Magic: The Gathering Drive to Work Podcast - Drive to Work #154 - Design 101
Episode Date: September 5, 2014Mark talks about the most common mistakes designers make. ...
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I'm pulling over the parking lot. We all know what that means.
It means Mark dropped off his daughter at camp.
But it also means it's time for drive to work.
So, today, one of the things, I wrote an article a while back called Design 101.
And what the article was about was, there are a lot of, I have a chance to see, you know, a lot of, work with a lot of designers.
And I noticed that beginning designers tend to have similar mistakes they make.
And so Design 101 was, well, let's talk about the most common mistakes that I see with beginning designers.
And walk through the mistakes.
So if you want to design cards, well, here's a good thing to realize of the common early pitfalls.
And so what I did in the article is I broke up my lessons into five lessons,
although there are a lot of sub-lessons.
But today, I'm just going to walk through those.
Okay, so number one.
In fact, this is probably the number one mistake I see.
People make cards too complicated.
So what does that mean?
Well, it means a couple things.
First off, it means there's just too much going on the card.
There's too many abilities.
I think what happens is when you first start designing, you are just bristling with ideas.
And you're like, okay, this is a cool idea, and this is a cool idea, and this is a cool idea.
Let's put them all in one card.
And the answer is, there's a couple things to understand.
One, when you're designing, what you want to do is come up with a cool
idea and then get everything
else out of the way so your
cool idea can shine through.
And what happens is, people think
like they have, let's say you come up with three
cool ideas. If you put all
three cool ideas on one card, they're just
fighting for space and fighting for attention.
And in the end, none of them get the attention
they deserve or need.
Where if you put each cool idea on its own card, then each card has a chance to shine.
And that's a very, very important idea when you're talking about design,
is the goal of design is to do the least amount you can do that gets the job done you're trying to do.
I talk a lot about elegance and a lot about, you know,
cleanliness. A lot of that comes from the basic idea of, you know, for example, I talk a lot about
writing. In writing, the thing they keep drumming into is tell your story. Anything that isn't
needed to tell your story, take it out. If your story works without it, take it out. If your card
works without the other ability, take it out. You know out the goal is not to show how clever you are
all in one card
and once again
there's another mistake that a lot of beginners make
which is they're so excited
that they just want to show everything
off all at once
look at all the cool things I can do, I can do all these amazing things
that's on this card
and that's a mistake
a card that stands out is a card that
has a purpose and does its purpose
and does it well and that's
what it's about.
One of the big lessons
I've learned over the years is
to enjoy the simplicity
and the elegance of a card.
That if I can
make a card do just one thing
and that one thing is interesting, that is amazing. Don't throw other things in. a card do just one thing, and that one thing is interesting,
that is amazing. Don't throw other things in, let it do the one thing. So first and
foremost, people make things too complicated because they're just doing too much. As a
general rule of thumb, when you are making a card, for example, if you are doing a common
card, pretty much common cards should do one
thing, you know?
Even uncommon cards often should do one thing.
Sometimes they do two things.
And you get to rare and mythic.
Every once in a while, they do three things, but that should be rare, you know?
And obviously, there's a few exceptions, morphling, whatever.
But, you know, you, you have to be careful.
And here's another thing.
Um, actually, I'll get to that in a second.
Okay, so number
one, too much stuff. Cut out the stuff. Cut out the clutter. You know, figure out what
matters about your card and keep that thing. You know, design is about focus and it's about
figuring out what you want your card to be. I'll talk more about focus in a little bit.
Okay, the second reason the card can be too complicated is you add a lot of what I call flavor flourishes.
The example might be, I'm making a knight.
Oh, a wonderful knight, and he has his lance.
And so I give him protection from dragons.
Ha-ha! Get it? He's a knight. He has protection from dragons.
Okay, now let's actually walk through. That's cute.
But let's walk through a little bit what that means, okay?
Okay, so every single dragon we have is a flying creature.
Dragons fly. That's one of the rules.
Okay, barring a green dragon in Mirage that jumps.
But dragons now fly. All dragons fly.
Okay, so if a dragon's attacking and your knight doesn't fly,
without some aid to make it fly, it's going to be really hard to stop dragons.
Okay, when it attacks, the dragon can't block it.
But normally, when you have a giant dragon, you're attacking with the dragon.
You don't tend to keep it back that much.
So the circumstances...
Now, the dragon could have some activated ability that can do damage to creatures,
some fire breath sort of analogy thing.
And there's a few ones that have that, but not a lot.
And so it's kind of like, okay, I put this on.
Most games, it's not going to matter.
I'm not going to be able to block the dragon anyway.
I'm not going to get by the dragon
because odds are it's not going to be there blocking me.
Most of them don't have breath weapons
that are going to hit me as a creature.
So it's sort of like, well, it's cute,
but does it do anything?
And that's one of the important things is
make sure if you spend the time
and the energy to add something
that you think that it'll matter
some of the time. Now, I'm not saying you never get to do
protection from dragons. We do trinket text
from time to time, but
it's very common in beginning cards to just
overrun with trinket Text. And also
I should note, we don't tend to do Trinket Text
at common, we tend to do Trinket Text
at rare. Rare is the place
where we're doing something, you know,
we're doing a card and we want to give it a little extra
flair. Okay, we'll give it this ability you don't normally
see, and the card at rare
is kind of doing what it needs to do, but the Trinket Text
is a little extra flair. At common
it just adds complication. Because even though it might not actually do something,
you have to think about what it does.
Okay, the third thing that makes cards too complicated is people just... One of the things
about complexity in general is common is supposed to be the simplest card.
If you look at your card, for example, at common,
and you just have too many lines of text,
odds are you're saying something complex.
A very common thing also that happens in early design,
or for beginning designers,
is they make a card, and they know what the card does.
They get it.
But when they write it out, other people don't get it, you know,
and that it's,
it's,
one of the things I always say is,
early on,
write out your cards
as real as you can
write them out.
I'm not saying
it has to be
perfectly templated,
but at least in a way
that makes people understand
what the intent is.
And then see if people
get that intent.
Does it make sense to them?
And I talk about this a lot
in my column,
a little bit in my podcast,
about how important intuition is,
meaning does your mechanic work the way people think it works?
And if you make something,
and every time someone tries to use it,
their first inclination is wrong,
well, that's not the problem of the people.
It's the problem of the mechanic.
Meaning, if you're trying to do something,
and everybody's sort of intuition, everybody's gut're trying to do something and everybody's
sort of intuition,
you know,
everybody's gut sense
is to do it differently
than what you want,
you have to rethink
what you're doing.
I mean,
one of the
classic examples
is when we made
Suspend
in Time Spiral,
Side of the Hiccups.
Everybody,
as soon as the creature
was unsuspended,
would attack with it
because like
I've waited four turns
I'm attacking my creature
and so finally we said
okay we're just going to
give it haste
because everybody thinks
they can attack with it
you know
and the reality was
oh it comes into play
well creatures when they
come into play
have so many sickness
so it can attack
but everybody's just like
I'm waiting for it
I'm waiting for it
I'm waiting for it
oh I got it
okay I'm going to attack
and we realized
enough people did that
like okay
I guess we'll just
make that the rule
because everyone is doing that.
And that's important to make sure that when you're designing,
you have to make sure that the essence of what you're doing makes sense.
And so another reason that,
another way that beginners can make things real complicated
is they make cards that don't quite make sense.
Sometimes because that's just, there's a lot going on.
Sometimes because it's just,
the rules they're using are sort of complex, sometimes
they're just being anti-intuitive, meaning
they're kind of doing things that's not what you would expect
to do. So anyway,
to recap,
cards are too complicated because they have
too many abilities, they have too much flavor
flourishes, or they are too hard
to understand because they're not
working within the system to
make things easy to understand.
And sometimes that's just playing in complexity of the rules. Sometimes it's just fighting
intuition. But anyway, those are why cards tend to be too complicated. Okay, problem number two,
abilities do not have synergy. Okay, so I talked before how, you know, more novice designers love putting lots
of things on their cards. It does this,
and it does this, and it does this.
You know, it slices, it dices,
it makes julienne fries.
I've just dated myself there.
It's on a Hold Hold commercial.
For the Ginsu knife.
Because in Japan, the hand
can be used like a knife, but it can't slice a
tomato. Okay, anyway, so one of the things when you're making your card, that if you have more than
one ability, those abilities have to make some interconnective sense with each other.
And there's a couple ways that they go about that.
One is mechanically being relevant.
So if I have fire breathing, and I have first strike, I go, well, what do those have to
do with each other? I go, oh, well, fire breathing increases my power. First strike cares about power.
Oh, they are synergistic abilities. By fire breathing, I make my first strike more effective.
Okay, the second way that you can make it work is if there is a flavor connection. So, for example, on Olivia,
Olivia Valerian in Innistrad,
she's a vampire, queen of the vampires.
And she can kill things,
or she can make them into vampires and then control them.
But what does doing damage to things
and turning them into vampires or controlling them?
Oh, I get it.
She's the lord of the vampires.
She bites them.
Either she drains all their blood
and she kills them, or she does it and she
turns them into a vampire. Once she's a vampire,
she can control them because she's queen of the vampires.
Those abilities
without that flavor might not make sense.
But with the flavor, you go,
oh, I see what that is.
There's a classic
example. What's that?
Auriak Seed Sled.
So the card in design was like a
magnet master.
And what it does is
it forces artifact creatures
to block
or keeps them from blocking.
And the idea was
it sort of had
this magnetic feel.
When that card actually got made,
they took off the flavor
and made a little less
sense of what was going on.
But in general,
if you have more than one ability,
the abilities have to connect together.
Now, a common...
There's one more trick.
So it could mechanically have synergy.
It could flavor-wise have synergy.
The one other thing you can do is
if you do something in which the two things feel connected.
So, for example, there's a card.
I forget the name of it.
But you want to summon one of your creatures and one of your opponent's creatures. Now, you example, there's a card, I forget the name of it, but you want to summon
one of your creatures and one of your opponent's creatures. Now, you're really doing two things.
The reason that doesn't feel disconjected is, oh, well, what I'm doing on my side, I'm doing on
your side. There's a parallel to what's happening. And so if your mechanics have some connective
parallel, even if they're different things, the fact that they're connected will
also make it feel cohesive.
But the lesson here is you have to make sure that the things you're putting on your creature
work together and make some sense.
And the reason that's important is if they don't, A, it's a little muddily and it's a
little muddy.
It's a little hard to understand because the way people understand cards is the cards feel like a cohesive whole.
I talked earlier about focus.
Let me bring focus up.
One of the things you want to do when you
are making a card for a new player is
you want to create something that
pulls them in and intrigues them
and makes them want to know more.
When they see your card, when you see a card
they want to go, oh neat!
Meaning right away they get a sense of what it is,
and then they go, oh, what do I want to do with that,
or how do I use it, you know,
that you want to pull people in with your card.
If your card doesn't make logical sense,
if the pieces don't go together,
if it seems to do something that, you know,
you create a what moment out of your arms.
Now, a little of that is fine.
We definitely do moments where we make cards,
and we're like, what?
But you don't want a lot of that, okay? You want a little bit of it. You want the what to be a spice, just a little tiny bit. And I think people overestimate
the idea of disorienting the audience as being a positive thing. A little bit of disorientation
is fun. You know, getting a little bit dizzy is okay. But you don't want to make people
too dizzy. Then they get sick, you know.
You want to make sure people understand what your card is and can enjoy the card.
And so when I talk about making it less complicated and making synergy, you want to create a focus
for your audience that when they come together, they see it and they get it.
It comes together.
Because what happens is, one of two things happens when someone reads the card.
They go, huh?
Or they go, huh? And when they go, huh, you are making strain. You are keeping them from enjoying themselves. Now, like I said, a little of that is okay, but you don't want too much of that.
That you have too much of that, they go, I don't get this. And they just want to give up. You want
to entice. When you design, you want to pull people in and do things that make them want to do more.
Remember, I talked about this in my 10 Things podcast.
The goal of a good game design is you want to,
each piece should make the audience want to do more,
and then you end before that sensation goes away.
Oh, that's cool.
Oh, that's cool.
Oh, that's cool.
Oh, it's over.
And then they go, oh, that's awesome.
I want to play again.
But if they go, what am I doing? What's this? Okay, what am I doing? Okay, I's cool. Oh, that's cool. Oh, it's over. And then they go, oh, that's awesome. I want to play it again. But if they go,
what am I doing?
What's this?
Okay, what am I doing?
Okay, I'm bored.
How much more do I have to do this?
Then they're never playing
your game again.
You know,
and that cards
are the same thing,
which is,
one of the things
I talk about is
to see cards
as a microcosm in your game.
That your game,
you want to think of it
as sort of,
take a microscope, how you look at something
and you can notch it and go in, and notch it
and go in, that there's different rungs
if you will, of your, a lot of metaphors here,
of your game design,
and that you want to go down to the smallest
piece, for magic that's a card,
and you want the card to sort of
in a vacuum stand on its own.
I'm not saying you can't have cards
that interact with other cards.
Obviously you can.
But I want the card that if it does something,
it gives that hint that there's other things
that it's going to do something with.
And that you want people,
because we don't know what the first card is.
We never know the order you're going to see the cards.
So I want to make every card,
I want to assume that every card
is the first card you see in the set.
And that goes, oh, I want to see more cards.
This is awesome. That I want every card to pull you in and that goes, oh, I want to see more cards. This is awesome.
That I want every card to pull you in and entrench you and make you want to see more
cards.
Okay.
Next mistake is they ignore the basic rules of magic.
I'm not talking about the actual rules.
We'll get to that in a second.
What I mean is there's certain things, magic does certain things.
There's a structure set up to magic.
One of the problems I find in general when I get new designers,
like I've had a bunch of really good designers,
but they come to magic that don't know magic.
And the first thing they run into is there's a lot of internal rules.
There's lots of craftsmanship to magic.
If you want to be a good magic designer, you have to learn the craft.
And the craft is 21 years old.
There's a lot going on. So number one, what do you have to learn the craft. And the craft is 21 years old. There's a lot going on.
So number one, what do you got to learn? The color pie.
You need to know what the colors
do. You need to make your card
because one of the things you do is if you make a card
and it's like a blue ability
that's on a red card, you know,
that's not a red ability, the first thing your audience
does is, huh? Right. You know what?
Huh? You want, yeah. Right.
So, um,
you want to be careful.
Like one of the rules, I mean, there are rules to magic design. You need to know those rules.
Now that doesn't mean you can't ever break the rules. Magic does break its own rules, but you need to break them because you understand them. So for example, take Picasso.
Picasso is known for cubism. If you know your, uh And cubism is the idea that I can represent something not so realistic.
Literally, he's using cubes of color, right?
That is, I'm symbolically showing you something, but I'm not showing it in a realistic way.
Now, Picasso went to art school, learned to draw a bowl of fruit, I assume.
It wasn't that he was incapable of drawing realistic
paintings. It was he understood it
and then chose to break the rules.
You want to break the rules? Well, understand the
rules first. And when you're a beginning designer,
don't break the rules. Okay?
When you're first designing, start
by designing within the rules.
There's this great temptation to design
your first magic character. I'm going to do something that's never been done
before. I'm like, whoa, whoa, whoa, whoa, whoa.
Let's start with doing something that's been done before.
That if you're trying to learn the ropes, you know, if I'm trying to learn something,
I don't want to do the thing that's never done.
That's not going to help me learn.
Do the thing that has been done.
Make an awesome red card that really is a red card.
Don't make an awesome red card that there's debate if it's a red card.
That's not where you start.
Once again, magic does break its own rules, but that's not where you start.
Next, card types.
There are rules about what card types are and what they do.
A very common thing, for example, is I'll see people that will make an instant or sorcery that creates a permanent effect.
And I'm like, well, you probably want that to be an enchantment.
You're going to create an effect that's affecting the board state.
Well, give a reminder of the audience to what that state is
and give them the means to deal with it
if they need to deal with it.
And, you know, there's just a lot of things.
Understand the card types of rules.
Understand the rules to the card types.
Next, rarity.
If you're designing sets and building rarity into it,
understand rarity.
One of the most common things, when I see beginners' commons,
one of the most common things, I use the word common a lot,
one of the very, it's hard not to say common.
When I'm looking at a new player's commons, a new site, new designer's commons,
a very frequent occurrence is that their commons aren't common.
So understand the rarities, understand what they do. I uncommon. So understand the rarities.
Understand what they do.
I did a whole podcast on rarities.
Final, just general flavor.
You know, like,
understand that certain colors do certain things
and that if you try to take something out of red
and have it be really fire-based,
it's going to feel weird
because fire is kind of done in red, and so
why are you making a black fire card?
Now, once again, I'm not saying there aren't
exceptions that will work, but you have to be very careful on the flavor.
Okay, next rule.
Oh, so one
of the...
Ignore basic rules.
Don't ignore basic rules. The number one
problem is ignoring basic rules.
Understand the craft.
My point there is
understand what colors mean,
what card types mean,
what rarity mean,
even like what creature types mean.
You know,
there are things elves do
and things elves don't do.
A lot of that's tied to green.
But understand that, you know.
And part of being good at the game,
being good at design,
is being a historian
and studying what the game has done.
You know?
One of the number one problems I find,
and even, like I said, with experienced designers,
that if they don't know
magic, a lot of the problems we have early
on is just them rediscovering what magic has already
figured out. And so, you want to
be good? Study it. Study magic
history. By the way,
one of the best ways to become a designer in magic
and get good at it, go read
Gatherer. Literally.
A great, great assignment is
start from alpha, just go chronologically
through magic. You will
learn a lot. You will go, oh, wow,
they did this, they did that. You will learn a lot.
It is very
interesting to see kind of how magic evolved
and what we've done and we haven't done.
Okay, number four.
The card doesn't follow the rules.
And by that I mean the rule rules.
The rules of the game of magic.
So, another common thing.
Okay, now I say common again.
I'm talking about common.
Okay, now I'm going to say comment again.
I'm talking about comments.
Is that the beginners don't either understand the rules of magic or feel that they are above as designers of rules of magic.
That is not the case.
Your cards need to work within the rules.
That is important.
For multiple reasons.
Once again, let me tell a little story.
So I, in my freelance days,
I did a lot of freelance work where I would go to TV shows and I'd do what's called a
pitch, where they would give me a rough outline of what they wanted and then I would go in
and I'd go, here's some ideas for stories. And I usually could pitch anywhere between
five and ten ideas. Like, here's an episode, here's an episode. And I would write the whole
episode and plot it all out and pitch it to them.
So one of the shows I
had the opportunity to pitch for multiple times,
I never sold anything, but I did pitch a bunch,
was to Star Trek The Next Generation.
Which was awesome, because I love Star Trek.
So I remember one
day, I'm sitting down, and I say to them,
um, okay,
I got a time travel story for you. And the guy goes,
whoa, whoa, whoa, whoa, whoa, whoa, stop. We don't take time travel pitches. And the guy goes, whoa, whoa, whoa, whoa, whoa, whoa.
Stop.
We don't take time travel pitches.
And I'm like, what?
And what he said is, look,
obviously the show does time travel,
but it's very complicated
and it requires a very deft hand.
You know what?
We're going to do the time travel stuff.
Hey, people from the outside,
if you're going to pitch,
let's not pitch the super complicated stuff.
Pitch us some more straightforward stuff. And it's the same basic thing I will say to you as a beginning designer, which is magic can do all sorts of crazy things. It can break its own rules.
It can, you know, there's lots of nutty things magic can do. But when you're, when you're first
starting, color within the lines, figure out the rules that can be done. When you first are starting to get your legs
as a magic designer,
stay within the rules that exist.
Make cards that will work.
And magic rules are pretty flexible.
There's lots going on.
That's not limiting you that much.
Now, that doesn't say that we, as professionals,
do this all the time.
Yes, I make cards that the rules don't work for,
and I have to go to the rules manager and go,
okay, okay, if I do this, what happens?
You know,
when I made split cards,
well, it made all sorts of rules
about what's the converted mana cost
of a split card.
And yes, that had to be figured out.
But,
in some level,
that's not where to start.
I know there's a tendency to go,
here's an amazing thing
and I've just never done it
and let me do that thing.
And like,
I'm not saying you can't get there,
but if you're trying to learn the ropes
and learn how to design,
the first thing I recommend doing
is like a very, very good,
you want to have a great assignment
is pick some fun flavor,
you know,
pick a real world source for inspiration.
You can pick a story for inspiration.
Pick something in which
you have something to guide you
and then try to figure out
how within the constraints
of the color pie and the magic rules and all the pieces, make cards that
work. Make them simple, make them clean, make them clear, but prove that you can make nice
magic cards. The most important thing is not to show how crazy you can be, but to show
how consistent you can be. And with time, yes, you'll get to the point where you make crazy things.
Part of the fun of making magic design is making crazy things.
But, and this takes some constraint,
but I believe that if you want to sort of get better at being a,
I mean, let me say this.
If you're just having fun and you don't care
and it's not about improving yourself,
it's just like, here's crazy cards, woohoo!
Have fun. Go to town.
I'm not trying to stop you
at least.
If your goal
in designing magic cards
is you kind of want
to learn the craft,
well then what I'm saying
to you is start small.
Start well, well within,
color within the lines.
Work within something
that's a known,
understood thing.
Because when you're
trying to learn something,
it is much, much harder
to learn something
where you don't have a basis to lean on.
You know, if I'm going to play a musical instrument,
I want to play musical instruments where it's like one note,
another note, probably not far away from the first note.
You know, I want to go in nice, simple sequential order.
Are there musical things where there's multiple notes at the same time
and this hand's doing that?
Yeah, there is.
That's not for a beginner. That's not what you're going to learn. I'm not going to sit down on a piano and play
a piece where each hand's working independently. I'm never going to learn
that. I'm just going to give up. I'm not going to learn. But if I sit
down and I go, okay, I'm going to start with chopsticks, hey, it's simple, but you need
simple, and I think with card design, that's important. Okay, number five,
I put this in my article.
Number five, I would argue, almost is a development thing
and not a design thing. But it has enough role
in design, I'm going to talk about it. Which is
your card is too powerful.
Everybody
seems to want to make their card crazy powerful.
Because, and here's
the important thing. In magic,
cards that are more powerful
are more popular.
Because power makes things popular.
Why?
Because people like winning the game of Magic.
And so when you're making your own cards, there's a tendency to go,
I'm just going to push my cards.
I'm going to make it really good.
Why would I bother making weak cards? And the answer is, if you are truly trying to make a Magic set,
you need to have some balance to your cards.
If every card is just optimized,
it's really warping
what your set is and how it will play, and you're not
learning a lot.
I'm not saying, for example, when I cost cards
in design, I cost them so that they're equally
costed, right? I cost them so that
any card could see play unlimited,
which is a little different how we do it in
normal constructed printed cards, but I'm not making... If one card is over costed, and is a little different than how we do it in normal constructed printed cards.
But I'm not making...
If one card is over-cost
and then you play that card,
you learn nothing.
Like, in playtesting,
one single card
that is over the line
can ruin an entire playtest
because people just play that card
and they're like,
well, we've learned
that that card's broken.
Oh, great.
I'm glad we had a whole playtest
and we learned
that that one card is broken.
That's why I have
my development representative on my design team, my dev rep, always go through the had a whole playtest and learned that that one card is broken. That's why I have my development representative
on my design team, my dev rep,
always go through the set before each playtest
and just cost cards to make sure the cards are costed fair.
I know one of the things that will skew you
when you make your own cards is you will go,
what do I enjoy when I see cards?
But be aware that it's very easy to fall in the trap
of what I will call the sparkly trap,
which is you go,
ooh, you know what's fun?
Powerful cards are fun.
Things that brick color pie are fun.
And there's things that are exciting,
but the reason they're exciting,
so I use my metaphor here, which is
if you show cake to a little kid,
or anybody really,
icing gets a lot,
icing is sweet,
and it's definitely something that sort of
grabs your attention. But you need cake for the icing.
If I just gave you an entire cake-sized
bit of icing, that would not be very satisfying. What makes icing
icing is there's a lot of cake. Most of it's cake.
And the cake is sweet, but it's not Most of it's cake. And the cake, you know, it's sweet,
but it's not as sweet as the icing. And the point is,
the icing is nice,
it adds something when it's in the right amount.
And you want your set
to have some splash, and you want to do cool things,
and you want that there, but that
is not the main gist
of what you're doing. Like, one of the things that's
funny is when people ask me to talk about design,
they're really excited to hear about the crazy things.
And I talk about the crazy things
because people want to hear those stories.
But most of design is not making the crazy mechanic
that does something we've never done before.
Most of design is making another vanilla,
making a French vanilla,
making a simple spell.
A lot of magic is going,
I need to do something simple.
What works here?
What's the vanilla creature that would work here? What's the vanilla creature that would work here?
What's the simple spell that would work here?
And that a lot of making magic designs
is trying to figure out how to do what is necessary,
once again, in the simplest way possible.
So if you are trying to improve yourself
as a game designer, or magic designer,
game designer, whatever,
you need to find it within yourself
not to make the thing that excites your player,
and you need a little of that,
but the thing that will satisfy your player.
And what I mean by that is,
let's say,
to use a different metaphor,
let's say I'm making a meal.
And maybe in my meal,
at the end I will have a dessert
and the dessert will excite them.
But I want to make the whole meal.
You know, I want to make, the thing that makes it work is
oh, here's a
metaphor for you.
I love my metaphors. Never met a metaphor
I didn't like. Imagine you're
cooking something. You're making a recipe.
Now one way to make a recipe is go,
you know what people really like? People love sugar.
Sugar's awesome. You know what they
also really like? They love salt. Salt is awesome. You know what else they really like? They really like
cinnamon. And they really like, you know, and you can start just naming all these different things,
you know. People love ketchup. People love ice cream. People love, you know, and then I'm just
going to throw all these things people love into my recipe. Is it going to be any good? No, no, it's not. The way a recipe works is there's one
or two things that are your focal point and then you surround it with flour, with eggs, you know,
you, part of what makes a recipe a recipe is there's a lot of necessary ingredients you need
to make it work. Now there's the panache, there's a special thing, there's the lot of necessary ingredients you need to make it work. Now, there's the panache. There's a special thing.
There's a thing that might bring focus to what you're doing.
When people eat it, they take for granted that there's flour and there's egg and there's butter.
But, you know, maybe their focus is on the chocolate or whatever,
but it's the whole of it that brings it together,
that when you're designing something, you as a designer aren't just making the one exciting part,
you're making all of it.
What makes it exciting is because you're doing all the
base work to make it happen.
So anyway,
my wrap-up today is
if you're making new cards,
keep focus.
Understand what you're trying to do.
Understand what the card's trying to do. Keep simplicity.
Do the least amount you have to do to accomplish what you want.
And also when I say simplicity, keep in mind that you need the basic things that you want.
So my third thing, so focus, simplicity, and be aware that you are, be holistic.
Think about the fact that when you're designing stuff, all of it goes together.
They're not just individual pieces, but you're trying
to bring something that together will create
something. The way I like to think of it when I make a set
is cards are pieces
to a larger puzzle that I'm building.
And be very careful what each
piece does. And make sure that the piece
adds to the thing as a whole.
Anyway, I hope you enjoyed
that. I hope it was good lessons for you,
for all the beginners out there.
But, I parked my car,
which means it's time for me to be making magic.
Talk to you next time.