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. Where I recap twenty important lessons that I’ve learned over
the twenty years or more that I’ve been making Magic. This is based on a GDC speech I gave, so we’re up to
lesson number 14. Don’t be afraid to be blunt.
Okay. So for each one of these, I always start with a story
from Magic. So this one take us back
to Rise of the Eldrazi. Okay,
so the idea of this set was that we were on Zendikar, and we learn that these
ancient creatures had been trapped inside the world. And in Rise of the Eldrazi¸ they get out,
because they’re called the Eldrazi and this is the Rise of the Eldrazi.
And so we were trying to figure out how to play them. You
know, how do you make giant voracious ancient alien beings? That’s tricky. So
one of the things we did was—and this was the first time we met them. Obviously
they came back in Battle for Zendikar.
But the first time, Brian Tinsman was the head designer. And
so what he decided to do is just embrace the giant-ness. And he created
something that we refer to as “[battlecruiser] Magic”, which is, what if Magic
sort of just slowed down a little bit, and then allowed players to just get out
huge giant creatures and then battle each other? And so the idea was, in order
to get the hugeness of the Eldrazi—and note, the Eldrazi were not just the
Eldrazi. They created spawns and things. And even their spawns were huge.
So we tested annihilate, and it proved to be really strong.
It was, like—when you had annihilate, you wanted to attack. It was a very
powerful ability. And what tended to happen was, it just took a couple attacks
before your opponent was in such a—you know, such a negative for having to deal
with that, that often it would win you the game.
That—I mean, we didn’t bring annihilate back in Battle for Zendikar because it proved to
be so what we call snowball-y. Like, once you started attacking with the
Eldrazi, they’re just so hard to come back from. That losing, you know,
multiple permanents per turn is something that you just don’t rebound from.
That it really tends to, you know—that it really sort of started winning and
just kept winning more and more.
But anyway. But our problem was, we were doing playtesting,
we had a common creature that had, you know, I think it was a 7/7 or an 8/8, it
had annihilate on it. I don’t remember. Annihilate 1, annihilate 2. But the
point was, we had this giant common creature that we wanted you to attack with.
Because the Eldrazi—like, you were supposed to attack with the Eldrazi.
But what we found in playtesting is, when we playtested with
less experienced players, they just got scared. You know, it took them a while
to get out this giant Eldrazi, they finally got it out, and the last thing they
wanted is anything to happen to it. So they weren’t attacking with it.
And the problem we had is, like we knew the ability was
powerful, we knew that once you sort of attacked with it and saw how awesome it
was, you would attack. But how do we get by that first barrier? How do we get
people to attack with it when their gut instinct is, “Ooh, I don’t want to put
my creature at risk?”
And so we had a lot of, you know, trying to figure out how
exactly to do that. How do we get somebody to attack with the creature? And
finally the solution that I came up with was, what if we just write, “Must
attack? This creature must attack if able…” or, “attacks if able” I think is
the template. “This creature attacks if able. Attacks every turn if able.”
And what we did is, if we gave you an Eldrazi and just
forced your had, you had to attack with it, well then the player, like, okay,
there’s no pressure on them. There’s no tension. Like, that’s just what the
creature did. I have no choice. If I play the creature, it’s got to attack.
And then once they attacked with that creature, they started
to see the value of attacking with Eldrazi. And so by making one common
creature just mandatory, that like, how do we make sure you attack with it? We
just force your hand. We force you to attack with it. Was enough to sort of tip
the scales and start teaching people about the Eldrazi.
And the funny thing is, we went through all sort of subtle
things. And in the end… so, there’s a story… what’s the name of the story? It’s
a famous Greek story I think. Where… I’m blanking on the name of it. But there is
a wise soldier or something. And he—who was it? Was it like—was it David? King
David? King Solomon?
One of the wise kings of age-old… they come and there’s this
knot. There’s this super—like, I don't know, very intricate knot. [NLH--The Gordian Knot] Made
out of giant string. And this knot is, you know, the whole thing is like, feet
in diameter. You know, five, six feet in diameter. Because of all the, you
know, all the interweaving. And it’s just this really complex knot. Oh, maybe
it was Alexander. I think it was
Alexander is the story. [NLH--Yes.]
But anyway, there was some omen or something that says, you
know, in order to take the village you have to untie this knot. And so what he
does is, the solution is, he just takes his sword and he chops it in half.
And this was kind of the solution here, is like sometimes you
just need a straight blunt answer. You know, there’s another classic—I used to
make Magic puzzles. And I made a Magic puzzle once where I made this very elaborate setup. And then I
gave you a Lightning Bolt. And you know, there’s all these different
things and different creatures you can kill and different triggers on the
creatures, and like all the stuff. But your opponent was at three life and you
had a Lightning Bolt, which does three damage.
So the idea was, it was just this idea that, yeah, you can
look and maybe there’s an elaborate, complicated answer. But you know what?
There was a simple answer. Just Bolt your opponent. The board didn’t matter.
And that was me playing with expectations of puzzles, where
like you have this expectation that there is this really ornate answer, which
normally there was. I just wanted to make a point sometimes that hey, sometimes
the answer is direct and simple.
So we get to today’s lesson! Don’t be afraid to be blunt.
And I think part of this is, when you are an artist, when you are a creator,
you are taught that subtlety is important. You are taught to show, don’t tell.
You know. That you’re supposed to, you know, don’t be so obvious about what
you’re doing. That you want some subtlety built into it. You know.
And a lot of times, that’s good. You know. A lot of times
you want to be subtle. I think stories are better when you sort of have to
piece some things out, that everything isn’t spoon fed to you. But, the point
of today is that I think sometimes in all the lessons of subtlety, in all the
lessons of sort of not hitting somebody over the head, that you miss that
that’s a tool.
And that’s kind of the theme of today’s podcast is, not that
you should always be blunt, not that bluntness is something that’s supposed to
be used even the majority of the time. But that it’s a tool. It is something
that you can use, and that too often, I think, people are worried that if
they’re blunt, that somehow they’re not doing their job or they’re not being as
artistic as they could be.
There’s a concern—like, I don’t think that—I think a lot of
today’s lesson—I mean, different lessons come from different places. I think,
you know—so one of my favorite books, if you guys don’t know this already, is a
book on creative thinking called A Whack on the Side of the Head. By
Roger Von Oech. By Dr. Roger Von Oech, I believe. He has a PhD. [NLH—Yes.]
And one of the things he points out all the time is that one
of the things—the book’s about creativity. And about—the premise of the book
is, anybody can be creative. The reason you’re not creative is not a lack of
the ability to be creative, but the fact that you sort of censor yourself. That
you create rules that you then won’t break.
And that a lot of creativity is recognizing your own rules,
and figuring out when it’s okay to break them. And I think the subtlety rule is
another one of these rules that you’re sort of taught, of “Oh, oh, don’t be
blunt, don’t be blunt, don’t be blunt,” and what you sort of gets lost over is,
no no no no. Don’t always be blunt. You know. It’s very easy when you’re
starting out to just want to be blunt.
And you know, I know for example, I had a class in dialogue.
I love dialogue, and I took a class all about dialogue. And what the teacher
said was, you know, part of what you’re doing in dialogue, when you’re writing
dialogue is, you are trying A. to capture how people speak, so it sounds like
natural speech. And B. people convey information differently, you know, there’s
a way by which people convey information and you should understand it.
And what he was saying is, that often people don’t come out
and say what they think. You know. And a lot of dialogue writing is figuring
out how to say something without always just saying it. And so—and I think the
same thing is true for any art form.
I mean, even in game design, you know, that part of, you
know, I talk a lot about what games are, are sort of, you’re mentally
challenging the game player. That you’re trying to, you know—things aren’t
always what they seem, and you have to figure out interesting ways to interact
and can you figure out, you know—can you get to the goal within the rules
system in a way that might not be the normal way to do it? So in games there’s
a lot of pushing people to want to be unorthodox in how they function. And so, from
that is this loud messaging of, you don’t want to be too obvious.
And so the idea essentially is the card said, “Oh. Well, I
can turn any card in your hand into this card.” That’s the sort of flavor. But
we ended up using a creature type for them, they were all spellshapers, but
that was the way we signified them. We didn’t mark it in any way. We didn’t
say, you know, we didn’t give it an ability word or anything, we just—they
could do that. And they all did a similar thing, they all were spellshapers.
Then, he also had a mechanic—recruiting? I’m not sure what
it got called. It didn’t have an official name, part of the problem. And there
were rebels and there were mercenaries. Rebels were white, mercenaries
were black.
What rebels did was the one-drop rebel got you the two-drop
rebel got you the three-drop rebel. And in mercenaries, the three-drop
mercenary got you the two-drop mercenary got you the one-drop mercenary. So white went up, black went down, for those that aren’t familiar with Mercadian Masques, up is better than
down. The rebels ended up being very, very strong. Mercenaries not so much.
So we had two mechanics. We had, you know—these were legit
mechanics, they were on a whole bunch of cards, they did something new, but for
the spellshapers, we just connected them through a creature type, and through
the rebels and the mercenaries we connected them through a creature type. So
the set had spellshapers, the set had rebels and mercenaries, but there was
nothing to sort of call out the mechanics.
But, I mean, they were there. And they were loudly there. It
wasn’t like they were quiet. There were a lot of spellshapers. There were a
decent amount of rebels and mercenaries. It was definitely something
significant in the deck.
And the rebels and mercenaries, even, they were linear. They
called out, you know, you don’t want to play one rebel or mercenary, you want
to play a whole bunch of rebels and mercenaries. So seeing one made you go look
for others. Yet, when the set came out, the number one complaint I got was,
“Why didn’t you guys make any new mechanics?”
And at first I was like, “Okay, guys. There’s new
mechanics.” And at first, you know, like—I have, boy/girl twins. And so when
they were born, you know, we’d have a stroller, and we’d be wheeling them
around. And you know, so people would come up to us, and they’d go, “Oh, are
those twins?” And we’d go, “Yes, this is Adam, our son Adam, and this is our
daughter Sarah.” And then they’d go, “Are they identical?”
Now, I was taken aback at the time, because I’m like, well,
one’s a boy and one’s a girl. They can’t be identical. You know. Identical
means you have the same genes, it’s split, so, you know, you have the same
genetic makeup so you have to be the same sex to be an identical twin.
So the first time I heard it, I just, my thought process
was, “Oh, okay, that person, you know, oh, was a little ignorant of what
identical twins is. But okay.” And then I kept getting asked. And then finally,
when someone sort of—like, it just takes some amount of time before you realize
that, oh. I don’t think that the average person knows what an identical twin
is.
Or not—like, you know, that the difference between an
identical twin and fraternal twin, for those that don’t know, or [dizygotic],
if you don’t want to say fraternal, it has to do with whether there’s one egg
or two eggs. Did the egg—did two eggs get fertilized, or did one egg get
fertilized and split in two? And if you split in two, they’re identical. The
genetics are identical so they’re identical twins. But if there’s two different
eggs, there are two different eggs. I mean, they have the same parents, but
they’re two different eggs. So, you know, the siblings who look alike are
siblings who look alike, but they can look radically different. And in the case
of my children, they’re different sexes.
So there’s a dynamic that happened with Mercadian Masques that also happened with my twins, which is, I
finally came to the realization with my twins that like, oh my goodness, a lot
less people understand what identical twins means than I thought. I understood
it. I assumed everybody understood it.
And I think Mercadian
Masques was a similar quality, that I always assumed that, hey. I’m a game
design. I really—I can identify game mechanics really easily. But you know
what? That’s not something most people are necessarily good at. And when you
don’t label something, that people can miss it.
And that when we didn’t label—“Oh, spellshaping!” or
whatever we wanted to call it, you know, or just give it a name, actually.
Spellshaper didn’t even do a great job of communicating. The idea that these
peddlers, I guess, they were all sort of street peddlers, were selling you
magic. And that you could sort of use that magic to turn your cards into
whatever that was. It wasn’t particularly well-conveyed. And like with the
rebels and the mercenaries, if we had just given it “recruiting” or something.
But the lack of a keyword or ability word made people not see the connection.
So I made these creatures that, while on the battlefield,
you could pay two, sacrifice the creature, and draw a card. So the idea
is, oh, it’s cycling from play. Normally, you get rid of the card in your hand,
you pay two mana and get rid of the card in your hand, and you get a new card.
Here you pay two mana, you get rid of the creature in play.
And the idea there was, oh, you know, you could block with
it and then sacrifice it so the creature remains blocked. Damage was on the
stack at this point, so you could do damage on the stack tricks. But
anyway, there was a bunch of different reasons why I might want to trade the
permanent I have in play for another card.
And so anyway, I was really excited because I felt like, oh,
this is a neat take on cycling. But, I didn’t label it. I didn’t say that, you
know, “Get it? It’s cycling?” I didn’t say, “Cycling from play,” I didn’t do
anything. I just did it. And my assumption was, oh, well, you know. Clearly,
you’re spending two. And cycling in Urza’s
Saga all cost two. You’re spending two generic mana and you’re getting rid
of something, a card, and you’re getting a replacement card. You know. It
seemed really clear to me.
And as I started explaining that, every time I would explain
it, mostly, I mean a few people got it, but most people were like, “Oh yeah, I
didn’t get that.” And it happened again and again, and finally you’re like, oh.
Okay. People just—people don’t see—you, the game designer, have a critical eye.
Like, one of the things that happens all the time in game
design is, we make a mechanic that structurally is similar to another mechanic.
But flavorfully and gameplay-wise is very different. But what happens is,
because we tend to look at things through the lens of the mechanics, things
will seem really similar to us, because we’re like, “Well, that’s just this
without the trapping.”
And what we’ve learned is that the public sees it in its
final form. They see with all its flavor. They see it in its synergy with
things around it. And that you can have two mechanics that kind of in a vacuum
play in similar space. But you dress them up a little differently, have
different flavor, put them in different environments, and have different synergies,
and the audience doesn’t see them as remotely similar. That that’s something
that we tend to do.
Likewise, for example, this example doesn’t just go to
mechanics, but those (???). So let’s talk about stories for a second. So for a
while, we were trying to sort of, not, sort of spoil the story on the cards. So
we sort of would like, subtly hint at things. You know.
So for example, in Theros, at the end of the story, Elspeth—spoilers here, if you haven’t
read the Theros story, but
it’s been a while. Elspeth dies. Dies at the hand of Heliod.
But we didn’t want to spoil the book, so like we—the set was
sort of, like, very vague on it. We weren’t obvious about it. You know. And so
what happened was, you know, I mean now we have a novel, so if you read the
novel, the novel told you what happened. Or novella I think, for Theros. But what happened was,
we were subtle about it. We weren’t very blatant, especially in the card set,
that Elspeth died.
And then what we learned was, people just didn’t understand that
Elspeth died. That we were just, like, you know, that what we learned is, when
we sort of hold back on the story and we’re not blunt on the story, that
people, like—that’s a pretty major thing that happened. The main character
ended the story by dying. And the majority of people didn’t know it. You know.
The majority of people, like, when I would bring it up, people were like,
“Well, what did you mean?” “Well, yeah, she got killed by Heliod.” “What are
you talking about?” You know.
And that really made us sort of rethink. I mean, a lot of
the modern storytelling—and I mean, obviously there’s amounts of how blunt you
want to be. But a lot of things we try to do with storytelling now is be a
little more up front and make sure that people get at least the general—the
idea is, let’s not be subtle in you getting the general gist of the story.
Let’s be subtle on some of the details. You know. It’s not
that—like, I want you to know that Chandra reunites with her mother. Hey, the
subtle—what are the emotions she’s feeling? Hey, go read the stories. But I
want you to know that Chandra and her mother, you know, got reunited. You know,
we put it on a card, and like, look, they got reunited! You know. It’s a
cathartic moment. They got reunited. You know, that we want to make sure that
big moments and things that happen, that you’re aware of it.
So the—a different way to think of this, as we talk about
today, is that—I’ll bring back the metaphor I had before. So you have a
toolbox. Your—you know, one of the things I like to say is you as an
inventor, as a game designer, as a craftsman of whatever, you have a bunch of
tools available to you. And one of the things I’ve learned over time is that
what separates a good artist, game designer, whatever, from a great one often
has to do with their tools.
That what happens with somebody who’s really good is—you
know, and for example. One of the things they say is, if you want to be a
writer, read. If you want to be a director, go see movies. You know. If you
want to be a game designer, play games. And why is that so important?
Because the more games you play, the more things you
experience, the more tools that you learn, the more apt you are. That—I mean, I
think there are a bunch of things that define how good you get to become. One
of those things is experience. You’ve tried things. You know what I’m saying?
Like, essentially, there’s three things I think that bring wisdom if you will.
One is experience. Have you done it? You know, like one of
the reasons I think I’m a pretty good Magic
designer is I’ve done twenty-one, you know, almost twenty-two years of Magic design. I’ve been designing Magic cards continually for that long.
That means I’ve made a lot of Magic
cards. I’ve made thousands and thousands and thousands of Magic cards.
In fact I’ve made thousands of Magic cards that see print. And like I said, one in a hundred cards
sees print. So, you know, if I have thousands of cards that saw print, that
means I’ve designed hundreds of thousands if not millions of cards. I’ve
designed a lot of Magic cards. I’ve
made a lot, a lot of Magic cards.
Some of which were really bad. But the experience of making them taught me a
lot. There was a lot that came from the know-how of doing it.
Number two, there is knowledge. That part of what makes you
better is you learn things. Part of the things, for example, when I’m teaching
other people is, I have a great repository o knowledge in my head. That comes
from just doing this job for a long time. You know, when someone says, “Let’s
try Thing X,” I go, “Oh, yeah, I’ve tried Thing X. Here’s what we learned.” You
know. That I have a lot of lessons in my head, I mean, part of that is
experience, and part of that is just, I’ve learned things
Now, they go hand in hand, experience brings you knowledge,
you know another thing also is, part of knowledge is just you’ve thought about
things. I’ve made a lot of different sets that did a lot of different things,
that have made me think about Magic
in a lot of different ways. So I’ve learned a lot about Magic. There’s a lot of knowledge gained there. So number two is
knowledge.
Number three, and this is what I’m talking about today, is
tools. That one of the things that really makes you valuable is learning, you
know, whether it be little tricks, it be little means by which you can do
things, like one of the things for example I find when I’m teaching young
designers, or newer designers, is there’s a lot of stuff I’ve tried that has
worked and I can share that. You know. I can share, sort of, “Hey, here’s a
thing that you can do. Here’s something that’s available to you.”
And so if you want to get better, if you want to become a
better game designer, those are the three things that you need to think about.
You know. You need to—so when I say experience, experience is, make games.
Design games. The more games you’ve designed, the better you’ll get at making
games. You want to be a writer? Write. You want to be an artist? Draw. That
there’s nothing going—nothing is going to replace the act of doing it and
iterating and learning from it.
Number two, like I’ve said. You want to be a game designer,
play games. Read about games. Study games. I know Richard Garfield, for
example, not only does he play every game he can get his hands on, he has
studied the history of games. In fact, he’s taught a class on the history of
games.
Like, how exactly did chess come about? How did
backgammon come about? How did checkers come about? You know.
What are games that—you know, or mancala. There are games that have
lasted thousands of years.
And the interesting thing is, chess as you know it was not
always chess. There are things that are in chess now that weren’t always agiven. And, there are precursors to chess. Chinese chess and a
lot of other chess variants that are similar but different. And when
you sort of study and look and say, hey, how did this game evolve, you the game
designer start to, (???), “Oh. That is
interesting. That’s interesting they did this.” You know.
And so something that
Richard has done, you know, and that I say to anybody is, hey. You want to be
good at the thing you’re good at. And it doesn’t matter whether it’s games or
whatever. But study that thing. You know.
I, for example, wanted
to do great TV shows. I watched a lot of TV. I really wanted to understand how
things clicked and how they worked. And, you know, I was fascinated—I really,
really liked pilots. A pilot is the first show of the series that introduces
the characters and the premise of the series.
And pilots are really
hard to do, because you have to both introduce everything, while showing an
example of what a sample episode would be like. And I really, really—before I
got this job, the thing I thought I wanted to do with my life was make TV
pilots. I really loved the idea of crafting a world and making a world, and
then finding sort of how you introduce that world. And there was a period of
time where I would watch every pilot I could get my hands onto.
I, in fact, there’s
a—at the Writer’s Guild of America, which is a guild I’d later join
when I became a professional writer, they have a library that anybody could
use, not just guild members. And you can watch videos. And I went in and I
watched every pilot I can get my hand onto.
And it didn’t matter
whether I was interested in the show or not. What I wanted to see—I was
particularly interested in—I mean, I watched both hourlong and sitcom. I was
very interested in sitcom. But anyway, I watched both. And like—how do you
introduce stuff? How do you learn stuff? What are the tricks?
And so I educated
myself. I got a lot of knowledge. I also did a lot of writing. And same with
game design. Before I worked for Wizards, I made a lot of games, I read about
games. Now, there weren’t a lot of books about game design at the time. But I
found the stuff I could, I read the stuff I could. I went to—GAMA is a
convention, a game manufacturer’s association. And there were seminars in game
design, and I went and I took seminars in game design. I talked to professional
people. You know. I acquired all the knowledge I could.
Third thing was tools.
And what that is, is, A. In gathering the knowledge and playing other games and
stuff, you know—like, one of the most valuable things about playing other games
is seeing how they do things. How they solve problems. And what I say is not
just play the game, but think about how the game ticks. Think about what makes
it work. What is the engine that drives the game? What is the fun of the game?
How does the game make you—you know, like, all the lessons, all the other
lessons I’m giving you through this series, like, look at existing games and
see how they do it. You know.
And, you know, usually
games, you can tell if they’ve lasted the test of time, you know, and play some
of the classics. And try to understand, okay, why’d they do what they do? Why
they do this, why they do that.
And, it’s also fine,
something I like to do, is say, hey. Is there some place I—you know, some way—I
mean, always play the original and understand the original. And then go, hey,
is there some way I can adapt it? Could I take this game and add a few rules
and maybe, you know, do something to the game that might make the game more fun
for me? You know, experiment with it.
And so the reason that
I, when I talk about bluntness is, I believe bluntness is a very important tool
that people are kind of trained not to use. And the funny thing is, when you
start out, it’s one of the most popular tools you use. Beginners are incredibly
blunt.
And what happens is,
this is gonna sound a little weird, but you want to be not too blunt with your
blunt brush. You want to figure out where you need to be blunt. So when I say,
“Don’t be afraid to be blunt,” I’m not saying that bluntness is the answer. I
am not saying that every problem is a nail. But I am saying that it’s a hammer,
and that at times you’ll have nails, and when you need to pound nails in, you
know, a hammer is a good thing to have.
And it is really easy.
So I did a podcast talking about, don’t do things to prove you can. A
very common thing I see people doing is they somehow pooh-pooh the tools. And
go, “Oh, that’s not the tool of a real artist.” You know. “A real artist is not
blunt, so I will never use the blunt hammer.”
And what I find is,
when you get experience and you get knowledge, you start to realize that there
are tools that you often write off early on. That there are tools that you’re
like, it’s not—when and how you are blunt is not something that should be done
lightly. You know. Interestingly, that I’m not saying to be blunt I how you use
your bluntness. I’m saying use it carefully. That it is surgeon’s tool, and you
want to figure out the place to do it. So let me talk through the most common
reasons why you might want to use the blunt hammer.
Number one is, and
this a good example from my Rise of the
Eldrazi story, when you try things and your audience just isn’t getting it.
When you try stuff—and what I say is, it’s fine to start from a subtle place, I
have no problem saying, okay, let’s not hit them over the head, let’s try be a
little subtler about it, but do playtests. Watch.
And this is why it’s
so important to playtest with people that aren’t you and your team. You need to
playtest with people that don’t know your game. And ideally aren’t emotionally
invested in you. Because there are things that are obvious for you because
you’ve been playing around with it, that there’s no way for you to see whether
it’s something that people will understand or not.
And so the reason that
playtests are so important is that you need to constantly be testing. Do people
get this? Does it make sense to them? Do they understand it? And so a common
theme you will find in these kinds of playtests is, players just miss
something.
And like my example
with Mercadian Masques or Urza’s Destiny or even my twins, it is
so easy when somebody makes a mistake to just gloss—like, “Wow, that was a
weird mistake. I wonder why they made that mistake.” And then what you have to
say is, whenever anybody makes a mistake, you have to say, “Oh, could this be a
mistake a lot of people would make?”
And you can’t use your
value judgment. You know too much. Yes, I get that spellshaping is a mechanic.
And yes, I understand how a mechanic works. And yes, I understand the mechanics
of what—how you define a mechanic. And under any definition, yeah, this is a
mechanic. But, people didn’t see it. You know.
Urza’s Destiny. Cycling from play. Look, there’s so many
reasons, there’s so many parallels why it is exactly cycling from play. And if
I said to somebody, “Hey, why don’t you design a card that cycles from play?”
they would make the exact same card. But the point is, that doesn’t mean they
see it. You know. Being obvious, or being sort of direct in how you do
something doesn’t mean people see it.
So, number one tool
for bluntness is, when people aren’t seeing something, sometimes what that
means is, you’ve got to put it in their face. That you don’t want your audience
just missing things. So it’s okay when you test and iterate and they’re not
seeing things, it’s okay to use it.
The other reason you
might want to use the blunt hammer is sometimes misdirection. That sometimes
what you want is—like, I used to do magic as a kid, like actual, you know, predistita—uh—magic
tricks. I’m missing my word I want. [NLH—Prestidigitation.]
You know, making, pull a rabbit out of a hat and stuff.
And one of the things
that I learned in that is, a lot of the tricks of magic is sort of pulling
focus. Is making people pay attention to your left hand when your right hand’s
doing something. And a lot of the tricks I learned there was that you want to
make sure people are looking in the wrong place. So bluntness sometimes is a
great way to make people look in the wrong place. So sometimes, when you want
to mislead, bluntness can be a tool to help people mislead.
Another thing is, when
you have a sequential issue, when you need to build on something, sometimes you
need to be blunt, not because people won’t eventually figure it out, but they
need to figure it out really fast, because there’s things that build up on it,
that if they don’t understand that fast, they won’t build upon it.
So sometimes bluntness
is just for ordering. To make people do things in a certain order. That the
things you need to find the earliest, you’re the bluntest with. And so, you
know, that is the—you know, like I said. There’s a lot of ways to use the
bluntness hammer. There’s a lot of different tools you can use it with.
And like I said. It
runs the spectrum from, “Your audience isn’t getting something,” to “You’re
using it as a means to make people focus (???) for some reason of how you’re
doing your design. And you know, the walkaway—I’m almost to school today. The
walkaway today is that you need to makes ure that you have every tool available
to you. You want a full toolbox.
And the reason this
one got called out for a specific lesson, there’s lots of tools, and (???) for
example, I write a bunch of Nuts and Bolts articles where I talk about
how to make Magic sets, and in there
I talk about all sorts of tools. Like, the design skeleton for example is a
tool that we use in Magic design to
sort of plot out what we’re going to do. And a lot of what I teach people, I
like to teach people the tools.
The reason I bring
this one out, and the reason this had a whole lesson to it is, I am fighting something—there
are lessons you learn early on in any sort of creative endeavor that you later
must unlearn. Like, one of the things for example when I was a writer is, in
school, they really pull a lot of common speech out of you. That you’re taught
to write really formally when you’re taught writing.
And then one of the
things as you start to study communications, is going, oh oh oh, these things
you learn early on actually aren’t 100% true. That a lot of good communication is
being more casual in how you present things.
Same with math. There
are certain math concepts that they just teach you, like, “This is just true.”
And then you get to higher math and they go, “Well, it’s not completely true.”
And the reason is, early on, sometimes you need to learn things, and then
unlearn them later on. And I think the bluntness rule is one of those things
that when you’re first starting out, because beginners are so blunt, that you
are taught to sort of not be so blunt.
And so this is an
advanced lesson that says, okay, one of the first things you learn is don’t be
so blunt. And now what I’m saying is, well, wait a minute. Bluntness is a tool.
You can use that tool. Figure out where and when and how to use it, use it
effectively, use it to—use it on purpose. But, you know, be very careful with
when and how you use it.
But don’t throw it
away. Don’t abandon the tool. It’s an important and valuable tool. And there
are just times when you need to convey the things you need to convey, or your players
just aren’t getting it, or whatever. You know, you have some reason that you
need eyeballs on something. And it’s a great tool to get the eyeballs there. You
know, that it is okay, in the right place at the right time, to force your players’
hand. And that, my friends, is lesson number fourteen. Don’t be afraid to be
blunt.
But anyway, I’m here
at Rachel’s school. So we all know what that means. It means this is the end of
my drive to work. So instead of talking Magic,
it’s time for me to be making Magic.
I’ll see you guys next time. Bye-bye.
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