want
to leave it up to the group to make it fun. You want to make it fun. You want
to make the game inherently fun. And what that means is, if somebody plays with
one group, and then goes and plays with a different group, it’s still fun.
Because it’s not the group that makes it fun, it’s the game itself.
For example, my little inkblot game I was talking about, if
the game had kind of encouraged silliness and encouraged the kind of things we
were doing that we enjoyed—but it didn’t. You know. It just said, so, what do
you see? Is it a dog? You know. And we were getting a lot sillier with it. But
when other people sort of saw the inherent game, they just did what the game
told them to.
And that’s another thing. This is a theme you’re going to
hear a lot from these talks, is don’t blame your player for doing what the game
tells them to do. That when someone sits down to play a game, the assumption
is, the person who made this game knows what they’re doing. Okay, I’ll do what
you tell me to. And there’s a trust. There’s an inherent trust between the game
designer and the game player, that if the game player does what the game
designer tells them to do, it’ll be a fun experience.
And if there’s not, if there’s not a fun experience, then
guess what. The game player blames the game designer. And guess what? They’re
right! It is your job as a game designer to make a game that unto itself
creates a fun experience.
And today—I mean I’ll get into other things as we go along in
these talks, but today it’s all about, look. You want to create an emotional
bond between your audience and the game, you want to create an emotional bond
between your players and other players. You want to create a fun experience, a
fun bonding experience. Assuming it’s a two-player game or more. Still want to
make a fun experience in single-player but (???) bonding in single-player.
And so the idea is that if you are consistent, if you
understand what emotion you’re trying to get, what emotion you’re trying to
have people share, if you’re consistent in that, that increases your chances of
the individual having fun, and of the group having fun. And of the group
bonding over the game.
Because one of the big things about any game is, there is a
group dynamic that goes on in games that I guess is important to understand.
That the group will only play something that the whole group wants to play.
Now, here’s how that dynamic works. Games fall into three
categories. There’s positive association, there’s neutral association, there’s
negative association. If a game is positive for everybody, you know, it’s easy
for people to pick and play it. Everybody’s like, I like that game, that’s fun.
Boom. You get everyone to play it.
If some people are neutral and some are positive, you still
can get it, the neutral people aren’t going to push for it, but if there’s
enough positive people the neutral people will go along. It’s not a game that
necessarily they would promote unto themselves, but they’ve played it, it’s
fun, they’re willing to play it.
But then you get to the negative experience. And the
negative experience says, I didn’t enjoy that game. I don’t want to play that
game. And unless you have an overwhelming number of positive, a single negative
will drive the experience from happening.
What that means is, let’s play a game. Let’s say there’s
five people want to play a game. If one of those people thinks negatively about
your game, you are in trouble. Now, maybe maybe maybe the other four are really
positive about it, and maybe they override the negative, you know. It’s not
impossible. But just having a single negative makes it so there’s a good chance
of going somewhere else.
That one of the things when people are picking games, is
what veto power. Which is, it’s not that people let other people dictate
necessarily what you do play, but they do give people power to sort of steer
away from things. “What should we play?” “How about this?” “Ehh, I don’t want
to play that.” You know.
Like there’s a game we play, R&D used to play quite a
bit, when you go to lunch. And then the lunch game works as follows. Somebody
makes a suggestion where to go. Anybody else can veto that suggestion, but if
they veto that suggestion, they’re forced to come up with an alternate
suggestion. And it’s something they’re willing to do. So it’s like, “Do you
want to get pizza?” “No. How about sandwiches?” And then anybody else can veto
that idea, but they must always create an alternate. And the idea is, it
provides a sense where, people then have a choice of accept or veto.
And I think the way people play games is kind of similar.
“What game do you want to play?” Well, somebody will suggest a game. And then
other people kind of go, no, I don’t want to do that, and then they tend to
offer up other games. So like, “I don’t want to play that game, how about this
game?”
And so the reason that the emotional thing’s also important
is, not only will it make people more likely who have played your game the
first time to play a second time, but it makes it more likely that when in a
group dynamic they can play it. And that is very important. So. The—lots of
(???) components here. I’m not too far from work.
So let me wrap this up a little bit. So the dynamic today
that I’m talking about is, making sure when you make your game, you
understand—underlying, what it is you’re trying to get people to do. So
question number one I would ask yourself when making your game, what emotional
output am I trying to get? What response am I trying to get out of my players?
And I’d say when you’re designing it for the first time, try
a singular emotion. I do believe on more complex games, especially controlling
the narrative, you can change the emotion, but I think when you’re starting
out, figure out the one emotion you’re trying to get. What’s the key
experience? What’s the key emotional experience?
Number two, then say, okay. If I’m trying to create this
response, what are my mechanics? Are my mechanics doing that? Like, when I was
on Innistrad and I was trying to
create a sense of suspense, are my mechanics creating suspense? When I play
this mechanic, is there a suspenseful moment? And if there is not, I do one of
two things. I have to rethink what emotion I’m creating, or I have to rethink
my mechanics. But your key mechanics have to be pushing toward the emotion you’re
trying to get. If they’re not, then that’s not the thing you’re trying to do.
If the main thrust of your game is not doing what you’re saying—you know, not
creating the response you want, well then it’s not succeeding.
Now. Once again. Sometimes it’s very clear what emotion
you’re doing, sometimes it takes a while to figure it out. But it’s an
important thing to understand. That when people play your game, what are you
trying to get them to experience? And it needs to be a little more than “I want
them to have fun.” That’s the easy fallback. “I want them to have fun.” Well,
how? Why? What are they doing? What—you know.
So be aware of what emotion you’re trying to do. Number two
is make sure you have the emotions that reinforce it. That your emotions play
up the things you’re trying to do. Because if you don’t, if you’re like, “I
want people to feel mad,” but my mechanics are all about feeling happy, well
then I’m not going to create the effect I want. So you have to walk through it
and understand that.
Number three is to understand that you don’t necessarily
need positive emotions. And I’ll stress this again, my sort of Leggo My Ego
lesson, which is, people can really positively respond to negative emotions.
But they need to be in the context of what that is. And remember, games can
have a safe space where people like—okay, it’s not real life. That if I
experience something, much like watching a movie, there’s some distance because
I know I’m experiencing—like, in role-playing, in games in which you’re sort of
taking on characters or something, one of the things that’s fun is experiencing
things that in real life would be upsetting, but in a context that I know
they’re not real—art. And that’s another place where emotions can really shine,
is where you let people sort of feel darker emotions.
And I know there’s a resistance. One of the things people
seem real afraid of is, I have to make people smile. I have to make people
laugh. I have to make people have fun. And it’s all about like, happiness. I
must create happiness. And the thing I’ll say to you is, there’s a lot of—like,
Innistrad being the example of the
day, there’s nothing about being scared that is inherently happy, but it can be
fun because in the safe space of the game, where like, okay, you know, there’s
not actual zombies about, it’s all in a game, it is fun to run through that and
experience that.
That having emotional—like, people will constantly do
things. Like, people will jump out of airplanes. People will eat crazy sour
things or crazy hot things or, you know, people will do things that in a vacuum
seem, like, why would somebody ever want to do that? Why would you want to jump
out of a plane? But there is an excitement that comes from jumping out of a
plane. There’s a fear that comes from jumping out of a plane. Why would
somebody want to eat the hottest Tabasco sauce they can?
Well, there’s emotions that come with it. There’s
experiences that come with that. And if you can experience some emotion, in a
safe space where you know—like, true fear, where you’re truly in fear of your
life, that’s not fun. No one wants to experience that. But something in which,
you know I’m jumping out of a plane and I have a parachute, and like, okay,
it’s going to be scary, but I honestly feel I’m safe in doing it, you know,
there is a lot of fun there.
And so remember when you create your emotions, understand
what emotions they are. And make sure you look for the universality of your
emotion. That if I’m trying to make people sad, make sure that I’m—one of the
traps you can fall into sometimes is you get a little too nichey in your
emotions.
And make sure that you’re broad, and that if I want—like, a
good example with Innistrad is, I was
trying to create suspense. I didn’t do that one way. I reinforced that multiple
times through the game, not just because
I wanted to have the game feel as suspenseful as possible, but also I
understood that what made one person feel suspenseful was not necessarily what
made somebody else feel suspenseful.
Yeah, there’s some universality to it, I’m not saying that—I
mean, the nice thing about emotions is, there’s some general things you can do
that usually work. But the other thing you want to do is you want to sort of
have a breadth of emotional experience with any emotion you’re trying to do,
because different people will latch onto different things. Like if I’m trying
to get you suspenseful, maybe some people—like for example, the werewolves are
very much “I sit in play.” I sit in play, and you know what’s going to happen,
and you know what the thing’s going to be.
This is a lot like the bomb under, like okay, I know it’s
going to happen, but is it going to happen next turn? The turn after that? I
don’t quite know when it’s going to happen. You know. And maybe for example I
have some instants in my hand, and like okay, I gotta—I gotta hold onto them,
so every time they try to turn the werewolves, I cast a spell to keep it from
happening.
And that one of the things that’s really interesting is that
that was a different experience from something like morbid, where every time
something dies, I have to worry, is something going to happen. That I was
creating suspense in different ways.
And so one of the things is, when you’re trying to create
emotions, make sure you do it in a bunch of different—like, different people
will respond differently, so you want to hit your emotion multiple ways. One,
to make sure it happens, and two, to make sure that it hits people as strong as
they can. Because not everybody is going to experience the emotion. Not
everybody is going to have the same touch point.
And so if I want to create something, yeah there’s
universality to it, I think I can make people feel suspenseful, but it’s
possible that a certain kind of suspense is less suspenseful for Player A than
Player B. And so having a breadth of different things do that. That if I’m
trying to make people sad, I want to hit that in a couple different ways. If I
want to make them angry, I want to hit that in a couple different ways. If I
want to make them suspenseful, or afraid, I want to do that in a couple
different ways. And that makes a breadth of experience, and it ensures that
different people who might connect differently find their way to connect to it.
The final thing, I’m coming up, I’m almost at work, the
final thing to remember is, when you are playtesting your game, watch your
playtesters. That one of the things that’s very interesting is that if you’re
trying to evoke something, the true test if you’re trying to evoke it is, does
that emotion get evoked?
So one of the things that’s—and this is really hard
sometimes when you’re playtesting but it’s important. Shut up. Shut up shut up
shut up. Watch them play. Listen to them play. Do not interact with them. Do
not—I guess there are playtests when you can interact. But in general, you want
to have some playtests where all you’re doing is observing. You’re just seeing
what they do. And a sign that you’re creating the emotion you want is when
you’re playtesting, you actually generate that emotion. Oh, I want people to be
sad. I watch them play the game and go, oh, they’re actually sad, or they’re
actually afraid, or whatever emotion you’re trying to do. Watch them.
That is really important. That it’s not just enough to say “This
is what I want to create,” you have to take steps to do it, and then you have
to check and see, are you doing that? Are people feeling the way you want them
to feel? Are people having the emotional response that you’re trying?
The other final thing I will say is, sometimes what will
happen is you’ll try to create Emotional Response A and get Emotional Response
B. That is not necessarily a bad thing. Just look and watch. Sometimes what
will happen is, you think it will make people feel a certain way, and
universally people feel a different way. Maybe that’s fine. Maybe like, in the
end, that thing’s a good thing that people enjoy how that makes them feel.
Just like anything else, you can aim for one thing and end
up hitting a different thing, but that different thing can be perfectly okay.
Just make sure that when you playtest, it’s—you’re not just playtesting do people
understand the rules, you’re playtesting are they feeling what you wanted them
to feel. And you get that by watching them. You can ask them questions at the
end as well. But really from watching them experience and play.
But anyway, I am now at—ooh, we had lots of traffic today. I
am now in my parking space. So we all know what that means. It means it’s 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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