Magic: The Gathering Drive to Work Podcast - Drive to Work #334 - Twenty Lessons: Aesthetics
Episode Date: May 27, 2016Mark's second podcast in a series of 20 from GDC. ...
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I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, today is another in my 20 lessons, 20 podcasts.
This is one based on the talk I gave at the GDC, the Game Developer Conference,
where I talked about the 20 big lessons I learned in my 20 years designing magic.
So I already did the first one, which was when you fight against human nature, you're fighting a losing battle.
So today's is Aesthetics Matter.
So I will explain what aesthetics are and why they matter.
Okay, so let me start with the example I gave in my talk.
So in the set Avacyn Restored, the card that I got the most complaints about, and by a decent magnitude,
like, I probably got three times
as many complaints about this one card than any
other card in the whole set. What was the card?
Gristle Brand.
Okay, Gristle Brand. Why did it get
complaints? Was it a weak card? No,
it's actually a very powerful card.
In some of the older formats, it's, you know,
it's, I mean, it's relevant in
older formats, meaning it's pretty powerful.
Okay, is it a flavor thing?
No, no, like Liliana's one of the most popular characters we have, and he's one of the four demons that she made the pact with.
And, you know, and so he was relevant, he was clearly relevant story-wise.
Okay, so it wasn't a power issue.
It wasn't a flavor issue.
Why did people complain about the card?
And the answer was,
he was a seven power creature
with seven toughness
who for seven life
could draw you seven cards
and he cost eight mana.
Now a lot of people are like,
oh, whatever.
And why is this important?
And the answer is that one of the things you have to keep in mind when designing your game
is that how your audience perceives the game is very important.
Like, the first lesson was talking about understanding human behavior.
Are you fighting human behavior?
We're going to get in trouble fighting human behavior.
Because human behavior isn't going to bend for you all that often.
Well, this lesson is about human perception.
And human perception doesn't bend any much more than human behavior does.
So there are ways that people perceive things.
And that one of the things, this has been an ongoing theme of all my talks about this,
is that holistically matter.
People don't approach your game piece by piece.
They experience it all at once.
They experience it as a whole.
And so you have to think about
how all the component parts come together
because that's how the audience is going to experience it.
It's not like you go to see a movie and you're like,
well, I like this component and this component.
You know, it's like, no, no, no.
Did you like the movie?
Did the movie as a whole come together? You know, whether or not you enjoyed the movie is all the pieces coming together and
working together. So, for example, let's talk a little bit about what aesthetics is. So, I took a
class. I went to, for those who don't know, my college, I went to the College of Communication
at Boston University. This was a communication school. So I was studying,
my major actually,
I majored in broadcast and film with a minor in screenwriting.
So I was all about,
I used to joke, TV and film.
I would watch movies and TV shows
and try to understand popular culture.
So they required you to take a class in aesthetics.
It wasn't even something I chose to do,
requirement.
And I didn't even understand quite what aesthetics was when I took it. I just had to take the class.
So aesthetics has been called the philosophy of art or the science of beauty. And the idea behind
it is how do people function? How do people perceive? Like one of the things about the class
was, okay, let's actually get into, you want to do communications? You want
to communicate with people? Well, let's figure out how people receive the information. And so we
spent a lot of time talking about how does the eye work? How does the ear work? You know, how do
people absorb information? And then how does the brain process that information? So what aesthetics
is, is it says, look, there's certain ways, there's certain things the brain needs.
That the brain is set up in such a way that it just kind of wants certain things.
Why it wants those things, that's a fine question.
I'm not really going to get into why necessarily, because that's a big philosophical debate.
But I will say that one of the things they do on a lot of these tests is they will go across the world
and they will find
lots of different cultures. They even find cultures
that have never before interacted
with other human beings
and they will show them, for example,
pictures of people's faces
and people will be able
to
people will prefer and not
prefer certain qualities of faces, regardless
of what culture they were raised in, where they were raised, that there are certain things
they've learned is like built into the way the brain functions.
There's a lot of different qualities.
I'll talk about a few of them.
But for example, the human brain likes symmetry.
It finds symmetry more attractive.
It likes balance. Balance is something that is very sought after for the brain. It's big
on pattern completion. That's the problem we had with Grisobran, that they like a sense
of patterns, that the brain likes some sense of order. And so what happens is, when your brain goes out and looks at things,
if things sort of match its expectations,
if it does what it wants, it's happier.
It perceives it.
And if it doesn't, it sort of sets the brain off a little bit.
It's like, ah, something's wrong.
Now, knowing this, knowing that the human brain
has certain things that sort of pacify
and certain things that irritate it, you can use that effectively.
You know, for example, one of the things you can do is,
if you're trying in your game or story or whatever to irritate your audience,
you can use this to advantage.
When things are a little off kilter, when things don't quite match the aesthetics,
you can make them off kilter.
You can make the audience, you know, if your goal is to make them uncomfortable, you can. But my point today is you shouldn't make
your audience uncomfortable unless your intent is to make your audience uncomfortable. And the
lesson with Crystal Brand or anything is, look, do you want the focus on the game component or do
you want the focus on the composite, how it was put together?
And my answer is, most of the time, we want you paying attention to what the thing is.
I don't want you seeing Gristlebrand and going, oh, something's wrong.
I want you to go, ooh, Gristlebrand.
So the fact that we made a choice that sort of, instead of people focusing on, yay, Gristlebrand,
wow, it's powerful, wow, it's flavorful, the fact that so many people are like, oh, something's wrong about it,
that was a problem.
And one of the things that I will stress time and time again is
the reason you need to understand how humans function,
and the reason I say humans is because
odds are your number one consumer is going to be humans,
you need to understand how they function.
And this lesson says you need to understand how they perceive things.
Because if you don't match their need for perception, it will really cause problems.
And I, anyone who follows me knows I talk about this a lot,
about the importance of expectations and importance of matching expectations.
There's different kinds of expectations.
Today, I'm talking about aesthetic expectations.
So one of the things that I do a lot of time is when I design cards is
I'm very conscious of where there might be aesthetic expectations.
Now be aware I'm earlier down the line.
There's people after me who change things.
And I, of everybody in R&D, is probably the most,
the most of a believer in aesthetics.
The most who's like, no, no, no, we need to get the aesthetics
dead right. Most of the
time that happens, but Gristlebread's a good
example where
you couldn't make it for 7 mana.
It was too powerful at 7
mana.
And I think the correct answer in retrospect
was then change some of the other numbers.
Don't make it 7, 7, 7, 7, 8.
If you just change a few of the other numbers,
then it's not aesthetically unpleasing.
Now, one of the things about patterns and things
is not everything necessarily has a
clean pattern. So one of the things you can
do is just be careful that if you
set up a pattern, that you follow the pattern.
But if you...
Here's my caveat, by the way. Let me start to keep saying this.
If your goal is to not
draw attention to what you're doing,
if your goal is to make it feel correct,
this is what I'm talking about.
Yes, there are times and places
where you're purposely going to break with aesthetics
to make ill ease in your audience,
to make them sort of a little bit upset on purpose.
That is fine.
I have nothing against using human perception
in a way to play to something you're trying to create.
That is fine.
In writing, we do it all the time.
What I'm saying is, if that's not your goal,
if you're not trying to draw attention to something,
then you shouldn't be drawing the attention.
You know, one of the things to keep in mind is,
when you're making your game, or creative,
this applies to all creative arts, but I'm talking about game design.
When you're making your game,
you have to know when and where you want to pull focus.
That is a term,
I think it's from photography. So one of the things in photography they talk about, if
you ever take a photography class, is you want your audience in the picture looking
where you mean for them to look. You want to have some understanding of what's going
to draw the eye of the viewer. And this actually ties into aesthetics similarly.
I mean, there's a lot of overlap here.
One of the things about you have to be careful is
if you put something in your art that really will draw the eye,
but it's not the point of the picture,
you're compromising your picture
because some element's going to pull focus.
It's going to pull people away.
The same thing is true in journalism.
I took a class in communication school.
Now you have to take a class in aesthetics.
You've got to take a class in journalism.
The school was divided into three sections.
There was broadcast and film, journalism,
and advertising slash public relations.
And so you had to take classes
in all the different things
before you got your major.
So even though I ended up
being in broadcast and film,
early on I had to take, I think, a couple of journalism classes. So one of the things in journalism
they talk about is they call don't bury the lead, which is get to the point quick. You don't want
your audience focusing on something that doesn't matter. So they're really big on there about
pulling focus in articles is what matters in your story. Focus on what matters. What matters in your photograph?
Focus on what matters.
What matters on your game?
Focus on what matters.
In magic, what matters about the card?
Focus on what matters.
And that one of the things that says time and time again is
you have to understand when something will make your audience
break focus, pull focus.
For example, in photography, color does that a lot.
That certain colors, red being the one that I remember, the eye is drawn to red.
So if you have a picture with lots going on and one red item, your eye tends to get drawn
to the one red item.
It's why people tend to like red cars and, you know, that it is an attention-getter.
It's why fire trucks are red.
It draws your attention,
that you want people to see that.
But anyway, so what that says is
if you're going to take a picture
and there's a bright red thing in it
and you don't want your audience looking in that thing,
that's a problem.
Well, in game design, you know, for example,
if you set up some aesthetic
misconnection
if there's some pattern
to be completed
and you set it up
for your audience
to find the pattern
they will hunt down
that pattern.
They will look for that pattern
and if that pattern
isn't there
you're setting yourselves up
because they're just
going to be disappointed.
They're going to spend
time and energy
trying to find something
that both isn't there
and isn't the point
of what you're trying to do.
So one of the big lessons that I'm trying to get across today is you need to understand
holistically how your audience is approaching whatever game component you're trying to make.
And make sure that they're focusing on the thing you want them to focus on.
Don't pull focus on your own game.
Don't make them pay attention to something
that's not the thing
they're supposed
to pay attention to.
And the reason aesthetics
are so important
in this camp is
people are drawn to,
when aesthetics are right,
it feels good,
and it's not,
here's the interesting thing.
When aesthetics are right,
people don't necessarily
go looking for anything.
They just go,
ah, that feels right.
But when aesthetics are wrong,
the artist goes, ah, something's wrong. And then they start trying to figure out why something is wrong. And then they will figure out the pieces that
don't match up. Like when most people first play Gristlebrand, the first thing that probably
happens is like, eh, something's wrong with this car. Maybe it didn't even happen right
away. So people at first are like, ah, something's wrong.
Now, I,
like I said,
you don't want,
that's not the first impression
you're going for.
You don't want people,
well, you want them,
and the reason aesthetics
are so important
is when aesthetics are correct,
it just feels right.
It just is like,
oh, this is right.
So one of the things,
one of the things,
for example,
how you can tell
kind of magic cards,
every once in a while people
pretend, you know, people will, on the rumor mills
make up their own cards and pretend like, ooh
I heard a rumor. And people always look at the
cards and say, is this real? Is this
not real? And one of the things that happens a
lot is go, oh, these don't
feel right. These don't feel like magic
cards. Yeah, I don't think these are
the real thing. So
be aware that not
only are there general human aesthetics,
your game will start
crafting aesthetics around itself. So that's another
important thing to understand is that
you will start doing things
as a subset. Like, there's basic human
aesthetics.
There's things human needs. Pattern
completion and such. But your
game will start creating its own sub-aesthetics.
That there's certain things you will do that people will come to read.
So for example, in Magic, we have come to make associations between power-toughness combinations and colors.
So if I show you a power-toughness combination, you're going to have associations.
so if I show you a power tuckers combination, you're going to
have associations, so if I show you a 1-5
creature, you're probably going to go
oh, that's more white or blue
but if I say
red, you're going to go, oh red, why is it 1-5
red, that's not right, red's not 1-5
and that, something about that
you then, I mean, you have to
figure out what's going on, now sometimes
you know, there's reasons and stuff, we'll do stuff
like that, but most of the time you have to be careful what's going on. Now, sometimes, you know, there's reasons and stuff, we'll do stuff like that, but most of the time, you have to be careful, like, okay, why we,
you know, we've set up certain aesthetics within the game, why are we breaking those
aesthetics? And once again, there's a time and a place for breaking things, I'm not saying
you can never break aesthetics, what I'm saying is, you shouldn't break aesthetics without
purposely breaking them. You should break them because you're aware you're breaking
them, and you mean to break them.
Not because it's like, eh, whatever.
And that's the biggest complaint I get.
Sometimes when people, I talk about this lesson of aesthetics and how important they are.
The biggest complaint I get is, really?
Really, does that matter?
Is that that important?
That can't be important.
That can't be more important than other things.
And the answer I give is, look,
first impressions are really important. One of the
reasons we do a lot of playtesting with fresh eyes is we want to know what people think
first impression. Now, there's a lot of other things that matter. First impression is not
the only thing, but you want a positive first impression. All you're doing when you don't match aesthetics is
you are lessening your audience's enjoyment for sure
in their first impression because something will fill off.
And it's possible, like I know there's certain things where we,
like I know when I look at stuff where we mess something up
and I just can't not see the mess up.
Every time I see in the car, I'm like, oh, we did this little thing wrong.
It'll bug me.
And I know there's things where when we deviate something, we don't quite match the aesthetic.
That's not a one-time thing that will gnaw at you every time you see the card.
And like I said, one of the things to keep in mind is how is your audience responding?
Do they like it? Do they not like it?
If your audience doesn't like it, that's a problem.
If it's causing some sort of disconnect or some sort of unease, that's a problem.
It doesn't matter what's causing that.
Sometimes people want to look at things and say, okay, well, this is an insignificant thing.
Why does it matter?
And I'm like, if it affects your audience, it matters.
A good example sometimes is I had a teacher, a writing class teacher,
that we were talking about names one day, what you name your character.
And the teacher was saying that names are important.
You can't just randomly pick a name for your character and go whatever.
Because names have a certain feel to them. And you want to make sure the name matches
the style and the feel of character you want. And what he said is that it's very easy to
take it as a small detail and say it doesn't matter. Because whatever, it's got a name,
it doesn't matter. But what you find when you're writing is the name really,
you need your audience to connect to the name.
You need your audience to go, yeah, that feels right.
And if it doesn't, if somehow what the name sort of signifies
and who your character is, if there's a mismatch there,
your audience doesn't assume you just didn't care.
They assume there's a reason.
Oh, is this character duplicitous?
Is this character seen one way but not really?
They start adding content into it.
And so what happens is,
while you might think it's an insignificant little thing,
it's not, and it's warping how your audience perceives things.
And as somebody who's, as an artist,
you should always care about how your audience perceives things.
The holistic whole is important.
When someone sits down with a game that I've made,
I want everything in the game to be on mark.
I want everything to be purposeful.
And that when something pulls the focus,
when something makes them think about something other than what...
Like, Gristlebrand is a perfect example.
The second that you're not appreciating Gristlebrand as a card,
that you're not caring about the character or the art or the mechanics
or something we want you to care about,
as soon as some other factor is making you, making the card about that thing,
that is a mistake.
That is a failure.
Now, I'm not saying, I'm not saying necessarily it's the worst failure in the world,
but it's a failure.
Yes, a lot of people enjoy that card.
Yes, you know, Gristlebrand's doing a lot of good.
But, but, could it have not done all that good
and not caused the problems that it's causing?
Like, when I look at the questions people ask me,
I don't,
like, for example,
there's an important lesson
I learned as a camp counselor.
See if I have
the last lesson in my life.
So one of the lessons
I learned as a camp counselor,
I had young kids.
I like when I was a camp counselor
to do with young kids.
So usually,
whatever the youngest kids
that went to camp,
usually four and five-year-olds,
sometimes six and seven-year-olds,
depending.
I love working with little kids.
And one of the things that I,
one time I had a counselor who
clearly, clearly did not want to be with little kids.
I don't know, I think they let the counselors
pick what ages to be with,
and just so many of the counselors wanted the older kids,
that they had a counselor that like,
I guess he said, I don't care, is probably what he said.
So they stuck him with the little kids.
Actually, it wasn't even he, it was a she.
And she said to me that she was talking with the kids,
and the kids, they were four or five, whatever.
They cared about a lot of really inconsequential things.
And she said to me, why do I seem to care about these inconsequential things?
Like, the kids would talk about something,
about the latest pick whatever the kids would talk about something, about, you know, the latest whatever,
pick whatever the kids cared about,
and I would talk with them in interest about that thing.
And my co-convict was like,
I don't understand why, what does it matter?
What does it matter what Care Bear or whatever?
And I said, look, you know, it's funny,
because I go, one time, I had a little girl,
and she was really upset,
and I called the Care Bearer by the wrong name.
She had a Care Bearer on her shirt.
And I said, oh, it's Cloud Bearer.
No, it's Happiness Bearer or whatever.
I don't remember my name.
Once upon a time, I knew the name of the Care Bearers.
Like, you know, I said Heart Bearer.
It was Tender Heart Bearer or whatever.
And she cried.
And the point was, it was really upsetting to her.
It was really upsetting to her that I didn't know the Care Bearer name.
And the point was, did it matter?
To her, it mattered.
Like, the details matter,
because you can't judge things based on what you think about them.
You have to judge them about the person you're dealing with.
So to that little kid, that mattered.
I had to learn the Care Bearer name
because it mattered to the kids I was dealing with.
They cared.
And if they cared, I had to care.
Because my job was keeping the kids happy.
And if by calling the Care Bear by the wrong name, I made them unhappy,
well, then I was failing at my job.
So I needed to care about those little tiny details.
The same is true in your game, in your art, whatever,
that you have to care about little tiny
details because your audience will care.
And there's no such thing as an
insignificant detail.
You know, one of the things in
writing class they teach you is research.
You know, that the second you do
one thing that reads wrong to your audience,
they're pulled out of your story.
That's why you have to be very careful about making sure
that if you're in a place
you don't know, that you study it.
If you're dealing with something you don't know,
you study it.
Talk to people that experience that thing.
Because if it reads false,
even if one thing reads false,
you throw your audience in there out.
And so one of the things today that I mean,
when I say aesthetics matter,
I mean, you need to understand how your audience is going to perceive things, what matters to them, what feels right about them, and beyond that.
I mean, today I'm talking perception.
Today, I mean, all my lessons will start blending together.
But today what I'm saying is, I mean, last time I was talking human behavior, now I'm talking human perception.
There is a way that humans in general will perceive things.
There just is.
And one of the things that's important,
if you're somebody who's going to try to generate responses out of an audience,
you've got to understand how the audience works.
You've got to understand how the audience thinks and feels.
It's why we do playtesting.
It's why market research is important. It's why talking with your audience is important. That you need to understand the impact of what you have.
Now, once again, I'm not saying that, you know, Gristlebrand is like some major failure to the
point of, I wish we had changed it. Hey, the card was still fun. People still played with it. It was
not, you know, it's
not like you miss one small piece, it's forever damning your game, but it matters, it's important.
And I really, today's lesson is to say to you, it is so easy to just brush it off, because
it's like, eh, what, does it really matter?
But the thing that I, the thing I've learned time and time again working the job I have
is not everybody cares about everything, but everybody cares about something.
I have a lesson coming up that I'll get more into that detail. But
when you are putting something together, it is not a sum of its pieces. It's not the component
pieces. It's the sum of the pieces.
It's what happens when you put them all together.
And that, you know,
you can't think of your
card in magic or think of your
components or whatever as just
all whatever, just willy-nilly pieces.
You've got to think of it as how it
fits in the cohesive whole and how your audience
is going to perceive that cohesive
whole.
Because remember, anything you do that distracts your audience, that makes them focus on what
you're not wanting them to focus on, you've made a mistake.
I will say this time and time again.
It is your job as the creator, as the game designer, to understand where you want the
focus of your audience
and make sure that the focus is there.
Today's lesson is don't pull focus.
You know, aesthetics matter.
You have to understand where and why and how your audience will evaluate something, how
they'll perceive something.
So aesthetics matter because, I mean, in a lot of ways, I'm talking about what happens when you don't follow aesthetics.
But really, the lesson is not, I mean, one of the lessons is follow aesthetics.
But another lesson is understand aesthetics.
They matter.
You know what I'm saying?
Another part of this lesson is you need, if you want to do a job, there's certain skills you have to learn.
Well, one of the skills to be a game designer is you have to understand psychology.
You have to understand people.
You have to understand how people function.
That if you are trying to make people happy,
if the measurement of your goal
has to do with emotional responses of your audience,
well, you better understand
what goes into their emotional responses.
Why do people like things and not like things?
And today's thing is just saying,
look, one of the things you have to understand is
how something is presented,
how something is perceived,
affects the emotional state of the audience.
That if you're taking a picture
and there's something in the picture
that's really bright red in the wrong part of the picture,
that's going to affect your picture.
If you're writing a novel
and you name the character the wrong name,
a name that doesn't kind of match up with the feel of who the character is, that's going to affect your picture. If you're writing a novel and you name the character with the wrong name,
a name that doesn't kind of match up with the feel
of who the character is,
that's going to throw your audience.
You know, if you're a camp counselor
and your little kid
has a Care Bearer on their shirt
and you call it by the wrong name,
it's going to have an impact.
Those things matter.
The details matter
and the aesthetics matter.
You have to understand
how people perceive things,
why people perceive things
and then make sure
you're addressing that
in the thing you're creating
there's a lot of
like I said
as you'll see
this lesson blends
into a lot of other lessons
we'll get there
but
I can't
I mean I'm almost to work
but my big takeaway is
saying aesthetics matter means a bunch of different things.
It means you need to spend some time and energy understanding what aesthetics are.
You need to spend time and energy understanding what the aesthetics are for your game, for what you're doing.
Like, I also work on a game where we keep putting out more things.
So, you know, over time, there's certain things, there's patterns that create that I have to understand those.
That I have to know, for example, have we made a card before that when I make a second card, it's a pattern and I've started a pattern?
I have to be aware of that.
You know, am I doing something where I'm making a reference to another card?
And so people will think of this card in context of that reference.
I need to understand that.
Now, once again, the thing about magic is it's not a solitaire endeavor.
I'm not the only person that makes the game.
The whole team makes the game.
It's not important that I understand this.
It's important the whole team understands it.
For example, the creative team needs to understand
when they're making references that reference other things
because the audience, not all the audience,
but some of the audience will get those references,
and that's important.
And that's why we spend a lot of time and energy.
Not just, I mean, I focus more on the rules mechanics, you know, the rules, because that's
what my team does.
But the art matters.
The name matters.
The flavor text matters.
Every little component of the card matters.
Because how the audience is going to perceive it is taking it all in at once.
You know, one of the things when I was doing the unsets
that I spent a lot of time and energy on was
at the end, coming back and looking at it all
together so we could tweak things
because one of the big things about
comedy has to do with
sort of presentation.
We actually made a Simpsons trading
card game, and my one contribution
to the Simpsons trading card game is there were
attributes on the card that I went through
and I organized the attributes in the
funniest order.
And the reason is, there's just...
I studied comedy, there's
beats, that there's just certain things that are
funnier, and I wanted the game to be
funny. It was an IP that was supposed
to be funny. So I was trying to match
the aesthetics of the game we were doing.
That is important. That just understand what your game is, understand what your game is trying to match the aesthetics of the game we were doing. That is important. That just understand
what your game is, understand what your game is trying
to do, and be
aware of how your audience is going to
perceive it. How, why, where.
Be aware of all those components.
Aesthetics really, really do
matter. Okay guys,
I'm now sitting in my parking space, so we all
know what that means.
I mean, this is the end of my drive to work. So instead of making magic, no, instead of talking magic, I'm really sitting in my parking space, so we all know what that means. I mean, this is the end of my drive to work.
So instead of making magic, no, instead of talking magic,
I'm really messing up my ending today.
Let's try this one more time.
So I'm in my parking space.
We all know what that means.
This is, in fact, the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
I'll see you guys next time.