Magic: The Gathering Drive to Work Podcast - Drive to Work #213 - 10 Things Every Game Needs: Catch Up
Episode Date: March 27, 2015Mark continues with part 4 in his series on 10 things every game needs. ...
Transcript
Discussion (0)
I'm pulling up my driveway. We all know what that means. It's time for another drive to work.
Okay, so today is another in my series, 10 Things Every Game Needs.
So I've talked about goal or goals. I've talked about rules. I've talked about interaction.
Today we get to the catch-up feature.
Okay, so I'm not sure there's a better name for this category than the catch-up feature.
When you talk about game design, this is the term that gets used.
But I'm going to broaden it a little bit today.
Really what I'm talking about with this mechanic, or with this element of game design,
is you need to give your player investment slash engagement.
So, here's a little secret.
When you design a game, you are trying to make sure the group as a whole is having fun. But each individual player is judging the game
on did they have fun? Was it enjoyable for them? If people play a game and all their
friends are having a wonderful time, but they're not, they don't walk away from the game necessarily
going, that was an awesome game. So one of the things that's very important is you want to make sure that everybody playing the game has some investment in the game.
And that's really, really important.
And part of what the catch-up feature is, is really talking about how can we make sure that there's investment?
How do we keep people invested?
Now, number one, I may talk a little more today, but number one is, can they win?
That's the easiest way to keep them invested, which is, what can I do to win the game?
The second that somebody feels they can't win, that they are out of it, if you will,
it is very hard to stay invested.
So there's something Richard used to call kingmaking.
So back in the day, I talked about this in some previous podcasts,
we used to have a folder called Kickshaw,
where R&D would talk about different game design issues.
And one of the ones is we'd talk about different pitfalls games would fall into.
So one of the pitfalls is something Richard called king-making.
What king-making means is, I can't win the game,
but I get to pick who does win the game. And that is very frustrating for all sorts of people. A, I can't win the game, but I get to pick who does win the game. And that is
very frustrating for all sorts of people. A, I can't win anymore. That's frustrating.
And whether or not someone else wins is dictated on me and how I feel, rather than what they
do. It's sort of like, have they made me want to help them win? And there's politics in
group games, obviously. But king-making is kind of a problem.
You don't want people feeling helpless.
The other thing is that you don't want someone feeling like,
I'm out of this game, I've completely lost, yet I still have to play the game.
One of the tips, and I've talked about this before,
if you are going to keep somebody from being able to win,
if they get to a point where basically they can't win,
look, eject them from the game.
It is much kinder as a game designer to kick them out
than to make them play
when they cannot win.
Anybody who is playing the game,
and this is an important rule
of today's thing,
if your player is playing the game,
they should be able to win.
That doesn't mean they have to have
a great chance of winning.
It doesn't mean that, you know,
the games don't necessarily have to be random.
I don't want to be like anybody at any moment can win.
But anybody who's in the game has to feel like there has a chance.
So the first thing that this feature does, the catch-up feature, is it gives hope to the players.
You need hope.
You need to believe like you have a chance.
Now, you don't need a lot of hope.
Hope, hope, just a little hope goes a long way. What you want is, you want to make sure
that every player has, they can dream up a scenario by which they can win. It doesn't
mean the scenario has to be super likely, but at least there's a chance, there's something
they can hope for, there's something that could happen that would allow them to win the game and get back in the game.
And there's a bunch of different ways, we'll get into that, how you do that, but there's
a bunch of different ways.
Okay, another thing that having a catch-up feature does for you is it can help create
tension in the game.
Because if you know that other players, you know, one of the things you want to make sure
is, you want to make sure that a game, that everybody who's playing the game has to worry
about the other people playing the game. That what makes a game fun, having one player walk
away with a game is not particularly fun. I'm going to win, I know I'm going to win,
everyone else knows I'm going to win, not particularly a fun time. I mean, maybe, maybe
it's fun for the guy who's way ahead, maybe, but it is not fun for anybody else. And even the guy who's way ahead,
if he doesn't feel like there's any threat from anybody else,
that's really not nearly as fun.
Another thing is,
and you'll notice a lot of these things I'm naming,
like surprise, are other elements of my top ten things you need.
So one of the things hopefully you'll get as I go through the series is
these are all interconnected.
The reason you want one thing connects to another. Hey, having a catch-up feature helps have surprise in your game. Surprise is
important. We haven't got to surprise yet, but we will. But you want your players to not quite know
what's going to happen. You want a little bit of, oh, is this going to happen? Is that going to
happen? And part of that is, hey, is this, are one of these players going to get a little lucky or do
something or am I going to get unlucky? Is something going to happen that would allow somebody else, who right now is behind, to catch up?
Another really important thing that a catch-up feature does is it creates interaction.
One of the things, and once again, this is another one of the top ten things you need,
is you want the players to feel like they're not playing solitaire,
that they're having an interaction with other players.
players to feel like they're not playing solitaire, that they're having an interaction with other players. And one of the ways to do that is to have the catch-up feature allows other players to feel
like, oh, I have to worry about these other people. Maybe I'm in the lead, but just because I'm in the
lead doesn't mean I'm safe, that other people can do things that might affect me. Okay, flavor.
Sometimes the catch-up feature, not always, but a lot of times it
can be dripping with flavor, where it really makes a lot of, it adds a lot to the game
that the reversals and stuff can happen, that someone can catch up, and that a lot of times
it can reinforce the flavor in a way that is a lot of fun. You know, I know like Monopoly, for example, a lot of it's,
a lot of, you know,
you get the community chance cards,
you know,
you get the cards,
things happen,
and that,
there's a lot of flavor
that can come from there.
Oh, why did bad things happen to you?
Well, this thing happened.
And you know,
stuff like that can happen.
And so,
you'll notice in a lot of games,
when they add the catch-up
feature, a lot of times they'll add a little story to it. Well, here's what happened. Here's
why you got unlucky, or someone else got lucky. And so, the catch-up feature has the ability
to build flavor into it. Also, there definitely is some fun. So, for example, I'll use another
one. So, another thing we talk about is having a hook
sometimes your catch-up feature can be your hook
so I use the game Sorry as a good example
of a game built around its catch-up feature
so for those that have never played the game Sorry
it's a pretty straightforward game
it's a board game
with a roll and move
where you have a dice, you roll, you move so many spaces
essentially it's a race, you're racing against the other players
and there's not that much interaction in the game I'm trying to do my thing for you to do your thing where you have a dice, you roll, you move so many spaces. Essentially, it's a race. You're racing against the other players.
And there's not that much interaction in the game.
I'm trying to do my thing for you to do your thing.
But, and this is really what makes the game the game,
there is a mechanic that says,
if I land on your piece,
you have to go back to the beginning.
And you're supposed to say sorry,
which is an important part.
So whenever I hit you, you go, Sorry!
And there is... I mean, Sorry is not the most breathtakingly great game
but I will admit when you roll the die
and you hit your player and you go,
Sorry, that is fun.
I had a lot of fun as a kid
and I played with my kids
and you know what?
It can be fun.
The catching feature can be a lot of fun.
Especially if it's built into the game in some way where there's a moment that happens. And sorry,
like just even having to say the word sorry, there's something about that that is very
fulfilling. I don't know why. But it's, you know, the catch-up feature can help you have
a hook. It can help you, it can be fun, if there's some anticipation I know in the game
sorry for example, whenever you roll
you're always like, oh is there a chance
can I do this, and it very
much is a focal point, okay I need to roll
five, and I got five, I gotta make them go back
oh I rolled the five, sorry
you know
also, the catch it feature can
be very involved with strategy
one of the things that can happen is, part of learning to play the game is learning how Also, the catch-up feature can be very involved with strategy.
One of the things that can happen is part of learning to play the game is learning how to either catch up or to stay ahead.
And so it's also possible the catch-up feature can very much become part of the strategy of the game.
And finally, there's definitely some inertia that happens with the catch-up feature.
Part of what goes on is part of controlling how the game's going to end is, as I'll get to,
there's a bunch of ways you can do that that not only helps the game end,
but increases the chance of someone catching up.
Okay, so let's talk about how to make a catch-up feature.
We've talked about why you want a catch-up feature.
It does a lot of good things.
It definitely helps the game, keeps people invested, keeps them engaged,
and there's a lot of components you can mix with it to do interesting things.
But functionally speaking, what do you need to do?
Okay, so catch-up features fall into two distinct categories.
A, you can help players make huge gains,
or you can help players get knocked down. So there's sort of a
positive catch-up feature, which means players can dream of, oh, I can make a big jump or something
can happen, or there's the negative catch-up feature, whereas I, the guy in the lead, something
bad can happen to me. Sometimes the game does it to me, sometimes other players do it to me.
So let's walk through them. Okay, so let's start with the huge games. So the first one, and this is what Magic uses, is
what I call a power slope. And what that means is, the way the game works is, the power level
of the game ramps up during the course of the game. So what happens is, things become
more and more powerful as the game goes along. What that means is, the ability to have swings
just increases.
We'll take a look at magic.
Magic is a perfect example of this.
Magic has a mana system.
The mana system controls how big of spells you can get.
So in the early game,
you can only play small spells.
There's only so much
that you can do in the early game.
But later in the game,
as the spells get bigger and bigger,
they can have larger and larger effects.
So one of the things magic does is
if I get ahead, okay, I'm ahead of you,
but as the game progresses,
the ability to do wild, crazy things gets higher and higher.
So the ability to make the change just goes up over time.
And that, I think, is a very...
It's something that is subtle but important,
is that if you can sort of have your power level grow with the game,
it allows you to just have larger swings later in the game.
And that means anybody has the hope of drawing the thing they need.
One of the things about magic is the whole catch-up feature is about making sure the player has hope.
The player has some moment where they can go, come on.
In magic, that moment is drawing the card.
Okay, I have cards in my deck that can do this.
I have a card that can do what I need to do.
Come on, did I draw that card?
Yes, no, did I draw it?
There's tension, there's amazing moment there.
Now, in other games, it could be rolling the dice.
It's something like backgammon.
Or, you know, there are other factors where there's some moment where I'm like,
okay, you know, I'm drawing a where there's some moment where like, okay,
you know, I'm drawing a card off a, like in Monopolator, I'm doing something where I'm
not quite sure of the outcome and that that outcome could help me go my way.
Another thing that you can do is what we call a giant burst, where is just somebody can
get super lucky and get a huge win game.
So the classic example of that,
and funny, the classic example of that
wasn't even originally part of the game it comes in,
which is free parking in Monopoly.
So free parking is,
every time people pay a fine, it goes to free parking,
and if someone lands on free parking,
they get all this money.
And like I said, originally free parking was not,
this rule was not even originally part of Monopoly, But it really, Monopoly needed the catch-up
feature. And so it became a house rule, so much so that eventually this became part of
the rules. And the reason is, I just, I have this dream that I can win this money. Most
people aren't going to get it. And even if I win it, sometimes it's not necessarily a
lot of money. But it can be, and I have a dream,
and I can hope for it, you know, and every time I go around the board, it's like, okay,
if I roll the right number, I could, you know, I could get a boost that will help me back
in this game. And the big thing about the giant burst is, it's the same reason people
play the lottery, which is that there's just, there's a lot of hope in the huge gain.
That there's this moment, I could have this thing, and wow, that would put me back on the map.
That would really be something that would help me.
Okay, come on, come on, focus, focus, focus.
Okay, next are what I call collect-me's, which is another way to make it is to say,
there's component pieces that, if if put together can be very potent. And so
the idea is, oh, well, if I can collect the right combination of things, oh, by putting them together,
I get something very potent. Monopoly is another good example here, which is I'm getting properties.
But Monopoly has a neat thing that says, oh, well, if I get the three, usually three, sometimes two,
but if I get the right properties together, all of a sudden, oh my God, it's much more powerful.
And so I have this dream of,
if I can collect the right number of things,
the right combination of things, I can gain power.
That's another way to sort of do a power slope,
is to say, there's component pieces that I might want to do.
And then, now, now what's different there is,
it's kind of like the giant burst moment,
but it's personalized.
I have, you know,
two of the yellow properties. I need the third yellow
property. For me, landing on the
yellow property might be like landing on free parking.
That there's a big turn
that will happen.
Also, we'll get to that.
Monopoly has both sides. I can hope to get
the thing I need, but then I can hope my opponent does it.
So, we'll get to the negative stuff in a second.
Another thing that can happen is you can have what I call a power-up goal, which is there could be
something that says, built into the game that says, okay, there's a chance for something, a swing to
happen, but it's not random. You have to earn it. You have to get there. The classic example of this
would be checkers. So checkers, if I can get my piece
to the other side,
you king me, and then all of a sudden,
now I have a piece that has
more powers than the average
checker piece. It can move in any direction
while checkers can only move one direction.
So it's like, oh, I have this dream. If I
somehow can manage to accomplish this task,
which is not easy because my opponent knows
I have this goal, likewise they have the goal.
But if I manage to do it,
if I'm able to do it, I can upgrade my piece
and make a more powerful piece.
The other thing, by the way,
the last one is just
if your game has built within it
some kind of randomness,
some ability for me to get lucky,
and there's a couple different ways to do that.
One is, there can just be a component to the game like dice. For example, in Back Ammon,
the way Back Ammon works is you're rolling two dice and moving. But if you roll doubles
with two of the same thing, instead of getting two increments, you get four. So the game
just has this extra variation element, which is, okay, I can hope to get this added bonus
that I can roll something
that will help me even more. And that means whenever I have a turn, I have a dream of
something that will make me extra lucky. You know, and so it's like, oh, come on, double
sixes, double sixes. If I roll double sixes, all of a sudden, I can have a pretty wide
swinging move. Magic is the same way. I can draw the card. draw the card there's a lot of variance in the card drawing
the other thing is
you can have a game in which
the components of the game
have variance built into themselves
Scrabble is a good example here
if I can get a mix of letters
that are worth a lot of points
but happen to spell a word
there's potential for me to have a big moment
because I just get the right
combination of letters.
And either is I get a combination of letters
on the board, because the board has the double
spaces and triple spaces.
I somehow manage to do something on the board
or I manage to get the right combination of letters
or some combination thereof.
But the chance
there is I have the ability
to do something awesome,
and that awesome thing will lead me ahead.
Plus Scrabble also has a rule that says
if you use all your tiles,
there's this extra bonus 50 points.
So what Scrabble does, which is important,
is it says if you have this major moment,
and the major moment is skill-based.
I mean, part of it's luck.
I have to write the right combination of letters and the right combination of board spaces. But I have the
dream that there's moments in Scrabble where I use all my letters and get the bonus and
hit the double word score and maybe have a few more expensive letters. And just all of
a sudden, you know, there's skill involved, but I can have a momentous moment where there's
this huge swing because I did something really cool. And the catch-up feature, like I said, it doesn't just have to be luck.
It's not just like, oh, I got lucky. It could be I did an amazing skillful thing, but the
game built into it that said, hey, when you have a really skillful moment, there's a lot
of payoff that can happen. Okay, that's the positive side. Now let's look at the negative side.
Okay, players can get knocked down. And what that means is that you, instead of the catch-up
feature being player behind can catch up, player ahead can get knocked back down. Okay,
first and foremost, there's just the bringing them back to your level. So that's sorry. Sorry is your head.
Oh, no, you're not.
You know, and that's a part of it can just simply be a mechanic that just straight up knocks them down.
Backhand has a similar thing, which is if you have a piece of the board that's not protected,
you don't have two, but only one, your opponent can capture it.
And so there's moments based on die's roll where you have to leave yourself vulnerable,
and then the opponent has a chance of, okay, I'm behind, but if I can capture them, here's
the chance for me to turn it around.
And it creates a lot of dramatic moments.
I know in backhand, every once in a while, you have no choice but to leave
yourself vulnerable, and then your opponent goes,
okay, now I've got to take advantage of the
fact you're vulnerable. I've got to hit it.
A lot of the excitement in backgammon comes from those
moments, which is like, I'm ahead.
Oh, but I had to leave myself vulnerable.
There's a moment. Can you capture it?
Can you do what you need to do to make
the pull back up and come around?
Okay.
The other thing that can happen is you can have the bad luck,
much like you can have the good luck, but just reversed.
You can have the bad die roll.
You can draw cards that do specifically negative things to you.
Like I said, like in Monopoly, you can pull the cards and just,
oh, wah, wah, wah, something bad.
And a lot of games just built into it have components where something can go bad.
And sometimes there are even moments where, like in Cribbage, for example,
if your opponent beats you by enough value, there's a scoring bonus.
And so it's like, oh, did I skunk you?
Did I beat you
by enough that I get a bonus in scoring? So one of the ways for me to catch up is you
just have a really bad turn. The same is true in something like gin rummy, where I just
got caught with a bad hand, and the way the scoring system works is, you know, the farther
ahead I am when I get my gin, the more points I can get. So you just having a really unlucky turn
can make a huge swing.
Now, sometimes it might be I'm very lucky and I'm fast,
but also it's just like, ah, things got caught in your hand.
So a lot of times, the game has built into it
some means by which the opponent
has the ability to get unlucky.
Now, a lot of that's tied...
Gin's a good example where I have to get a gin.
Not only do you have to get unlucky, but you have to get unlucky when I'm able to do what I'm able to do.
So there's a combination there, once again, that sometimes the luck is just,
ah, I just rolled a bad die roll, it's just randomization straight up.
And sometimes it's like, oh, I had a bad series of luck, but you had a good series of luck and you capitalized on it,
and that particularly punishes me.
of luck, but you had a good series of luck and you capitalized on it, and that particularly punishes me. Same in Scrabble, for example, which is, you know, there is a double word
score, triple word score or something, and you are able to get it. Well, now I don't
get it. And so, you know, my bad luck is not just me being unlucky, but also from you capitalizing
on what you're able to do. So having bad luck doesn't mean that skill doesn't play into
it. Okay, the final thing
is, is sometimes you can stall out the good player, which means Trivial Pursuit is a good
example of this. So in Trivial Pursuit, you're trying to get all six wedges. There's six categories.
You have to answer trivia questions to get them. Well, once I get five of the six categories,
I now, it's harder to get, to get, each piece is harder to get.
You know, when I get the first category,
there's six spots that get me my piece.
Then there's five spots.
Then there's four spots.
Then there's three spots.
In the end, when I want to get my final question,
I have to get one particular thing.
And so it's just harder for me to do it
than people earlier on.
And that's another way to do it
where just the tasks that you're having people do
get slightly harder as you go along. So the guy near the end has a harder task than the
person near the beginning. And once again, that just, like I said, there's a lot of different
ways to build in the catch-up feature. Part of what I'm saying today is it's, you can
build a catch-up feature where it's built around randomization. You can build a catch-up
feature where there's just moments of skill where one person can get ahead. You can build a catch-up feature where it's built around randomization. You can build a catch-up feature where there's just moments of skill
where one person can get ahead.
You can build it around the fact of there are moments of vulnerability
where just bad things can happen to you.
But the crucial thing is, whether you're building up or knocking down,
the crucial thing of the catch-up feature is
that there is something built into the game that says, hey, guy who's
behind or a person who's behind or a person who's ahead, you have hope or you have worry.
If you're behind, there's hope that you can do something to be able to get what you need
to get.
If you're ahead, there's a little bit of worry that you're never out of the clear,
that you always have to look behind your shoulder, that there's someone trailing you that has the
ability to catch up. Now, one of the things to understand is you have to figure out the kind of
game you are, you know, that different games are going to use different catch-up features.
Are you a more strategy-based game? Are you a game that is, you know, if you're trying to have a high skill level,
well, you want to be careful then.
Maybe your catch-up feature is more built around giving one player a moment of greatness.
You know, like I said, Scrabble is a good example where it's not that you can't get lucky.
I can get bad board position. I can draw poor letters.
There's things that can happen to me that are bad
but it's not as if
one of the things to remember
and this is what I talk about randomization is
there are things in which you feel like
your opponent got lucky
or you're not getting as lucky as you can be
and now that's where the game is punishing you
and like getting substandard letters
or substandard board positions.
Like, well, I'm playing against my opponent.
They have some dictation.
They dictate somewhat what the board position is.
I pull my letters.
Oh, I got a bad mix of letters.
But there's always like,
oh, maybe I can find a way to use them.
Or maybe I can find some position on the board
to take advantage of it.
So, like I said,
it's important to understand with your catch-up feature
what your game is trying to do,
because your catch-up feature,
the goal of the catch-up feature is the same in your game,
but you are trying to match the mood of your game.
Now, if your game has wild swings to it, if that's what it is,
I'll use some kids' games that are, if you know me,
both Candyland
and Shoots and Ladders
are not technically games
from a pure game standpoint
because there's no,
there's no decision-making
to be made.
I've talked a lot about
sort of how to define games.
They're games
from a dressing standpoint
and obviously,
I like to think of them
as intro games
in that they teach kids
some element of games
because they have
trappings of games.
But one of the things
you'll notice about Candyland
and Chutes and Ladders is just huge swings.
You know, I can be about to win
and then I get a card that sends me back to Molasses Swamp
or Candyland, or I'm playing Chutes and Ladders
and, like, I almost have it.
Oh, giant chute!
And I go back to the bottom, you know.
Kids' games tend to have a lot of variance
because kids enjoy the variance of it.
And as you get older, there's less variance
that goes on. Now, once again,
some games like Backgammon
do have a lot of variance in it, and part
of the fun is trying to deal with the
variance. Part of what makes the game
skillful is there is high variance
and you have to deal with it.
Other games like
Trivia Pursuit, like I said,
is, well, the variance is in the questions.
Do you know the answer to the questions?
Yeah, it's a little harder to get the final questions,
which helps catch up.
But still, in the end, it's like I win or lose
because I'm able to do the questions.
So a catch-up feature shouldn't...
You do not want to make the players...
This is the flip side of the catch-up feature.
You don't want the catch-up feature to make the players feel
as if the outcome is random or to take away hope. you don't want the catch-up feature to make the players feel as if the outcome is random
or to take away hope.
You don't want the guy in first place to go,
oh, whatever, I'm in first place, it doesn't matter.
You want the guy in the lead to feel happy they're in the lead
and feel like they have the edge to win.
And you want the guy who's behind to feel like they're behind
and they're losing, but there's still a chance.
The catch-up feature is not supposed to take any skill out of the game it's not supposed to to make it seem like the problem with king
making in general is to feel like oh i don't have control of this and the person who has control
they themselves can't win there's a very helpless feeling there that's frustrating
you know you want to make sure that people in your game feel invested and feel engaged in your game
and the catch-up
feature, and like I said, you have to figure out the kind of game you're making because
the kind of catch-up feature will mirror that kind of game. Like, one of the things in Magic
that I really enjoy is, you know, Magic is a very skill-testing game, but there's obviously
some variance to it. In fact, you draw off a deck. You draw, you know, I have a deck
of cards, but I shuffle them.
I don't know the order I'm going to get.
And a lot of the fun of magic is there's some suspense of what order I'm getting things in.
I've built my deck.
I have answers to things.
But, oh, there's a threat.
Will I get the answer?
I have the answer.
Will I be able to get it?
And I think a lot of magic's excitement comes from there's a neat mix between you have built what you needed,
but you don't
always get what you need in the right order. And a lot of the fun of Magic is adapting. It's going,
well, I don't quite have what I need, but let's see if I can use what I have to get the task done
at hand. And I think a good catch-up feature helps build that in. You know, one of the things that I
think makes for a good game is that things
don't always go
the way you plan,
but that there is
stuff you can
think ahead to
and stuff you can
think about
that will help
keep you invested
and keep you
engaged the entire game.
Like I said,
I call it
the catch-up feature,
but in some ways
you could call
this engagement
or investment
that really
what this whole category is is you want your player for the entire catch-up feature, but in some ways, you could call this engagement or investment, that really what
this whole category is, is you want your player for the entire length of the game to feel as if
they are part of the game they are playing, that they are not removed from it, and that one of the
biggest problems is, the second your player feels removed from the game, they feel like disconnected
from it, that's, they start losing interest in the game. And that you have to make sure
that all players at all time,
even if, and remember,
in most games,
there's games that are different from this,
in most games, only one person can win.
Only one person actually at the end of the game goes,
I won.
But you want everybody playing your game
to feel invested in the game.
That one of the things about a good game is
even when you lose, you feel that you were part of the game. That one of the things about a good game is, even when you lose,
you feel that you were
part of the game, and it was exciting.
And like, one of the things, for example, is
it's like at the end of a great game of Magic,
you know, or the end of any great game, it doesn't even
have Magic, where you're like, I lost, but oh,
that was an amazing game! Oh, there were
swings and cool things, and I...
And you want someone
ending the game to feel like,
you know, that they, there was a chance that, oh, if just something had gone a little bit
different, you know, they, maybe they could. Because when the game ends, and I mentioned
this before, if your player doesn't want to play again when your game ends, you are doomed.
You want your player ending your game going, that was fun. When can we play again? And part
of that is, if they feel
hopeless, the game will end
and it's not a good feeling. That's not a
feeling they want to recreate. Man,
that game felt hopeless. When can I play that
hopeless feeling game again?
And that, the trick
and what the catcher,
the brilliance of a good catcher
feature is that everybody feels like they could have won,
that they had a chance,
that if things were a little differently,
the game could have swung their way.
And even though they lost, man, it was close.
They were in it. There was a chance.
Because when that game ends,
when they feel like they almost won
and things could have been a little differently,
then they want to play again.
If they feel like it was hopeless and there was no chance, little differently, then they want to play again. If they feel like it was hopeless, and there was no chance,
that doesn't make them want to play again.
And so make sure that you use your game
to create the latter and not the former.
Make them feel as if there was exciting things that could happen,
that there was a moment where they could have been the victor,
rather than there's nothing they could have done,
and it was all hopeless.
Anyway,
I've just parked in my parking space.
So we all know what that means.
It means it's time to end my drive to work.
So instead of talking magic,
it's time for me to be making magic.
Talk to you guys soon.