Magic: The Gathering Drive to Work Podcast - Drive to Work #238 - 10 Things Every Game Needs: Surprise
Episode Date: June 26, 2015Mark continues with part 6 in his series on 10-things every game needs. ...
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I'm part of my driveway. We all know what that means. It's time for another drive to work.
Okay, well today is another in my series, 10 Things Every Game Needs.
Today is surprise! Yes, number six.
So, so far we've talked about goal or goals, about rules, about interaction, about a catch-up feature, about inertia.
Well, today we are getting to surprise.
Okay, so let me start by explaining there are actually two different kinds of surprise.
And so let me clarify those as we talk about surprise.
So surprise number one is what we call hidden information,
which means one or more players in the game is aware of something that the other players are not.
The other
type of surprise is something in which no player knows, information that nobody has.
So, for example, hidden information, a good example of that might be a card game in which
you have cards in your hand that are relevant, but the other players don't know what cards
you have in your hand. Magic does that, pokerer does that. There's a lot of games in which it's, you know,
I know something that other people don't know.
Now, an example of sort of a general surprise is
where there's some factor that affects the game that keeps happening,
everybody knows about it,
but nobody knows when those factors are going to happen.
So a good example of that would be,
for example, in poker, when cards are turned face up, everybody gets to see what the cards are when they happen.
It's information for everybody, but it's not something that you are well aware of ahead
of time, meaning, oh, I didn't know that was going to happen.
Now everybody at one time knows it's going to happen.
Um, so anyway, uh, we're going to talk about both kinds of one time knows it's going to happen. So anyway, we're
going to talk about both kinds of surprise today and the value of them. So let me start
by, so I did a podcast, three podcasts actually, talking about communications theory and there's
three principles of communications theory, things that humans just need that communication
is built around. Comfort, surprise, and completion. So surprise is one of the three things.
And what I said at the time was, and you can go listen
to the whole podcast, is
once humans are comfortable,
meaning they're in the spot where they're ready for
surprise, because they don't want surprise if they're not ready,
that surprise can make things
a lot of fun. And the reason is
it is just neat to not
know something and then learn about it.
There's fun inherent in that.
One of the things I'll get to
I haven't got to yet is
in your game you want fun.
So surprise is one of the things
that can bring fun to your game.
When you don't know things
it definitely can be, you know,
there's a lot of entertainment value
to having something you can't predict.
And when it happens you're like
oh, I didn't see that coming
or I didn't know.
And, you know, there's drama and suspense built into surprise. So it is fun
to have something happen. And games are entertainment. You want to make fun moments.
You want to have, you want the players to sort of have that thing. Now, another big reason that
surprise is so important is that you want things to be different, that you want variety. So one of the
things that surprise does for a game is it brings variety to the game. That if you don't know what's
going to happen, essentially, in order to have surprise in the game, you have to build into the
game some sense of unknown. That, you know, when I say surprise, what that means is if players always know
exactly what's going to happen
in the order that's going to happen,
the game has no surprise.
So in order to add
an element of surprise in,
it means you usually have to have
some element of either randomness
or decisions by players
unknown by other players.
Those are the two main ways
you get surprise.
It's either nobody knows
what's going to happen,
that's the general thing,
or one player makes a decision that other players
don't know the decision they've made.
And both of those allow you
to get to surprise. Like I said, one time
it's the surprise of one player, sometimes it's the surprise of all
players.
And another key thing is
that
you want some drama in your game.
So the reason that we have surprise in communications and entertainment is that you want people to...
There's a lot of fun in trying to predict what is coming.
So, for example, you want your game not to be too predictable.
That if your game is totally predictable, it can get boring.
That A, players always know what to expect
so there's no sort of
the joy of the unknown
and you want to
make games, you want games that have replayability
to them, you want games that
players can not get bored
and if the game state is always
the same and you always are aware of what it is
it's easier to get bored by it
now, there are games that don't have an element of surprise, chess probably being
one of the most famous. There's not a lot of, I mean, there's a little bit of surprise
in chess based on players have knowledge that other players don't have. So even in a game
like chess, even in a game in which there's no randomness, there is a little bit of what
is my opponent going to do? I didn't expect him to do that. Oh, that move, I wasn't prepared for that.
So even chess has a little bit of surprise.
So surprise doesn't have to have randomness.
It could just have players making decisions
that the other players had to anticipate.
And when the players do something they don't,
that you can get surprised from that.
But in general, surprise does a good thing
to make your thing both not predictable
and create a little sense of drama built into it. Okay, so let's talk a good thing to make your thing both not predictable and create a little sense
of drama built into it.
Okay, so let's talk a little bit about the value of hidden information, because hidden
information is pretty important.
So number one, there is a lot of strategy you add to a game when you add in hidden information.
And, okay, to be clear, there is strategy in a game with any surprise.
To be clear, there is strategy in a game with any surprise.
The reason is reacting to surprise or predicting things that might happen is unto itself a strategy, a skill, something you can prepare at.
So if you're playing a game, if you know the possibilities of what can happen,
you will play differently than if you have no idea what's going to happen.
And so one of the ways that surprise helps create strategy is as you play a game,
even though you don't know specifically what's going to happen,
you start to learn the things that could happen.
And so one of the ways that strategy comes out of surprise
is from playing the game,
you start to learn what can happen,
and you can adapt to it.
You can make choices knowing what the options are of what can happen.
And also, there's a lot of skill to responding to things that have happened. You didn't prepare
for it, but when it happens, there's skill in responding to it and dealing with it.
I did my podcast on randomness. I talked a lot about how you kind of want randomness
earlier in the game, so there's skill to people responding to the randomness rather than randomness
at the end of the game where the game ends for a random reason. Okay, let's get back to hidden information. Hidden
information adds another entire layer onto the game that's a very important layer. And what that
layer is, is when one player knows something that the other player doesn't, you bring in personal
communication skills. That, you know, first, when you're playing a game,
you're playing with cards and manipulation and logic and stuff like that. But once you start
bringing in humans, you get this neat thing, which is you know something that I don't know,
so now part of my game is trying to read my opponent. And there's a lot of fun in that.
Humans really, really enjoy interacting with other
humans. It's a skill that's vital for life. It's something that people really have to
get good at. And games is a means and a way for you to get better at life skills. That's
one of the great values games do. And interpersonal communication skills are very valuable. I'm
playing with somebody. So, for example, there's a game called Diplomacy. I don't know if you
ever played Diplomacy. Diplomacy is a game
in which it
takes place in, like, I don't know, World War I Europe,
and it's a war
game, but what happens is
you have to talk with other players and
get them to help you. And players can say
whatever they want. Maybe they will help you,
maybe they won't, but you have to trust
some people because you have to make moves
dependent upon other people doing things they're saying they're going to do. So one of the big things
about diplomacy is there's a lot of surprise in, will people do what they say they'll do?
And so one of the skills of the game is trying to predict, is this person going to be truthful?
Are they being truthful? Are they going to be, when they say they're going to be on my side,
are they? Are they playing me?
Are they trying to betray me?
There's a lot of fun reading of what's going on.
Or even in a game like Magic, where I draw a hand and I have cards in my hand,
and I'm going to cast the cards,
and I'm playing knowing that I have these cards in my hand,
but you don't.
Can you predict what I have based on how I play?
So there's a lot of skill that comes from
knowing that one person has information
and you can read it in multiple ways.
One is through how they play.
You can gather information from how they play.
The second is reading the person,
reading the person themselves.
One of the things I will say is
people,
you are making a game for people.
Understand what people like and allow people to do that.
One of the things people like is interacting with other people.
We are social animals by nature,
that we like to interact with one another.
And so having a game that forces some interaction,
especially personal interaction,
interpersonal like,
I have to look at them and I have to,
are they bluffing? Are they, you know, can I read them correctly? Like, one of the things is,
sometimes, so here's a typical situation, like in magic, where I attack with a creature, and on
board, you have a creature you can block that I would never attack with normally. If I had no
cards in my hand, I wouldn't attack. It's a bad attack.
Obviously, I'm pretending as if I have something in my hand that will change the value of that attack.
So I have a 2-2 creature, you have a 3-3 blocker.
Normally, if nothing else was going on, it's a horrible attack.
You'd block, you'd kill my creature, I wouldn't kill your creature, it'd be dead.
But, because I have cards in my hand, I can sort of create the illusion,
and maybe it's not even an illusion,
but I say to my opponent essentially,
hey, I got something in my hand.
You might not want to block.
You might want to let my creature go by.
And the other player has to look at me and figure out,
am I telling the truth?
Do I really have something in my hand
that they shouldn't be blocking?
Or am I bluffing? Am I
trying to get extra damage
in a place where I don't?
The fact that there's hidden information
allows those moments to happen.
There's a lot of fun in trying
to sort of
push an agenda
where the opponent has to figure out what's going on.
In general, it is fun to read the game state and figure out what's going on. You know, that, in general,
it is fun to read the game state and figure out what's going on,
but if you have complete information,
so here's another important thing.
If you have complete information,
you feel obligated to solve the problem.
You know, if you have complete information,
you're like, okay,
I should be able to make the correct decision here,
and so I need to figure out all the information.
The other thing surprise does is surprise will say,
well, I don't have all the information.
I have to make a logical guess.
I have to sort of go with my gut and figure out what's going on,
and I don't for sure know.
So when you make a mistake in a game without complete information,
meaning there's some surprise elements to it,
you feel a little better that there's some ego protection.
Because if I make a mistake,
let's say I block and you have the giant graphic,
oh, I didn't think you had it, but I didn't know.
I didn't know for sure, you know.
And the reverse is, let's imagine that you do something
and I have no cards in hand, but I managed to,
not really surprise you, but I managed to do something
based on all open information.
You didn't feel bad. You're like, oh, well, what you could have done was something that I could have figured out. I didn't figure it out. Oh, I feel horrible. I'm a bad player.
I didn't see that. And you feel bad. It's a real feel bad. So another thing that surprise
does is it does some ego investments that's very important is it helps protect the person
by going, well, I didn't for sure know, you know, like one of the things that we talk a lot
about is people will attribute their successes to things they did and attribute the failures to
things outside their control. So successes inside control, failures outside their control. So what
happens with success is, let's say we get in a situation, I read you, I read you correctly, and I do the right thing. I go, yes, I figured it out.
I am, you know, I am a skillful player. I deduce this. Now, let's say I mis-correctly
assume it. It goes wrongly. I go, oh, oh, I missed. Well, I didn't know. You know, it
was unknown. I was doing the best I can, but I didn't know. So it was unknown I was doing the best I can but I didn't know
so the first thing
is completely like
hey
I'm a good player
I feel good about myself
and you're very charged
that the surprise
allow you to
feel like you have a sense
of mastery
when you miss
because it's unknown
you have an out to go
well I didn't know
and that way
you sort of protect yourself.
Like, it's not that you made a mistake.
Look, you did the best you could with the information you had, and you just didn't know.
So see, the surprise there does a very important thing, which is it helps the player have successes
where they feel good about themselves and have failures where they don't feel bad about
themselves, and that is very important.
Okay.
Also, in general, I talked about before
that there is a lot of skill in reacting to unknown things,
of saying, I wasn't prepared for that to happen.
And so one of the things, and this is both strategy and fun, I think,
which is, it is neat to get in a situation that you never planned for
and then have to get out of it.
That's a lot of the fun of gaming is saying,
okay, I didn't know for sure this was going to happen,
but now that I'm in the situation, okay, how do I adapt?
What do I do?
There's a feeling on the backs of the corner in that when you manage to pull it out,
when you manage to sort of take something you weren't expecting
but react on the fly and do something about it, it's really, really
good.
It's very encouraging.
You know, it's a great thrill.
I talk about Fiero where you're sort of in the zone.
And one of the ways to get sort of in that zone is when, the key thing I think to Fiero
is you're in a place where you know there's danger.
You know that things might not go right.
The reason that there's this thrill is I'm in territory where it's an unknown,
and I managed to have mastery where danger could have happened.
So I talked a lot about, I went to the GDC this year,
and had a talk by a woman named Erin Hoffman who talked about what fun is. And she was saying that fun, I think I talked a little about this in my GDC this year and had a talk by a woman named Erin Hoffman who talked about what fun is.
And she was saying
that fun,
I think I talked a little
about this in my GDC
but it's very important
to this point,
is that fun is
a sequence of events
where you use
a mastery loop
to get from
an emotionally
unhappy place,
usually fear based,
but an unhappy place
to a happy place.
I think that she says
use a mastery loop
to move from fear
to happiness
is the general idea.
But really what she meant was
you're in an unhappy place
where bad things are happening
that you,
something in the game
is like,
oh no,
I don't want that to happen.
Through your own mastery loop
you get to a place
where you're like,
oh, I've succeeded,
I've done good things.
And that fun is
that you need a sense of danger,
you need a sense of bad things could happen. You know, when there need a sense of danger. You need a sense of bad things
could happen. You know, when
there's no sense of danger, when there's
no threat of anything that's going to happen bad,
it's not as fun. That a lot of
the fun comes from, I know I
was in, you know, in a horrible
place. Like, bad things could happen.
The game could have blown up in front of me, but I
managed to somehow, through my own
grit, I managed to find a way
to save it. That is
intensely fun.
That is really fun. And
surprise is a lot of the thing
that helps your player get there, because they
don't know what's coming. If they knew
what is coming, then there's an expectation
that they would accomplish what they needed to do.
And that
ability to react is very strategic and very fun
and adds a lot of neat game moments.
Okay, another thing that surprise does is it lessens complexity.
What?
Here's why.
The player feels obligated to process all information they have.
Because, once again, if you lose with information you had available,
you feel real bad about yourself.
You feel dumb.
You go, oh, I walked into that, you know.
So one of the things is your player feels a need to process the information.
And if you have too much information, you overwhelm them.
That's the problem with complexity in general is,
is the player goes,
okay, I got to take all this stuff
and I got to keep it in mind.
So one of the things surprise does
is surprise forces the player to go,
okay, there's things I don't know.
And the less experienced the player,
the more experienced player has fun
figuring out what they don't know
and how to prepare for it, right? The strategic thing to do when you're more experienced player has fun figuring out what they don't know and how to prepare for it, right?
The strategic thing to do when you're more experienced in the game
is to say, okay, I know the game has these six outcomes
or whatever the number is.
I've got to prepare for any one of them.
The less experienced player thinks less ahead,
just the nature of experience.
So they're unaware, but the nice thing about the less experienced players,
they go, I don't know.
Don't have to worry about it.
I don't know.
When it happens, I will have to deal with it.
But I don't know now.
I can't do anything.
And so the less experienced player
doesn't feel the obligation to figure out the,
you know, they're not there yet.
They're not at the point where they're like,
I know the options of what might happen.
They're not going to do that.
They're like, I'm dealing with what I can deal with.
And there's just less things they have to deal with.
You know, if somebody has to hand the cards,
a more experienced player will try to read the opponent
to figure out what's in their hand.
A less experienced player goes, I don't know.
When they cast it, we'll find out.
And they don't feel a need to do that.
So it lessens the need to try to figure out the complexity
on the board or whatever.
And it just makes it easier.
The game is less tense for the beginning player
because there's less things they have to track.
And that is important.
It's another reason why that surprise
does a big value to you is
you want to make sure the game keeps changing,
but you don't want the players
to always have to track that information.
Tracking it creates complexity.
Complexity can be very overwhelming,
especially for lesser players, less experienced players.
And that you want your
game to have strategy built into it, so
more experienced players with time
can use that information, but surprise
does that. Because within your game,
there's some subset. It's not infinite
surprise. Certain things can happen.
Experienced players will learn what those things are,
and they can start anticipating.
Less experienced players can go, you know what, I don't know
and they don't have to worry about it until it happens.
It makes both people happy.
Okay.
Another thing that it does,
I talked a little bit about the personal interactions.
It adds a different level
to your game that's really important,
which is
your game has components they have to figure
out, they have to deal with. But this surprise now adds both adaptability and personal interaction
to it. So it adds layers to your game, and that's very important. It means that the game
is about different things. One of the ways to keep
your game exciting is, if you're always
worrying about the same thing, it gets
monotonous, and it gets tiresome.
But if you keep having to shift your gears,
okay, I've got to worry about my hand,
about the board, about what my opponent's doing.
If you keep shifting where your focus is,
it makes the game more dynamic,
and it makes it that it's not
the same thing again and again.
And so surprise allows you to have moments where you're shifting where your focus is,
and that is important to keep a game dynamic and keep it from getting stale.
In general, by the way, in the same regard is,
if players can completely predict what's going to happen,
there's a much greater chance of monotony in the game.
That one of the things that you want is you want some things to happen that your player can't anticipate or that they can anticipate incorrectly.
Because that means that the game will surprise them.
Surprise, you know, obviously makes the game have more freshness to it.
When you don't know everything, things will happen that you obviously didn't know and it will make more variety in the gameplay.
You don't want monotony. You do not want a player playing a game and go, oh
this is just like the last time we played. Because what will happen is at
some point they'll stop playing. They're like, well okay I got it. I've
experienced this game. Once the player goes, I've experienced this game and
feels like they have everything the game has to offer,
they'll move on to another game.
They're like, okay, I got it. I've got this game.
Okay, let's go play another game.
But if you put enough surprise in your game,
your game reinvents itself.
Your game says, okay, I thought I knew this game, but I didn't.
Something magic does insanely well
because I play with 60 cards from a giant pool, and my opponent does the same, and every time I play an opponent, I don't know what decks they're going to have.
They might have a completely different deck.
And even when we play, because you draw your hand and there's a deck that gets shuffled, and there's hidden information in your hands, there's so much going on that no two Magic games are the same.
And that really makes it very dynamic.
That's a big part of why
people play Magic for so long.
The average Magic player plays for, like, right now, for like
nine and a half years. That's insanely
long. That's longer than most games even
last. And the reason is, the game
keeps reinvesting itself. And I don't
just mean between games, but
even within the game. That there's so much
surprise built into it, that there's a
lot of... you can't always predict what's going to happen. Even, by the game, that there's so much surprise built into it that there's a lot of,
you can't always predict what's going to happen.
Even, by the way, when you're playing the exact same deck against the exact same deck,
that there's still moments where I'm like,
even though I've played this matchup,
oh, this combination has never happened before,
I have to deal with it.
Okay, another very important part of surprise
is it creates moments.
So let me talk about what I call the story narrative.
So one of the things that's very important for your game is
you want the player while playing your game
to feel as if the game itself is sort of a story,
that there's a narrative to it.
And that good gameplay, you want your player to be able to walk away,
go talk to somebody else who in theory
knows the game, and be able to sort
of share the game with them.
So I talk a lot about what we call the metagame,
which is Richard's term for the game
around the game. So I don't mean the metagame
like what is everybody playing at the tournament. What I mean is the
metagame, the Garfield version, which is
a game is more than just
the act of playing. The game
has to do with every interaction
and everything you do that has
something to do with the game. And one of the most
important things is the interplay between
people. That if you want to create
a community, you have to make
things where the community people can share
things. So one of the ways
to do a very strong bond between the community
is if games take on
a story narrative.
If when I play a game,
something happens
and then I can go
to my friends
who also play the same game
and share the story narrative.
Here's what happened
in my game
and I can entertain them
because there's a neat
story narrative,
you know,
and surprise makes
for great story narrative.
It makes for great moments.
You know,
think about this.
If you ever talked about a game,
usually the story is,
I was in such and such situation,
and then this thing happened.
Now, if this thing was a known thing,
it wouldn't be as exciting a story.
But this not being a known thing,
I was all prepared for thing X,
but thing Y happened.
That's an exciting story.
The same reason the surprise works so well in storytelling is because it makes for good stories.
I didn't see that coming.
I didn't expect that.
Well, guess what?
I was playing a game, and here's what happened in my game.
Bam!
There is an exciting story narrative, and that's really important. That if you want people to bond between your game
and create communities,
you need to have the act of game playing
being something that's shareable.
And that's really important.
Now, there's a lot of different ways to share games.
Magic, for example, people will share deck building.
I mean, there's a lot of other components.
There's trading and things.
But the key thing is,
Magic does a good job of, okay, I was playing another, you know,
we're wizards, we're planeswalkers dueling with magic. Here's what happened. I cast this creature,
they cast this spell, and then this happened, you know, and it creates an amazing narrative.
And that's really important that if you want your players to be able to share with one another,
you want your game to have that story narrative. Okay, let me hit a few other things. One of the things I
try to do is to talk about how each one of these 10 things helps you with the other 10 things. So
I've already talked about how it helps you with fun. I've talked about how it helps with strategy.
So let me hit a few other things that helps you with a catch-up feature. So one of the things
that surprise can do is surprise can allow you to come back.
That there's a lot of neat moments
where it looks like I've lost,
but because of surprise,
you work in the game places for that catch-up.
You know, ha-ha, I have this.
You didn't know that,
and the fact you didn't know that
means I can now surprise you.
Maybe I even have a tactical advantage
because I knew something you didn't know, and even though it looked like I was in trouble,
I had this ace in the hole. I had this card that you were unaware of or this game element
that allowed me to come back. So you can use surprise as a means to help you with the catch-up
feature. It also allows you to do something slightly different with the catch-up feature. It allows you to have one player
appear as if they're in a worse
position, and the catch-up feature
isn't actually them coming back,
but them revealing information they had all along.
So it lets you feign weakness.
Surprise allows a catch-up feature
in which it's not that you were
necessarily behind, it was
you appeared to be behind,
but there was an unknown thing that actually allowed you
to have more play than you realized.
Okay, surprise also allows interaction.
A, like I said before, there's all the human interaction
that if there's hidden information,
I have to glean what my opponent knows and doesn't know,
and I can make decisions based on how I'm reading them.
There's that interaction.
knows and doesn't know, and I can make decisions based on how I'm reading them.
There's that interaction. The other thing
is when
you even get shared moments
together when something happens
and everybody has to react to that.
You know, like when you're playing a game
where all of a sudden something gets revealed, all the players
might go, oh my goodness, this thing has happened,
and there's a bonding moment with the players.
You know, for example, there's a lot of cooperative
games where, this is a good example of
Surprise and the open-ended thing,
where all the players are playing against
sort of the game, and the game keeps
surprising you and doing things,
and then you, as a player, sometimes
the interaction isn't against each other,
sometimes it's with each other.
The response you have,
if you have to figure out what to do.
Surprise also brings inertia to the game
because you can layer in the game things they don't know
and those things can help push the game towards conclusion.
Oh my goodness, this big thing happened
and that's going to completely change the nature.
I know Risk Legacy, for example, does this thing where you have things in envelopes
and you can open up the envelope
and those things have major changes
in what's going on. But sometimes those major changes
help push the game toward the end.
You know, this thing happens that helps
one player or helps another player or
changes the game state in a way that can
increase it to make it end sooner.
Surprise could
actually add to flavor.
Sometimes, you know, one of the neat things
about flavor and about storytelling
is that people don't know everything.
So sometimes, one player gets to know
something that other players don't get to know.
A real good example of this might be a murder mystery game
where everybody gets
information and you're trying to figure out this murder mystery.
But different players know different things.
And the fact that one
player can reveal something,
you can have a lovely flavor moment where, like, the fact that one player can reveal something you can have a lovely flavor moment
where the fact that one player knows and another doesn't
unto itself is really flavorful
because one of the things that's neat is
in real life everybody doesn't know the same thing
and there's a lot of fun of role playing
a lot of the neat thing is when you're playing roles
it's like I know something you don't know
is a really good way to capture something
and also
another neat thing about surprise is
a lot of times surprise are wrapped in flavor
like a monopoly when you get
a community chance
community chest or chance
things can happen
sometimes it affects only you
but sometimes it can affect the board.
You know, sometimes what happens,
oh, this whole thing changes.
It affects everything.
And people are like,
oh, that now changes things.
We now have to react to that.
And that the flavor can be a lot of fun.
That a lot of times,
that surprise allows you great flavor moments.
Okay.
The last one, which is very important,
is that it provides the hook. So the hook is the last one, which is very important, is that it provides
the hook.
So the hook is the last
one of the ten.
The hook has to do
with selling your product,
which is,
I need people to go,
that looks cool.
I want to buy that.
That's what the hook's
all about.
And the surprise features
a lot of times
can do that.
So for example,
there's a game called
Perfection.
I don't know if you guys
ever played it.
So Perfection is,
it's a puzzle game.
And the puzzle game is, you have all these pieces and and you have a board, and you have to fit all the shapes into
the place on the board, and there's 40 shapes or something. The surprise factor is that the board,
there's a timer on the board, and it's going to pop, and all the pieces are going to pop out
if you don't get them. You have to get all the pieces in and turn it off before this happens.
So the reason the game is exciting is not because you have to take pieces and put them in the thing.
The reason it's exciting is at some point it's going to explode.
So this is tension that's happening because you don't know when it's going to explode.
And if you're hurrying to try to get it done,
at every moment there's just this knowledge you have that this thing's going to happen.
So by the way, I didn't mention this before.
Surprise doesn't necessarily always have to be
100% unknown.
Perfection's a real good example. You know
the board's going to pop. You know that's going
to happen. What you don't know is when
it's going to happen. So sometimes a surprise
is partial.
Meaning, you know some component of it,
but you don't know every component of it.
You know, for example, somebody, you know, one person in this game has like a werewolf.
The game where you're trying to figure out who the werewolves are.
Or somebody who's the werewolf.
It's not a surprise that there are werewolves.
It's a surprise who's the werewolf.
You know, in Clue, you're trying to figure out where the murder mystery happened.
So sometimes, it's when.
Or where.
Or, you know, surprise can have a lot of different facets. where the murder mystery happened. So sometimes it's when or where.
Surprise can have a lot of different facets.
Surprise is not just one single thing.
Surprise means there's some facet of the game that I don't know.
And sometimes, and perfection is a great example,
sometimes knowing something about it,
knowing a thing is going to happen,
but like I said, the entire hook of perfection is
BAM! It's going to pop up. In fact, they
showed on the commercial, BAM! All the pieces
pop out. You know, that is a big hook
of the game. And so, surprise
can be a big hook. If part of the game
is, hey, I don't know when something
is going to occur, or there's some cool thing that's
going to happen that I'm not prepared for, I think
the risk legacy, a big selling point of risk
legacy, is this idea
of radical things
can happen.
And not only can they happen,
they'll forever shape the game.
And not just this game,
but future games.
That was a real neat thing
that Risk Legacy does.
Because what happens is
once you change the board,
in future games,
that board is changed.
So it has a permanence.
But the,
and Surprise,
like I was saying, surprise is this neat thing
where it adds texturing in so many different places
you know, that it
creates suspense, it creates interpersonal dynamics
it creates
you know, like I said, all the stuff I'm talking about today
that, I mean, it provides hidden information
it can make fun, strategy, help with catch up Like I said, all the stuff I'm talking about today. That, I mean, it provides hidden information.
It can make fun, strategy, help with catch-up, interaction, inertia, flavor, hook.
It helps lessen complexity.
It allows neat interpersonal things.
It can create moments and help your story narrative.
Surprise is this very versatile tool.
It's funny, as I walk through the ten,
some of them, like the goal or rules,
are much more in stone what they need to do.
You know, a goal has to provide a certain focus for the game.
But surprise is a tool that can do all sorts of things. And you have to figure out where and how do you surprise.
What I'm saying is the game wants
surprise. What I'm not saying is how
the game needs to have surprise.
That is one of the neat things about this component
is it's a very versatile
tool. There's a lot of ways to
create surprise. There's a lot of ways to use
surprise. There are a lot of things surprise can
do. It's a very
dynamic tool. And like I
said, it is so endemic
to the personal experience.
It's part of communication theory
because it's something that humans relate
to and it's something humans
need. And so it's important when you
make your game, figure out how to get
surprised in your game.
And like I said, even chess
has elements of surprise
because players are going to do things that other players don't
know. But it's
important to figure out where the surprise falls
in your game, how you use it, what it's
doing, what its purpose is, you know.
And that's my sort of goal today, is explaining to you
that it is an important tool, that you
need to understand the value of it and what it
can do for you, and then how to use it.
But anyway,
I've just pulled in the parking spot.
So we all know 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.
So thanks for joining me today, guys.