Magic: The Gathering Drive to Work Podcast - #525: Rookie Mistakes
Episode Date: April 6, 2018Having just read 94 design tests for the GDS3, I spend a podcast talking about many of the common mistakes novice designers make. ...
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I'm pulling up my driveway. We all know what that means. It's time for another drive to work.
Okay, so last we talked, we had given the contestants of the 3rd Grade Designer Search the design test, trial number 3.
So, I, over the last two days, have been grading all the tests.
grading all the tests. And so what I thought today would be interesting is I want to talk about some common mistakes beginners make when designing magic cards. And I will use
some of the stuff I saw from the Great Designer Search as a means to sort of, as some examples.
I do want to say, by the way, before I, there was a lot of
really cool stuff done in the design test, a lot of really good work. So when I point out things
that were not the best, I don't want to sort of somehow say that all the people who did stuff
didn't do great work. They did. There actually was a lot of really interesting things, as you guys
will see or have seen, I guess, since it's the future. There's a lot of cool contestants we're going to have. But today is a little bit more focused on sort of rookie mistakes, beginner mistakes.
So what is the number one mistake people made? And this is a mistake I actually saw on the
Great Designer Search is too much text. People sometimes are like, I want to make a cool card
and do cool things and tell a cool story.
So I'm just going to keep piling things on it till I have lots of things on it.
And that one of the things about magic design is the importance of elegance is that you want the card to do something.
Do it well. You know, be the card that it is. And then that's it. You're done.
well, you know, be the card that it is.
And then that's it.
You're done.
And a lot of the text, like,
one of the things I noticed from judging the test was how many times somebody would give me text
that literally would not fit on a magic card.
And so this first mistake,
it's not just that people put too much text
in the sense of it won't fit on the card.
Sometimes people do that.
But also just that sometimes, like a lot of times I'll look at, like I'll be reading the design test,
and like somebody would make a really good card, and then they keep going.
It's like, whoa, whoa, whoa, if you just stopped right here, you'd have a really cool card.
whoa, whoa, if you just stopped right here, you'd have a really cool card. You adding more text on the card, instead of making it an even better card, start to lower the quality of the card.
And so one of the things that when you're designing your magic cards,
one of the things that is an important thing that we look for is you kind of want to,
it's kind of like a poem. Designing a magic card is kind of like a poem. And that the best poems get in,
they do what they're going to say,
and they get out.
And that, I have a friend who's a poet,
and they describe to me poetry as
the art of saying what you need to say
without any extra words.
Now, in general, that's true for writing,
whether you're writing
a short story or a novel
or a screenplay, in general,
in general, you don't want anything excess
you don't need.
But when you get down to poetry, poetry,
because of the form it is, usually how
most poems are not particularly long,
that you really get to fine-tune
and get to the attention of, like,
this exact word is one syllable too long.
Magic cards have a lot of that quality, that you really,
you want to get the essence of what the card is about.
And so one thing I say to people when you're designing magic cards is,
look at cards you've done and say to yourself,
what would happen if I don't have all of that on the card?
What would happen if I took this line off? What would happen if I took this line off? What happened if I took that line off? Like,
see how much you can, like, on some level, the cool part of a magic card is you're doing something
interesting and you want that thing to shine through. This is actually sort of a meta note
about games in general. I think people when making games in general put too many things in their games.
If you saw my GDC talk,
I have a thing about making peas,
my little making peas metaphor,
where the super quick version is
my wife usually cooks dinner
because she's a far better cook than I am.
And often when she makes dinner,
I'll make the vegetables,
which involves putting frozen vegetables
into a boiling pot, very advanced.
And whenever I make peas, there's this routine I go to where I always assume I don't have enough peas,
and I keep putting more peas in, and then I always make too many peas.
And I think a lot of game designers have that similar problem of they have this concern
they don't have enough game mechanics in their game, and they keep adding game mechanics.
With a magic card, get in, get out.
What is your card about?
You know, whenever you add other stuff, you pull focus.
That if you want people to notice your card and for your card to be the thing it is,
figure out what's special about the card and then focus on that.
And then don't distract it with other things.
It's very, very easy to do that. Okay, second problem, which is
connected to the first problem, is people putting things on a card that don't create a cohesive
whole. So one of the things that's important when you're designing a magic card is to remember that
the card is a singular item. And that if you put more than one ability on the card,
it should be because those abilities, when combined together,
create something that is greater than the sum of its parts.
That you're trying to make something,
and these pieces all come together to make a larger picture.
One of the mistakes I find, and this happened a bit on the test,
is people who would put together two abilities
that it's not that either ability wasn't a good ability,
but the two abilities of the card together
don't really mesh.
And there's two ways for abilities to mesh.
Ideally, you want both, but there's two ways.
One is you can mesh mechanically.
Oh, well, ability one and ability two
mean something to each other,
so there's some
synergy in how it plays or they can mesh in flavor oh i see it's this thing and this thing would do
a and b and a and b makes it feel more like that thing um so if you're going to add multiple things
on a card it has to serve the larger card um and a lot of times people would like to just cram stuff on
just because, I don't know, because they can?
I'm not sure why.
But the thing is, if the component pieces
don't make something greater than the sum of the parts,
the audience expects it to.
That is how we make magic cards.
The cards are a cohesive whole.
And when you make something that sort of,
it doesn't make sense why something's there,
it breaks the aesthetics
of the card.
It makes people
assume that things connect. So when they
don't connect, it really
it just is sort of unnerving.
Because you're trying to figure out
why they connect. And the human brain loves to connect
things.
So just be conscious. If you're going to put more than one thing on a card,
that the multiple things have to serve a purpose in relation to each other.
There has to be some sort of, they need to come together to do something.
And that can't just be, well, why wouldn't you, if you like A and you like B,
my answer here is like
imagine for example you're going to make a recipe
you go oh people really like
cream puffs
and people like
you know
boiled chicken
I don't know if you want
you know cream puff and boiled chicken
or ice cream and ketchup or whatever.
Just because people like two things in a vacuum doesn't mean combined that they're better together.
That if I'm making a recipe, I want to get two tastes that will taste well together.
I now realize that putting chicken in a crust like a cream puff might be cool.
So anyway, maybe my example was not the best of
taste that don't taste that together.
But the idea essentially is that
you want the component things,
just because people like them in isolation
doesn't mean they get better together.
And people have to be sort of aware of that
when you're making things.
Another mistake.
This one was not a mistake made too much
on the great designer search
mostly because we did a giant test
before you got it turned in
but color pie is another huge
mistake when I've seen
you know I don't
get to read
I don't get to read people's designs all that often
but we've done stuff like you make the card
and
there's been
opportunities in the past where people can sort of turn stuff in um and another big one i notice is
you really need to understand the color pie um also and this was on the design test you need
to understand card types you need to understand rarities um i i wrote an article about rarities. I wrote an article about rarities that should be up
by the time you hear this.
I've written lots of articles
about color pie.
I've done podcasts
and stuff about card types.
Like one of the things
about magic is
we spend a lot of time
and energy
giving definition to things.
And then when you make a card,
understand the definitions.
Another thing that people love to do
which sort of offers you this is
breaking rules to break them.
Like, magic's never done this
does not inherently a good magic card make.
Now, if you find out a good reason to do that
like, I'm all for finding new and interesting design spaces to play around with
there's not a lot that's taboo for me
but when people sort of break rules
just to break them, I think that is not good design
that when you want to do something, for example
the first time we made a card with two faces on it, a double-faced card,
it wasn't just, oh, way, we can make double-faced cards.
It was like, oh, we were trying to serve the purpose
of something, werewolves in this case.
We got into the idea of dark transformation.
The vampire becomes a bat,
and the man becomes a werewolf,
and the little girl becomes the demon.
There's these transitions that are part of horror.
And so we think, oh, well, here's a way for us to show something that's a neat thing that
magic doesn't currently show, you know, and we got to new technology to do that.
But the inherent problem there is that if you're not serving something,
if your idea is not serving your rule-breaking,
then the rule-breaking sort of, like,
rule-breaking for the sake of rule-breaking into itself is not particularly,
like, it doesn't, you need to lead the audience to what you're doing.
You need to get the audience accepted to what you're doing.
And here's the important thing.
There are a lot of rules set in place on purpose.
Rules serve an important function,
which is we make a lot of magic cards.
There's a lot of reasons why there is a color pie,
why there is a mana system.
There's a lot of things that it matters what things are.
And that if you just willy-nilly ignore things, you start
to break down those things. And those things serve a purpose. They help the game. They make the game better.
The structure of all the different components makes magic a good
game. And there's a reason why you can't just put everything in your deck or just
ignore the mana curve. That these things matter and they're elements of the game.
So if you make things that ignore those things,
you are sort of A, undercutting the game,
and B, you are confusing the audience
because the audience has some expectation.
Now, if you're going to break a rule
and you do it for a reason that makes sense,
the audience goes, okay, this is weird.
Oh, but I get it.
You know, yeah, I don't normally have a face
on the back of my card, but oh, it's a werewolf and it's a human that turns into a were Oh, but I get it. You know, yeah, I don't normally have a face on the back of my card,
but oh, it's a werewolf
and it's a human
that turns into a werewolf
and that's cool.
You know,
and they can see the total package
and they can get the total package.
But if you had just made
a transform card
that transformed for no reason
and had no logic to it,
it's like,
I'm a 2-2
and I transform into
a 3-1. Okay, why are you a 2-2 I transform into a 3-1.
Okay, why are you a 2-2 that turns into a 3-1?
Is there a flavor reason?
Is there some reason you're doing that
that you need to sort of
have some definition of what you're doing?
Because people really, really do embrace the rules
and like the rules.
And they get upset when you mess with the rules
without some reason they understand
why you're messing with them.
Doing it the right way, it's fun. Doing it the wrong way,
it's just disconcerting and not fun.
So,
if you're going to, like, I made an article
called Mechanical Color Pie, where I talk about all
what mechanics go into what color.
Between my podcast and my article, I've talked
about rarity
and car type and color.
Understand what those are.
Understand what they're supposed to do.
And really, when you're first starting to design,
what I say to people is,
and this is true of any art.
This is true of me.
I'll tell a story.
When I was in college,
I took a creative writing class.
And the very first class, the very first assignment I ever did.
So back in the day, there was a thing called the Book of Lists.
Maybe I'll be dating myself.
So the Book of Lists was just a book, it was a trivia book of just weird lists.
Here are 10 people who got an Oscar nomination without speaking.
Here are 14 people who, you know, were over
eight feet tall. It was just lists of weird and quirky things. And really it was a trivia
book, but the gimmick of the trivia book was it was put in lists. So anyway, I was taking
a creative writing course in college. And so for my first story, I wrote the story of a date, basically, of a college kid going on a date.
But I wrote it in the form of the Book of Lists.
So, and there was a giant debate in my class about whether I'd even written a story.
I believe I had.
There was a beginning, a middle, and an end.
There were characters, things happened.
But it was an untraditional format.
And the next
time, what else did I, I mean, I
for a couple assignments,
I really was messing with
the form of writing.
Like, telling things for the, and there's this
ongoing, like, could someone tell
Mark to write stories, please? You know, I was
writing things for, like, is this a story?
So finally my teacher took me aside one day and she said,
Mark, I appreciate the experimentation
you're doing, but
this is a beginning class.
Could you just write some stories
for me, please? Could you stop
messing with the form and write
stories? Could you actually just
write stories?
Someday, once you
understand the stories,
you know,
please explore the form.
But when you're learning and you're
starting, and she said, look, if you were in
an art class,
you're not going to start with cubism.
You're going to start with painting
a bowl of fruit with a pretty realistic
thing. Hey, can you paint
a bowl of fruit? Now, at some point,
you will learn other techniques and there's other things you can do and you can experiment with form
and all sorts of stuff. But when you're learning, you know, when you're starting off, start with the
basics. And so, you know, I finally wrote a story with just characters in it and a beginning, a
middle and an end. And it wasn't some weird format or, you format. And I understand there's an excitement. I see it within myself.
There's an excitement when you are starting in a medium, whatever that medium is.
Whether it's magic art design, painting, writing
a story, a screenplay, dancing, whatever. Whatever it is
you're making, whatever artistic expression you're doing. There's this great desire when you're first
starting out to kind of buck the system, to go, ha ha, look, I can subvert
the form.
And at some point, you do want to get there in your craft, but you don't want to do that
when you start.
And the thing about magic design is if you don't know the basics, then you don't know
when you're subverting for the right reason.
And so a lot of people I say as you're starting out, start out by making simple magic cards.
You know, make magic cards that we would make.
I mean, at some point you can make magic cards we would never make.
That is fine.
And that's a neat part of the experience.
But when I say to beginning designers, you want to start by sort of seeing if you can
do what we do.
You want to start by sort of seeing if you can do what we do.
And one of the reasons we did the test the way we did is we were testing the boundaries of,
do people understand the colors?
Do they understand the car types?
Do they understand the rarities?
You know, there's a lot of things we did to see if people sort of understood that and can build within the restrictions.
Okay, another really common mistake
that I see beginners make
is that they don't know,
they want to have too heavy a hand
in what the card does.
So remember, the cards serve the game.
And what that means is
the reason people will like your game
is not that any one card necessarily
is the most amazing thing in the world.
It's that the game as a whole is a really fun game.
And that one of the things that happens early on
is what I call grandstanding,
which is people want every card they make
to be something people go,
oh my goodness.
And you get some of that.
Part of making rares and mythic rares
is making a little bit of splash and stuff.
But the goal, if you're trying to make a magic set,
is not that every card makes someone go,
oh my goodness.
In fact, if I made a set in which every card
would just made you look at it twice,
that would not be a fun set.
Even if each individual card was an amazing card,
that would not be a fun set.
And what I mean by that is,
I use my cake metaphor.
That my, I love cake.
I like vanilla cake.
My wife and I throw parties all the time.
And we love having cake.
And we have a cake decorator.
We have a cake decorator.
They do cool stuff with the cake.
And we just, we have fun cakes.
And I love cake.
I'm a big fan of cake.
And my favorite part of cake is probably the icing. I love icing. Icing is really good. But would I want to have a cake of nothing but icing?
No. In fact, I want more cake than icing. Icing is my favorite part of the cake. I still want more
cake than icing. What makes cake, what makes icing awesome is that there's cake for it.
And that when you're making your magic set, you don't want a set full of icing.
You want a cake with some icing on it.
And the icing can be fun and fanciful and colorful and tasty and sweet.
But the reason the icing is the icing, the reason that it stands out,
and yes, the icing is the splashy part of the cake.
You know, the decoration is the splashy part of the cake.
But what makes the cake taste good is the cake.
And you need enough cake.
And so be careful not to grandstand too much.
And I think you can make a few exciting cards.
But part of being good at magic design is not making cards to make people go, what?
It's making people go, oh, okay, that's a cool card.
And it's a nice, simple, it does the thing it does.
You know, not that I can't believe it, but more like, oh, that's a cool card. And it's a nice, simple, it does the thing it does. Not that I can't believe it, but more like, oh, that's a cool card.
It's a nice designed card.
And that a lot of people, because they're starting off and they're trying to get attention for what they're doing,
so I'll use another analogy.
One of the things when you do stand-up comedy is that
there are some things that will get you
attention.
Swearing is a really good example.
Swearing tends to
get immediate reaction out of the audience.
But
unless you
are swearing for a purpose within your
act, unless it's serving something,
it is not long-term helping you.
Doing short-term things that sort of generate,
like there's things you can do
where the audience has to sort of pay attention
just because in the way life works,
you know, there's certain words and certain things
that just make them go,
what did that person just say?
And there is some sort of, what do you call it, shock talk, that there
is some things you can do that makes the audience go, I can't believe they're saying that. But
if you don't have something to back that up, if you're, I mean, it's not that I have any
problem with people in comedy saying shocking things or using, you know, swear words or
anything. It just needs to be for a purpose.
It needs to be because it's serving some larger purpose.
And that, when I did stand-up,
I did a lot of open mic nights because I was a beginner.
And there's a lot of people who have sort of learned how to get the audience to look at them,
but they do it in a way they don't understand why.
And so when they go up and they do the routine,
it's not that they're not getting people to look at them,
but it's not serving what they're doing.
And so in the end, it doesn't make for a good routine.
And the same is true for magic cards,
which is if your magic cards are spending too much energy
saying, look at me, and not enough energy
making them play well.
So that leads into the next big mistake,
which is people making cards that read well or read interestingly,
but don't play well.
So one of the things I always say when you're designing magic cards
is you need to playtest.
Now, obviously, the farther along you are,
the more playtesting you need,
and the farther along you are, the more outside playtesting you need,
so you can get people that aren't part of what they're doing to get feedback um but another big mistake i see is
i will see cards that like okay that's an interesting line of text you're doing something
magic hasn't done or you're combining things we haven't combined before but then the second
question is do okay we haven't done it Is there a reason we haven't done it?
Like, sometimes, for example, you're mixing things.
Like, here's a really good example, is trample and death touch.
If you'll notice, we don't tend to put trample and death touch together.
And a common thing I'll see when people are designing is they'll go, oh, I've never seen Death Touch with Trample.
Let's do it.
And then you've got to step back and go,
okay, why don't we put Death Touch with Trample?
I mean, you can, obviously, in the game,
gain Death Touch and gain Trample.
There's ways to do that.
But we don't tend to put them on the same card.
Why?
And the answer is that it is not how it plays is complex and that when we put abilities together we we
if you know that we play together and you know they cause a problem you're sort of signing
yourself up for issues for example with trample and death touch is death touch only needs to do
one damage to something to kill it so as far far as trample is concerned, it just needs lethal damage.
And lethal damage for Death Touch is a single thing.
So if you have three creatures and I have a three-power Death Touch creature,
I can kill all your creatures.
Is that obvious?
Is it obvious that I get to trample over you even though you have a toughness of three?
If you really understand the rules, I though you have a toughness of three.
If you really understand the rules,
I'm not saying a lot of people can't get that,
but it is complex and something that a lot of people would get wrong.
So we tend to avoid putting it.
So there are things that we know we can do
that we avoid.
Another common example is
there are ways to take two abilities
that exist on cards, exist in a color, and combine
them to make something that really doesn't exist in the color. The perfect example is I could have
a green card that says make a death touch 1-1, then have it fight a creature. Really what I'm
making there is a kill spell because I don't mean, Yes, I'm technically killing you with a creature,
but the point is I'm producing the creature
that's going to kill you, and as a 1-1 creature, it's going to
die anyway. So for all intents and purposes,
it's a spell that requires me having no
creatures and kills your creature.
Well, that's not what green does.
So even though it's using components that green does,
that just because the components are
of a color doesn't mean the combination
is necessarily of the color.
Anyway, so when designing,
you sort of have to make sure it plays well
and that it's not sort of violating the essence
of what the colors and stuff are supposed to be doing.
And I cannot stress enough
how important playtesting your cards is
when you're first starting to make cards.
Because there's so, so much you can't understand until you play.
Because one of the interesting things about playing is you'll play and then all of a sudden something will come up.
You're like, oh, oh yeah, that would happen.
And then you have to answer the question, well, what happens?
You know, and it forces you to either rewrite the card or think about the interactions or whatever. It forces you to go, oh, this is something that will happen.
And I have to understand that.
So I have to sort of accommodate, especially things if it happens with a common card where, oh, this will probably happen a lot in my set.
Well, I better make sure that the cards can handle that thing.
another mistake this is something I saw in the GDS
some is
people who are
who want to undo
things that magic has done
this is a common thing I see
where magic
has chosen to do something
and the people go well I don't like that decision,
so I'm going to make a card that undoes that decision.
Now, if you're making your own set to play by yourself,
I'm not saying you can't make cards like that,
but there's a little bit of a disrespect,
especially if you're trying out for R&D.
There's a little bit of a disrespect to...
One of the things that I would recommend is if
you are trying to make cards that are, I mean, you are free to make whatever cards you want.
And if you want to make vintage cards, I mean, more power to you. I'm not going to stop you.
That is, you're free, you are free to make whatever you like. But if your goal is to
make standard legal cards, if your goal is to kind of design the cards
the way we design the cards, you have to be conscious of the things we're doing and what is
allowed and what is not allowed. Like you need to sort of pay attention to what abilities do we do
and how often and how cheap and, you know, you need to kind of watch what we're doing to get a
sense of what's going on. Now, you can listen to my podcast, read my columns.
I mean, I spend a lot of energy sort of explaining where we go and where we are and where we're at.
But if you are trying to make a set like a normal set, a standard legal set, that's the other big thing.
For example, the people who were turning in cards for GDS, one of the things we said to them is,
assume you're designing for an unspecified standard legal set.
So when they're making cards that sort of really aren't standard,
that aren't what Magic is now,
that is something that sort of draws attention to itself.
One of the things about designing Magic cards is there are a lot of restrictions.
There are a lot of restrictions um there are a lot of restrictions
that are built into the system because it makes for a better game um some of that is power level
some of that is color pie choices some of that is just how we choose to do some interactions um
what effects we do is sorceries versus instant you know what things we're willing to do as enter the
battlefield and what rarities and all that different stuff.
You need to study that
because the goal,
if you're trying to make
a standard legal set,
when I say standard legal,
if you're trying to make cards
like we make cards,
you need to sort of understand
what we're doing
and what restrictions
we're putting on ourselves.
There's a lot of interesting cases
in the GDS design test
where,
like,
one of the interesting things
about the design test for me is trying to get a sense of who understands magic. And one of the interesting things about the design test for me is
trying to get a sense of who understands magic.
And one of the big red flags, if you will, is when they do something
they're like, oh, we wouldn't do that.
So you don't understand some element of how we do things
because you thought we would do that.
Or you thought that that was acceptable for a standard legal set.
I got a bit of that. Or you thought that that was acceptable for a standard legal set. I got a bit of that.
The
other thing to be
careful of is
people sometimes
get really enamored either
with corner case stuff or
with weird combinations.
Like I said with the Death Touch and Trample,
be careful.
Remember that you're making magic.
One of the things I always talk about is
I could make a set where I use the mechanics of magic
and make a game that looks nothing like magic.
The game is flexible enough that I could do that.
The real question, though, is,
is that what the audience wants?
Does the audience want to go,
okay, time to play magic,
and go, oh, this isn't magic.
No, no.
And so one of the things
that's also important to remember is
you need to make sure that you're doing enough of what magic normally does
that your set, when you're done, will feel like magic.
That's another big mistake I make is people sort of stretch boundaries so much
that they make something that isn't essentially a magic card.
I mean, technically it's a magic card in that it could be a magic card.
But it isn't a magic card in the sense that it doesn't get the nuance of what magic is
or how it works or doesn't play in a way that feels like it's part of the game.
And you've got to be careful of that because you're making a magic set.
Your magic cards need to feel like a magic card.
Ideally, what you want to do is make cards so realistic
that people who assume that they're playing with real magic cards.
I mean, often you have to, when you play TAS, you have to sort of mock them up. So
you kind of give away you're making up cards. But really, really good designs. Like some of
the best designs I have are ones in which we make the design and I'm like, didn't we make this?
Have we not made this? Isn't this something we've made? And you look it up like, oh, we've never
made this. Like, oh, okay.
Well, that's a sign of a pretty good card if, like, it
feels like we've made it, yet have
never made it. That is a really
sweet spot for designs.
It means that you're capturing the essence of the game,
but you're also figuring out
where there's areas to fill
in gaps. There's a lot of gaps in Magic.
It is shocking to me, 25 years in,
how I'm always finding cards that go, we haven't done this yet? Which is a sign there's a lot of gaps in Magic. It is shocking to me, 25 years in, how I'm always finding cards that go,
we haven't done this yet?
Which is a sign there's a lot of design space in the
game, but it's also a sign that you're going down
the right path when you sort of make something that, like,
okay, I've got to double-check to make sure we haven't actually
done this.
Anyway, I'm now
pulling up to the office.
Part of today is sort of to say to you,
designing Magic cards is hard. It's fun. So like, part of today is sort of to say to you, designing magic cards
is hard.
It's fun.
It is a lot of fun.
I mean,
I know there are lots of people
that for fun do it
and there's lots,
I mean,
I can't read them,
but I know there's websites
and there's all sorts of stuff
to do that.
And if anything I'm saying today
makes you excited,
makes you want to make magic cards,
there are a lot of places
where you can get feedback.
Not from me, obviously, but there's a lot of places you can get feedback and because
i've spent a lot of time and energy sort of helping lay down the rules for everybody there
are resources where people go oh no no no you can't do this mark said this in this article
whatever um and at least makes you understand that are you breaking a rule because you mean
to break a rule or are you breaking a rule because you didn't understand
it was a rule.
And those are very distinctly
different things.
But anyway,
so now I have to,
I'm now going to park.
I have to go read some essays now.
The GBS is lots of work for me,
but good work.
And I find good people.
But anyway,
I hope today was illuminating
and I hope today was illuminating.
And I hope you guys...
I hope for people who are making their own cars,
which is a fun thing to do,
that this was insightful and gave you some thoughts.
Anyway, I'm now at work.
So we all know what that means.
This is the end of my drive to work.
So instead of talking magic,
it's time for me to be making magic.
See you guys next time.