Magic: The Gathering Drive to Work Podcast - #1064: Inclusion over Exclusion
Episode Date: August 25, 2023In this podcast, I talk about the meaning and philosophy of "inclusion over exclusion" from a game design standpoint. ...
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I'm not pulling my driveway. We all know what that means. It's time for the drive to work at home edition.
Okay, so today's podcast is based on something I wrote on my blog.
And I just want to go in more detail. It's a really interesting topic.
So something I talked about in R&D philosophy is what we call inclusion over exclusion.
And so the point of today's podcast is to explain what that means
and just go in greater depth of understanding sort of the philosophy behind it
from a game design standpoint.
Okay, so my first question is,
what do demons and merfolk and walls all have in common?
And the answer is they were all something part of magic.
In fact, I believe all of them were in
Alpha, and all of them for a period
of time got removed from the game.
So
demons in early magic,
there was a worry that it was upsetting,
you know, there's a certain audience
that's upset that demons were in the game, and we
were, Wizards were
sort of anticipating something, so
there's a period of time where we removed demons from the game game or at least we removed the word demon from the game.
I guess we just called them something else.
We called them beasts or whores or something.
But we didn't refer to them as demons specifically.
merfolk, there was a period of time where the creative team,
I think it was led by Brady Dominuth at the time,
just felt that water-based fights are weird when we're summoning things to have a land-based conflict
and felt like merfolk and other water-based things
were just kind of in a weird state.
And it's weird to sort of pluck this merfolk from the sea
and have it fight on land.
So there's a period of time around Odyssey
where we stopped doing merfolk,
where we stopped the creature-type merfolk
we didn't do anymore.
And walls, this was one of my issues,
although I think Brady and I were on the same page on this one.
Walls have never made a lot of sense.
What exactly is a creature?
Well, it's sapient or at least sentient or at least alive, you know, like a wall of stone.
How is that any level a creature?
You know what I'm saying?
It's an object, you know, why it seems more an artifact or, you know, it doesn't make any sense as a creature.
I mean, there are, like, living walls or maybe even, like, you know, it doesn't make any sense as a creature. I mean, there are like living walls, or maybe even
like plant-based walls. It makes
some sense as maybe being a creature
if you're very loose on what a creature is.
And anyway, there's
a period in time where we stopped
making walls as creatures.
That we stopped, like, we
walls used to have Defender
baked into them. That if you were a wall
in your creature type, it was in the rules, just being a wall meant you had defender.
We later made the defender mechanic,
and then all walls had defender,
but we also made other defenders that weren't walls.
Each of these things, at some point,
we thought it didn't make sense,
or it was pulling away from what magic was.
And in each of these cases, we brought it back.
In each of these cases, you know, there is, there was a reason that they returned.
And so what I want to talk about today is one of the,
one of the basic elements that we have to come to grips with is,
so Magic is what's known as a modular game
meaning that you know most games when you take it out of the box hey you use most the pieces
you know if i'm playing the game of monopoly well i have the monopoly board and the monopoly cards
and you know the hotels and i have all the component pieces that i'm playing with and
from game to game i'm mostly using all the pieces. In any one game, you know, I might not use every piece, but all the pieces are available every game.
And so when you play a game, you, the player, aren't really deciding what pieces you're using.
But there are some games, Magic being one of them, where you, the player of the game, have some
choice. Like in role-playing, Dungeon Dragons, for example,
you have some choice.
You know, a lot more exists than you personally have to use.
And games like this, when I talk to them as being sort of modular,
it means you have choices about what you want to play with.
You have choices about what to include.
So Magic right now, you're building a deck,
depending on the format, a 60-card deck or a 100-card deck or a 40-card deck, whatever.
Different formats, you're building a deck.
The size can vary on the format.
But you have choices to make, and you can choose what to put in.
Sometimes, you know, if you're playing something like Limited, okay, you have choices.
But a good chunk of your cards have to be used.
Other times, if you're playing like a Legacy format you have 25 000 cards to choose from and you know your portion of what
you have to choose is a tiny of what what exists and so one of the things that's interesting from
an r&d standpoint is um we are trying to make sure that each person gets to make the game they want to make.
Like, if you make a game, you know, like Monopoly,
you know, when it's a very fixed experience,
like, well, you're choosing what they experience,
you're choosing the component pieces of it,
and everybody's mostly going to experience those things.
The difference in a game that has an element where you're choosing pieces is you are making sort of a customizable set of objects that the player can choose from.
And when you do that, what you're trying to do is saying, okay, I want to add some customizability.
I want to say to the player, look, we are making more than you need and we are giving you the freedom to figure out what you want to do.
Now, built into that is
there is both a mechanical component
and a creative component.
And what I mean by that is
our cars do different things mechanically
and you, the player, might make choices
about mechanically what you want to do.
Oh, I like this mechanical theme. I want to build a deck around this mechanical theme. I like the graveyard. I want
to get things out of the graveyard. So I'm going to focus on mechanical aspect. Or there is a
creative choice. I like this world. I like this theme. I'm going to build my deck so it brings out, you know, some flavor that I
enjoy. And there's intersection between those two, creature types being the biggest one. Like, well,
the reason I like goblins is A, I like the flavor of goblins, but also they have a mechanical
identity. I enjoy that mechanical identity. Or I like elves or merfolk or whatever. So the players
are sort of, what we want to do is we want to craft
something so the players can sort of make
choices about the world
they make.
And
the
tricky thing about it, and this is one of
the things where this whole idea of
inclusion over exclusion comes from, is
different people want different things.
Like one of the most important lessons, when you do game design or come to work for Magic, for example,
one of the first big lessons that you have to learn is that when you play Magic,
Magic means something to you personally.
That there's some expression to how you play.
Maybe there's more than one expression, but hey, you like playing a certain constructor's
format or a certain limited format, or, you know, there's just a mix of things that makes
magic what magic is to you.
And again, part of that might be mechanical-based, part of that might be flavor-based, but there's
something that sort of makes magic what magic is to you.
And so one of the first things you have to learn
as a game designer when making magic
is what that entails, what that is,
varies greatly between players.
And on many different levels.
Like part of it is just the way you play,
for example, the format.
There's lots of ways to play magic. One of the strengths of magic is there's many different executions of it is just the way you play, for example, the format. There's lots of ways to play Magic.
One of the strengths of Magic is there's many different executions of it.
And, you know, if you sit and play Commander versus Draft, you know, it's the same game, the same card, you know, the same rule set, the same game pieces.
But those are very different experiences, you know.
How competitive it is, how social it is. There's lots of different
factors that go into it.
So one of the things when you first get to Wizards
is, and this is something
that is
normal human
experience, which is
that you tend
to frame something by your experiences,
how you experience it. And one of the things that it takes time to realize is, oh, well,
how I experienced it is just shaped by me, by how I see it, how I use it, what I do.
And that one of the things, I mean, this is true of all life. I'm just talking magic. But,
that one of the things, I mean, this is true of all life,
I'm just talking magic, but, you know,
when you first start designing magic cards,
you tend to design cards that reinforce the game that you see it being.
You design cards to say, well, this is what magic is to me, so I'm going to make cards that make that version of magic,
what magic is to me.
That's the first thing you design.
You tend to design cards that are what you want to see in the game.
But the next level you have to get to as a game designer is going,
oh, there are other people that experience the game differently than I do.
And some experience it radically different than you do.
and some experience it radically different than you do.
For example, one of the big vectors is enfranchised versus not enfranchised.
An enfranchised player, meaning I'm someone who magic's a big part of my life,
I'm part of the magic community.
Like, every day I am interacting with magic in a way where magic is part of my identity,
that it's what we call a lifestyle game, that it's more than just a thing I do.
It's a thing I define myself as being.
I'm a magic player.
That is how I define myself.
That if I meet somebody else that plays magic,
we have a bond because I'm a magic player.
But there are a lot of people
in which they interact with magic
in a way that it's a thing they do,
but it's not definitional.
It is not a way they define
themselves. It's sort of like
the way I describe
it is, there are chess players in which
chess defines
who they are. That it's
a part of their identity. And then
there are people that play chess.
And that a chess player
and a player of chess are
two very different things.
Magic has that same dynamic, you know.
There are people in which the essence and identity of magic is just very different.
And just, like I said, there are lots of different formats.
There's lots of different expressions.
The other thing we realized, and this is one of the reasons that magic,
the reason we sort of adopted the multiverse premise in the first place.
Why, when Richard started, the idea of this multiverse existed was that we want to tap into what different people enjoy.
So this is where we get to the concept of resonance, right?
That when you play, when you choose what to do with your own free time,
you want to do things that really speak to you.
And that each individual person, much like magic might speak to you or not speak to you,
different elements of life speak to you.
For example, let's talk genres.
In storytelling, there's a lot of different kinds of storytelling.
There's stories that lean in different directions lot of different kinds of storytelling. There's stories that lean in different directions
that tell different kinds of stories.
Some people love the horror genre, you know.
Some people don't.
Like, my example is, I'm personally not that much into horror.
Like, if I have to go watch a film, I don't tend, I mean,
I'm not saying there's not horror things I've watched.
There are horror films I've seen, but I don't go out of mean, I'm not saying there's not horror things I've watched. There are definitely, you know, there are horror films I've seen,
but I don't go out of my way to watch horror films.
And if something is a horror film, something about it has to, like,
I have to be lured in to see that.
Where other people are like, oh my goodness, I love horror films.
You know, the more horror film it feels, the more they want to see it.
And so the idea of genres is different people feel comfortable
interacting with different
genres only because it reinforces different aspects of who they are or plays into their
identity. And different people like different things. And the idea of resonance is that
you want people to, like, there's a term I use called piggybacking. And what piggybacking means is
that you take things that people already know
and use that as a means to reinforce something.
And so I'll just use Innistrad example
since we're talking horror.
If I want to make a zombie deck in Innistrad,
well, okay, what I'm going to do is I'm going to say,
well, let me tap into
people's experience with zombies
in movies, in TV shows,
in books,
in pop culture.
Zombies mean something.
The reason that zombies resonate,
the reason that zombies are popular,
is there's something about zombies that speaks to the human experience
that resonate with people.
So if I'm going to make a set with zombies,
especially one that's leaning into
sort of what zombies are,
I want to make sure that I'm doing something that
feels like zombies.
But, from a game design standpoint,
I have the freedom that zombies
mean something to people, and that
when I'm building, I'm not building from scratch,
I'm not making a brand new thing you've never seen
before, I'm leaning into something you know.
And that is the power of genres.
And that is the power of the multiverse,
which is there's a reason that magic keeps bouncing around.
The reason that we don't go to Eldraine,
stay in Eldraine for five years, right?
We, one of the things that we realize
is that there's such a widespread of audience that really keys into different things that I call it pushing the pendulum, right?
That we want to keep making magic different things and that the idea behind that, the reason that we have a Greek world and an Egyptian world and a city world and a gothic horror world and a fairytale world.
The reason we have all these different places is different things are going to speak to different people.
Different people are going to go, oh, wow, that.
And the cool thing about it is no matter what we do, no matter where we go, pick any magic set,
there's somebody who, like, that is at the core of what they are, of what they believe, of what they want.
And it speaks to them.
And likewise, look, every set is not going to squarely hit every person,
but the philosophy behind it, so inclusion versus exclusion,
is that we want to give everybody the opportunity to find the thing that speaks to them
so that they can choose that.
That one of the powerful things about magic is that the customizability of it,
the ability to craft it means that you, the player, can say,
hey, I want a game that satisfies certain qualities.
And this particular game gives me so much freedom to craft it
that I can make it resonate with who I am
as a person.
I can make it something that really speaks to me as a game player.
It's one of the most powerful things about Magic is that its customizability, its modularity
lets the player make it what they want it to be.
Do you want it to be a game where you sit around with your friends and goof off
for hours on end? Do you want it to be highly
competitive where you're testing who you are
and what you're capable of doing?
Do you want it to be something that's just really expressing
who you are in a way that other people can
see? Like, a lot
of the psychographics and, you know,
a lot of the stuff that we define
is just sort of saying, like, hey, how are you
using the game?
Okay. Now, the key to it is what we found is the more flexibility we give, the more options we give,
the happier the audience seems to be as a whole. This is how I got to my buffet metaphor,
for those that don't know. I spent a long time trying to understand, like, what the quality of designing magic.
And any metaphor, I mean, if you push to, you know, like, metaphors work up to a point.
But the buffet metaphor I've really enjoyed for magic is we are trying to make an awesome buffet.
And the neat thing about a buffet, and the reason I like this metaphor, is the goal of a buffet is to give each eater their perfect meal.
We want you, the person who's going to eat the food, to go, wow, this was a meal made for me.
And the whole philosophy behind a buffet is, well, if I just give a lot of food and give you a lot of options,
then you, the eater, can choose what it is you want.
And hopefully, if we have well-crafted food,
that's the kind of food you want, you have a great experience.
Now, here is the challenge.
And this is where we get to inclusion over exclusion.
Is anything that one person might love
another person might hate.
So for example, we do a horror set.
We do Innistrad, let's say.
Some people, it speaks to their core.
This is the essence.
This is the genre they love.
This is the thing that just makes them all excited.
Other people are like, well, that's not really my thing.
You know, I'm not really, it's not, it doesn't speak to me. And so, you know, I'm, I'm less
excited by that. Or maybe I hate horror. It's like, it's the thing I, you know, like I run away
from horror. If there's a horror film I don't want to see, I don't want to see the commercials.
The commercials freak me out. I don't, you know, that no matter what we do, there are people that are going to respond to it and people that are not going to
respond to it. So one of the common requests that I get is we do something and we do infinite things,
but we do something and somebody out there goes, wow, wow, I don't like that. I don't like that.
And I don't want that in my game.
Because once again, everybody experiences magic through their lens of what it is for them.
This is my game and like I said, the genius of the system built by Richard Garfield was that each person had so much ability to craft what they wanted
that you really could feel like this was mine
because it hits on all the points
that I wanted to hit on.
You know, it pushes all the buttons
that I need pushed,
that it lets me craft the game
to be the game that I most want it to be.
So what happens is people are like,
wow, I love, you know, all these aspects.
Ooh, but there's one thing that I don't like.
And wow, when I have to play,
now, obviously I won't put it in my deck
or maybe I have to put it in my deck if I, you know,
if I mechanically, like, maybe it has a mechanical reference
that I need because I want to win the game,
but I don't like the creative reference of something.
Or, I mean, vice versa.
Maybe I love the creative, but the mechanics I don't like.
But the idea is,
look, when I play Magic,
Magic is, you know, I have to play with
somebody, and
while I control what I play with,
I don't necessarily control what they play with.
And so,
when I'm playing the game,
there might be things that I don't
like, and wow, I don't want to interact with that thing.
My game is better if that thing isn't there.
That that thing being there knocks down the game for me.
It makes my game less of what my game is.
So the challenge is we have the tools to be additive. We have the tools to be inclusive. And what I mean
by that is, we can make a lot of different things. We can make a lot of different settings. We can
make a lot of different mechanics. We can, you know, with Universes Beyond, do other IPs. Like,
there's a lot of things we can do. We can dip in a lot of different places. So magic as a game is structured
to go wide. It is easy for us to add something. And this is sort of my buffet metaphor, which is
if we learn that there's a food that we haven't served before that people would like, it is easy
for us to add a food. It is easy for us to go, oh, you guys want seafood?
We've never had seafood, but you want seafood?
Yeah, we can add seafood.
What is much harder for us is that to remove something
is not just to remove it for you, the player that want it removed,
it's to remove it for you, the player, that want it removed. It's to remove it for all players.
So if we don't do something,
it sort of shuts...
Like, if we make something that you want,
okay, you can play it.
Like, let's say, for example, you love fairy tales,
and we make Eldraine.
Now you, the fairy tale lover, have access to it,
and you can build it.
Somebody who doesn't like fairy tales
doesn't have to put the stuff in their deck.
But
if we, let's say we say, okay, we're never
going to do this thing, you know, we're going to
try to keep it out of the game.
Well then, I'm preventing everybody
from having access to that.
That exclusion is, inclusion
means everybody has access,
but exclusion means no one has access.
And Magic as a customizable game,
as a modular game,
isn't well suited for that.
So when someone to me says,
hey, could you not do Thing X?
Or what's more common is,
I don't like Thing X.
Can you do less of Thing X?
That is a lot harder for us. Now, I'm not saying there aren't like Thing X. Can you do less of Thing X? That is a lot harder for us.
Now, I'm not saying there aren't things we avoid.
For example,
there are some things,
especially mechanically, where
we have feedback that the vast
majority of players, it really makes the game less
for them. Like,
efficient direct damage, or
highly efficient card denial,
or counter spells.
Like, there are definitely things where early in Magic we did something and like, wow, it
made for a not fun game.
And there are other things like harmful stereotypes.
I mean, there's things that are, that actually being in the game hurts people in a way that
goes beyond sort of just, I don't like it, you know?
And so it's not that we don't exclude anything.
There's definitely things that we have to be careful about.
But the general point is that the game sort of thrives if we say, you know what?
We're going to try to give something for everybody and then say, look, we're going to put it in the game.
You, the game players, then figure out how you want to use it.
And the challenge is, and this is something that's, I mean, it keeps coming up.
You know, I mean, probably the latest cause of it is Universes Beyond,
but it's a tale as old as time.
Whenever we introduce something new to the game, whatever it is universes beyond, but it's a tale as old as time. Whenever we introduce something new to the game,
whatever it is,
whenever we go to a new world
or have a new genre,
or, you know, like,
whenever we introduce something new,
there are people who are like,
well, that's not what the game means to me.
I don't want that thing.
And the message I have to kind of give is,
well, there are other people other than you
who do enjoy this
and we are trying to make the game
inclusive for them. We are trying to offer
the thing they love.
And so what that means is
that
kind of the
R&D
is much
more empowered
to add things than we are to remove things.
And so, because a lot of people are sort of like, well, I, this is what magic means to
me.
There's this component I don't like of magic.
Hey, people that make the game, hey, this is how I feel.
Could you please remove that? And the answer I have to kind of give is,
look, there are tools for removing things. You can make a format where only certain things are
allowed. You could have a play group where you choose to play with certain things.
Or you could maybe choose a format where only things are allowed. I mean, you have the ability on the player end
to have some control, not total
control. And
one of the things also is being a social game
is, look, part of playing with other
people is,
as I point out, magic
to each individual is a slightly
different game. And part of playing
magic with other people is seeing
their experience of magic.
Like, here's the way I like to think of it,
is when I make a deck,
I'm optimizing what magic is to me.
Like, I'm making something that really speaks to me
that is how I want to play.
When I meet somebody else and I play against them,
I get a glimpse into what magic is for them.
I get a glimpse into what magic is for them.
I get a glimpse into their version of magic.
And my argument sort of is that no person's magic is exactly the same.
There might be people that are aligned,
but each person has a slight, that's one of the genius of the game,
is that you really can make it your own.
And part of playing other people
is experiencing what they enjoy.
That when I play against somebody else,
I get to see what aspect of the game that means to them.
And so when I play against somebody else
and they do something that I don't enjoy,
but they enjoy,
kind of my message is,
well, embrace the fact that part of playing with
somebody else is they're bringing what they love into the game.
And maybe what they love into the game isn't the thing that you love about the game, but
part of the human experience, part of interacting with people, is realizing that each person
has their own things.
And so, you know, if I play with another player and they have an aspect that is not something I would want to include
but it really brings joy to them
our hope is that players can come to realize
that the game is better served
that we are giving each person the tools
to optimize the game, to make what they bring to the game
what they most want
the downside, and
I don't even think it's a downside, but
what comes with that
is that you enable other people
to bring what they want to the game.
And so, since Magic,
I mean, we've made some Solitaire variants, but
assume you're not playing Solitaire, because very few people do.
Although my man and me, Solitaire,
if you go back and read the Duelist ones, it's very cool.
Part of the play experience is interacting
other people and seeing what they
enjoy and that
we think
that magic is better suited
if we, the makers
of the game, try to
go broad, try to include as much
as we can that let each individual
person maximize their ability
to make the game what they want.
And in doing that, there's a cost.
And the cost is other people have to interact
and absorb what other people enjoy.
And like I said, there might be parts of Magic
you just really dislike.
And if other people are tapping into that and you just don't enjoy the
experience,
that,
that is where you have to sort of look at your play group or look at how you
play or what you play or where you play,
you know,
um,
we're,
we're kind of putting that in the hands of the players because R and D isn't
good at exclusion.
We're not like the only way to exclude good at exclusion. We're not. Like, the only way
to exclude something is to exclude it for everybody.
And we believe that
Magic is a better game if we
include things, if we let people
have more choices and more options
and more ability to craft Magic
to be what they want.
But the cost it comes at is
the lack of exclusion.
The lack of saying, well, we're just not going
to do the thing you don't like.
And once again, the caveat I have is if enough people dislike something, there are things
that are universally disliked that we're not doing.
It's not like we're doing everything.
There are things we aren't doing.
But as a general rule of thumb, if there are things that we can do that there's a decent
sized audience that it really speaks to them, that it really enhances magic for them, we're going to do that.
And that is the core concept of inclusion over exclusion, is we think that magic is
a better game if each person has something that speaks to their soul, that is something
that really excites them, that makes magic a joy.
And that, if that means
that I have to play with other people, and I
have to experience their joy, even if
their joy is not my joy,
that that overall is a better game
than us excluding
things so that people can't make the
game as much of their own as they want to.
And so, that is
why when people write to me and they say,
can you just please take thing X out of the game? The answer, and I'm not, I don't mean to be glib
or anything, is it really boils down to that thing that you don't like, there is someone who not only
likes it, there's someone who that is their favorite thing.
That is the thing that makes them shine the most
and that I'm not going to take that thing away from them
and that you as a player have to sort of,
and once again, there are a lot of tools
that you as a player have of when and how
and where to use your cards,
but that I'm not going to take joy
away from another player to, so you don't have to interact with that aspect you don't
like.
That, that is the core of inclusion versus exclusion is we'd rather empower people to
have what they want, um, at the cost of you having to experience other people's joy and
what, what other people love.
Um, and that's the. And that's the core.
That's the core of it.
The reason this all came from me sharing my wall story,
I got rid of walls because I thought walls were dumb.
I thought walls were just stupid.
I'm a writer at my core,
and it just didn't make any flavor sense,
and I care about flavor,
and I'm like, this is just dumb.
Why are we doing this?
And so I took walls out of the game.
I mean, I and other people took walls out of the game.
But I kept getting people writing in to me saying, wow, you know, the same thing that
I hated about walls, that they made no sense.
Other people were like, hey, that's charming to me.
I like that, you know.
And the reason that we brought walls back, and I was, I originally
sort of fought against us bringing walls back.
But what I came to realize
was that
the walls brought happiness to
other people. Even if they
pissed me off, even if it just,
there's something about them that made the game
less for me. And then what I had
to come to realize, and the reason that
I support walls now, is not that I'm a great come to realize, and the reason that I support walls
now, is not that I'm a great fan
of walls. It's not that I
think walls add something
to the game for me,
but I recognize they add something
for other people. And that part
of a game of community,
part of which, you know,
that I
want Magic to have things
that make Magic a better game for everybody.
And even though things don't make Magic a better game for me,
even though the things make, you know,
that other people getting what they want,
the game being better for other people,
the joy to other people is a benefit to me.
That Magic and the Magic community,
that the more that each person
can sort of make magic the thing
that makes them the happiest,
that that is a boon to me as a magic player,
especially someone who's part of the magic community,
who's part of the environment of magic,
that us allowing each player
to bring their joy to the game,
you know, that other people's joy
is to my benefit, not to my detriment.
The fact that the game is not 100% crafted
to what I want
makes Magic a better overall game for everybody.
And just, like, being a designer,
like, that lesson in game design
that I have to make Magic cards that aren't for me,
that I have to make Magic cards that, you know,
I have to learn what other people like
so I can make something, not that enhances Magic for me, that I have to make magic cards, that I have to learn what other people like so I can make something not that enhances magic for me,
but for other people.
That part of being a magic player,
I think there's a realization of understanding
that magic as a game is better
if people have access to the thing they love,
even if access to the thing they love
might be something I'm not that crazy about from time to time,
might be something that I even dislike,
but that magic as a whole is a better game
for people to have access to that.
That is inclusion over exclusion.
That is a philosophy we're talking about,
that, you know, you might not care for fill in the blank.
Fill in the blank might mean something
that you actively dislike,
but if there are people out there
that really truly love that thing,
if that thing is what makes magic shine for them,
the game having it just makes more people happy and, you know...
Anyway, so that is my topic for today.
I'm just sort of talking about why we are doing something
that you personally don't like, but that other people really,
really do.
And that is why.
And that I know it is a hard sort of lesson to say, you know, that it's great if the world
is always optimized for what you want of like, well, this is what I enjoy.
So I wish everybody around me would optimize to what I want. But the reality is your life will be better if you recognize that other people just
want other things and then other people having those things and having their own sense of
happiness and having their own sense of belonging is in general an additive to you. That the magic
community gets better. The game gets better
if more people feel included.
If more people feel
like the game speaks to them.
And that way more is added to the game
than is taken away from you.
And that is the inherent lesson
of inclusion versus exclusion.
Anyway, guys,
I hope this is me going
a little more introspective today,
but I hope you guys enjoyed it.
But I can see my desk, so we all know what that means.
It means instead of talking magic, it's time for me to be making magic.
So I hope you guys enjoyed today's podcast, and I'll see you next time.
Bye-bye.