Magic: The Gathering Drive to Work Podcast - Drive to Work #27 - Bad Cards
Episode Date: March 29, 2013Mark Rosewater expects traffic on the road, and so he picks a topic that he can talk extra about: Bad Cards. ...
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Okay, I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, before we start today, let you know that I trucked the traffic conditions and there is an accident on my way to work.
There's a bunch of red. So, we might have a longer podcast today.
As such, I picked a topic that I've been wanting to talk about that I have a lot to say on. The topic is bad cards. So long ago when I started writing
my column, Making Magic, I think the sixth column I ever wrote was a column called When
Cards Go Bad. And what happened was when we first premiered, we started doing a thing called Ask Wizards,
which we don't do anymore.
Well, we do it occasionally,
but it was a daily feature back then.
And the idea was people ask something,
and then we get a Wizards person
we think is the best person to answer it.
So one day there was a question about, like,
I don't know, about why you make bad cards.
And I said, look, bad cards have to exist,
and whatever. I gave a short... I said this is a more complex issue And I said, look, bad cards have to exist. And whatever.
I gave a short, I said,
I said this is a more complex issue,
but, you know, bad cards have to exist.
Anyway, a guy wrote to me, Nathan,
I forget his last name,
and said, what do you mean bad cards have to exist?
They don't have to exist.
And I printed a letter.
And in response, I wrote a letter about
why bad cards do have to exist,
which became the article called When Cards Go Bad
I also wrote, I revisited it
not too long ago to sort of do a little bit of update
and talk about it
but this is a really important
if you care about game design
this is a very important topic
and so I felt it was worthy of
a drive to work
so the big, I'm not going to cover exactly in the order that the article covered it because I wanted to sort of approach it from a I felt it was worthy of a drive to work.
I'm not going to cover exactly in the order that the article covered it,
because I wanted to sort of approach it from a slightly different vantage point.
So the question is, why, metaphorically almost, why must there be bad cards?
And so, one of the things that I like to talk about is that I think people sometimes don't understand, uh, that there is value, the value of things and where they come from,
that there's assumptions that certain things are always better than other things.
For example, the idea that strong is better than weak built into our society.
Strong is good.
Weak is bad.
But think about this.
What is a fuse?
You know, a fuse is something in your box, your electrical box, that is weaker than the
things around it, that's designed to blow if there's a power surge.
And why is that?
Because if not, it would cause a lot of damage.
But by having one sort of weak spot
that's purposely put in,
it protects the larger system.
You know, it is something that is made to be weak
but is doing a service by being weak.
You know, and that the whole mindset
that, like, strength is good and weak is bad
doesn't quite understand the bigger picture.
Now, here's something
I talk about a lot, but let me sort of explain it here, which is the goal of game design
is not to make things easy for the people playing. That's not why they're here playing
a game. You know, I've talked about this in my article about how, you know, when you design
an object, somehow, it's always a lamp. I think maybe it's my go-to.
Anyway, when you design a lamp,
you want to make it easy to understand how to use the lamp.
Like the on switch should be obvious.
You should know where it is.
You should be able to get to it.
It should be easy to push.
The lights should go on.
The goal is to make it as easy to use as possible.
That is not how game design works. That's not even remotely how game design works.
Game design is you are trying to throw obstacles in the way of your audience. You know, the audience
doesn't want it easy. You know, here's a game, roll a die. If you roll one through six, you win.
Okay, not a very exciting game. You know, even roll two through six, you win. Eh, still not that
exciting a game. What you want is something where you say, okay, you got to roll, through six, you win. Eh, still not that exciting a game. What you want is something
where you say, okay,
you gotta roll, you know,
a six on a six set of dice, but
and there's some parameters to it.
You know, that, you know, your goal
is to do this thing, but
there's parameters. And the
funny thing is, maybe it's because
I come from the world of
you know, of TV and film film that I'm a storyteller.
That's my background.
And so I always compare game design to storytelling.
And storytelling is very similar, which is it's not fun if you're...
So you always have a protagonist in a story, and your protagonists want something.
That's key, right?
It's key to any story. Your protagon your protagonists want something. That's key, right? It's key to any story.
Your protagonists have to want something.
If they don't want something, it's kind of hard to have a story.
But they want something.
And then you throw obstacles in their way.
I had a teacher who explained it as the three beats of a story is man grows up a tree, throw
rocks at the man, man gets out of the tree.
And it's kind of the thing is,
you have to make it hard for your protagonist to get the thing they want. You know, for
example, you know, Dorothy gets caught up in a tornado and lands in the Wizard of Oz.
Well, what does Dorothy want? She wants to go home. Well, does Glinda the Good Witch
go, okay, I'll send you home? No. Or does Glinda even say, hey, you're wearing ruby slippers.
If you click those together, you can go home.
No.
Okay?
The point is, there's some obstacles in her way.
Well, for starters, she's informed
she has to go see the Wizard of Oz,
who, as we all know, he can't get her home,
but that's the point, is, you know,
she has to be sent on journeys and do things,
and, like, in the end, she has to discover,
oh, she had this within her.
But that, you can't find that out right away.
Games is the same way.
Games, when you start playing a game,
you want to have the game challenge you.
In fact, if you play a game, I've learned this,
and it's too easy the first time,
you go, eh, that's not too exciting.
You know, what you want is a game that challenges you.
And to be fair, one of the things about Magic
that is one of the saving graces of the game,
not saving graces, it's an awesome game,
but one of the strong things about the game
is it is a challenging game.
That no matter how good you are at the game,
there's something about the game that says,
wait, there's more for you to learn.
And that's an awesome part of the game.
I've now gone on the freeway, and thus far, I do not see traffic. So, I don't know. See, you guys,
there's the funny thing. I'm rooting for no traffic. I got a meeting to go to. You guys are like, hmm,
traffic jam sounds good. So, I'll let you know how the traffic jam, right now though, I expected to
see something I don't. So, it might have gotten cleared up. Anyway, so you want to challenge your audience.
You want to throw things in their way.
Okay, so why do bad cards do that?
Well, for starters, one of the big things about magic is that you want to make people have some challenge.
Okay, but here's the problem.
Number one, you've lost to different people with different skill sets. make people have some challenge. Okay? But here's the problem.
Number one,
you've lost to different people with different skill sets.
I want to make the game challenging for everyone,
not just for the top-end player,
not just for the bottom-end player,
for everyone.
Well, how do I do that?
Well, one of the ways to do that is
you have a sloping degree of skill.
What that means is
you want to make sure that
every person
who enters the game, at their level, there is a difficulty. You know what I'm saying?
That there is something to challenge them. At every level, you want them to be challenged.
And the reason that you want bad cards is your beginning player isn't going to know
much better. And then you want to make sure that you have...
Oh, okay, I'm now hitting traffic.
Cheers, what up? Yay, traffic!
Okay, I'm starting to stop now, so we're actually hitting this accident.
Okay, so you want to make sure that there's layers that go along,
that every player has a challenge for them.
And so one of the things in design is we want to make sure that there's cards that challenge everybody.
Also, equally important, not only do you have to challenge people, but you also have to give them victories.
That if you stymie people too much, if you never let them solve anything, they'll give up.
Like, one of the things that's interesting,
Mark Gottlieb,
former rules manager, now the magic designer,
design manager,
he, as a
hobby, and usually professionally,
designs puzzles.
And so he and I have had a lot of talk.
I, my wife
and I like to throw parties, and I tend to make
puzzles for the party, so I dip my toe in puzzle making, not quite as much as Mark has.
And one of the things he said is that the goal of a puzzle is not to outwit your audience.
It's to make something that is challenging but solvable.
And games are the same way, that you want to have challenge, but if it's too hard,
literally, if you sit down and play and it's like,
well, let me explain the 8,422
rules you need to play this.
First, check. Is the sun
out? What season is it?
Is there a cow
within distance? I don't know.
If you get the game too complex, it just doesn't,
you know, people will just give up.
So what you need to do is you need challenges
and you need victories that come.
So you need to make the game scale
such that when people enter the game,
right away they figure things out
and right away they're challenged.
Both things need to happen.
So how do you do that?
Well, that's where bad cards,
especially from the low end, are important.
You need the new player, when they walk in the door
and they look at the game for the first time,
to go, oh, this is better than that. Right off the door, they need to know.
Even if, by the way, they're not 100% correct. For example, one of the things we've learned
with a new player, you know, that's a very obvious thing, is they assume bigger is better.
My theme from earlier. You know, like, I remember when I opened my first pack, I had a Crawl Worm in it.
Now, back in the day, back in Alpha,
they were a little stingier common, you know. So,
like, I had one ones, two two, maybe a three three, and then a six four. Six four, this
thing is awesome, you know. And I felt like I'd cracked something. That's important. By
the way, the fact that they are always correct is not key. You want them to have victories.
They can later learn that some of their victories
weren't really victories,
as long as the sense is feeling like
they've learned something, you know.
But some of the victories have to be true,
and some of the reasons for bad cards.
Oh, I got past the accident.
That was not a very long,
no, the audience is like,
no, where's the accident?
So, I know you guys aren't rooting for an accident,
but you're just rooting for the jam,
not the accident.
So anyway,
you need to make sure that some of the victories
are true, honest victories, and part of that is,
look, you need to put cards in so bad,
so bad,
that lower level players go, oh,
I'm not going to play that.
And here's the thing.
Players, especially beginning players,
have very little ability
to correctly figure things out.
But they have some.
And so what you need to do
is play into that.
Now, the funny thing is
some of the challenges, right,
are false challenges in which,
you know, or false victories
in which they think they learned something and then later later they learn they need to relearn it.
I'm being stopped again.
Today is a crazy day of stop and go.
So you want to have a nice range for people.
So that's the number one thing.
The bad cards allow your lower end players to have their victories and have their challenges and be able to move up.
Another thing that you need is you want your top players to have an advantage.
Now, a lot of games make the fault of giving the top players too much advantage.
It is important in your game that the low-level player has the dream of beating the top-end player. They shouldn't
beat them most of the time, but they can have the
dream. And a game in which
you don't have the dream is a lot harder
to get into. Because if everybody
is better than you, is going to always beat you,
there's no hope. And
games need hope.
You know, you, the player, need to feel like
if things go right, if
the stars align, you know, I can beat the best Magic player in the world.
I could beat John Finkel or whoever would determine who's the best player.
I don't know. A bunch of people could be.
But I could beat the best Magic player ever if the stars shine.
And, for example, I personally have beaten John Finkel.
Now, I've only played him, I don't know,
he's only played 10 times in my life,
and he's probably beaten 9 out of 10.
But I didn't beat him once.
And, you know, there's something fun about going,
hey, there was a chance I was able to do it.
I might have actually beaten him twice.
But anyway, not many times.
And the reason that you want to give that is that you want to give hope to the lower end player,
but at the same time, you want the top end player to feel confident.
If your game is too much randomness in it or lack of skill,
then the top end player goes, why am I playing this?
There's no advantage for sticking in energy.
For me, why am I going to spend my time no advantage for sticking in energy for me, you know.
Why am I going to spend my time and energy to learn things?
I talked about how important strategy was in my top ten article, right?
Top ten things a game needs podcast and article.
And part of that's important.
So you both need your beginning player not to get lost,
Both need your beginning player not to get lost, and you need your experienced player to feel like there is something that they can get better and achieve,
and that there is a reward for being the better player.
So, bad cards not only help the worst player have the chance to win, they also help the better player.
Wait, what?
How is that? And here's why. So in
design, we play what we call flat power level. And what that means is, is we cost all the cards to
be playable. Why do we do that? The reason we do that is the goal of design playtests, especially
early design playtests, is not to get the sense of a balanced environment. That's late design and development.
Early design, I just want to play with all the cards.
I just want to see things.
Is this fun? Is that fun?
And so everything's very aggressively costed
because we just want to play with it.
Now, one of the problems is
when you go to build decks,
you can build anything.
It's not hard to build.
There's not a lot of challenge building a deck.
Everything's good. Anything can go in. Now,. It's not hard to build. There's not a lot of challenge to building a deck. Everything's good.
Anything can go in. Now, my goal
there is not to maximize. I'm not trying to challenge
myself as a deck builder. At that point,
I'm trying to experiment. And so,
I have a lot of motivations to play different cards.
Oh, I've never done that before. Let me see what that's like.
And that in early design,
the goal, in fact, one of the problems we have
sometimes is when developers play an early design
playtest, they try to build the best deck they can.
And a lot of times I have to say to them, oh, no, no, no, no, not yet.
Just find something fun to play, you know.
Or even if they, let's say they do one playtest where they build the best deck, I go, fine, you did that.
Now next playtest, play different colors.
You know, our goal is not to find what's broken in the early design playtest.
It's to find what is interesting and fun.
Anyway, I bring this up because I have played a lot with a flat power level.
I play a lot of design.
And one of the things I realized is, so for example, we will invite other people in the pit to play.
And some of them have never played before.
Meanwhile, I'm the lead.
I played every set most of the time.
I've been in every single playtest.
And so what I've discovered is
if I have a sealed playtest
and I'm playing with someone
who it's their first or second time playing,
and I've played, you know, 20 times,
I have much less advantage
because they can't go that far wrong, you know?
And what happens is
once you have a flat power level, power then comes from
synergy, not from individual cards.
And so yeah, my deck's a little
better, I know which cards play better with each other,
and I have a better sense, so there's a little
bit of a thing to gauge, but I have a lot less
to choose. And the idea is,
if Magic was completely flat,
then anybody
who drafted wouldn't be that far off.
I mean, the better players would
be more synergistic, and they had slightly better decks, but not, not that much better decks,
you know, and one of the things about having bad cards is, not everybody knows who the bad cards
are, you know, and so, you know, a player might take something that's really not that good,
allowing the better player to take the better card, and that, you know, having the wide spectrum of good to bad really does give
the better players a huge leg up because they now can maximize understanding good from bad
where a less good player won't.
Now, whenever I talk about this, whenever I talk about the flat level design, I always
get people that say, wait, wait a minute.
You can make a flat level design?
Why don't you do that?
You should do that. Magic should do that. Magic would be more awesome if magic had a flat
design. So the answer is there's reasons we can't do that in development. I'll really quickly get
into it. I'm more a designer, but I understand the principles here. One is that you can't make
everything at the level you need to be without doing what we call power creep.
Well, either, well, for sure you do power creep
because there's things that pre-exist.
Well, if you want these cards to be equal,
you know, you start having to raise the power level
to make everything be equal.
And then you'll have overall power creep as you go along.
That, you know, the way I like people to think about it is
imagine power being a resource, that
the development team only has so much. They have a tank of power, and they can put so
many points, is how I often talk about it. They have so many points to distribute. And
the point is, they don't have enough points to distribute everything. If they did, the
overall power level would raise, and then you have power creep problems.
And what power creep, for those who don't know what that is,
is imagine we made a set.
In the next set, the cards are better than the first set.
Well, now you don't want to play the first set,
you want to play the second set.
But in order to make a third set,
those have to be more powerful than the second set.
And so you keep having to make things more powerful,
and what happens is, well, in the beginning,
you know, do three damage was good. Well, now you have to do four damage.
Now you have to do five damage.
You get to the point where it just escalates and escalates, and the game spirals out of control.
And the development team works really hard to keep that from happening.
Using a device that I call the Escher stairwell.
What an Escher stairwell means is Escher is an artist who is famous for drawing optical illusions.
And one of his famous paintings is a stairway,
he has a bunch of these,
where there's a stairway where people keep walking up.
But obviously you can't keep walking up,
but you can in an optical illusion.
And the way that development does this is
they make some things better that become the focus
and then put other things down.
And the focus isn't on the things that are weaker,
the focus is on the things that are stronger.
So since you are always looking at the stronger stuff,
it seems like each set, something's stronger,
and something is, but you're not sort of watching
what's weaker behind it.
But anyway, another really important reason
that cards are bad is they can't all be good.
We can't, we couldn't do it.
And there's only so many cards
that can be played in the environment.
I talked about this in my article,
which is,
you know, if you said, okay, let's make our goal to make things as flat as possible,
even then, something's just going to be better.
Maybe it's synergistically better.
Maybe just there's a deck for it to be played in.
Whatever, there's a reason by which
some cards are better than other cards.
You know, and power is relative.
You know, and stuff's a recall.
Might be the most powerful magic card ever made.
I mean, there's some arguments there, recall might be the most powerful magic card ever made. I mean,
there's some arguments there, but one of the most powerful ever made. But tomorrow I make you draw five cards, then you draw three cards looks kind of weak. I mean, you draw seven cards,
looks even weaker. You know, it's all a matter of perspective, you know, and that
what's bad is just correlative to other things that exist.
But we can't make everything good
because no matter what we do, there's always going to be
something better. I mean, we're not
such, I mean, first of all, we have
the mana system to work
with as our major tool for balance.
It's not a perfect system.
A lot of times, the right cost of the spell
really would be
2.3
and a red.
Or 3 and
1.4 reds.
But Magic couldn't handle that.
It's an inter-system.
You can't even make the cards exactly the same.
And right, with a lot of other
factors, something's always going to be
the better thing. Something's always going to be good.
And so, not only would you have power creep issues
if you tried, but in the end some. Something's always going to be good. And so not only would you have power creep issues if you tried,
but in the end, some cards would still be better than other cards.
You're never going to get around that phenomenon.
And so, I mean, bad cards have to exist in the sense that
there's always cards that are going to be relatively worse
than other cards in the system.
Now, here's another important thing about bad cards.
I often talk about how magic is many games to many people.
And what I mean by that is magic is, and I've talked about this before on the podcast,
that there's many ways to play.
And in some ways, when you pick up magic, you're picking up a game system,
and then there's different options of how you want to use that game system.
And it has a shared rule umbrella.
Obviously, once you learn one magic, it's very easy to pick up any other kind of magic.
But we have to deliver
to that.
Meaning,
people like Commander.
We've got to make cards
for Commander.
People like Standard.
We've got to make cards
for Standard.
People like Vintage.
People like,
name your format.
You know,
there's a billion formats.
No, not a billion.
A lot of formats.
And we're trying to make,
you know,
for limited and draft,
we're trying to make cards
for all different formats.
And the reality is, you know, for limited draft and we're trying to make cards for all different formats and the reality is, you know,
if we make a card for another format,
odds are it might not be good in your format, you know,
but that's okay because not every card is going to be for every player
and some of our bad cards are just,
hey, this is aimed at somebody
and you're not the person it's aimed for
and that's okay.
Look, we need, like. So here's another important thing
of game design, which is
people do not need
to like everything. In fact,
one of my maxims is
if you make a game that
everybody likes but nobody loves,
it will die. Because
what makes people
human nature for a second,
but what makes people get attracted to something
is the high highs of something.
You know, and
you can't keep high highs forever.
That's not how humans function.
Humans will look at something and
they'll look at the high highs of it and the low lows.
And if the high highs
outmint the low lows
then they generally go
that was an awesome thing. If the low lows outmint anything else, then they generally go, that was an awesome thing.
If the low lows outmit anything else,
then that's a bad thing.
Really, when humans look at experience,
they go to the extreme. That's how they remember it.
And so, usually,
the thing that is a thing you really like
gave you a bunch of high highs.
And that is what made it memorable
to you.
There was a moment of just sheer bliss
and that moment of sheer bliss carries a long way
because life is not full of constant moments of sheer bliss.
They happen every once in a while.
You enjoy them when you can,
but they get you a long way.
I often talk about being a parent
that parenting is a lot of work,
a lot of work, a lot of work,
but it gives you moments of sheer bliss and that, hey, it's not easy getting sheer bliss parenting is a lot of work. A lot of work. A lot of work. But,
it gives you moments of sheer bliss.
You know,
and that,
hey,
it's not easy
getting sheer bliss.
And so you're like,
okay,
I'll put in the work
and I'll do this
because the high highs
are really high.
You know?
And,
so,
the key to making
a game work
is making sure
that you have the high highs.
That I want to make sure that every set
there's at least a couple cards that just...
Bam!
That you go, that is awesome.
I love those cards.
You know?
And that I'm...
In order to do that,
I'm willing that some of the cards
will miss completely.
You know?
And by the way,
that's not even a bad thing.
Not even a bad thing.
That having a range of things makes you value the things that's not even a bad thing not even a bad thing that having
a range of things
makes you value
the things that are higher
you know
that
one of the reasons
you know
when you
put your money
in the machine
you know
a little 25 cent machine
to get a little toy out of it
the toys are
varied in purpose
you know
that you
you kind of
it's more exciting
to A
not get what you get
and know that oh there's a range of things I can get.
And that's this little thing. But oh, there's this big thing.
You know?
Obviously, magic cards. There's commons and there's
mythic rares. There's different things you can get.
And humans love that.
That's very exciting.
But part of that means is, when I'm designing
something, I want to make sure that
I'm making high highs.
And part of doing that is, I have to focus. I want to make sure that I'm making high highs. And part of doing
that is I have to focus. I have to hyper focus. I have to say, this is my audience. This is who
it's for. This card has to be good and make sure they love it. And if I allow myself to force
myself to make other people like it, I'm not going to give as high a high. The second I have to say,
well, I'm going to make this for both player A, group of player A, and group of player B.
Well, maybe if I make a few decisions to help player group B, I'm lessening for group A.
I've got to focus.
Now, sometimes you make something, group A and group B, like it.
But I always feel when you're designing something, you have to know who your audience is designed for that audience.
If another audience hates it, does not matter.
It doesn't.
Because you're shooting for the high highs
for the audience you want.
Now, that other player,
you've got to give him
high highs somewhere else.
You've got to give him
a card that he's going to love.
You know?
And that's, to be honest,
the real trick
of doing set design
is you have all these audiences
and everybody needs
to have a card they love.
You know?
But there is no way
to do that
without making cards
that other people will hate,
because the thing that makes one person love it is irrelevant to another person.
You know, for example, if I make some awesome legendary creature that's just this neato commander
that, like, is expensive, because it kind of has to be expensive to, you know, pack in all the awesomeness you want,
but a commander, it's okay, you know, they're willing to, commander games go longer,
they can have larger commanders, more expensive commanders, and, hey, it's okay. You know, they're willing to, Commander games go longer. They can have larger Commanders,
more expensive Commanders,
and hey, they're excited.
Plus, if you make a Commander that just offers something
that they've never had before,
a certain color combination
and you can do something,
they get real excited.
That's an awesome thing.
That's a high high for them.
But some other player, like, what?
You know, some, like,
competitive tournament player,
you know, it's like,
whatever, I've never played that card,
and that's useless to me.
Like, okay, it was useless to you.
But, you know, it's a high high for somebody.
You know, and another thing that is,
one of the things I talk about,
one of the great risks of magic design
is taking no risks.
Another reason we have bad cards is,
we try things, we experiment with things.
You know, like, one of the things
I will do all the time is I'll say,
what do you think of this card?
I don't know. I don't know.
I don't know what to think of that card.
Will the players like it? I don't know if the players
will like it. I get intrigued. I'm like,
really? Let's see.
The reason for that is
part of being a designer is I have to
design resources.
Design is a resource.
There's a finite amount of it.
I'm not, there's a lot.
I mean, we're not going to end the game anytime soon.
But there is a finite amount.
And so I'm always looking for new veins of design.
So whenever I hit something that no one understands, I'm like, yay, I want to explore this.
You know, will people like this? Will they not?
And
sometimes there's obvious things I know people will like.
A lot of design is, oh yeah, I know
who's going to like this. But sometimes it's like,
I want to experiment a little bit. I want to put something out there
that I'm not quite sure what's going to happen. I'm not quite sure
how it's going to work. I'm not quite sure how it's going to react
to do, you know. And then
some of the bad cards are just us trying
stuff and saying, hey, you know,
I mean, sometimes it's development pushing a card
that I think maybe will be hit,
but it doesn't, you know, or maybe
it's us just making something that says,
oh, well, if something goes in a weird direction,
here's an answer, but it never does,
so the answer doesn't mean anything.
You know, some bad cards is
just R&D kind of
doing what we need to do, which is trying things, you know, and that is just R&D kind of doing what we need to do
which is trying things
you know
and that
that is a very
important part
of
of the design process
and development process
is
testing things out
and trying things
and you know
on some level
there's no beta
you know
I'm like
we have to put things out
and try it
and if people like it
I mean you'll notice
there's a trend where
we will put feelers out and some of them fail and then you don't see them again.
Or, you know, we retweak them and try them again.
Or something's success and bam, it comes back.
Maybe a whole mechanic.
You'll notice, for example, one of the things we've been doing a lot of in recent years is we've been finding successful one-of cards and making them mechanics.
You know, you like this one particular thing.
I'm like, bam, okay, we'll give you a whole bunch of them.
You know, and that
a lot of times, cards are a
great place to experiment for mechanics.
That if I don't know if the mechanic will shine or not,
well, the best way to do that is just
give them, you know,
one card to try out.
Anyway, I see
work. So, I don't know
how long today was. we had a little bit
I was
it's funny
because when I heard
there was an accident
I'm like okay
I'm going to do a topic
I can talk a long time on
and I don't think I had
I don't think I had long
maybe this is something
I'll come back to one day
it's not really a two-parter
because I said most
of what I wanted to say
I mean ultimately
the thing I want people
to think about
a bad card
the reason I wrote the article
in the first place
the reason I wanted to talk about the topic today is that
the idea that bad is bad, you know, that...
That sounds silly.
The idea that a bad card serves no purpose
is kind of shows that you're not understanding what it means, you know.
A card is bad because it's a relative value.
But just because it's bad in a relative value
doesn't mean it might mean something.
You know, that cards that are bad in one regard
could be really strong in another.
And that is, you know, what gives them value.
And ironically, sometimes being weak,
as with the fuse, is itself a strength.
And so kind of what I want to say is,
you know, for all your
designers out there, don't be afraid of A, things that are weak. Don't be afraid of things that
aren't obvious. Don't be afraid of your audience not liking something. You know, one of the big
challenges of being a designer is evoking emotion. And not all of it has to be positive emotion.
Most of it should be positive emotion.
But hey, you do want to occasionally frustrate your player.
You want to occasionally make them mad.
You want to occasionally make them sad.
I mean, you want to create an experience.
You want them to sort of, you know,
have this experience to overcome and to live.
And that is not filled with just happy moments.
Yes, you want the happy moments,
you want your high highs, those are very valuable,
but you need a breadth of
experience, and to do that, you need
a breadth of tools. And bad
cards, or bad pieces, or bad components
are a key part of that.
That is a big part of game design.
Okay, it's now time
for me to go. So, anyway,
thanks for joining me for my bad card discussion,
and I guess it's time
to make the magic.