I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. Today, it’s another in my series, Ten Things EveryGame Needs. Okay. So I’ve talked about needing a goal or goals. About
needing rules. About needing interaction. About needing a
catch-up feature. About needing inertia. About needing
surprise. Well today, we get to strategy. So number seven in our Ten
Things Every Game Needs.
Okay. So, strategy does a whole bunch of different things.
But it has one major purpose. So the major purpose of strategy is, when you
make a game, one of the goals of your game is you want people to play it many
times.
And so one of the major roles of strategy is that you want
players to have a compelling reason to want to play again and again. You want
your games to have a continuity throughout the game. What I’ll refer to as a
narrative. You want a player narrative.
And what that means is, the player wants a relationship with
the game where they can see growth over time. Okay, this is very important.
That when you play a game, you individually, there is a relationship between
the player and the game. And it’s very important that you the game player allow
the player to create this narrative.
And what the narrative needs to be is, I’ve interacted with
the game, and through the interaction there is change that happens. There’s a
couple different ways to do change, but the most common way to do change stems
from the player themselves. That the player’s like, I played this game, and I
have gotten better as we’ve progressed.
So the best way to think of it is, when you are playing in a
game, you know, when you think of—I’m gonna use Tic-Tac-Toe as an
example, only because Tic Tac Toe is a game in which there’s a beginning, a
middle, and an end. Okay. Obviously it is not the most strategic of games, but
it has some strategy.
So when you play Tic-Tac-Toe, for the first time, at the
beginning it’s just like, ooh, what happens? Oh, I play things, they play
things. Does someone win? Does someone not win? And little by little you start
to realize that where you place thing starts dictating where other people will
place things.
Like when you first start playing Tic-Tac-Toe, the idea that
I put an X somewhere and you put an O somewhere, okay, what’s going to happen
next? And then at some point you’re like, oh, if I put my X here, they have to
put their O there or they will lose the game. And if I know their O is gonna go
there, you know, you can start piecing it together.
Now, Tic-Tac-Toe, the reason I chose that as an example is,
it has a limited amount of strategy. There comes a point where you learn enough
that you realize that you can never lose. I don't know if—most of you hopefully
have reached that point. This comes a point in Tic-Tac-Toe where you’re like,
oh, well I understand these steps, if I take these steps and I follow them,
well there’s no way for me to lose.
Because—I mean, I can’t win. In fact, it’s the most
frustrating game in the sense of, once you understand the rules enough, neither
player can win. It will always end in a tie if both players understand what
they’re doing. But the interesting thing is that there’s a narrative you go
through with Tic-Tac-Toe, where you start and it’s fun and exciting, you don’t
know what’s going on. And little by little you start to learn things. And as
you start to learn things, you want to keep playing because you’re like, oh,
I’ve learned from this. So in general, one of the things that strategy does is,
it enables the player to level up.
So let’s talk about that real quickly. A very common thing
that goes on in games is—in fact, this is so important, this concept is built
into many games. Especially video games. The idea of leveling up. And what that
means is that over time, there is strength that happens. That you get better
over time.
Now, in games, a lot of leveling up is literally that you
the character gain abilities. Gain resources. You know, you are getting things
you didn’t have before. But, external to that, there is a skill level up. That
when you play the game, as you understand the game better, you are more capable
at playing the game. And it’s very, very important. Players, there is a lot of
satisfaction that come out of people feeling like they’ve improved. In fact,
it’s a basic human emotion. That the idea that I have gotten better, that
there’s some sort of inherent skill.
So, one of the things, when I talk about the psychographics, when I talk about Timmy/Tammy, Johnny/Jenny, Spike, what I’m talking
about is there’s just basic needs. You know. That Timmy and Tammy want to
experience something. But you know what, all humans want to experience things!
Everybody has their Timmy/Tammy moment. That goes, oh, that was fun, that was
awesome, that was exciting! I want to do that again. You know.
And everybody has their Johnny/Jenny moment, where they
just, they want to express something, and they go, look what I did! That was
me, I made this, this represents who I am! Everybody has those moments.
And, important for this, everyone has their Spike moments.
Which is, oh my God, I did that. I figured it out. I solved it I won that game
because I won the game. I was better
than the other player. I was, you know, triumphant. And that there’s a Spike
moment that strategy enables which is really important, in that people want to
feel good about themselves.
In fact, the reason people do things is because it allows
them—I mean not the only reason, but one of the reasons is it allows them to
feel good about themselves. One of the reasons people play games is, it is fun
not just to win, but to win because you know that things you did dictated the
winning.
So for example, when kids start playing, the earliest—I’ll
put “games” in quotes, but the earliest games that a kid can start playing is
things like Candyland, where there literally is no decisions. When we
talk about, you know, is Candyland a game or not. There’s no decisions. You
never decide anything. I guess you could take the shortcut, but you should
always take the shortcut so it’s not even a decision.
But my point is, it’s just random events happening. But kids
get excited by the random events. You know, Chutes and Ladders,
Candyland, a lot of kids’ games, they’re not deciding anything. But it’s
exciting to see what will happen. Okay?
But as you get a little older, you want to feel as if you
have input. If you have agency in the thing you are doing. You know. And the
reason people do things, not just games, is you want to watch yourself improve
with time. You know, the reason you take lessons, whatever it is, is you want
to see yourself experience growth. Of being able to do things you didn’t do
before. You know, the reason learning things is cool is you’re like, I wasn’t
able to do this before and now I am.
So what strategy does for games is build that into games.
That if you make your game such that there are things to learn and there are
things to do, it adds a depth to your game which allows just longer gameplay
time.
I mean, for example, in each of these ten things you need,
one of the things I said is, every—"ten things every game needs” is sort
of a primer for beginners on some level. There are games that don’t have
any—each of the ten I’m naming, there’s games that don’t have it.
But a game that doesn’t have strategy really—there’s a
limited amount of time you’re going to play the game. Now, there are other
reasons to play games. A lot of playing games is not just about your own
growth. You know. It’s not just necessarily about you getting better. There are
games that don’t have tons of strategy to them.
Now, most games have some strategy to them. Assuming there’s
any decisions possible, and I would argue games by definition have some
decisions, okay, you can make better or worse decisions and you can maximize
those decisions.
Now, some of the decisions you have to make are more layered
and give you more choices than others. A game like Magic, there are a lot of decisions to make. A lot of decisions to
make. So there’s a lot of room for strategy because there’s so many different
things you’re doing and so many different ways and different decisions and
different things you can make, there’s lots of room for strategy.
But if you take strategy out of a game, then it’s about the
experience of playing the game, it stops having the linking between the games
other than maybe experiential stuff in between. Now, there are games that just,
they’re fun experiences you have, and you might remember a previous experience,
and bond socially for example with your friends. And that’s one of the reasons
to play some games is, you know, they’re just exciting and fun and they’re not
strategic. They’re fun. You know.
Okay. But so that’s the number one. The number one reason
that you want to have strategy in your game is you want to create this
narrative for players to be able to have growth over time. You know. Because
one of the things that—okay, another thing that strategy does is it enables
variety in the gameplay.
And what I mean by that is, if your game is structured so
there’s lots of different points of strategy, one of the things that happens
is, you create a growth for your player to go through. That there’s things that
they get to learn.
Because like, one of the neat things is, so, for example,
I’ll take chess as my example now. Okay. So what chess is, the first
thing you’re learning when you play chess is just how the game functions. How
do the pieces move? What is the goal of the game? You know.
So early on, early early chess is really about, just like,
functionality. How things work. And then, eventually, you know, you learn the
lowest levels of strategy, which is, well, here’s the general rules of pieces.
Like, one of the things you do in chess is they assign value to the pieces. So
the idea is, well, as a default, this piece is more valuable than that piece.
So if you have a decision between losing your queen and losing your knight, oh,
well, it’s much better to lose your knight than your queen, the queen’s a more
powerful piece.
And as you start learning more and more about chess, some of
the default—like a lot of the early defaults that are there as sort of a
template to help you slowly get taken away. You know. There’s a point where you
realize that well, in general, certain pieces are more valuable than others,
but once you understand game state, once you understand where things are, you
start to realize that in a certain situation, yes. On average it’s better to
always, you know, save the queen and lose the knight, but there might be
circumstances—I mean, I picked an odd one there, but there are definitely
circumstances where the value between a rook and a knight will change or
something. Those are a little closer in value.
And then, as you get better, you start to get to the point
where you start, like, looking at opening moves. You start studying, like,
general strategies. Okay, there’s people who have played this game for a long
time who have studied it, and you start to study the masters. You start to
study people like, okay, I want to sort of get into the groupthink of
understanding the people who have mastered this game, what have they learned
about it? And it’s just layers and layers and layers. There’s an onion you’re
constantly peeling.
And so there’s a—so one of the neat things about that is,
when you play, you’re just looking at different things. Like, one of the things
that’s very interesting is, a beginner playing a game and an advanced player
playing a game on some level might be playing very different games.
So I’ll use Magic,
and this is a fine example here, which is when a beginner plays Magic, they are focused on the turn
they are playing. It’s like, okay, it’s my turn, what can I do? What am I
capable of doing? How much land do I have? What spells in my hand am I capable
of playing? They don’t think beyond that.
Now, an advanced player is thinking many, many turns ahead.
It’s like, you know, what’s my route to victory? What do I need to do? What do
I know my opponent can do to stop me? You know, one of the things to understand
is, for an advanced player is picking up on what the matchup is between the two
decks, what the threats are, and what answers you have for the threats that you
need to save for those specific threats. They’re going to have Card X. I have
an answer in Card Y. I don’t want to waste Card Y on another answer, because
it’s the only answer I have to X, which is a problem for me.
And then, as you get even better than that, you start to
realize the importance of reading your opponent. Of looking at what they do and
how they act to understand in the moment if they have things. Oh, he hesitated
before he tapped that land, that probably means he has this particular spell. I
need to play around it. And I only know that information because of watching
subtly about what my opponent is doing.
And the thing is, so one of the things that’s neat is, two
beginners playing a game of Magic vs.
two intermediate players playing a game of Magic,
vs. two pros playing Magic, I mean
at the core it’s the same game, but it’s very different. So that’s something
else that strategy does, is it allows sort of your players to upgrade and the
game to upgrade with the players.
And one of the things that’s neat is, strategy does a really
good job of hiding complexity. So this is important, let me explain this one.
Which is, there are different kinds of complexity built within a game.
So one of the things I talk about is comprehension complexity, which is do you
understand what things do? How do things work?
You know. Like I was saying, with the
pieces in chess, it’s like, okay, how does a knight move? How does a
rook move? How does a pawn move? And that you need to—early on, it’s just like,
do I understand how the components work?
Okay. Then there is—in Magic
we call it board complexity, but sort of an interactive complexity, which is,
okay. First is understanding how individual components work, next is
understanding how the components click together. You know. How can—oh, if I
have this piece and this piece, I could put my opponent into check, because,
you know, I can threaten him in such-and-such a way. And that the pieces start
to work together, that oh, it’s not just that one piece is threatening him, I
have multiple pieces that can threaten him. You know. If he moves here, then
this piece can capture him. So he has to take that into account.
Finally, there’s strategic complexity. Which is a step
beyond board complexity. Board complexity is understanding how components work
together. Strategic complexity is understanding larger values of what things
mean. Chess is a little quirky because board complexity and strategic
complexity are a lot closer. So let me describe a different game. Backgammon for example.
So backgammon is a game where board complexity is
understanding what’s on the board and what can happen on the board. So knowing
if I have a singleton that can be captured, you know, knowing what threats are
out there. Strategic complexity is understanding what I can roll and what the
possibilities are so I can dictate how I want to move things.
You know, a lot of times for example when you’re making
moves in backgammon, you are thinking about what the potential things that can
happen are, and what—there’s a lot of odds that go into backgammon. Like, it’s
more likely I’m rolling X and Y, okay, well let me set up so that I have the
greater chance of things that are gonna happen that I can make use of them Or,
sometimes it’s merely figuring out what can happen, and what is the greater
chance to happen for the less chance to happen.
Anyway, the key here is, strategic complexity is something
that beginners tend not to see. Because until you understand—you know,
strategies come in layers. Until you understand the layer of strategy where it
matters, you don’t even know to look for it.
And so this is another thing that strategy can do for you,
is it allows replayability, but that it can hide itself—it does a good job of a
lot of it being invisible to players until they are able to see it. In fact,
the best complexity—well, the best strategy is ones in which it’s carefully
crafted in the game that it slowly unravels itself as players learn more about
the game. A good strategic game is a game that, as you learn something new,
there’s a new level of strategy, there’s a new layer of strategy. And that you
keep getting to unravel new layers of strategy.
As I explained with Magic,
Magic’s really good at that. That
there’s a lot going on, and as you learn things in Magic, you know, you pick up, oh, I
need to start thinking about this one aspect. Once that door opens and that one
aspect you’re aware of, now there’s all this strategy that comes with
understanding that aspect of the game.
And if you look at real strategic games, that’s a big part
of it, is that there’s lots of different compartmentalized pieces, and players,
beginners—the idea is, they will uncover piece by piece new strategies. You
know. And that strategy can be peeled over time. You know. A lot of what’s neat
is, you can compact a lot of strategy into the game, because until somebody
understands that element of it, they’re not gonna see it.
Okay. The other thing that strategy does for you is it makes
playing the game have a tangible outcome. So, I talk a lot about how—when I
talk about writing, one of the things I say that’s very important in writing
is, the idea of a tangible takeaway. That when I write something, I want my
reader to go, oh. I learned something from reading this that I get to take
away, and now my life is improved because I have interacted with this writing.
That very good writing has this takeaway moment.
Games is the same way. You want your games to have takeaway
moments. You want your player to play a game and go, oh. Wow. I as a person
have walked away from this game with something I didn’t have when I sat down to
the table. And that one of the things that strategy does for you is it turns
time playing into a resource. It makes it have value. I didn’t waste my time
playing this game, by playing this game I have learned something. And that
thing I have learned has value for me.
Some strategy—I mean, different strategies have different
values, real=world, of course, but you want to feel—it’s an important basic
human thing to feel like, whenever you level up, whenever you learn something
new, you feel good about yourself. You’re like, okay, I am better—and it’s not
just knowledge, a lot of games is knowledge, but like, you know, if you go to a
lesson and you learn something, and now you do something you can’t do before,
or you practice and you get something and you figure something out that you
haven’t done before, that there’s this sense of added value that you—humans
really want to feel like the things they do matter to their life. Now, not
everything does. There’s things that are sort of throwaway. But things where
you get some substance out of them, just makes you feel—it makes you justify
the time spent.
So another thing that strategy does is it helps justify the
time. It’s like, I got to play a game. Well, I spent half an hour playing that
game. Was that a good investment of my half an hour? Well, games allow you to
say, yes, I learned something. I am smarter. I am more clever. I have a better
understanding. You know, that I walk away from a game feeling like it was—I’m
not sure if educational is the correct word, but I took something from it.
Maybe educational is the right word.
That people put value when they can look at the activities
that they participate in and feel that there’s a tangibility to that activity.
Strategy does a really good thing of helping make time played in a game have
meaning. And that is very important.
Okay, next. Strategy allows a game to adapt to a player. And
here’s what I mean by that is, when you make your game, you want your player to
find some niche that speaks to them. That the way you get someone to play your
game again and again and again is that they’re able to take the game and have
some personal connection to the game. There’s something about the game that
they feel bonded to.
Now, strategy’s not the only way to do that. When we get to
flavor, flavor’s a big way for example to do that. There’s other components
that do that. But strategy does do it in a very interesting way and I want to
talk about that. Which is, one of the things that happens is, most games are
more complex than the individual. Most people walk in a game and go, wow,
there’s a lot going on here. I can’t master everything. I’m gonna master one
thing.
So the best example in Magic
in a draft, and I do this for example. So Scars
of Mirrodin introduced the poison mechanic. [NLH--This is not true, it was introduced in Legends.] For those that don’t
know the poison mechanic, it’s you have to give poison to your opponent,
whenever you give ten poison counters you win the game no matter what. No
matter what. Doesn’t matter, you give them ten poison, they lose.
Now, I am a big fan of poison. Scars of Mirrodin was the big return after fourteen years of
poison. And the idea is, there’s a lot going on in Scars draft. So I said, you know what I’m gonna do? I’m gonna get
really, really good at drafting poison. I’m not gonna get good at drafting
everything, in fact this is a general strategy a lot of people have when
drafting is, they know they can’t get good at drafting everything. So they pick
one thing. One archetype, and they go, you know what? I’m gonna force this
archetype, I’m gonna get really good at this archetype.
And what it does is, by doing that, is it allows you to
invest and adapt the game to say—like for example. When I played Scars of Mirrodin, I was playing poison.
That’s what I was doing. I mean, I—like I said, there’s a classic story. I’ll
tell this story just because it’s funny. I think I’ve done this in my article
but I’ve never told it in my podcast.
So we’re drafting Scars
of Mirrodin. So, Erik Lauer is sitting to my right. Meaning he’s passing to
me in the first and third pack, because you pass to the left. And at the end of
the draft, he looks at me, looks at my deck, and I’m black/green, because
black/green is the poison colors. And Erik’s like, “Were you not paying
attention? I was in those colors, what are you doing? Were you not paying
attention? I was trying to draft that, you were to the left of me, you should
have figured out that’s what I was doing, and gotten out of those colors.” And
I said, “Erik, this is the sixth draft you’ve done with me, I’ve drafted poison
every turn. Have you not been paying attention? I draft poison, that’s what I
do, to the left of me, to the right of me, be aware, that’s what I was doing.”
And one of the things is, for me, that draft became the
poison set. That’s how I identified it, and I got really good at drafting
poison. Because I would dedicate myself, I understood not just what cards in
poison were good, but what the supporting cards were. What colors I could and
couldn’t go into to be in poison, and it changed as the draft went along. You
know, that I gave myself an identity in which the game now had—I was allowed
to, I sort of, from the game, crafted from it, an identity that represented to
me.
And part of that was, it allowed me to focus on a singular
strategy, and get good at that strategy. And that’s one of the things that
strategy does is, it allows players to sort of personify the game by picking
the strategy that means something to them. And then it gives them an
identification.
So I’ll stress this gain, which is, players like to
identify. So earlier I talked about the Spike moment, of how it’s very
important that you can demonstrate—that you can do good at something. But
there’s also the Johnny/Jenny moment. Where you can—hey, I’m saying something
about myself. This is who I am. This is the kind of thing that I get attached
to. And people go, hey, he’s the “blah” guy. You know, it gives me an identity.
That’s important. People like having an identity. People like being able to
associate with something. And strategy is one of the tools that you can do to
do that.
Like I said, it’s not the only tool, it’s one of the tools.
But it’s a very valuable tool. And it also gives a focus. Like, one of the
things that’s important is, when someone’s playing your game, you want them to
feel like they’re putting their time and energy towards something. So having a
sort of strategic depth allows players to sort of pick a facet and focus in on
that facet. And then, it allows them to sort of shine in one area. And then
they can get better. Because sometimes if there’s a lot going on, they can
focus on that one thing.
Okay. The next thing strategy does is it really makes your
game play differently. And let me explain what I mean by that, which is that
the first time I play a game—like, I don’t necessarily—I’m just experimenting,
I’m exploring. You know. And the strategy A. encourages the exploring, I’m
trying to figure out the different components to the game.
Like, one of the things in general is, I keep thinking about
how each of these ten qualities make the other qualities matter more. So for
example, the goal and the rules—strategy really makes you care about
the goal and the rules. Because if you want to get better, you really, really—I
mean, study both in the goals and how are the different—what are all the goals,
you know, and how there are different ways to approach it. And the rules. To
really understand what the rules can do. Because if you want to exceed and you
want to get better, you need to understand all the components of how you win.
And then, what happens is, as you play, because you’re going
to map out different components as you play, the way strategy works is, you
can’t pay attention to everything at any one moment. So what happens in game
playing is, you tend to focus on different aspects. Okay, this game, I’m going
to focus on this element of the game. I’m going to focus on this component. And
I’m really gonna go hard on this component. And the next time, I’m going to put
my focus on a different component.
Like, one of the things that can make a game real fun is—and
makes the game play real differently, which is my point is, you know, if your
game has a lot of strategic depth, it allows your players to have a lot of
different exploration. I’m just using Magic
draft because I used that before, which is, you know, one of the things we try
to do is make sure that you can draft a Magic
set many, many times. And the way to do that is, give you a lot of different
strategies you can explore.
Like, we particularly will build archetypes out of decks,
meaning we’ll say okay, if you’re playing these two colors, this is the kind of
strategy you can do. And these—and we’ll map out, you know, ten different
strategies that you can do. So the idea is, you can focus on one strategy and
get good at it, but then you can focus on another strategy and get good at
that. And as you play different times, it’ll—the reason you can play the game
again and again is there’s lots of different strategic pockets to explore.
You know. And that’s something that Magic very specifically does, because you want to make sure when
you play, that, you know, once you’ve tapped out one area you have other areas
to explore, that there’s lots of just general game time. That strategy—not only
does it make you want to replay the game, but it also just adds on the amount
of hours in which it’s interesting for you.
Okay. The next thing it does is it also, because any one player
is going to focus on different things, it makes the game different for the
other players. So for example, if my opponent is focusing on one facet, and I’m
just responding to them, you know, where they focus will dictate and make a
different game for me.
So it adds variety not just for the person playing, but for
everybody around them. Because as they pick positions, it changes what’s going
on. Okay, last time I played the game, I played against a person who was doing
this particular thing. But now this other person’s doing something different. I
have to react completely differently.
Like in Magic,
for example, I have a deck. My deck doesn’t change. But if I play somebody
playing one style of deck vs. playing a different style of deck, what I’m doing
changes radically. Certain spells in my deck might go from being really
important to being insignificant depending on who I’m playing.
And so, having my opponent have different strategies to
explore means me getting to react changes the variety of play that I have. So
it both makes the game different for you as you explore, and makes it different
for you as you react. So it adds a lot of variety in a lot of different ways.
Game design, building in strategy gives you a lot of future
design space. That’s another really important thing. Which is—like, one of the
reasons Magic can make expansion
after expansion after expansion is, it’s a deep game with lots of strategic
abilities to explore.
So we can take a whole set, we can say, hmm, artifacts are
interesting, we’ll do a whole block about artifacts. You know. Land is
interesting, we can do a block focused on land. Enchantments, you know, we can
take any component of the game and look at it. You know. We can take different
mechanical aspects and we can go, wow. We’ve never really explored this before
but now we can. And what happens when this thing matters.
Like, one of the things that Magic does really well is, that a different set, a different thing
will matter, and that different thing mattering will just create whole new sets
of gameplay. So another thing that strategy does for you is it really opens up
future design space.
Now, it depends on what kind of game you’re making. Magic, we’re making a game with a
repeatable sales model. Meaning it’s evolving and keeps changing and keeps
selling more things to it. Well, for our game it’s super important we have
future design space. Some games might be one and done and you’re never making
an add-on or an extra component to it. I mean, you still need strategy for
other reasons, but the future design space is less important. But, having it
does leave it open for you. And the key is any game that’s successful enough,
there’s some at least desire to maybe want to make for that game.
Okay. So the other thing that strategy does, strategy does
lots of things. Is strategy does a very good job of allowing a sense of
mastery. I talked about this earlier, about how it makes you feel. But it also
allows the game itself to have component pieces to it. You know, to have
different aspects. And sometimes, sometimes that skill can be hidden, and
sometimes you can bring it up and make it a component of the game.
So one of the things that strategy can do for you is—today,
a lot I’ve been talking about what’s hidden underneath. But it also can come to
the surface. It can give your game structure. You can say—like part of
sometimes with some games is, part of playing this game is mastering these
different things.
Like, video games do this all the time, where it’s like,
okay, you know, there’s badges, whatever you get, or maybe even there’s
different adventures you do with different weapons, or whatever, but the idea
is that you can structure your game through walking through different
strategies. That that can become a guideline for what you’re doing. A guideline
for the game itself.
That it’s not just a component to make people want to play
on a subtle level, it might be blatantly like, in order to advance to the next
level, you must do Thing X. And it can be a framework. So strategy—like I said.
Strategy on some level can be this invisible thing that slowly adds layers to
the game, and it can also be used as a very blunt framework to connect how your
player’s doing the thing they’re doing.
Okay. Next. I talked a lot about how creating a sense of
mastery can make people feel good about themselves. I want to connect a little
bit with how also it can just make things fun. Fun’s coming up, fun’s one of
the ten things.
Now, as we get into the fun podcast, fun is a fuzzy thing.
And fun can mean a lot of things to a lot of different people. But one of the
things that strategy does is, that there is the sense, and this plays a lot
into the Spike psychographic, but the idea of achieving something, of wanting
it, of figuring out how to do it, and then doing it, and then achieving it is
very powerful. That is a very powerful, compelling sequence of events.
And I would argue, like I said, I’ve talked before about my
trip to the GDC and Erin Hoffman, and how there’s a big belief
that fun has to do with overcoming adversity, of having a state that you’re
unhappy with, using a mastery loop, figuring out how to use it, and then
getting yourself from that state to a state in which you’re happy. And that—a
lot of her argument is that is what fun is.
Well, strategy lets you do that. According to Erin Hoffman,
the mastery, the thing that gets you from the thing you do not want to the
thing you do want is a mastery loop. And a mastery loop ties to strategy. It
means I need to identify my problem, figure out the solutions to my problem,
figure out how to use those solutions, use those solutions, and get myself
extricated from the problem.
So I would argue that strategy is a very clean component, or
a very important component for a lot of fun for players. That the act of a lot
of fun is through the act of figuring out the strategy. That’s very important.
That strategy will make games more fun.
That if you have strategy—now once again, it’s important—one
of the things to remember about your strategy is, you want to make sure that
there are tools within your game to help the player understand things and get
better at them. Meaning strategy should not be in a vacuum, strategy needs to
be layered in so there are tools to help the player.
Now, some games, the strategy is built into the game, some
it’s external. The act of playing chess doesn’t tell you tons about chess. I mean,
you’ll get better through playing. A lot of chess comes from external—you know,
reading books, things about chess. But most games aren’t chess. You know. Most
games, you want the strategy kind of built into the game.
But, and here’s another thing. Strategy also builds
community. Because once there is strategy, you have a joined thing to talk
about. In fact, if you look at most articles written about Magic, the majority of articles written about Magic are about strategy, is here’s how to get better. Here’s how
this deck can play. Here’s how you play this deck. Here’s how you play against
this deck. Here are cards that are good. Here are combos that are good. You
know.
That strategy creates a community, and creates content. And
content is key to making a community. One of these days I will do a podcast all
about community, a very important aspect of games. But strategy allows a lot of
content. Produces a lot of content. And through that content, there’s a shared
thing that helps community. So strategy builds content and builds community.
And both those are really crucial things for a game. Especially—the bigger the
game is, the more this is important.
But like I said, the shared experience, it’s very, very
important. And that one of the things that’s neatest is, when you sit down with
someone that’s played the game you played, one of the funnest things to do is
to sort of—even when you’re playing somebody, or in fact when you’ve finished
playing. There’s a great moment. One of the ways you can tell that you’ve done
something well with the game is after the players finish the game, they spend
some time analyzing the game itself. Meaning the game is over, and they opt in
to look and think about what happened in the game. Meaning there’s a post-game.
And that’s a really important idea. That your game is
compelling enough that your players, when the game is over, want to go back and
look at the game and understand what they learned from the game. And that is
strategy. That’s a lot of what strategy does, is it gives context to the game
to allow you after the game to figure out what happened. And that context, that
post-game, that analysis builds community, creates content, and allows you to
bond with other players. It allows you to have—you know, [interpersonal] connections
through the game itself.
Also, another thing to remember is that we—I talk a lot
about winning, and what winning does. Winning is great. Winning is fun. Losing
is also very important. So let me talk a second about losing. Because strategy
also allows people to lose.
One of the things about losing is, I talked about this in my
mistakes podcast, about how—I talked about how mistakes are great
teachers, because losing is a great educator. Winning teaches you, do the thing
you’ve done before. Winning’s like, this is the thing that made you win! Do
that thing again.
And you can learn strategy from winning. I’m not saying you
can’t learn from winning. But losing, there’s even more motivation in losing.
Because you’re like, I did not have fun losing. I do not want to do that again.
What do I need to do to not lose in the future? You know, what caused me to
lose?
You know, when you win you analyze a little bit less than
when you lose. When you lose, you are forced into analysis. You’re like, that’s
not the outcome I wanted. I need to figure out what I need to do to make sure
that outcome doesn’t happen.
And strategy allows that learning opportunity. And once
again, it is not bad for your players to lose. In fact, if there’s one winner
in your game, and not all games have one winner, but if there’s one winner in
your game, most of your audience is going to lose. So that’s another important
thing is, make sure losing is fun. Because if losing isn’t fun, then your
players are eventually going to get frustrated. And remember. The majority of
your players lose.
Now, strategy’s a big part of why losing can be fun. Because
if you walk away going, oh, I learned something—I lost, but I learned
something. Which means next time, I can apply what I’ve learned. And that’s a
big thing that strategy does for your game is, when somebody loses—okay,
someone wins your game, they have this euphoria. They’re like, I won the game!
Yay! They probably want to play again, because there’s a strong emotional
connections, like, I played the game, you know, I got my little reward. Well,
ooh, that was fun. And rewards will get you to come back.
So winning the game encourages people to play again because
it was fun winning the game. But losing, and that’s important—remember, the
majority of the time that your game player will lose, and you want them to come
back even when they lose. Right? I mean, when they win, you want them to come
back, but winning’s pretty good. Winning gives you a little euphoria, euphoria
will bring you back. You have an emotional high that tends to encourage people
to do something again.
How do you bring back your players when they lose? And the majority
of players lose. And the answer is strategy. Because if they lose, but they
feel they learned something, then they feel compelled to come back, because
it’s like, oh. Well, I lost, but I think I know why I lost. So next time, I
won’t do that same thing again and I won’t lose. Next time, I’ll win. And that
is a very, very important thing that strategy does, is it makes losing have
value and drives your player to want to play the game again.
And once again, I talked about this in the original Ten Things. When your game is over, you want your game player to want to play your
game again. If the game ends and your game player doesn’t want to play your
game again, you are in deep, deep trouble. The only way they will play that
game again is external circumstances, meaning friends or other people to kind
of force them there. But up to their own, if they end the game and they weren’t
happy about the game and didn’t enjoy the game, odds are they’re not gonna play
the game again.
I mean, they might—I mean, there are people who want to
learn something, who understand that they have bad experiences, and I’m not
saying a bad experience will forever doom you. But it’s not good. And you want
the player walking away with a feeling of, I want to play that game again.
And like I said, winning is easy, there’s a euphoria with
winning. Usually they’ll want to play the game. But losing, losing losing
losing, where strategy comes in. One of the most valuable things for strategy
is it makes losing the game not a walkaway experience. And that, like I said.
If you’re a game designer, you don’t want your players—when the majority have
to lose, and I’m talking more face-to-face games, in video games it’s a little
different because it’s an individual thing. But if the majority of your players
are going to lose, you’ve got to make sure the act of losing is something that
compels them to want to play again.
Okay, whoo! So I’m almost to work, so let me recap. I had a
lot to say today. Luckily we had some traffic. Okay. So once again, let me
recap here. Why do you want strategy in your game?
It creates replayability. It allows your players to play the
games many, many times and have it be fun.
It gives your game depth. It allows you to explore and look
at different things.
It gives your game a narrative. It gives your player a
narrative. That the player gets to think of themselves as leveling up over time.
You know. It turns the time playing into a resource as players walk away having
learned something and feel that there was education to their time.
It allows your game to adapt to the player, so as the player
learns the game becomes a different game. It makes it play differently, so that
each game is not the same thing. You know.
It makes your player focus so they focus on the goal and the
rules. It makes it want to sort of pay attention. And it turn, helps them get a
better understanding of what the game is so that they’re playing correctly.
It allows your game to adapt to players over time.
It creates future design space so you have more space to
build into it.
It allows your player to master skills and to feel about
themselves in a way that is a positive experience.
It allows you to create content. It allows you to build
community. It allows you to have players bond between each other.
You know, it creates the post-game experience I was talking
about, where it allows your players to create a larger context to your game.
It makes your players feel good about themselves, because winning
is fun. You know. And winning, when you had a hand in what you’re doing, is
extra fun. It definitely creates a sense of fun.
It compels the players—oh, I didn’t even talk about this. It
compels—it can create inertia. If your game is built correctly, the
strategy, if the players are trying to figure out how to win, can help compel
the game to the conclusion if the strategy’s built correctly. You know.
And finally, it makes losing a positive experience that
draws the player to want to play again.
That’s a lot of things. Strategy does a ton, a ton, a ton of
things. Now, the funny thing is, of all the things I have to tell you to put in
your game, strategy is usually not the thing—like, I don’t play a lot of games where
I go, wow, there was no strategy to that game. Game designers like putting
strategy in.
Interestingly, it’s not—of the things I will list, game [designers]
often will not put inertia in—there’s a lot of things that beginning game designers
will not do. Usually there’s some strategy put in, because I think the average
person gets kind of the fun of a game is strategy.
My goal of today is not really to say “put strategy in,” because
I think most people will put strategy in. But to understand why strategy is
there and what your strategy is doing. Because strategy used correctly is a
very, very potent tool. And I wanted to make sure you understood today the
different ways that it had value. Whoo! Okay. So, yes, I had a little traffic
today. I had a lot to say. A convenient traffic day.
But anyway, I am in my parking space, so we all know what
that means, it means it’s the end of my drive to work. And instead of talking Magic, it’s time for me to be making Magic See you guys next time.
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