I’m pulling out of my driveway! We all know what that
means! It’s time for another Drive to Work.
Okay, guys. So today is the seventeenth in my series of
Twenty Lessons, Twenty Podcasts. And so I did a talk at GDC back in 2016, in it I talked about twenty lessons I learned during the twenty years
I had of making Magic, and I’ve been
doing a podcast on each lesson, so we’re up to number seventeen, you
don’t have to change much to change everything.
So, I always start this by talking about a Magic example. So this one talks about
the creation of Ravnica. So
what happened was, we—for many years Magic
would just make themes—the themes would be like, just—we would make two mechanics.
And then we eventually got to a set called Invasion, where we’re like, what if there’s a theme? What if there’s a theme to
the set? Rather than just, oh, it’s these two mechanics that may or may not be
connected, what if there was an actual theme and the mechanics all connected to
the theme?
And Invasion’s
theme was multicolor. And it went over really well. So then we did Odyssey and its theme was the
graveyard. And we did Onslaught and its theme was tribal. And we did Mirrodin and its theme was artifacts. And we did Champions of Kamigawa and its
theme was a top-down Japanese flavor.
So anyway, we eventually get to Ravnica. And Ravnica, the
idea was, enough time had gone by that we wanted to do a multicolor theme
again. But this was the first time we’d ever repeated a theme. And so my goal
was, I wanted to both do the theme but be as different from the last set that
did the theme as that.
So I started Ravnica
literally by saying, “How can I do a multicolor set that’s as far away from Invasion as I can get?” And so the idea
was, well, Invasion was “Play lots of
colors.” So what if Ravnica was “Play
few colors”?
Now, obviously it was a multicolor set. So monocolor is not
multicolor. So the theme couldn’t be “Play moncolor,” then it’s not a
multicolor set. So I’m like, okay. What’s the smallest multicolor theme we can
have? Two color.
And so basically, the set started with the real simple of,
instead of playing five-color, play two-color. Invasion pushed you toward playing four and five colors, okay, well
this set will push you toward playing two colors. That’s where I started.
And obviously for those that know Ravnica, I mean, from that we got the idea of, “Let’s represent all
the ten two-color pairs equally,” which led us to the idea of representing them
flavorfully, which led to the guilds, which led to the model of—you know, the
block had 4-3-3, four guilds then three guilds then three guilds, so not every
set had every guild in it.
So a lot stuff came out, but it really came out of a very
simple premise. Which is just, “Okay, let’s push toward two-color.” And the
interesting thing about it is, nobody would confuse Invasion with Ravnica.
Yes, they both have a strong multicolor theme. They both have lots of
multicolor cards. But the sets ended up having really, really different feels
to them.
And the point was, it wasn’t as if I had really changed
much. I really changed one tiny aspect. Now, it was an important aspect, but
the point is, changing that one thing changed so much about the identity of the
sets.
And the lesson I really learned there, and the lesson I’m
talking about in this thing is, it gets to a metaphor that I use. So I’ll now
segue into my metaphor. So my metaphor is, I often—my wife Lora is a very good
cook. And Lora, most oftentime Lora will cook. I do some cooking. The joke is
that I’m her sous-chef, I’m more likely to like, brown the meat or prepare the
sauce or something. But I am not—of my wife and myself, I am the less
culinary-skilled person.
So usually as the sous-chef, if you will, I prepare the
things that go along with the meal. So one of my jobs is to prepare “the
vegetables”. So “the vegetables” is, we have frozen vegetables, and we make a
boiling pot of water, and we put the vegetables in the water. It’s not real
complicated, why it’s really well-suited for me.
So anyway, there’s a dynamic that I learned about making
peas. So here’s what happens every time I make peas. Make peas with the world.
Okay, so. What will happen is, I’ll boil the water. And then, I get out the bag
of frozen peas. And I put some peas in the pot. And then I look in the pot, I’m
like, “Ohh, that doesn’t seem like a lot of peas.” So I put more peas in the
pot. And then I’ll go, “Well, nah, it still doesn’t look like a lot of peas.”
So I’ll put more peas in. And then I’m like, “Ehh, maybe that’s enough peas.”
But then I’m like, “Well, but what if I’m misjudging, if I don’t make enough
peas then we’ll run out of peas and won’t have peas. Okay, I’ll put more peas,
I’ll put more peas in.” And then I’m like, “Ohh, aghh, I probably have enough
peas. I probably do. But like, you know, if I err toward too many peas, that’s
better than not having enough peas, maybe just to be on the safe side I should
add more peas.” And then, and then as I’m ready to put the bag away, I’m like,
“Well, [unintelligible],” and I put like another handful of peas.
Okay. And then what happens is, I always make too many peas.
I always make too many peas. Which you’d think would influence me to not make
as many peas in the future. As if I would learn from my lesson of making too
many—but it does not. So I always make too many peas. I always, like—whenever I
prepare the peas and put them in the bowl, like, they barely fit in the bowl.
And the bowl’s way more than we need. So it’s just too many peas.
So the reason I bring that metaphor up, one is to show
embarrassingly how bad I am at making peas. But the real reason to show that is
there’s this inclination, there’s this worry that I think people have in game
design that “There’s not enough. I haven’t put enough in my game. There needs
to be more. My game’s not—it’s missing things.”
And you know, there’s a general thought that has the same
sort of philosophy I think I have with my peas, which is this idea of, I’d
better err on the side of having more. I don’t want to have not enough. I’d
better make sure there’s more. And if I’m not sure, I’ll just put more in.
And the idea essentially is this sort of philosophy of, it’s
better to err toward more than err toward less. That I think game designers
treat their components like I treat peas. But there’s a problem with that. That
is the idea—like, a lot of my lessons are taking things that seem to make sense
and realizing they are fundamentally flawed. They don’t make sense.
So the idea here is, “Oh. Why—it’s better for me to err on
too much than err on not enough.” And my point today is, no, in this case, in
peas, not that big a deal. I waste some peas. But in actual game design, it is
a problem. Okay, so why. Why is that a problem? Why is having a little bit more
a problem? Okay, let’s run through the many reason this is a problem.
So number one is, complexity. So I talk about this all the
time. The goal of your game is to have enough complexity that there’s some
richness to it, but not so much that it gets in the way of your game. That it
gets in the way of people enjoying your game.
Now, the one of the interesting things is, I happen to work
on a very complex game. I work on a game made for gamers, that it is—you know,
and we are constantly struggling with complexity. But the baseline of the game
I’m talking about is just complex.
Most games do not want to aim at the complexity level of Magic. Magic is an insanely complex game. And even then, you know, Magic we tried really hard to make sure
that the base element of the game stays as simple as possible.
But what I’m saying is, when you’re making a new game, that
every level of complexity you add to your game becomes a barrier to your game.
It becomes a barrier somewhat of playing your game. And that it is very easy to
look at some existing examples, you know what I’m saying, and say, “Well,
there’s games I love and they are complex,” but you are hurting yourself.
Like, first of all, if your game is successful, if your game
becomes something that lasts the tests of time, what normally happens is, you
have the opportunity later on for true, true fans of the game, to add extra
elements on. That can come later.
But when you’re making a game out of the gate, complexity is
a real, real issue. That every time you add something, like—one of the things
to think about, here’s my—a day of metaphors is, there’s a great metaphor they
talk about in Zen, about how there’s like a Zen master and a student.
And the student has—the Zen master gives the student a teacup. And he goes,
“Would you like some tea?” And he pours a little bit of tea in the cup. And so
then the student, you know, he pours just a little bit in the cup and he gives
it to the student, and he goes, “Would you like more tea?” And the student
looks in his cup, there’s not much tea in it. So the student goes, “Yes, I
would like more tea.” And so he pours—and he keeps pouring until the cup’s
overrunning with tea. And then what he says is, there’s a point in
which you can’t have more tea. You must drink the tea you have before you can
have more tea.
And the idea is, I always like to think of the teacup as
sort of the player’s mind. There’s only so much they can grasp. And that when
you exceed what they can grasp, all you’re doing is forcing them to exclude
things. [NLH—Mark has misunderstood the
point of this story.]
Like when you make a game too complex, what you are doing is
you are saying to the person playing—either you make them quit, which is not
good, or you make them choose things not to care about. And here’s the problem.
When they choose things not to care about, you’re not going to get to choose
what those are, they’re going to choose. And what that means is, they are
changing the nature of your game, often for worse because maybe the things that
really matter, they won’t understand. And so maybe the things they choose to
ignore are the things that are important.
You know, I talked before in one of my lessons of, make sure
the players can find the fun in your game. Well, the more complexity
you add, the more you kind of hide your fun, the more chance there is that they
go down the wrong path. Or they see the wrong thing. Or they make the wrong
assumption. You know. The more the chance that the thing they decide not to do
in your game is the thing that’s the most important thing in your game.
That part of guiding someone in your game as a designer is
not—is giving them just enough choices that they experience the game as you
want them to experience it. It is so—the flaw in the thinking here is that if I
give them all these things to explore, they will explore them all and it will
make a richer experience. And the true answer is, if you give them too much to
explore, they don’t know where to go.
And the idea essentially is, so I’ll borrow a little bit
from UI design. Here, jumping around. So UI is User Interface. Is the
idea of, “I’m making a video game and I want the player to do something.” And
what they’ve discovered is, what they call decision paralysis. Is, if I
give you too many options, you just freeze up. That what you want to do is you
want to give people a few options.
Like, one of the things for example when the iPhone first
premiered, that was a big, that was a crazy idea at the time was, there
will be one button. There’s one button. On all the screen there’s one button.
So, what do I do? Well, if I’m not sure, I’ll press the one button. You know.
If there’s eighteen buttons, well, which button do I press? One button, okay,
I’ll press the one button.
And so one of the dangers of just adding too much is that there’s
all sorts of sort of dangers of how people interact with their product, how
they understand the product. You know. Sort of them learning your product, them
having the experience that you want. So extra complexity causes all sorts of
problems.
There’s also—I mean, I could do a whole podcast on just the
dangers of complexity. I’m sure one day I will because it’s a fine topic. But
anyway, it adds complexity. So anyway, it adds complexity. So number one, it
adds complexity, that’s a problem.
Number two. It muddies your message. And what I mean by that
is, the same—sort of a similar point. If I, like I said, on User Interface, if
I give you eighteen buttons, you don’t know what to do, so there’s the
confusion factor, but also I don’t know what matters. I don't know what’s
important.
Like, one of the things about having sort of some
cleanliness to your game is you get to focus on the things that matter. I talk
a lot about finding the fun. That you want the audience to find the fun of your
game. So part of it is you muddy the message, they don’t know what the fun is.
But also, they might not know like—one of the things in general, I talk a lot
about aesthetics. I talk a lot about cleanliness, that you want things to feel
good and feel right. But you also want a clean and clear message. What is your
game about?
So for example, if I say to somebody, “What is your game
about?” and they say, “It’s about these four things,” I go, “Well, it’s about
one of those things.” You know. Your game can’t be about everything, because if
you’re about everything, you’re about nothing.
You know, for example, one of the things they teach you in
writing, when you write scripts and stuff, is that you want to be able to sum
up what your screenplay is about—usually—and this is true for stories, I guess,
I’m just, I was taught how to write screenplays. Is, do you have a one-sentence
summary? Do you have a one-paragraph summary? Do you have, like, a
two-paragraph summary? And even—you can go shorter than one sentence. You can
do, like, what’s—one or two words.
And the idea essentially is, is your idea simple enough that
you can condense it down? Because if your idea’s so complex that you can’t
condense it down, you start having messaging problems. And one of the big
things about games in general, and when you’re making a game, especially the
first time someone plays your game, but even before they play the game, when
it’s sitting on the shelf or you’re trying to get other people to convince them
to play it, that the cleanliness of the message. What is your game about?
Magic, for
instance, one of the things I like a lot is, at its core it’s like, it’s about
fighting with magic. There are three words. Fighting with magic. Well, that
sounds cool. I would like to do magical things and fight with other people, and
ooh a magical duel, that sounds fun.
Now, there’s a lot else going on there. But there’s a
cleanliness of what the message is and what’s going on. So another thing that
when you add in too many components is, you just muddy your message, you make
it harder to convey something. Because as you add more things, there’s just—it
makes more paralysis, and people have less idea of what you’re doing.
So it is really, really important that when you make
something, you—one of the things to think a lot about, that when you make your
components and you make your pieces in your game is, that each thing needs to
stand on its own. I talk a lot about, in writing there’s this principle that if
it can exist without it, it should exist without it. That if you can pull the
scene from your movie, and the movie makes perfect sense without your scene,
pull it.
Games have the same basic idea, which is, does the game need
that element? If you can pull that element out of your game and your game is
just as fun, is that element serving its purpose? Is it doing something?
And one of the hardest parts of the creative experience, and
this is true in writing, it’s true in game design, is you the person, the
creator, fall in love with your creation. You birthed it. It is from you. It is
something that really means a great deal to you. And the idea that something
you made that is beautiful and wonderful isn’t servicing the purpose of what
you’re doing really takes time and energy and growth to learn and understand.
One of the things I talk a lot about in writing is an
expression they call “killing your darlings.” And what it means is, part of
becoming really good—this is true of any art, I’m just using any writing here,
but—is of you understanding the purpose of what you’re doing, and that you
don’t fall in love with creations in a vacuum.
Like, a real common thing that happens is, you’re writing a
comedy. And you come up with a funny line. It’s a funny line. It’s a funny,
funny line. But the problem is, in order to set up the funny line, you need a
certain—like there’s a certain conceit to the scene to make the line work.
So, well, okay, in order to set up the line I’ve got to do
this. And in order to make that, just—and what you’ll find is, you add a lot of
extra stuff to make the joke work. To make the joke fit. And what you realize
is, is it worth that? Is that one really good joke worth all the trouble that
comes with it?
And in general, when you’re adding components and you’re
adding pieces to it, you have to understand the net overall effect. Because
what happens is, people often look at the thing in a vacuum. “Oh, that joke is
funny! Ooh, that joke is funny. That’s a funny joke.” And what they don’t
realize is, well, how much did you add to make that joke work? Did you add a
whole scene so you could do the joke? Did you change the element of the
character arc? Did you have to tweak something to justify it to make it work?
And so a lot of times, when you add a component, you can’t
just judge that component in a vacuum. You have to judge that component in the
larger picture of, well, what does it mean to have that component? What am I
sacrificing to have that component? How does it affect other things around it?
It doesn’t live in a vacuum. No piece lives in a vacuum. And so when you’re
judging and evaluating things, you can’t look at it by itself. It can’t just
be, “Oh…”
And here’s a really common mistake novice game designers
make. Is they put an element in their game, and they have a game with it in which
that element is wonderful. Oh, it’s so much fun. And then what they say is, oh,
well I’ve played with this element, and it is a lot of—it really is enjoyable.
It really made the game more fun. And what they miss is that you tend to focus
on the thing you see. And you don’t focus on the thing you don’t see.
So sometimes, for example, you’ll make a component. And when
the component gets used, oh, it’s a thing of beauty. The thing is so fun. But
when it’s not used, its absence causes problems. Or the things you have to do
to try to do it, and sometimes not do it, make for unfun games.
Like one of the things to do in playtesting is, it’s easy to
figure out when something is fun because you’re doing it. That’s easy to figure
out. It’s easy to figure out when something is not fun because you’re doing it,
because oh look, I’m doing this, it’s not fun. One of the hardest things to
understand is, when something is not fun because of the absence of something.
That here is this thing that is not there, but because I’m trying to get toward
it or I’m aiming at it or I know I need to care about it, that it is warping
how the rest of the game is played.
And that’s something that, in Magic design we do a lot, where I’m trying to add a new element.
You know, one of the things about designing a game that keeps changing itself
is, okay, now you’re going to care about Thing X.
And the thing you have to figure out is, what happens to a
game in which I care about Thing X but don’t get Thing X? Right? Like, it’s
very easy to think about Game X where I get Game X—I try to make Thing X happen
and I made Thing X happen, yay!
Okay. Is it fun to try? That’s an important thing with any
component. Is the act of not getting it but trying to get it fun? Is the fact
that there’s this dangled carrot—if I don’t get the carrot, am I having a good
time? And that’s a really big red flag. If there’s a thing that getting it is
fun, but trying to get is unfun, that is a big problem. So be aware of that.
Okay. Next is—oh, so—and this one has to do—this is one of
those things that it’s a long term problem but it’s something to think about,
which is, if I use stuff here that I don’t need to, I don’t get to use it later.
This comes up in my work all the time. Now, I’m also making a game where we
keep making the game. That one of the things that I have to worry about is, if
I overstuff a set, if I put extra stuff in a set, meaning I exceed beyond what
I’m capable of doing, then I’m just causing problems for myself.
So for example, the metaphor I will use here is, I have a
friend, and I want to get them a gift. It’s their birthday. I find something
awesome. An awesome gift. They’re gonna love the gift. Now, I then find a
second gift. Oh, they’re really gonna love that gift. So, I could just give
them both things.
Or I could give them one of them and save the other one and
give it to them for the holidays, or their next birthday—like, sort of giving
them both gifts causes all sorts of problems. Not that it won’t make them
happy. Maybe they’ll really like both gifts. But A. It makes the next
gift-buying harder, I’ve made a harder bar to clear. And I have to find another
thing. I had a thing. You know. Would they have been happy with the one thing
and not the second thing? If the answer’s yes, it’s sort of like, well, maybe I
don’t need to give them the second thing. You know. And, the other interesting
thing is, when we talk about happiness, people want to think of it as a scale.
Like it’s linear in that—the more happiness the better. But this is actually
not how humans function.
So the way that humans function is, there is a threshold. If
I make you two times as happy, that doesn’t mean you’re—if I give you two times
as many things to be happy about, that doesn’t mean I make you twice as happy.
What happens essentially is, the first thing—like, let’s say I give you a gift
that you love. I’m going to go up a certain level. The second thing, because
it’s—like, you’re already happy. Like, my ability to make you happier goes down
once I’ve made you happy in the first place. It is not as if two things make
you twice as happy. So there’s sort of like—every level just makes you a little
bit happier.
And when you’re talking about happiness in game design,
there’s a threshold that I care about. Which is, did I make you happy? I don’t
care—once you’re happy, once I’ve made you happy, you want to be careful not to
say, “Well, I want to have three increments—like, I want to exceed the
happiness quotient by X amount more.”
And the answer is, once you make them happy, once you reach
the point where they enjoy your game, anything else you’re doing to them, even
if you’re sort of slowly incrementing up their happiness, are you really doing
yourself a favor? All you’re doing is sort of raising expectations and you’re
not necessarily making them that much happier.
That for example, I’ll use my friend’s gift thing. So let’s
say I find a gift they love. I find a second gift they love. And then finding a
third gift is really hard. So let’s walk through the experiences we have here.
Experience one is, so let’s say it’s their birthday and then the holidays. You
get them two gifts a year.
So it’s their birthday. You get them Gift 1. Oh, they love
it. They love it, they’re so happy. Come the holidays, you give them Gift 2.
Oh, they love that too! They’re so happy. And in general, they had an awesome
year. They had a really great year. So happy.
Okay. Version two. I give them gift one at their birthday.
Oh, they’re happy! Then I give them gift two, they’re happier! Okay. Then come
the holidays, I give them a gift that’s not particularly great. And they’re
like, “Oh, oh, thank you very much.” So now I—their birthday, they were a
little bit happier in Version B than Version A. But in Version B, they weren’t
happy at the holidays. You didn’t give them a gift they particularly liked.
So it’s kind of like, they were happy, and a little extra
happy, and not happy. Vs. happy and happy. So which of those two experiences is
a better experience? Clearly the [second] one. You just—you made two happy
experiences instead of one slightly happier experience and one not happy
experience.
So one of the things of using extra pieces and stuff is,
it’s a resource. Every piece you use in the game is a resource. Now, I
understand if you’re making a game that’s it, and there’s never anything else,
but I will say this about success of games, you never know where things are
going
Like, one of the things is, Richard obviously knew there was
a chance that the game could be popular, but Richard had no idea that Magic would become what it did. I mean,
it was a runaway crazy phenomenon success. That doesn’t happen normally. But
the point is, Richard didn’t know. Richard had an amazing game. He thought he
had an amazing game. He thought some people would really, really like it. He
still had no idea that it would be what it became.
And the point there is, nobody does. You’re not going to
make a game and go, “Oh, well, this is the next thing. This is the next hot
phenomenon…” No one knows that. I mean, even if you’re super proud of your game
and you have a lot of faith in your game, there’s so many factors that
contribute to that. You don’t know. So one of the things is, any game could hit
the jackpot. And if that’s the case, there’s a good chance that you will need
more for the game. So the idea is, “I just want to spend everything” is wrong.
Okay, but wait a minute, some of you might be saying, “But I
don’t want to undershoot. I don’t want to not excite people.” You know. And
there’s this big fear of like, “Well, (???) make a game, people go, ‘yawn,’ and
I was holding stuff in the tank, that seems wrong.”
So--yes. There is—and this is why you playtest. One of the
reasons is, you want to make sure there’s enough stuff there that people get
excited. I’m not saying hold back things to the point where your game isn’t
exciting. That’s not what I’m saying. But what I am saying is, do your due
diligence, do your playtesting, work with people, and figure out what makes
them happy.
Now, sometimes there’s a combination of things that make
them happy. I am not saying today, never ever have multiple components or never
ever, you know—what I’m saying is, be judicious in how you use your components.
Everything in your game has to sort of pass its own test and its own muster,
and has to be—its element in the game is additive, making the game better, and
in a way that’s not an embarrassment of riches.
Now, like I said, most games, the problems I see is not
there’s so many awesome things, how do you fit them all in, to be honest. Mostly
what I see is, some cool things and some things that are filling space and not
really doing anything.
Like, for example, I haven’t looked at tons of novice
designs, I’ve had a few opportunities in my job, and the one common thing I
tend to see on novice designers is they—because they don’t have enough
confidence in the game, they overcommit and put more in under the guise that
more is better. Which I’m saying today it is not.
And usually what it is—and this is me sort of getting on the
note about playtesting here today again, is, the goal of your game is to
understand—I mean the goal of you the game designer is, you want to understand
the game you are making. You want to know what makes it tick, you want to know
what makes it exciting, you want to know what makes it fun.
And the reason all of this is so important is, so here is a
new metaphor. We’ll use Jenga. Think of your game as a Jenga game. I
mean not like you’re making Jenga. Metaphorically it’s a game of Jenga. And
what I will say to you is, so there’s a point when you play Jenga—so Jenga, for
those that might not know, is a game in which you stack—you have little wooden,
like, planks if you will, that are longer than they are wide, and you put three
down—they’re thick, they’re about an inch thick, and they’re about three inches
long and an inch wide. And then you put them down three at a time, and you
criss-cros them to make this tower.
And the idea is, on your turn, you remove a piece of the
tower. And then you put it on top. And the idea is, it gets harder and harder
to find pieces—you know, because you don’t want the thing to topple. So what I
want to say today is, your game is like a game of Jenga. And your goal is, keep
removing things until it collapses, and then put that last piece back in.
Your goal essentially is, you want to be a perfect Jenga
player. You don’t want anything in your game that could be taken out and the
game not collapse. And that part of why you playtest and why you do all the
work that you do is to understand what the element of your games are doing.
What purposes they serve.
And that when you do that, it allows you to have a better
sense of what can and can’t go in and go out. And, by the way. One of the
things when you do playtesting, try removing things from your game. Try saying,
“Okay, we’re going to play the game again, but take out Component X. What
happens?”
And one of two things will happen. Either, wow, the game
doesn’t work, and that tells you, you know what? Component X is important. Or
it works just fine and you’re like, “Oh, I don’t need Component X.” And both of
those are really valuable. So, I mean—another big lesson of today is, part of
understanding your game is playing your game and really knowing it.
Okay. Next. So the other thing, by the way, in the lesson
is, I mean this lesson actually—whether you are a new person making a new game
or a person adding onto a game, the lessons are a little bit different. I’ve
been talking a lot about the new person lesson. So—should I continue with it?
Let me continue with that, before I end I will make the point for the more
advanced person
Okay. Other things—so one of the things I said in the talk
is, a lot of people ask the question to themselves, “How much do I need to
add?” And what I said is, change that thought process. Ask yourself how little
I need to add. Because one of the things that’s key to it is, you don’t need
much, usually, to have the feel you’re getting. So let’s look—I did a series of
podcasts called Ten Things Every Game Needs. I’m going to talk about a few
of the things from that right now.
So, problems I see designers having: Too many goals. A goal
wants to be clean and clear and crisp. How do I win the game? Do Thing X. Now,
I’m not saying you can’t have alternative win conditions. I’m not saying there
can’t be other ways to win. But you want to make sure in your basic game that
it’s clean and clear what you’re trying to do. Usually what that means is you
want one simple straightforward goal.
Maybe there’s other goals you learn along the way, or maybe
the game opens up goals through gameplay, but you want to make sure you have
too many goals. Too many goals makes people not sure what they’re trying to do,
and that makes them A. Not find your fun, and B. Get lost within your game,
which is a big problem.
Next. Rules. You can have too many rules. This tends to fall
in a couple camps. One is a complexity issue, your audience doesn’t understand
everything. But more than that, the more rules you have, the more rules
interaction issues you have. And a lot of game complexity comes from rules
interaction. “Oh, well, I do Thing A and Thing B. How does Thing A and Thing B work together?” The more rules you
have, the more you have to address all the interconnectivity of the rules.
So be very careful in writing your rules. Make sure your
rules are providing you (???)—they’re providing something that the game
needs. And once again, in your
playtesting, you can try taking rules out. “Okay, what if I didn’t have that
rule?”
A big problem that I find with rules comes from flavor,
which comes from people trying to match flavor with rules. And that one of the
things you often can do when trying to match flavor is, try to get the big
picture, have the general sense of the flavor, without necessarily getting
every nuance of the flavor. Sometimes when you sort of make lots of little
rules to sort of be perfectly accurate flavorwise, you end up muddying and
mucking up your game and making it harder for people to sort of, not only play,
but to even understand—like, this idea that I’m matching the top-down so close
that it makes it better is not necessarily so. A lot of the ways people connect
to things is through a general sense of things, so being super exact doesn’t
always have the effect you want. And it usually causes lots of problems/
Okay. Too many interactions. Interaction is good. You want
players to interact with one another. But, too much anything is a problem. If I’m
interacting with you constantly, you know, and you never get a moment’s breath
or get to do something by yourself or get, you know, your own time to shine,
yeah, you want an interaction. But that doesn’t mean every moment and every
time you want the interaction. That sometimes you want moments where people can
prepare by themselves or do something on their own.
At some point it should interact, and I’m not saying—clearly
you want to interact since it’s one of the ten things, but you can overdo an
interaction. You can make it such that people can’t move without the moves of
others, and it can cause paralysis where kind of nothing happens because
everyone’s kind of waiting for everyone else to do something.
You can have too much strategy. And what I mean by that is,
sometimes what people add in is they want a lot of things to think about. But
one of the problems in general is if you have too many hooks. If you have too
many things for people to sort of look at, it can lead people astray.
Like, one of the problems we have in Magic is, if I put a card into a set, and that card has nothing to
do with the set. There’s a problem, where it’s the first card people open. It’s
the first card people draft. And all of a sudden, they think that’s what it’s
about. And when that’s not what it’s about, it misleads them and (???) them
down the wrong path.
It’s one of the reasons for example when we preview cards of
upcoming sets, we have to be very careful what we preview. Because we don’t
want to preview an outlier. We want to preview something that is really endemic
of what the game’s going to be. And if you don’t do that you can cause yourself
problems.
In general by the way, a line you’ll hear me say a lot is
“focus on the fun.” Understand what makes your game fun. What makes it tick?
What makes it unique? What makes it something that people haven’t done before? You
know. Where is a thing that makes you smile when you do it? And that a lot of
my lessons today is making sure you don’t bury it under stuff that are just
gonna hide it.
Remember, more is not always—more can be less. That
sometimes when you add things to a project—like the gifts thing. That giving
the second gift might not overall increase the experience. And you have to keep
that in mind.
Okay, so let me now move on. A lot of what I was talking
about today was the beginning designer, right? You are making your very first
game. So let me talk a little bit about the designer that’s making more for
their game. You already have a game, you’re adding on to your game. And this
lesson is equally important but has a slightly different aspect to it. So let
me talk about that.
And what that is is, a lot of times when you’re trying to
sort of make something new for your game, there’s this idea of, “I don’t want
to do what we’ve done before. I want to make something brand new and
different.”
But as a guy who for 20+ years, 22 years so far, has been
doing this, what I’ve discovered is, most of what you’re doing when you’re
making a new version of something is just recreating the old thing. Magic is a fun game. A lot of my job is
not making a brand new thing, a lot of my job is just recreating Magic many times. And that you want to
understand what makes it click so that you can capture that sense and that a
lot, a lot a lot of what we do is not trying to make Magic different. It’s trying to make Magic the same.
And that what this lesson is saying is, is just like the
novice puts in too many pieces, the more advanced designer sometimes will move
things farther away than they need. And once again, not how much do I need to
add, how little do I need to add?
And I use Ravnica
as a good example because in some ways, Ravnica
and invasion aren’t that different.
You know. There’s a lot of things you do when you do multicolor cards. For
example, you lean on cycles. You lean on—you know, to try to make it simple
there’s a lot of Chinese menu—there’s a lot of ways you design multicolor cards
that are just similar no matter what set you’re designing them in.
And in many, many ways, Invasion
and Ravnica have a lot of similarity.
And the idea was, when I was trying to find a difference to define Ravnica, my goal wasn’t, at every level,
at every time I could do something, do it different. In fact, a lot of times,
hey, I did something, I learned a theme, I learned from it, a lot of those
lessons you want to use again.
So how do I make a good multicolor set? Well, there’s some
things that just make a good multicolor set. And the idea there is, you don’t
want to—sort of for the sake of just being different, not give yourself the
tools you need.
So make sure you understand the tools you need and use those
tools. And here’s the key to the lesson is, if you change just a tiny
percentage of your game, the fact that people have to interact with that tiny
percentage. You know. And you can (???) a lot, makes it different.
And all of a sudden we made it such that this thing that you
often dreaded in late game—normally in Magic
in late game you don’t want to draw a land. You have enough land. You want to
draw spells that you can do something with.
And when we made it such that there were times where, late
in the game you wanted to draw a land. That never happens. And most of what we
were doing in Zendikar was normal Magic. It wasn’t particularly far away.
But we just added this one little thing, like, “Let’s just—let’s care about
lands in a way we haven’t before.” And that just made all the difference. It
felt—you know what I’m saying?
That it is—you really have to resist the urge—like, when
you’re trying to make something new and different, newness comes—that you get
so much benefit from a little bit of newness. And that’s a lot of what I want
to say today is sort of, you know, since today’s the day of metaphors, I have a
cake. I’m making a cake. Most of what makes the cake the cake is the cake. But
the things people sort of focus on tends to be the decorations and the icing.
The icing makes it sweet.
And the idea is that if I’m going to make two different
cakes, that, you know what? Most—I can take the exact same cake and dress it up
differently and put different icing on it and put different decorations on it,
and really sell you as this being a different cake…
Like, my wife and I for example. Lora and I like throwing
parties. That is one of our favorite things to do. And often in our parties, when
appropriate, we’ll get a cake. We have a woman that we know at a local bakery
that does awesome cakes, and she will decorate things and make them real cool
and real fun.
And what we’ve discovered is, we tend to get the same cake.
The cake we get is half vanilla, half chocolate. Vanilla one side—we tend to
get a sheet cake. Vanilla one side, chocolate on the other, and that we
experimented for a little while trying different kinds of cakes, and what we
found was, no no, you know what? These are the cakes people like. This is what
makes the people happy. It’s pretty straightforward, look, vanilla and
chocolate are the basic cakes you could ask for. Some people like vanilla, some
like chocolate, provide them both, give them a little bit of choice, and people
are always happy with the cake.
And so really what we do when we make the cake, we’re not
changing the cake of the cake. We’re changing the dressing of the cake. Well,
if it’s our Super Bowl party and we make it into a football field, okay,
that’s a real different animal, or let’s say it’s one of my kids’ birthday
parties. You know, it’s Adam’s birthday party and have a video game theme, so I turn it into a
Switch. You know. Or some video game thing. And the point is, the cake
tastes the same. It tastes the same. But one being a football field and the
other being a Switch, wow, that’s just a different experience. And that really
feels different.
In the games there’s a lot of the same thing. I mean I don’t
want to use the icing—I’m not trying to say it’s just about dressing. It’s just
about flavor and stuff. It’s more than that.
You do want to have some mechanical differences. But you don’t need to
have a lot of mechanical differences. You really don’t.
Like I said. Ravnica
pretty much took one premise, one premise, and everything came out of that
premise. All I was trying to is be a multicolor set that lets you play less
colors. That was really my goal the whole time, and from that everything sprang
up from it. And then as I made things, and other people made things, and we
worked off it, we just kept extrapolating, but it was always off that one premise.
And so what I will say to you is, if you’re working on
something, let’s say you’re trying to make your—you know, an additive element to
a game that already exists. The key here, and this is true for parties, for
cakes, whatever—focus. It’s about something. It’s not about a lot of things,
it’s about one thing.
And so pick that one thing, make it matter, put the focus on
it, you know, pick mechanics that matter, and what you will find is, having
that one theme to it, that one emphasis will really set it apart and make it
something that is cool.
And what you will find is, when you have that as your
bullseye, when you have one idea that you’re pushing toward, it will stir other
things. “Oh, it wants to be this. Okay, well if I do that…” And what you’ll
find is, you will make a lot of organic changes that come out of having a
singular theme. And so when changing things, you don’t have to change much to
change a lot. (???) actual is—“You don’t have to change much to change
everything” is my actual quote.
So anyway, I am driving up to work. So the takeaway today,
if you’re a young designer designing your first game, you don’t need to overrun
your game with lots of things. And on some level it’s the same lesson which is,
figure out what your game’s about, find the fun, find the essence, find the
core, focus on the core. Make it be what it’s supposed to be. Lose extraneous
things. You don’t need extraneous things.
And do playtests. Take things out. If the playtests go well
after you’ve taken them out then maybe it doesn’t need to be there. You know.
That what a lot of what I’m saying today is, it has to do with how you think
about the game, how you build your game, how you make your game, and then, as
you iterate it, stress test all the pieces, all the components.
And what you will find is, there’s some components that aren’t
carrying their weight. And if they’re not carrying their weight, less is more. You
know what I’m saying? That having a cleanliness to your design is going to lead
to overall better games. I’m not saying there aren’t exceptions to that, but as
a general rule of thumb, being simpler, being more elegant, being more focused
will make for a better experience. Regardless of whether it’s the very first
game you ever made or an expansion to a game that’s 25 years old. So anyway,
guys, I’m now at work, So we know what that means. It means this is the end of
my drive to work. Oh, (???) traffic, you guys got a little extra.
So anyway, instead of talking Magic and game design, it’s time for me to make Magic. I’ll see you guys next time.
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