Magic: The Gathering Drive to Work Podcast - Drive to Work #248 - 10 Things Every Game Needs: Strategy
Episode Date: July 31, 2015Mark continues with part 7 in his series on 10-things every game needs. ...
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I'm pulling my driveway. We all know what that means. It's time for another drive to work.
Okay, today is another in my series, 10 Things Every Game Needs.
Okay, so I've talked about needing a goal or goals, about needing rules, about needing interaction,
about needing a catch-up feature, about needing inertia, about needing surprise.
Well, today we get to strategy. So number seven in our 10 things
every game needs. Okay, so strategy does a whole bunch of different things, but it has one major
purpose. So the major purpose of strategy is when you make a game, one of the goals of your game
is to want people to play it many times. And so one of the major roles of strategy is that you want
players to have a compelling reason to want to play again and again. You want your games to have
a continuity throughout the game. What I'll refer to as a narrative. You want a player narrative.
And what that means is the player wants a relationship with the game
where they can see growth over time.
Okay, this is very important.
That when you play a game,
you individually,
there is a relationship between the player and the game.
And it's very important that you, the game player,
allow the player to create this narrative.
And what the narrative needs to be is, I've interacted, the game player, allow the player to create this narrative. And what the
narrative needs to be is, I've interacted with the game, and through the interaction, there is change
that happens. There's a couple different ways to do change, but the most common way to do change
stems from the player themselves. That the player's like, I played this game and I have gotten better as we've progressed.
So, the best way to think of it is
when you are playing a game,
you know, when you think of
I'm going to use Tic-Tac-Toe
as an example, only because Tic-Tac-Toe
is a game in which
there's a beginning,
a middle, and an end.
Obviously, it is not the most strategic
of games, but it has some strategy.
So, when you play tic-tac-toe for the very first
time, at the beginning, it's just like,
ooh, what happens? Oh, I play things,
they play things? Does someone win, does someone not win?
And little by little, you start to realize
that where you
place things starts dictating
where other people will place things.
Like, when you first start playing tic-tac-toe, the idea that I put an X somewhere and you
put an O somewhere, okay, what's going to happen next?
And then at some point, you're like, oh, if I put my X here, they have to put their O
there or they will lose the game.
And if I know their O is going to go there, you know, you can start piecing it together.
Now, tic-tac-toe, the reason I chose that as an example is
it has a limited amount of strategy.
There comes a point where you learn enough
that you realize that you can never lose.
I don't know if most of you have hopefully reached that point.
There comes a point in Tic Tac Toe where you're like,
oh, well, I understand these steps.
If I take these steps and I follow them,
well, there's no way for me to lose.
Because, I mean, I can't win.
In fact, it's the most frustrating game in the sense of once you understand the rules enough, neither player can win.
It will always end in a tie if both players understand what they're doing.
But the interesting thing is that there's a narrative that you go through with tic-tac-toe where you start and it's fun and exciting.
You don't know what's going on.
And little by little, you start to learn things.
And as you start to learn things,
you want to keep playing,
because you're like, oh, I've learned from this.
So in general, one of the things that strategy does is
it enables the player to level up.
So let's talk about that real quickly.
A very common thing that goes on in games is,
in fact, this is so important,
this concept is built
into many games, especially video games, the idea of leveling up. And what that means is that over
time, there is strength that happens, that you get better over time. Now, in games, a lot of leveling
up is literally you, the character, gain abilities, gain resources, you know, you are getting things
you didn't have before. But external to that, there is a skill level up.
That when you play the game, as you understand the game better,
you are more capable of playing the game.
And it's very, very important.
Players, there is a lot of satisfaction that comes out of people feeling like they've improved.
In fact, it's a basic human emotion, that the idea that I have gotten better, that there's
some sort of inherent skill.
So one of the things I talk about, when I talk about the psychographics, when I talk
about Timmy, Tammy, Johnny, Jenny, Spike, what I'm talking about is that there's just
basic needs, you know, that Timmy and Tammy want to experience something.
But you know what?
All humans want to experience something. But you know what? All
humans want to experience things. Everybody has their Timmy and Tammy moment. Everybody.
That goes, oh, that was fun. That was awesome. That was exciting. I want to do that again.
You know, and everybody has their Johnny slash Jenny moment where they just, they want to express
something and they go, look what I did. Look what, that was me. I made this. This represents who I am.
Everybody has those moments.
And, important for this, everyone has
their spike moments, which is,
oh my god, I
did that. I figured it out. I solved
it. I won that game because
I won the game.
I was better than the other
player. I was,
you know, triumphant
and that there's a spike of moment
that strategy enables
which is really important
in that people want to feel good about themselves
in fact, the reason people do things
is because it allows them
I mean, not the only reason
but one of the reasons
it allows them to feel good about themselves
one of the reasons people play games is
it is fun, not just to win,
but to win because you know that things you did dictated the winning.
So, for example, when kids start playing, the earliest, I'll put games in quotes,
but the earliest games that the kids start playing is things like Candyland,
where there literally is no decisions when we talk about, you know, is Candyland the game or not?
There's no decisions.
You never decide anything.
I guess you could take the shortcut, but you should always take the shortcut, so it's not
even a decision.
But my point is, it's just random events happening, but kids get excited by the random events.
You know, Chutes and Ladders, Candyland, a lot of kids' games, they're not deciding anything,
but it's exciting to see what will happen, okay?
But as you get a little older, you want to feel as if you have input. games, they're not deciding anything, but it's exciting to see what will happen, okay?
But as you get a little older, you want to feel as if you have input, if you have agency in the thing you are doing, you know?
And the reason people do things, not just games, is you want to watch yourself improve
with time.
You know, the reason you take lessons, whatever it is, is you want to see yourself having
experience growth, of being able to see you want to see yourself having experience
growth, of being able to do things you didn't
do before. You know, the reason learning things
is cool is you're like, I wasn't able to do this
before and now I am. So what strategy
does for games is build that into game
that if you make your game such that there are
things to learn and there are things to do
it adds a depth
to your game which allows
just longer gameplay time. I mean,
for example, in each of these ten things you need, one of the things I said is, ten things
every game needs is sort of a primer for beginners on some level. There are games that don't
have any, each of the ten I'm naming, there's games that don't have it. But a game that
doesn't have strategy, really, there's a limited amount of time
you're going to play the game
now there are other reasons to play games
a lot of playing games is not just about
about your own growth
it's not just necessarily about
you getting better
there are games that don't have tons of strategy to them
now most games have some strategy to them
assuming there's any decisions possible
and I would argue games by definition have some strategy to them. There's, I mean, assuming there's any decisions possible, and I would argue games,
by definition,
have some decisions.
Okay, you can make
better or worse decisions
and you can learn
how to maximize those decisions.
Now, some of the decisions
you have to make
are, you know,
more layered
and more,
give you more choices
than others.
You know, a game like Magic,
there are a lot of decisions
to make.
A lot of decisions to make.
So there's a lot of room for strategy
because there's so many different things you're
doing and so many different ways and different
decisions and different things you can make, there's lots of
room for strategy.
But if you take strategy out of a
game, then it's about
the experience of playing the game.
It stops having the linking
between the games other than
maybe experiential stuff in between.
Now, there are games that just,
they're fun experiences you have,
and you might remember a previous experience
and bond socially, for example, with your friends.
And that's one of the reasons to play some games is,
you know, they're just exciting and fun,
and they're not strategic, but they're fun, you know.
Okay, but so that's the number one.
The number one reason that you want
to have strategy in your game
is you want to create this narrative for players
to be able to have growth over time.
Because one of the things that...
Okay, another thing that strategy does is
it enables variety in the gameplay.
And what I mean by that is
if your game is structured
so there's lots of different points of strategy,
one of the things that happens is
you create a growth for your player to go through,
that there's things that they get to learn.
So one of the neat things is,
so, for example, I'll take chess as my example now.
Okay, so chess is,
the first thing you're learning when you play chess
is just how the game functions.
How do the pieces move?
What is the goal of the game?
So early on, early, early chess
is really about just functionality
of how things work.
And then, eventually,
you learn the lowest levels of strategy,
which is, well, here's the general rules of pieces.
One of the things you do in chess
is they assign value to the pieces.
So the idea is, well, as a
default, this piece is more
valuable than that piece. So if you have a decision
between losing piece, you know, between
losing your queen and losing
your knight, oh, well, it's much better to lose
your knight than your queen. The queen's a more
powerful piece.
And, as you start learning more and more
about chess, some of the default,
like, a lot of the early defaults that are there as sort of a template to help you slowly get taken away.
There's a point where you realize that, well, in general, certain pieces are more valuable than others.
But once you understand game state, once you understand where things are, you start to realize that in a certain situation, yes, on average, it's better always, you know, save the queen and lose the knight.
But there might be circumstances, I mean, okay, I picked an odd one there,
but there are definitely circumstances where, you know, the value between a rook and a knight will change or something.
There's a little closer in value.
And then as you get better, you start to get to the point where you start, like, looking at opening moves.
You start studying, start studying general strategies.
Okay, there's people who have played this game for a long time who have studied it,
and you start to study the masters.
You start to study the people like,
okay, I want to sort of get into the groupthink of understanding
the people who have mastered this game, what have they learned about it?
And there's just layers and layers and layers.
There's an onion you're constantly peeling.
And so one of the neat things
about that is,
when you play,
you're just looking
at different things.
Like,
one of the things
that's very interesting is,
a beginner playing a game
and an advanced player
playing a game,
on some level,
might be playing
very different games.
So,
I use magic again.
This is a fine example here,
which is,
when a beginner plays magic,
they are focused
on the turn they are playing. It plays Magic, they are focused on the turn
they are playing. It's like, okay, it's my turn. What can I do? What am I capable of
doing? How much land do I have? What spells in my hand am I capable of playing? They don't
think beyond that. Now, an advanced player is thinking many, many turns ahead. It's like,
I, you know, what's my route to victory?
What do I need to do? What do I know my opponent can do to stop me? You know, one of the things to
understand is, you know, and for advanced player is picking up on what the matchup is between the
two decks, what the threats are, and what answers you have for the threats that you need to say for
those specific threats. They're going to have card X.
I have answer in card Y.
I don't want to waste card Y on another answer
because it's the only answer I have to X, which is a problem for me.
And then, as you get even better than that,
you start to realize the importance of reading your opponent,
of looking at what they do and how they act
to understand in the moment if they have
things. Oh, he hesitated before he tapped that land. That probably means he has this particular
spell. I need to play around it. And I only know that information because of watching subtly about
what my opponent is doing. And the thing is, so one of the things that's neat is two beginners
playing a game of magic versus two intermediate players playing a game of Magic versus two pros playing Magic.
I mean, at the core, it's the same game, but it's very different.
So that's something else that strategy does, is it allows sort of your players to upgrade
and the game to upgrade with the players.
And one of the things that's neat is strategy does a really good job of hiding complexity.
So this is important.
Let me explain this one,
which is there are different kinds of complexity
built within a game.
So one of the things I talk about
is like a comprehension complexity,
which is do you understand what things do?
How do things work?
You know, like I was saying with the pieces and chess,
it's like, okay, how does a knight move?
How does a rook move? How does a pawn move? You know, and I was saying with the pieces and chess, it's like, okay, how does a knight move? How does a rook move?
How does a pawn move?
You know, and that you need to, early on, it's just like, do I understand how the components work?
Okay.
Then there is, in magic we call it board complexity, but sort of an interactive complexity, which is, okay,
first is understanding how the individual components work.
Next is understanding how do the components click together.
You know, how can, oh, if I have this piece and this piece,
I can put my opponent into check
because, you know, I can thread him in such and such a way.
You know, and that the pieces start to work together,
that, oh, it's not just that one piece is threading him,
I have multiple pieces that can thread him.
You know, if he moves here just that one piece is threatening him, I have multiple pieces that can threaten him.
You know, if he moves here, then this piece can capture him.
So he has to take that into account.
Finally, there's strategic complexity,
which is a step beyond board complexity.
Board complexity is understanding how components work together.
Strategic complexity is understanding larger values of what things mean.
Chess is a little quirky because board complexity and strategic complexity are a lot closer.
So let me describe a different game.
Backgammon, for example. So Backgammon is a game where board complexity is understanding what's on the board
and what can happen on the board.
So knowing if I have a singleton that can be captured,
knowing what threats are out there.
Strategic complexity is understanding what I can roll and what possibilities are
so I can dictate how I want to move things.
A lot of times, for example,
when you're making moves in backgammon,
you are thinking about
what the potential things that can happen are
and there's a lot of odds that go into backgammon.
Like, it's more likely I'm rolling X and Y.
Okay, well, let me set up so that I have the greater chance of things that are going to happen that I can make use of them.
Or sometimes it's merely figuring out what can happen and what is the greatest chance to happen for the less chance to happen.
chance to happen for the less chance to happen.
Anyway, the key here is strategic complexity is something that beginners tend not to see because until you understand, you know, strategies come in layers.
Until you understand the layer of strategy where it matters, you don't even know to look
for it.
And so this is another thing that strategy can do for you, is it allows
replayability, but that
it can hide itself. It does
a good job of
a lot of it being invisible to players
until they are able to see it.
In fact, the best complexity,
well, the best strategy
is ones in which it's
carefully crafted in the game that
it slowly unravels itself as players learn more about the game.
A good strategic game is a game that, as you learn something new,
there's a new level of strategy, there's a new layer of strategy,
and that you keep getting to unravel new layers of strategy.
As I explained with Magic, Magic's really good at that,
that there's a lot going on, and as you learn things in Magic,
you pick up, oh, I need to start thinking about this one aspect.
Once that door opens and that one aspect you're aware of,
now there's all this strategy that comes with understanding that aspect of the game.
And if you look at real strategic games, that's a big part of it,
is that there's lots of different compartmentalized pieces.
And players, beginners, the idea is they will uncover piece by
piece new strategies.
And that strategy can be peeled over
time. A lot
of what's neat is you can compact a lot
of strategy in the game because until somebody
understands that element of it, they're not
going to see it.
Okay.
The other thing that strategy
does for you is it makes playing the game have a tangible outcome.
So I talk a lot about, when I talk about writing,
one of the things I say that's very important in writing is the idea of a tangible takeaway.
That when I write something, I want my reader to go,
oh, I've learned something from reading this that I get to take away,
and now my life is improved because I have interacted with this writing.
That very good writing has this takeaway moment.
Games is the same way.
You want your game to have takeaway moments.
You want your game, you want the player to play a game and go, wow,
I as a person have walked away from this game with something
I didn't have when I sat down at the table.
And that one of the things that strategy does for you is it turns time playing into a resource.
It makes it have value.
I didn't waste my time playing this game.
By playing this game, I have learned something.
And that thing I have learned has value for me.
Now, some strategies, I mean, different strategies have different values, real world, of course.
But you want to feel, it's an important basic human thing to feel like whenever you level up,
whenever you've learned something new, you feel good about yourself.
You're like, okay, I'm better.
And it's not just knowledge. A lot of games is knowledge. But like, you know, if you go
to a lesson and you learn something and now you do something you can't do before, or you
practice and you get something, you figure something out that you haven't done before,
that there's a sense of added value that you, humans really want to feel like the things
they do matter to their life.
Now, not everything does.
There are things that are sort of throwaway.
But things where you get some substance out of them
just makes you feel,
it makes you justify the time spent.
So another thing the strategy does
is it helps justify the time.
It's like, I've got to play a game.
Well, I spent half an hour playing that game.
Was that a good investment of my half an hour? Well, games allow you to say, yes, I learned
something. I am smarter. I am more clever. I have a better understanding, you know, that
I walk away from a game feeling like it was, I'm not sure if educational is the correct
word, but I took something from it. And maybe educational is the right word.
That people put value when they can look at the activities that they participate in and feel that there's a tangibility to that activity.
Strategy does a really good thing of helping make time played in the game have meaning.
And that is very important.
Okay, next.
Strategy allows a game to adapt to a player.
And here's what I mean by that is when you make your game, you want your player to find some niche that speaks to them.
The way you get someone to play your game again and again and again is that they're able to take the game and have some personal connection
to the game.
There's something about the game that they feel bonded to.
Now, strategy is not the only way to do that.
When we get to flavor, flavor is a big way, for example, to do that.
There's other components that do that.
But strategy does do it in a very interesting way, and I want to talk about that, which
is one of the things that happens is, most games are more complex than
the individual.
Most people walk in a game and go, wow, there's a lot going on here.
I can't master everything.
I'm going to master one thing.
So the best example in Magic, in a draft, and I do this for example.
So, Skars and Mirrodin, I mean,
so, Skars and Mirrodin introduced the poison mechanic,
for those that don't know.
The poison mechanic is whenever you do,
you have to give poison to your opponent.
Whenever you give 10 poison counters,
you win the game no matter what.
No matter what.
Doesn't matter.
They give them the 10th poison, they lose.
Now, I am a big fan of poison.
Skars and Mirrodin was the big return after 14 years of poison.
And the idea is, there's a lot going on in Scars of Draft.
So I said, you know what I'm going to do?
I'm going to get really, really good at drafting poison.
I'm not going to get good at drafting everything.
In fact, this is a general strategy a lot of people have in drafting is
they know they can't get good at drafting everything.
So they pick one thing, one archetype, and they go, you know what?
I'm going to force this archetype.
I'm going to get really good at this archetype, and they go, you know what? I'm going to force this archetype. I'm going to get really good at this archetype.
And what it does is,
by doing that, is it allows
you to invest and adapt the game
to say, like for example,
when I played Scars of Mirrodin, I was playing
Poison. That's what I was doing.
I mean, like I said, it's a
classic story. I'll tell the story just because it's funny. I think I've done
this in my article, but I've never told it in my podcast.
So we're drafting Scars of Mirrodin.
So Eric Lauer is sitting to my right, meaning he's passing to me in the first and third pack,
because he passed to the left.
At the end of the draft, he looks at me, he looks at my deck,
and I'm black-green because black-green was the poison colors.
And Eric's like, were you not paying attention?
I was in those colors.
What are you doing?
Were you not paying attention? I was in those colors. What are you doing?
Were you not paying attention?
I was trying to draft that.
You were to the left of me.
You should have figured out that's what I was doing and gotten out of those colors.
And I said, Eric, this is the sixth draft you've done with me.
I've drafted poison every turn.
Have you not been paying attention?
I draft poison.
That's what I do.
You know, to the left, you just write to me.
Be aware that's what I was doing., to the left, she just write to me, be aware, that's what I was doing
and one of the things is
for me, that draft became the poison
set, that's how I identified
it, and I got really
good at drafting poison, because I would
dedicate myself, I understood not just what
cards in poison were good, but what the supporting
cards were, what colors I could and couldn't
go into to be in poison, it changed as the draft
went along, you know, that I gave myself an identity in which the game now had, I was allowed to,
I sort of, from the game, crafted from it an identity that represented to me. And part of
that was, it allowed me to focus on a singular strategy and get good at that strategy. And that's
one of the things that strategy does is, it allows players to sort of personify the game
by picking the strategy that means something to them,
and then it gives them an identification.
So I'll stress this again, which is
players like to identify.
So earlier I talked about the spike moment
of how it's very important that you can demonstrate,
you can do good at something.
Well, there's also the Johnny Jenny moment where you can, hey, I'm saying something about myself.
This is who I am.
This is the kind of thing that I get attached to.
And people go, hey, he's the blah guy.
It gives me an identity.
That's important.
People like having identity.
People like being able to associate with something.
And strategy is one of the tools that you can do to do that.
Like I said, it's not the only tool. It's one of the tools. But it's a very valuable tool.
And it also gives a focus. Like, one of the things that's important is when someone's playing your
game, you want them to feel like they're putting their time and energy towards something. So
having a sort of strategic depth allows players to sort of pick a
facet and focus in on that facet.
And then, you know, it allows
them to sort of shine in one area, and
then they can get better. Because
sometimes, if there's a lot going on,
they can focus on that one thing.
Okay. Next thing strategy
does is it really makes your game play
differently. And let me explain
what I mean by that, which is that
the first time I play a game, like,
I don't necessarily,
you know, I'm just experimenting. I'm
exploring, you know. And
strategy A encourages the exploring.
I'm trying to figure out the different components to the game.
Like, one of the things in general is I keep talking
about how each of these ten qualities
make the other qualities matter more.
So, for example,
the goal and the rules,
strategy really makes you care
about the goal and the rules.
Because if you want to get better,
you really, really, I mean,
study both in the goals
and what are all the goals,
and how are the different ways to approach it,
and the rules,
to really understand what the rules can do.
Because if you want to exceed
and you want to get better, you need to understand all the components of how you win.
And then what happens is, as you play, because you're going to map out different components as
you play, the way strategy works is you can't pay attention to everything in any one moment.
So what happens in game playing is you tend to focus on different aspects. Okay, this game,
I'm going to focus
on this element of the game.
I'm going to focus
on this component.
And I'm really going to go hard
on this component.
And the next time,
I might focus
on a different component.
Like, one of the things
that can make a game real fun is,
and makes the game play
real differently,
which is my point,
is if your game
has a lot of strategic depth,
it allows your players
to have a lot of exploration. I'm just using Magic Draft because I used that before, which is, you know, if your game has a lot of strategic depth, it allows your players to have a lot of different exploration.
I'm just using magic drafts because I used that before, which is, you know, one of the things we try to do is make sure that you can draft a magic set many, many times.
And the way to do that is give you a lot of different strategies you can explore.
Like, we particularly will build archetypes out of decks, meaning we will say, okay, if you're playing these two colors, this is the kind of strategy you can do.
And we'll map out, you know out ten different strategies that you can do.
So the idea is you can focus on one strategy and get good at it,
but then you can focus on another strategy and get good at that.
And as you play different times, the reason you can play the game again and again
is there's lots of different strategic pockets to explore.
And that's something Magic very specifically does
because we want to make sure when you play
that once you've tapped
out one area, you have other areas to explore
that there's lots of just general game time.
That strategy not only
doesn't make you want to replay the game, but also
just adds on the amount of hours
in which it's interesting for you.
Okay.
The next thing it does is it also,
because any one player is going to focus on different things,
it makes the game different for the other players.
So, for example, if my opponent is focusing on one facet
and I'm just responding to them,
where they focus will dictate and make a
different game for me. So it adds variety
not just for the person playing, but for
everybody around them. Because as they pick positions,
it changes what's going on.
Okay, last time I played a game,
I played against a person who was doing this particular
thing. But now this other person's doing something different.
I have to react completely differently.
Like, in Magic, for example, I have a deck. My deck doesn't change.
But if I play somebody playing one style of deck
versus playing a different style of deck,
what I'm doing changes radically.
Certain spells in my deck might go from being really important
to being insignificant, depending on who I'm playing.
And so having my opponent have different strategies to explore
means me getting to react changes the variety of play that I have.
So it both makes the game different for you as you explore
and makes it different for you as you react.
So it has lots of variety in a lot of different ways.
Game design, building and strategy gives you a lot of future design space.
That's another really important thing,
which is one of the reasons that Magic can make expansion after expansion after expansion
is it's a deep game with lots of strategic abilities to explore.
So we can take a whole set.
We can say, hmm, artifacts are interesting.
We'll do a whole block about artifacts.
You know, land's interesting.
We do a block focused on land.
Enchantments, you know, we can take any component of the game and look at it.
We can take different mechanical aspects and we can go, wow,
we've never really explored this before, but now we can.
And what happens when this thing matters?
Like, one of the things that Magic does really well is that a different set, a different thing will matter,
and that different thing mattering will just create a whole new set of gameplay.
So another thing that strategy does for you is it really opens up future design space.
Now, it depends on what kind of game you're making.
Magic, we're making a game with a repeatable sales model,
meaning it's evolving, keeps changing,
and we keep selling more things to it.
Well, for our game, it's super important
we have future design space.
Some games might be one and done,
and you're never making an add-on
or an extra component to it.
I mean, you still need strategy for other reasons,
but the future design space is less important.
But having it does leave it open for you.
And the key is, any game that's successful enough,
there is some at least desire to maybe want to make for that game.
Okay, so the other thing that strategy does,
strategy does lots of things,
is strategy does a very good job of allowing a sense of mastery.
I talked about this earlier, about how it makes you feel.
But it also allows the game itself to have component pieces to it,
to have different aspects.
And sometimes that skill can be hidden, and sometimes you can bring it up and
make it a component of the game. So one of the things that strategy can do for you is, today a
lot of them are talking about what's hidden underneath, but it also can come to the surface.
It can give your game structure. You can say, like, part of sometimes, of some games is, part of playing
this game is mastering these different things. Like, video games do this all the time, where it, like, part of sometimes, in some games is, part of playing this game is mastering these different things.
Like, video games do this all the time, where it's like, okay, you know, there's badges, whatever you get.
Or maybe even there's different adventures you do with different weapons, or whatever.
But the idea is that you can structure your game through walking through different strategies.
That that can become a guideline for what you're doing,
a guideline for the game itself,
that it's not just a component to make people want to play on a subtle level.
It might be blatantly like, in order to advance to the next level,
you must do thing X, and it can be a framework.
So strategy, like I said, strategy on some level can be this invisible thing
that slowly adds layers to the game.
And it can also be used as a very blunt framework to connect how your player is doing the thing they're doing.
Okay.
Next.
I talked a lot about how creating a sense of mastery can make people feel good about themselves.
I want to connect with a little bit
about how also it just can make things fun.
Fun's coming up.
Fun's one of the 10 things.
As we get into the fun podcast,
fun is a fuzzy thing,
and fun can mean a lot of things
to a lot of different people.
But one of the things that strategy does
is that there is the sense, and this plays a lot into the spike psychographic, but the idea of achieving something, of wanting it, of figuring out how to do it, and then doing it, and then achieving it, is very powerful.
That is a very powerful, compelling sequence of events.
And I would argue,
like I said,
I've talked before about
my trip to the GDC
and Aaron Hoffman
and how there's a big belief
that fun has to do
with overcoming adversity
of having a state
that you're unhappy with,
using a mastery loop,
figuring out how to use it,
and then getting yourself
from that state
to a state in which you're happy.
And a lot of her arguments, that is what fun is.
Well, strategy lets you do that.
According to Aaron Hoffman, the mastery loop, the thing that gets you from the thing you
do not want to the thing you do want is a mastery loop.
And a mastery loop ties to strategy.
It means I need to identify my problem, figure out the solutions to my problem, figure out
how to use the solutions, use the solutions, and get myself extricated from the problem.
So I would argue that strategy is a very clean component or very important component for a lot of fun for players.
That the act of a lot of fun is through the act of figuring out the strategy.
That's very important.
That strategy will make games more fun.
That if you have strategy. Now, once. That's very important. That strategy will make games more fun. That if you have strategy...
Now, once again, it's important...
One of the things to remember about your strategy is
you want to make sure that there are tools within your game
to help the player understand things
and get better at them.
Meaning, strategy should not be in a vacuum.
Strategy needs to be layered in
so there are tools to help the player.
Now, some games, the strategy is built into the game.
Some, it's external.
The act of playing chess doesn't tell you tons about chess.
I mean, you'll get better through playing.
A lot of chess comes from external, you know, reading books and things about chess.
But most games aren't chess.
You know, most games, you want the strategy kind of built into the game.
But, and here's another thing, strategy also builds community.
Because once there is strategy strategy you have a joined
thing to talk about
in fact if you look at most articles written about magic
the majority of articles about magic are about
strategy is
here's how to get better
here's how this deck can play
here's how you play this deck
here's how you play against this deck
here are cards that are good
here are combos that are good.
Here are combos that are good.
You know, that strategy creates a community and creates content.
And content is key to making a community.
One of these days I will do a podcast all about community.
It's a very important aspect of games.
But strategy allows a lot of content, produces a lot of content, and through that content,
there's a shared thing that helps build community.
So strategy builds content and builds community.
And both of those are really crucial things for a game,
especially the bigger the game is,
the more this is important.
But like I said,
the shared experience is very, very important,
and that one of the things
that's neatest is
when you sit down
with someone that plays
the game you played
one of the funnest things
to do
is to sort of
even when you're playing
with somebody
or in fact
when you finish playing
there's a great moment
one of the ways
you can tell
that you've done
something well
with the game
is after the players
finish the game
they spend some time
analyzing the game itself
meaning that the game is over
and then they opt in to look and think about what happened in the game. Meaning there's a post game.
And that's a really important idea that your game is compelling enough that your players, when the
game is over, want to go back and look at the game and understand what they learned from the game.
And that is strategy. That's a lot of what strategy does,
is it gives context to the game
to allow you after the game to figure out what happened.
And that context, that post-game, that analysis,
builds community, creates content,
and allows you to bond with other players.
It allows you to have
intrapersonal connections through the game itself.
Also, another thing to remember is that I talk a lot about winning and what winning does.
Winning is great.
Winning is fun.
Losing is also very important.
So let me talk a second about losing.
But strategy also allows people to lose.
One of the things about losing is,
I talk about this in my Mistakes podcast,
about how mistakes are great teachers
because losing is a great educator.
Winning teaches you,
do the thing you've done before.
Winning is like,
this is what made you win,
do that thing again.
And you can learn strategies from winning.
I'm not saying you can't learn from winning.
But losing, there's even more motivation in losing.
Because you're like, that, I did not have fun losing.
I do not want to do that again.
What do I need to do to not lose in the future?
You know, what caused me to lose?
You know, when you win, you analyze it a little bit less than when you win.
I'm sorry, than when you lose.
When you lose, you are forced into analysis.
You're like, that's not the outcome I wanted.
I need to figure out what I need to do to make sure that outcome doesn't happen.
And strategy allows that learning opportunity.
And once again, it is not bad for your players to lose.
In fact, if there's one winner in your game, and not all games have one winner,
but if there's one winner in your game, most of your audience is going to lose.
So that's another important thing is make sure losing is fun.
Because if losing isn't fun, then your players are eventually going to get frustrated.
And remember, the majority of your players lose.
Now, strategy is a big part of why losing can be fun.
Because if you walk away
going, oh, I learned something.
I lost, but I
learned something. Which means next
time, I can apply what
I've learned. And that's a big
thing that strategy does for your game is
when somebody loses,
someone wins your game, they have this euphoria.
They're like, I won the game, yay!
They probably want to play again because there's this strong emotional connection.
Like, I played the game, you know, and I got my little reward.
Well, ooh, that was fun.
You know, rewards will get you to come back.
So winning the game encourages people to play again because it was fun winning the game.
But losing, and that's important.
Remember, the majority of the time your game player will lose,
and you want them to come back even when they lose, right?
I mean, when they win, you want them to come back, but winning is pretty good.
Winning gives you a little euphoria.
Euphoria will bring you back.
You have an emotional high that tends to encourage people to do something again.
How do you bring back your players when they lose?
The majority of players lose, And the answer is strategy.
Because if they lose, but they feel they learned something,
then they feel compelled to come back
because they're like, oh, well, I lost,
but I figured out why.
I think I know why I lost.
So next time, I won't do that same thing again,
and I won't lose.
Next time, I'll win.
And that is a very, very important thing that strategy does
is it makes losing have value
and drives your player to want to play the game again.
And once again, I talked about this in the original 10 things.
When your game is over,
you want your game player to want to play your game again.
If the game ends and your game player doesn't want to play your game again,
you are in deep, deep trouble.
The only way they will play that game again
is external circumstances,
meaning friends or other people
that kind of force them there.
But up to their own,
if they end the game
and they weren't happy about the game
and didn't enjoy the game,
I'd say they're not going to play the game again.
I mean, they might.
I mean, there are people who want to learn something,
who understand that they have bad experiences.
And I'm not saying a bad experience will forever doom you, but it's not good.
And you want the player walking away with a feeling of, I want to play that game again.
And like I said, winning is easy. There's a euphoria with winning.
Usually they'll want to play the game.
But losing, losing, losing, losing, where strategy comes in.
One of the most valuable things for strategy is it makes losing the game not a walk-away experience.
And that, like I said, if you're a game
designer, you don't want your players
when the majority have to lose
and I'm talking more face-to-face
games and video games is a little different because it's
an individual thing. But
if the majority of your players are going to
lose, you've got to make sure the act of
losing is something that compels them to want to
play again.
Okay. So I'm almost to work. So let me recap. lose, you've got to make sure the act of losing is something that compels them to want to play again. Okay, whew!
So I'm almost to work, so let me recap.
I had a lot to say today, it looked like we had some traffic.
Okay, so once again, let me recap here.
Why do you want strategy in your game?
It creates replayability.
It allows your players to play the game many, many times and have it be fun.
It gives your game depth. It allows you to explore play the game many, many times and have it be fun. It gives your game depth.
It allows you to explore and look at different things.
It gives your game a narrative.
It gives your player a narrative that the player gets to think of themselves as leveling up over time.
It turns the time playing into a resource as players walk away having learned something
and feel that there's education through the time.
It allows your game to adapt to the player
so as the player learns, the game becomes
a different game. It makes
it play differently so that each game is
not the same thing.
It makes sure a player focuses.
They focus on the goal and the rules.
It makes them want to pay
attention and in turn
helps them get a better understanding
of what the game is so that they're playing correctly.
It allows your game
to adapt to players over time.
It creates future design space
so you have more space to build into it.
It allows your player to master
skills and to
feel about themselves
in a way that is a positive
experience. It allows you to create
content. It allows you to build community. It allows you to create content.
It allows you to build community.
It allows you to have players bond between each other.
It creates the post-game experience I was talking about where it allows your players
to create a larger context to your game.
It makes your players feel good about themselves
because winning is fun.
And winning when you had a hand in what you're doing
is extra fun.
It definitely creates a sense of fun.
It, you know, it compels the players.
I didn't even talk about this.
It compels, it can create inertia.
If your game is built correctly, the strategy, as the players are trying to figure out how to win,
can help compel the game to the conclusion if the strategy is built correctly.
tell the game to the conclusion if the strategy is built correctly.
And, finally,
it makes losing
a positive experience
that draws the player to want to play again.
That's a lot of things.
Strategy does a ton, ton, ton of things.
Now, the funny thing is,
of all the things
I have to tell you to put in your game,
strategy is usually not the thing that, like,
I don't play a lot of games where I go,
wow, there was no strategy in that game.
Game designers like putting strategy in.
Interestingly, it's not,
of the things I will list, you know,
game players will often not put inertia in.
There's a lot of things that beginning game designers will not do.
Usually there's some strategy put in,
because I think the average person gets kind of
the fun of gaining a strategy.
My goal today is not really to say put strategy in,
because I think most people will put strategy in,
but to understand why your strategy is there
and what your strategy is doing.
Because strategy used correctly
is a very, very potent tool.
And I wanted to make sure you understood today
the different ways that it had value.
Whew!
Okay.
So, yes, I had a little traffic today
I don't have to say that
a convenient traffic day
but anyway I'm in my parking space
so we all know what that means
it means it's the end of my drive to work
instead of talking magic it's time for me to be making magic
see you guys next time