Magic: The Gathering Drive to Work Podcast - #511: 20 Lessons: Less Is More
Episode Date: February 16, 2018This is part seventeen in my 20-part series "20 Lessons, 20 Podcasts" based on my 2016 Game Developers Conference speech. In this podcast, I talk about the lesson "You don't have to change mu...ch to change everything."
Transcript
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I'm pulling up my driveway. We all know what that means. It's time for Dr. Drive to Work.
Okay guys, so today is the 17th in my series of 20 lessons, 20 podcasts.
And so I did a talk at GDC back in 2016. In it, I talked about 20 lessons I learned during the 20 years I had of making magic.
And I've been doing a podcast on each lesson.
So we're up to number 17.
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.
talks about the creation of Ravnica.
So what happened was,
we, for many years,
Magic would just make themes,
you know, the themes would be like,
just, we'd make two mechanics.
And then we eventually got to a set called Invasion,
and we're like, well, what if,
what if there's a theme?
What if there was a theme to the set?
Rather than just, oh, it's these two mechanics that may or may not even 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. 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.
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 the previous set that had done the theme was Invasion. So
Invasion's multi-color theme really was like play lots of colors. Introduce the
domain mechanic where the more basic land types you have the larger the
effects were. and it just did
a lot to encourage you to play a lot of different colors. So I started Ravnica literally by saying
how could I do a multi-color set that's as far away from Invasion as I could get and so the idea
was well Invasion was played lots of colors so what if Ravnica was played few colors?
Now, obviously, it was a multicolor set.
So monocolor is not multicolor.
So the theme couldn't be played monocolor,
then it's not a multicolor set.
So I was 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. 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 Ravnik,
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 four guilds and three guilds and three guilds,
so not every set had every guild in it.
So a lot of stuff came up, 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 multi-color theme.
They both have lots of multi-color cards.
But the sets ended up having really, really different feels to them.
And the point was, it wasn't as if I 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, the lesson I'm talking about in this thing is, it gets to a metaphor that I use.
I'll now segue into my metaphor. So my metaphor is, I often, my wife Laura is a very good cook. And Laura, most
often time Laura 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, you know, prepare the sauce or something. But I'm not,
Um, but I'm not of the, of, of my wife, myself, I am the less culinary, uh, culinary skilled person.
So usually as the sous chef, if you will, uh, 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 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 this is what happens every time I
make peas. Make peas with the world. Okay so what'll 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, and I'm like,
oh, that doesn't seem like a lot of peas.
So I'll 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, ah, maybe that's enough peas. But I'm like, well, what if I'm misjudging? If I don't make enough peas and look like a lot of peas, so I'll put more peas in. And then I'm like, ah, maybe that's enough peas.
But I'm like, well, what if I'm misjudging?
If I don't make enough peas and we'll run out of peas and we won't have peas?
Okay, I'll put more peas in.
And then I'm like, oh, 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 I'm ready to 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,
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.
What you 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 pizza
and put it 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 there's this general thought that has the same sort of philosophy I think I have with my P's,
which is this idea of I better err on the side of having more.
I don't want to have not enough.
I better make sure there's more.
And if I'm not sure, I 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 some 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 reasons 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, one of the interesting things is I happen to work on a very complex game.
I work on a game made for gamers that 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 a insanely complex game. And even then, you know, Magic we try
really hard
to make sure that the base element
to 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
to somebody 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 test 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 the game out of the gate,
complexity is a real, real issue.
That, you know,
every time you add something...
One of the things to think about
in 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 he pours just a little bit in the cup and gives it then the student, you know, he pours just a little bit in the cup
against the student and he goes, would you like more tea? And the student looks at 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. 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.
Like when you make a game too complex, what you are doing is you're saying to the person
play.
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 giving them just enough choices
that they experience the game as you want them to experience it.
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.
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, was a crazy idea at the time, was there'll be one button.
There's one button on all the screens. 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 18 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 number one one day I will because it's a fine topic. But 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
sort of a similar point.
If I, like I said, on user interface,
if I give you 18 buttons,
you don't know what to do. So there's a similar point. If I, like I said, on user interface, if I give you 18 buttons, you don't know what to do,
so there's a 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 a 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 your 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 the 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, and we write scripts and stuff, is that you want to
be able to sum up what your screenplay is about.
Usually, this is true for stories, I guess.
I was taught how to write screenplays.
Is, do you have a one-sent 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, you know, one or two words.
And the idea essentially is
your idea is simple enough that you can
condense it down. Because your idea
is so complex that you can't condense it down,
you start having messaging problems.
And one of the big things about games in
general, when you're making a game,
especially the first time someone plays your game,
or even before they play the game,
when it's sitting on the shelf or when you're trying to get other people
to convince them to play it,
that the cleanliness of the message,
what is your game about?
Like magic, for instance,
one of the things I like a lot is,
at its core, it's about fighting with magic.
There are three words, fighting with magic.
Well, that sounds cool.
I'd like to do magical things and fight with other people.
Ooh, a magical duel.
That sounds fun.
Now, there's a lot else going on there,
but there is 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,
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,
one of the things to think a lot about
when you make your components and 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 they 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 sort of in the art, I'm just using 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 justice, like,
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 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
young game designers or 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 played with this element, and it's a lot of fun.
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 game 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 you 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's this thing that it's 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.
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 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.
You know, like, 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 it is unfun, that is a big problem.
So be aware of that. Okay, next is, oh, so, and this one is, has to do, this is one of those
things that is 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 going to love the gift
now I then find a second gift
oh they're really going to 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 the next one. 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 is 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 that's 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 fun, or 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 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 made you happy, you want to be careful not to say,
well, I want to have three increments.
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 gifting. 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. So 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 one. Oh, they love it.
They love it. They love it. They're so happy.
Come the holidays, you give them gift two.
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. And two i give them gift one at their birthday oh
they're happy and 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 okay 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 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 versus
happy and happy.
So, which of those two experiences is a better experience?
Clearly the first one.
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 a game
is a resource. Now,
I understand if you're making a game and that's it
and there's never anything else, but
I will say this about successive 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 just 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 that 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, 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 are 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, oh, I don't make a game.
People go yawn.
And I was holding stuff in the tank.
That seems wrong.
So, okay, 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'm saying is do your due diligence, do your play testing, 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
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 mufter
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 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're not,
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 this is so important is, so it's a new metaphor. We use Jenga.
Think of your game as a Jenga game. I'm not making Jenga. Metaphorically, it's a game of Jenga.
And what I'll 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 planks, if you will, that are longer than they're 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 crisscross 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,
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 to say, 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.
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, a big 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 on to a game,
the lessons are a little bit different. I've been talking a lot about the new person lesson.
the lessons are a little bit different.
I've been talking a lot about the new person lesson.
So 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 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 at, I did a series
podcast called 10 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 don't 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 into 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, 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.
have, the more you have to address all the interconnectivity of the rules. So be very careful when writing your rules. Make sure your rules are providing you essence, that 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 flavor-wise,
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 dog 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 of 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 interaction, but that doesn't mean that 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 interactions, one of the 10 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 someone 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 it's not what it's about,
it misleads them and lends them down the wrong path. It's one of the reasons, for example,
when we preview cards with 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 is 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 the thing that makes you smile when you do it?
And that a lot of my lessons today is making sure that you don't bury it under stuff
that are just going to hide it.
Remember, more is not always, you know, 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 plus 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
you can capture that sense and that a lot a lot a lot of what we do is not trying to make magic
different is 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 um 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
menus. There's a lot of ways you design
multi-car cards. They're 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 and define Ravnica,
my goal wasn't at every level, at every time I can do something, do it different.
In fact, a lot of times, hey, I did something, I did 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 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,
and you can act with it a lot,
makes it different.
Like, for example, when we were
originally playing around with Zendikar,
we put in a mechanic called Landfall
that cares about when you play a land.
And a land, for those, I assume
most of you guys imagine listening to me, but
a land is the resource you use to drive stuff.
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 we made it such that there were times where late in the game you wanted to draw a land.
That never happens.
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, yes, let's care about lands
in a way we hadn'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, today is a 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
tend 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,
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.
Laura 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.
We tend to get a sheet cake.
Vanilla, one side, chocolate, and the other.
And we experimented for a little while, trying different kinds of cake.
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.
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 is 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. Let's say it was my kid's
birthday parties. You know, it's Adam's birthday party. We have a video game theme. So I turned 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 do is make you play
be a multi-color set that lets you play less colors that was really my goal the whole time
and from that everything sprang 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
um and so what i will say to you is, if you're working on something, let's say
you're trying to make, 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'll 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. Um, is that my, what was my, my, my actual is, uh, uh, you don't have to change a lot. You don't have to change much
to change everything.
So anyway, I'm driving up to work.
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 in some levels
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,
maybe it doesn't need to be there.
That 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, Maybe it doesn't need to be there. You know, that 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 are 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 ever 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 if it's the very first game you ever made
or an expansion to a game that's 25 years old.
So anyway, guys, I am now at work.
So we know what that means.
We mean this is the end of my drive to work.
Oh, a little traffic, but you guys got a little extra.
So anyway, instead of talking magic,
endgame design,
it's time for me to make magic.
I'll see you guys next time.
Bye-bye.