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. So today is another in my series, Twenty Lessons,
Twenty Podcasts. So at
GDC this year, or last year—actually this year still, I gave a speech talking
about the twenty lessons I learned in my twenty years working on Magic. And I’ve been going through each
lesson as a separate podcast. So today is lesson number ten. Leave room for
players to explore.
Okay. So, for each one of these, I started by giving a Magic explanation. So the story I will
tell is about two cards in Magic. So
one card was called Summoner’s Pact. So Summoner’s Pact was a green
spell that allowed you to go get a green creature out of your deck and put it
onto the battlefield. It was called Summoner’s Pact. And it let you go summon a
creature.
The idea was, I was—the Un-sets,
I do fun things, and I play around with existing keywords. So I made super
haste. And what super haste was, it was a creature that you played—it came into
play the turn before you paid for it. And so the idea was, I got to play it for
free, it had haste, I could attack right away, but on the next turn I had to
pay for it.
And then, in I think it was Fifth Dawn—actually, not even Fifth
Dawn. In Planar Chaos, there was
a designer named Paul. And Paul submitted—based on—what’s it called?
Turbo-Charged Slug? Super-Charged? I’m blanking on the name. Based on that
card, he had made a series of cards that we called Pacts. And we ended up
moving it off to Future Sight from Planar Chaos. It was in Future Sight. Sorry.
And the idea was, there were spells that you get for free,
but you have to pay for it in the future. So a turn from now you had to pay for
them. So the idea of a Summoner’s Pact is, ooh, I get to go get a green
creature, and put it into play. But the downside was—or do I put it in my hand?
[NLH—You put it into your hand.] I
don’t remember exactly. I went and got a green creature. I have to remember
whether it actually went to your hand or not. The important part is, you got to
do it for free, but on your next turn you had to pay the cost of the spell. Or
you lost the game. So you paid for the cost now, go get your green creature,
and next turn I would pay for it. I didn’t have to pay for it this turn. The
turn you cast it, you don’t pay for it.
Now, Summoner’s Pact was made to be sort of a green deck that
allowed you—the cool thing about—it must have gone to your hand, because the
cool thing about it is, I then have my mana free to cast it, because I haven’t
paid for it yet. I’m not paying for it until next turn. So it allows me to go
get a creature and have the mana open to cast the creature. And so the fact that
you didn’t have to pay until next turn was a bonus in this particular case. It
just synergized with what the card was doing.
Hive Mind, meanwhile, was a spell that was all about just
doing wacky things in multiplayer play. You know. It’s like, okay, now you
could abuse it, you could build decks where, you know, you’re going to do
things that might be beneficial for you but not beneficial for other players,
or you could do different kinds of things. Or, it just allowed you to—whenever
other people got beneficial things, you got beneficial things.
But the idea was, each one of these had a very different
goal in what it did. But players found that they put them together—so if you
have Hive Mind in play, so whenever I cast an instant or sorcery, everybody
casts the instant or sorcery, and I cast Summoner’s Pact, well, what happens?
Well, everybody casts Summoner’s Pact. So that means that everybody gets to go
in their deck and get a green creature, which a lot of people don’t have,
because they’re not playing green, and then, on their next turn, if they don’t
pay the cost for Summoner’s Pact, they’re gonna lose the game.
So the idea is, when you combine Hive Mind with Summoner’s
Pact, you allow yourself in a multiplayer game to kill a lot of the players.
Because a lot of players won’t be able to pay for the Summoner’s Pact next
turn. And so we take a card that helps you go get things and a card that does
wacky multiplayer things, and all of a sudden it’s winning the game. That’s not
what either card did.
And one of the points is, one of the things about Magic is that one of the joys is that
we give you a lot of open-ended cards, and you the players can do things that
we never intended. Neither card when it was created, the end result was then
you win the game. That wasn’t the intent when either card got made. But that
doesn’t matter. What matters is, we designed things to be open-ended, and you
know what? You can mix and match those cards. You can put them together. And
you can win the game with it.
And the idea is that one of the things that makes Magic kind of a fun game for people is,
there is so much opportunity for you to find cool things to do. Cool things to
do that the designers didn’t necessarily intend. You know. We didn’t plan that
combo.
Now, we created the individual cards that went into the
combo, so we clearly enabled the combo to happen, but we didn’t specifically
design it. Which gets into today’s lesson, which is allow your players room to
explore.
So part of what that means is that I talked previously about
how you gave your players choices, and how you gave them details. And how you gave them customization. That there’s all these
things you want to do to empower your player. To give things your player thinks
that they want to do. Well, today’s lesson talks about how not only do you have
to do that, not only do you want to give them those things, but talking about
how you give them those things. And so this segues into my explanation.
So in each case I would give a Magic example of how it mattered in Magic, and then I would talk about the reasons behind it. So for
this one, I have to finally talk about my days in Hollywood. So I get teased
all the time. So for those that don’t know this, before I became a Magic designer, I actually worked in
Hollywood. And I was a writer for television. And anyway, my claim to fame—I
mean, I basically spent about six years working in Hollywood, a lot of the time
I was a runner, a production assistant, doing all sorts of odd tasks. I think I
did a podcast on this. [NLH--Please send me a link at @nlh_rt or NLh.Magic at Gmail if you know which one he's referring to.]
But anyway, eventually I actually had my big break, and I
was on the staff of Roseanne. The TV show Roseanne.
I actually do not talk about it as much as people like to think I talk about
it. [NLH—He used to.] But I have a
reputation for dropping that information whenever possible. Actually it’s
relevant here to this story, but I get teased a lot for it.
But anyway, part of my time and when I lived in Los Angeles,
I was a writer, and I was actively pitching stories. So in Hollywood, there’s
something they call “the pitch.” And the idea of the pitch is that you will
have a meeting where you the writer go in with usually other writers, but
people running—I was in television, so a pitch for television is, I get called
in, and I need to pitch to the people ideas for the show that they run.
So in question for this one was, for example the job I got
at Roseanne was, I got—so the way it
works is, there’s staff. People work on staff on TV shows. And so—ideally, the
job you want—I mean, one day you make your own TV show, but the job you want is
to get on a staff of a TV show. It’s a gig, it’s a good-paying gig, and you
work on that show.
But one of the things about it is, well, how do you get your
foot in the door? So the Writers’ Guild, people that oversee writing,
one of the things they said is, every season for a TV show, three of the
episodes must be written by an outsider. And what that means is that they are
required to go outside their normal writing staff for three shows.
By the way, all the stuff I’m talking about is from twenty
years ago, maybe the WGA slightly altered the thing. So take into account that—but I do know that one of the things they do is, in order to allow new
writers to have an opportunity, they require all shows to go outside for three
episodes.
So what happens is, they have you in what’s called the
pitch. And the idea of a pitch is, you’re gonna come in, and you’re going to
explain why—ideas for shows. So like, okay, okay, I’ve got a great idea. What
if… blah-de-blah.
And the pitches vary from place to place. Basically the idea
is, you come in and you give them examples of shows—you come up with shows they
could do, and then you pitch them ideas for shows. And your goal in one of these
meetings is you want them to buy one of your ideas.
So for those that don’t know, a little insight into the TV
biz, the way you make it as a writer, if you’re—let’s say you’re starting out,
and you’re like, I’ve never written before. How do I get my foot in the door?
And the answer is, you write what’s called a spec script, or a speculative
script. Which means you take existing TV shows that already exist, and you
write a sample script for that show.
Normally you write not just one but multiple. So for
example, when I was getting in, this is twenty years ago, my sample scripts,
like I wrote a Murphy Brown script, and I wrote—what else did I write? I wrote—I think I wrote a Doogie Howser script. I don't
know. These are shows from long ago. I wrote a whole bunch of shows. I wrote a Frasier script. I wrote probably
four or five different scripts. And my Murphy
Brown script was probably my best script I wrote. Got me my pitch at Roseanne. They liked my Murphy Brown script and said, oh, we
like this script, hey come pitch us ideas to them.
So the idea is, you walk in and you pitch them ideas for
their show. And what you want to do is sell an idea. They want to go, ooh, we
like that, okay, we’ll play you for that idea. And sometimes they buy the idea,
some of the time, not only do they buy the idea, but they pay for you to write
it. You get paid—if it’s your idea they’ll pay you for it, if you write the
script they also pay you for it. But the ultimate goal when you walk in is to
get them to buy a script.
So this is the lifeblood of—I mean, eventually if you
establish yourself enough and you’ve written enough things, your resume of
writing will help get you jobs. But when you’re first starting out, you haven’t
done anything yet, so these spec scripts are very important.
And, early on there’s a lot of pitching. I did a lot of
pitching in Hollywood. Not only did I pitch to Roseanne, I actually pitched a bunch of times to Star Trek, I pitched to Star Trek: Next Generation , I
pitched to Star Trek: Deep Space Nine. Once again, this was twenty years ago. I pitched a whole bunch of
stuff. I pitched to Married... with Children. These are all old shows because it’s twenty years ago.
I was actually going to pitch to The Simpsons by the way. The week after my Roseanne pitch I was supposed to pitch
to The Simpsons, but my Roseanne pitch went so well I got a job,
that I never ended up pitching to The
Simpsons. Which I always wondered what if, because I like The Simpsons.
Anyway, so pitching is really important. Because it makes or
breaks whether or not you can have a career. So one of the things in Hollywood
that you have to do is you need to learn about pitching. You have to—you go to
classes on pitching. Because pitching is really, really important.
So one of the things that I learned, something they drummed
into you, I mean there’s a lot of different things about pitching. Maybe one
day I’ll do a whole podcast on pitching. Pitching is pretty cool. But I need one
point for today’s lesson. Which is—normally what happens is, you’re going to
describe your show. You’re going to talk about what’s going on. And the same,
by the way, even if you’re doing movies, you come in and you pitch your movie,
like here’s what my movie’s about. A lot of pitching is, I have a story. I want
you to hear my story.
But one of the techniques they teach you in pitching class
is, what you want to do is not tell everything you have. You want to tell just
enough that you then get the people you’re pitching to, to ask you a question.
You want to sort of give just enough of your story that you draw in your
audience and they ask a question. And then you continue saying what you want to
say, but you do it by answering their question.
So why is this important? Well, it comes down a basic
element of the way humans function. Which is that people are more invested in
things that they feel they initiated. So let’s say I have ten minutes of story
tot ell you. And I could for ten minutes tell you the story, but maybe I bore
you, or maybe at some point you’re like, wow, he’s been talking for a long
time. So instead of doing that, I tell you two minutes; worth, but the most
exciting two minutes’ worth, enough to get you to go, ooh, I want to know more. And then you ask me a question. So then I
answer some of that. And then, I get another question.
So there’s a very different dynamic between “I talk to you
for ten minutes,” and “I talk two minutes, you ask a question. I answer, you
ask a question. I answer, you ask a question.” So in both cases I give away the
same information. I have ten minutes of information to give away. In both cases
I spend ten minutes giving the information. The big difference here is that in
the first case, I talked to you for ten minutes. In the second case, I talked
with you. That I was—you are an active part of what I was saying.
And the reason that is so crucial, the reason that’s so
important is that people just have more investment in something they start.
That if I ask a question and now you’re answering my question, well, I’m gonna
listen more. Because you’re answering my question. I asked it.
And so the way this applies to game design is, people are
just more invested in things they initiate. Okay, so you have your details. You
have your choices. You have your customization. Okay. Now let your player
discover it. Let your player find it. Rather than spoon-feeding it to your
player, put it someplace where you think your player will get to it.
Because if your player finds it on their own, if your player
comes across something and they’re the ones that discover the detail, or find
the choice, or create the customization, if they’re the ones that make
decisions to do things, and they feel like they made they decision, they chose
to do it, that is a very different animal from you telling them to do it.
And like I said, once again, a lot of my lessons—in fact,
almost all my lessons essentially are saying, hey. Understand human nature.
Understand how humans work, and understand that what you’re doing with your
game plays into how humans function. You’re not fundamentally going to change
human behavior. You know. Going back to my very first lesson. You’re
not gonna change human behavior. Have human behavior—work with human behavior.
You know.
The way I like to say is, you know, there’s a river. I can
acknowledge that the river has a current and is going in a certain direction,
and work with the current, or I can work against the current. I’m not going to
change the current. The river’s gonna run the way the river’s gonna run. I can
make it easier or harder for myself.
And a lot of today’s lesson is a specific way to make it
easier for yourself, which is, if you can take the elements that you think your
player will like, and design the game such that they get to discover them—so
let’s go back to Magic for a second,
my example earlier on.
One of the things Magic
does really well is, we make a lot of open-ended cards. We make a lot of
things—you know, I’m not saying we never, ever make cards that can go together.
But even if we do make cards that can go together, we don’t tell the players
they go together. We just make things that are synergistic and let the players
discover them. Let the players find them. We just show you cards. We don’t tell
you how the cards get used together.
In fact, it’s funny. Once upon a time we used to write
articles about card combos, and we’ve dialed back on that a little bit, because
what we realized is, we wanted players to find their own combos. We didn’t want
to tell you, hey, Card A and Card B go great together! It’s like, let you find
Card A and Card B and let you discover that Card A and Card B go great
together.
That a lot of what makes Magic tick as a game—now, I mean, once again, Magic has a lot of this. Magic—the
nature of the game is, you take whatever cards you want and build a deck. You
know. We are making you explore. We are making you find your own things because
we don’t tell you what to do.
You know, we give you some restrictions for the
deckbuilding, like okay, well your deck has to have so many cards, and this and
that, and so many copies, and I mean we give you restrictions, but we don’t
tell you what to do. We’re in fact very open-ended. I mean, we create formats,
we create restrictions for you, but hey, you’ve got to figure out what you want
to do.
And so Magic does
this really, really well. Magic is
great with this lesson. If anything, Magic—we
err on the side of making it too hard. There’s too much exploration. One of the
things we found with beginning players is, we start having to do a little more
deck building for people because wow, it’s daunting to go, you can do anything.
You can have everything. And that’s a little daunting.
But one of the neat things about the game is, when you
discover a card or a combo or you find a way to use something, it’s not that we
told you to do that. And in general, one of the things about your game that you
want to do is, figure out what the cool thing about your game is. Figure out—like
I said. You want to work all the stuff we’ve talked in. You want to figure out
what the details are and what the neat choices are and where the customization
is. All that figured out ahead of time. Build it in.
But then, you want to make sure that you are not spoon
feeding your players. You want to make sure that you give the tools there, and
let the players find the things on their own. So let me—I’m gonna—sorry—(???)
hiccups.
I’m gonna talk about this concept and talk about some other
ways, how other fields approach something very similar. And so one of the—I’ve
gotten feedback on these, and one of the things I discover is, I’ve been a
little repetitious in the way that I’ve been presenting these. So what I want
to do now is, I want to talk about the same lesson, but I’m going to talk about
how some other people tackle this lesson in other fields. Just to sort of give
you a vantage point that’s a different kind of vantage point. Hopefully you’ll
like this.
Okay. So first. Let’s talk about puzzle making. So one of
the things that I’ve had my hand in a little bit is I—games and puzzles are
very different animals. Games are all about, you have sort of infinite choices.
That each person’s gonna find their own solution. Where puzzles, in the end, each
player’s gonna find mostly the same solution. There’s an answer to the puzzle.
So puzzles are a little bit different. But there’s a same quality that I want
to talk about.
So, one of the things that you need to do in a puzzle is,
you want your players to crack the puzzle. And this is the interesting thing
about puzzle making is, if nobody ever solves your puzzle, you’ve made a bad
puzzle. But at the same time, if everybody figures your puzzle out right away,
you’ve also made a bad puzzle.
So the key to a good puzzle is, what you want to do is you
want to figure out what is known as a eureka moment. Which is, you
want to find something that’s clever, that’s logical, that’s consistent, and
you want to make sure that you then bury those things within the context of the
puzzle.
For example, let me talk about Magic puzzles. I used to make Magic
puzzles. The way I would build my Magic
puzzles is, I would find some really neat, cool interaction with cards. Usually
what I would do is find a way to use a card that is not the normal way a card
got used. Or find a card combo that’s not normal. And the idea is, part of
solving the puzzle is saying, well wait a minute, I have to use this card in a
way I don’t traditionally use it.
Like a very common thing is, I take a card that said “target
player,” and ninety-nine percent of the time you’re the target player. You use
it on yourself. Aha! But the way to solve this puzzle is realizing that you
have to use it on your opponent. And I’ve set up the situation where you
actually need to use it on your opponent. That’s a common one I would do. Or
vice versa, sometimes you take spells you almost always use on your opponent,
but there’s a reason why in this case you’d want to use it on yourself.
And what a eureka moment is, is you want to find something
where the players have to figure something out that either isn’t how they
normally do it or has to combine things in a way—you’re taking some moment that
the player doesn’t normally do. There’s something about your puzzle where
there’s some element of it that’s a little different.
Because what makes a eureka moment a eureka moment is the
players have to realize—usually what keeps a puzzle, the key to a good puzzle
usually is that the player’s own preconceptions are the thing stopping them.
That the players—when you first look at the puzzle it seems like you can’t
crack it, and what you have to come to realize is, oh wait a minute, I’m making
some assumption that isn’t true. The key to solving the puzzle is making some
leap of logic that I don’t normally make. But something that makes sense. Not
something that’s illogical, but just like, oh, well, I normally do Thing X, but
wait a minute. In this puzzle I don’t.
And the key to a eureka moment in a puzzle is, you want the
player to figure out that something about how they’re approaching it is wrong.
But what you want to do is they figure it out. A lot of times I talk about
finding nooks and crannies in puzzles, which means, imagine for example you’re
trying to find a hidden door or something. If everything’s super smooth, it’s
just frustrating. You want a little nook. So you want something in your puzzle
that gives the players little tiny clues without necessarily giving away the
answer.
Because what makes the puzzle fun and compelling is, you
want the audience to solve your puzzle. You know—if I did a puzzle—I mean,
every once in a while you come across a puzzle where it’s like, I’m just
basically telling you the answer. It’s just—one leads to two leads to three
leads to four leads to five leads to six leads to seven leads to eight leads to
nine leads to ten. Eh, you solved it. Not really compelling. Yeah, you wet
through the motions, but that’s not really a compelling puzzle. What makes for
a compelling puzzle is you the player doing the puzzle, feeling good about
yourself. That you solved something, that you solved it. That you the puzzle
maker figured out a way to do it.
So when you make puzzles, you want to work in that—sometimes
there’s more than one eureka moment. But you want to sort of figure out a way
for the player to earn the puzzle. You can’t just give them the puzzle, the
player has to earn the puzzle. And that’s what I’m trying to say here with the
game, is you want your player to earn the advantage in the game. You know. One
of the things about games that are kind of like puzzles is, you need to figure
out the game when you’re playing a game.
And what you want to do is have cool things to figure out,
but let the player have the opportunity to figure those things out. Let the
player have the opportunity—that in general, people—an awesome moment for
people is when they get to feel good about themselves. That one of the reasons
that people do things is there’s a positive reinforcement internally.
And one of the neat things that games and puzzles both do is
make you feel smart. Make you feel clever. Make you—you know, that you want
those aha moments, that the player goes, aha! I figured something out. I did
it. It wasn’t done for me, it wasn’t handed to me, I had to do it.
What that means is, as a designer, a game designer or a
puzzle designer, you need to give your player the moment, the ability to have
the aha moments. The eureka moments. The moments where they get to feel like
the smart one.
And, you know, one of the things that Magic does really well is we definitely think about combinations.
We definitely think about synergies. We build a lot of synergies in our game.
But then we don’t announce the synergies, we let the players figure out what
the synergies are.
Okay. So let’s talk about a different example. Let’s talk
about being a story writer. Another background of mine. Okay, so when you write
a story, what you want to do is, you want the players to have agency in the
story. What that means is, you want the players to sort of—essentially what’s
going on is, the players once again want to feel smart. So what you want to do
is you want to give them as much information as possible to let the player try
to figure out where and what’s gonna happen in the story.
Now, you get to throw some twists and turns in, but even
when you throw twists and turns in, you always support it. And what that means
is that you always give the players clues of where the story is going. Often
called like foreshadowing and stuff. And the idea is, you give them bits and
pieces—now, a good craftsman will hide the bits and pieces. Meaning when I
foreshadow things, I want to not make you always aware I’m foreshadowing.
A classic thing that happens a lot of times is, in the first
act, they will do something in which they give you a piece of what’s going to
happen in the third act. Like, LethalWeapon’s a good example, where—I forget their names, but the cop
that’s about to retire. [NLHL--Murtaugh.] He is redoing his house. And we swing by his
house in the first act and we see that he’s redoing his house, and you see the
nail gun, and you know, you get the sense of, oh, he’s redoing his house, and
it plays into the theme of he’s about to retire. Look, you know, it’s his glory
days, he’s about to retire, you know, he’ll have more time to work on redoing
his house, and you know, it sort of played into a piece of showing something
about the character.
Now, in the third act there’s a major fight scene that
happens there, and the nail gun is the thing—I don’t want to ruin Lethal Weapon, but it is twenty-plus
years old. That nail gun becomes important. But the idea is, early on it’s
introduced in a way that hopefully seems like, oh, it’s not a key thing.
Avengers has a
similar thing where they have a scene—Avengers,
the second Avengers. Ultron. Where there’s a sceneafter the party, where they’re playing around with Thor’s hammer. And nobody
can lift Thor’s hammer because, you know, only the worthy can lift Thor’s
hammer. And it’s a fun scene and it looks like it’s a camaraderie
scene. It looks like it’s a scene—but, that pays off later in the movie. You
know. That good movies figure out ways to take things that are irrelevant, put
them early on—they try to hide them somewhat.
But the idea is that we give you information—so when
something happens, you the audience, you feel like, oh, they give me
information—and sometimes you figure things out. Like, for example, Watchmen, a classic comic book
series. I actually read—I mean, Watchmen,
most people read Watchmen now read it
as a graphic novel collected. But it originally came out in comic book form.
And I actually read it every month.
In fact, the way it came out is it came out every month, and
then he got behind so then it was like every six weeks and so—and I think on
issue six. It was twelve issues. I figured out who the bad guy was. And Alan
Moore didn’t reveal the bad guy until issue eight or nine. But anyway, for a
couple months, like, I thought I knew who the bad guy was, and I told my
friends, and they’re like, no, and I’m like no no no, and I had all these
reasons to prove it. I went in the story and I took all the pieces, and like,
I, like figured out what I believed the correct answer was using proof from the
stories.
And I was right! You know, I felt awesome. The issue came
out, and like, I am correct! I was like dancing for joy. I felt smart. I felt
like the novelist, or in this case the writer had done a good job of enabling
me to be able to figure things out.
And even when you don’t figure things out, when the twist
comes or something happens, the reader goes, ohh, I should have figured that
out! I saw all the pieces. You know. And that when you write something, you
want to make sure that you give the audience the ability to figure things out,
to see things, that you give them the clues. So that when you pay it off later—that
even whether they figure it out or don’t figure it out, they feel as if there
is the ability to figure it out.
Okay. Here’s a different example. In teaching. One of the
things they talk about when you teach kids is, what you want to do is, you need
for the kids to figure it out on their own terms. That if I just say to you,
oh, here’s why math is important, kids go, well, yawn, math. But if I find a
situation or a reason where using this actually solves a real-life problem. You
might actually encompass this in life. This might be something—people sit up, because
they’re like, oh, this might actually affect me. This thing I’m learning might
be something I might actually use.
And it is a very effective teaching tool. What good teachers
do is they find a way to make what they’re teaching valuable to the person who’s
receiving it. Because if I just say, hey, look at this principle, you might go,
“Ehh,” but if I go no no no, imagine you’re older and you’re doing Thing X or
Thing Y.
Or, another thing that’s very common for teachers is that
they will take things and put it in—like, one of the things is I had a teacher,
a math teacher who, his word problem was, he would always try to take them and
put them in the context—I’m sorry, not a—well, it was a physics, it wasn’t
math. It was physics. Although one would argue that physics is math.
And one of the things he did that was fun is, like one of
the ones I’ll never forget is, he did a problem where Wile E. Coyote was trying to catch the Road Runner, and basically the question was,
like, at what speed does Wile E. Coyote hit the cliff or whatever. Because he
was doing whatever shenanigans Wile E. Coyote does. But he took something in
which it gave it some contextual thing, and all of a sudden, like, I loved Wile
E. Coyote. I’m a big fan of Wile E. Coyote. And like, it just—all of a sudden
it had some context to it that it didn’t mean before.
And that when you’re teaching, that’s important. You want to
give contextual things, and that once again. When it’s personal. Whether or not
it’s something that players can see how it affects their lives, or it’s
attaching to some creative thing, some IP or something that means something
to them, that when it’s something that’s just not dry, but connects personally
to the player—I’m sorry, to the student, teaching, it means more to the student
and the student is more invested in learning.
Another example of this would be in newspapers. So let’s say
there’s an event around the world that happens. Let’s say some horrible thing
happens in London. Okay, you’re—I’m here in Seattle, Washington. Well, what
does Seattle, Washington do? They try to find a way that that story affected somebody
who lives in Seattle.
Why? Why do they do that? Because the answer is that it’s
more personal—like for example, let’s say someone from Seattle was vacationing there.
And then they were caught up in the middle of whatever happened. The reason
that’s important is, then you go, ooh. I could have been vacationing there. Wow,
I could have been the person from Seattle who’s visiting London. It makes a
story personal.
And that when you make the story personal, people get more
invested in it. You know. And that one of the things they teach you when you
study journalism is that you want to find a way to make the story have
relevance for the reader. And find the angle where it becomes a universal thing.
Even if you’re writing a story, by the way, and you’re not
using the local, you’re also trying to find, okay, what is this story about,
and why would the average person care about the story? What about this story
speaks to people?
So like the reason I’m giving you a lot of different things
is I’m just trying to hit the same point but showing you a different means by
different things that—when somebody approaches a problem, whether it’s a puzzle
or a classroom lesson or reading the newspaper, or reading a story, or playing your
game.
Whenever somebody is doing something, that if you can find a
way to involve them in it—now a big part of today’s story is the idea from a
game standpoint is, the way you do that is, you find cool things, build cool things,
build the tools for them to use. You know what I’m saying? Once again, you’re
going to make neat choices for them to make. You’re going to find cool details
for them to discover. You’re going to build cool customization for them to play
into.
But you’re going to do it in such a way that it’s something that
they get invested in. That they—that the more you make it something that they
discover, the more that’s something that
they take ownership in, the more personal it is to them. The more—and like I
said. You know, in some ways my twenty lessons are going to keep repeating some
basic things again and again.
And the core lesson is, humans are going to act like humans.
How do you take your game and maximize what humans want? And I cannot stress
enough. And this is not in a bad way—look. You see the world through your eyes.
You listen to the world through your ears. That your experience is how the
world is shaped.
And yes, there’s other people with other experiences, and
yes you should learn those, but in the end it is your own experiences, it is your
own personal touch on the world that is the most important to you because it’s
what you know. And that when you take something, people are always going to
prioritize things in which they feel there’s a personal investment. Things that—you
know, when you initiate something, that just means more to you because of that.
Well, if we know that—as game designers we know that. That
if people initiate things it means more to them. That the answer then is, let them
initiate it. Let them find things. You know. You want to put things where they’re
going to find them—I mean, you have to be careful. I mean, I have another
lesson all about, make sure people—don’t hide your fun. But the point is, make
sure that you give them the opportunity to—I mean, put it where they’ll find
it, but make sure that people have the opportunity to find the things they need
to find.
And that, you know, for example, I’ll just take one example.
Details. I talk about details. Let’s say I do something really cool. I
want to make sure people have the opportunity to find it. But if I tell you I
did something, if I say, hey, look at this cool detail, vs. you finding the
detail, there’s a world of diferencec.
Because when you tell them there’s a detail, they’re like,
oh, okay, but when they find it, they’re like, oh, did anybody else see this? I
found this thing. You know. And there’s this strong—in the end, like the thing
I keep talking about is, players are going to sit down and play your game, and
at the end of every game, they’re going to ask themselves, do I want to play
this again?
And obviously, each time it gets easier for them to say yes,
but there’s always that decision at the end of the game whether or not they
want to play the game again. And believe it or not, one of the biggest factors
of them choosing to play the game again is whether or not it spoke to them.
I mean, yes, was it fun, was it exciting, did they have a good
time, all that matters. But one of the big pieces is that in general, people judge
things based on how it makes them feel. I talked about this a lot, that we are intellectual
creatures, but in the end our decision-making’s boiled down to emotions most of
the time. That most of the time, we sort of say, hey, I had an activity, I did something,
do I like how this activity made me feel? And, did this activity make me feel
smart? Did it make me feel clever? Did it make me feel happy? Did it make me—you
know did I get to feel good about myself when I did it?
Or, just did I feel good when I did it? You know, I don’t
even necessarily have to feel good about myself, but that always helps. But
also just—how did I feel? Did it do something for me? And when I can say, hey,
this helped me, or spoke to me, or connected with me, or in any way where I
just found some personal connection, I am so much more likely to say yes, (???)
me again. Yes I’ll play again.
And that a lot of what today is saying is that you’re going
to do cool things. You’re going to make cool things. I keep talking about all
these different kind of cool things you can do. The lesson of today is, do
those cool things, but then think about this. That if your audience discovers
the cool thing, if they’re the agent, if they have agency, that the cool thing
wasn’t something you showed them, the cool thing was something that they found,
that’s so much more potent, that’s so much more powerful. And that just
increases the chances of them saying, ooh, I definitely want to play this game
again. And so, lesson number ten, leave room for the players to explore.
Anyway, like I said, I tried something a little different
this time, I’m hoping—I like feedback as always, I like the idea—I’m seeing if
you guys like this, of approaching this problem through a couple different
fields to show you the same basic problem but how different fields approach it.
Hope you guys liked that, I was just trying to, I don't know, do something a
little different with this, so as always I appreciate feedback because it is
through your feedback that I get better. And I do more of what you guys want me
to.
So anyway, I am now pulling up to Rachel’s school, so we all
know what that means, you know this is the end of my drive to work. So instead
of talking Magic, it’s time for me to
be making Magic. So I’ll see you
guys next time. Bye-bye.
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