Magic: The Gathering Drive to Work Podcast - Drive to Work #62 - Completion
Episode Date: October 18, 2013Mark completes his podcast about Communication Theory. ...
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Okay, I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so two weeks ago I started talking about communications theory, which is something I had learned when I went to college at Boston University's College of Communications.
I went to communication school, and I learned something that I thought was very interesting that is applied not just to how I think of media and how I think of writing,
but also how I think of game design.
It is definitely something I've applied across the board.
And I spent two weeks ago talking about the first aspect of it.
So the idea behind communications theory, real quickly,
is it talks about how you make humans want
to have the thing you are offering them, meaning whether it's media or a story or a game, how
you sort of plug in and communicate directly with humans in a way that makes them receptive.
So the number one thing you need is to create a sense of comfort. That was week one's topic.
The number two thing you need to do is create a sense of surprise. That was week one's topic. The number two thing you need to do is create a sense of surprise.
That was week two's topic.
And the third thing you need is a sense of completion.
That is today's topic.
So let me explain sense of completion.
So what if I came on today and said,
two weeks ago, I talked about the first of three things.
And last week, I talked about the second of three things.
Today, eh, I'm going to move on.
New topic. People are like, what? What do you mean? What do you mean? You got to talk about the second of three things. Today, eh, I'm going to move on. New topic.
People are like, what?
What do you mean?
What do you mean?
You got to talk about the third part.
So humans, I talk about a lot of, a lot of this is based on sort of like how humans function.
And humans have certain, I talk about things that's pre-built into your brain, much like something is pre-built into a computer.
It just comes pre-built into your brain, much like something is pre-built into a computer. It just becomes pre-loaded.
And one of the things that the human
brain does is it finds
patterns, and then it likes to
complete them. And then,
for example, one of the reasons that I think
Magic is a successful game
is that people like
to collect things. I actually wrote
an article once, I'm sure I'll do a podcast on this,
where my contention was that
all humans collect. Every human
is a collector. Just different people collect
different things and in different ways.
Some people might collect objects,
some might collect experiences,
you know, but different people
and there's different styles of collecting.
Anyway, that's its own podcast.
But
one of the reasons for that is humans have this sense of wanting to complete things.
And when you see a pattern, there's this drive in humans to finish the pattern.
One of the things I've learned in magic is sometimes we'll do something and we will create a
pattern that we did not see. Um, but the audience sees it. And then they're like, where's the,
how'd you, why didn't you do the such and such? You know, like one of the classic things was
in Mirage, um, we had done, uh, there was a black tutor we did in Mirage. Yeah, the black tutor that you went and got whatever,
you got whatever, I'm blanking on the name of the tutor,
but you got whatever card you wanted, you paid some light, put it on top of your library.
And then we made a tutor for enchantments in white
and a tutor for, I think it's instance in blue
and one for creatures in green.
And they're all, you know, Worldly Tutor and stuff like that.
But we didn't make a red one.
So we made four tutors in four of the five colors and didn't make a fifth one.
And the public was like, where's the red tutor?
Where's the red tutor?
You know, like, the idea that we had made four, just like, of course there has to be the last one.
It wasn't even like, oh, could you make one?
It was like, how have you not made it?
Where is it? You must have made it.
You know, that whenever there's a pattern
that we create, that the player base just was like,
well, you must finish this pattern, you know.
And the funny thing for us is sometimes
we don't even see the pattern.
And so, like, of course we didn't complete it.
We didn't see it.
Another real good example is
in Return to Ravnica block,
I guess nine out of the ten guilds had an X spell.
And they're like, where's the last X spell?
How did you not make it?
Like, we didn't make them in purpose.
We weren't paralleling them or cycling them.
It just kind of happened.
In fact, one of them has two X spells.
But anyway, so one of the things that's important is
understanding that humans very much recognize patterns
and complete patterns.
Now, like I said,
there are a couple different ways
to complete patterns.
There is an ongoing completion
and there is an end completion.
This is kind of me talking about collecting.
I'll get there, I guess,
because it matters for this.
So when you collect something,
there's two different ways to collect.
And I'm sure my collecting podcast
will go much deeper, but to understand this concept. One thing is you might go, I collect every blah.
For example, you might say, I collect Coke cans. And so what I try to do is I try to collect
every single Coke can. So here are all the Coke cans that came out in 2013.
can. So here are all the Coke cans that came out in 2013. That's one kind of collector.
The other kind of collector is someone who just collects things in a... I collect pigs.
I have lots of things that are pigs. Well, I can't complete it. The first is a completist.
They want to get... If they don't have every single Coke can, they're like, well, my job is not done yet. Like, I collect something called mini-mates, which are these little
two-inch figure superheroes, and I collect all of them. So if I don't have one, I're like, well, my job is not done yet. Like, I collect something called mini-mates, which are these little two-inch figure superheroes,
and I collect all of them. So if I don't have one,
I'm like, well, I'm not done. I don't have them all yet.
I'm a completist. But there's
the ongoing collector who's just like, well,
I collect pig things. I'm never getting
every pig thing in the world. There's no belief
that there's an end goal
there. It's just, there's lots of them. I keep collecting
them. Look, I have a lot of them.
And so, when you're trying to look for how people complete things, both work. The ones that tend to
drive people the nuttiest is the completest stuff, which is, you've done four out of five. Where's
the fifth one? But another ongoing thing that happens where magic does something and people
are like, we like these things. Keep making this thing. We want more of this thing. You know, I
like angels. I collect angels. Keep making more angels. Where are my angels? I don't see an angel, you know, and that, um,
so some people, what they want is a continual thing where they keep collecting it. So they
want us to keep making that thing where others have a completeness pattern and they want you
to finish that. Okay. So let me explain. How does this have to do with media? Why is this important
media? Well, part of what makes media click, or the entire media theory, communication theory, is that it's
saying, well, look, let's play. So one of my themes of this three-parter has been, you
want human nature working for you and not against you. That if human nature is working
for you, then you are, okay, so one of the big things in general that I talk about in game design is
there are a lot of forces at play.
There are a lot of things in the world.
There are a lot of things going on.
And that when you're a game designer, you could just do all the work yourself.
Or something I call piggybacking,
which is you can take something that's a known thing
and apply it so that
you're using known material.
So the classic example in my article on piggybacking
was
the game Plants vs. Zombies.
So the creator
of Plants vs. Zombies, a guy named George Phan,
came to Wizards. He happens to be a
giant magic fan. He came to
Wizards, we gave him a tour, we
played some magic.
And George and I had a chance to talk.
You know, designer, designer.
And one of the things
that was very fascinating is him explaining
why plants and why zombies.
And what he said was
he was trying to make a very basic
tower defense game. So for those that aren't aware
what that means, a tower defense game is a kind
of video game in which you're protecting something and things come at you and then
you have the resources to try to stop the things coming at you. And it's known as a
tower defense game. So Plants vs. Zombies was George making a very, very simple, what
I almost call a mass market tower defense game. Most tower defense games are a little
more for the more serious gamer.
But he was trying to make...
So what he wanted to do was simplify it.
So, like, it's just on a simple screen.
You know, they're coming from the right,
and you're trying to get them to go to the left.
There were lanes.
So he made a much cleaner, simpler version.
He also obviously made it more user-friendly
by having, you know, cartoony characters
and made it lighthearted. But I having, you know, cartoony characters and made it light-hearted.
But I said to him,
why plants?
And he goes,
well, I needed them
things that couldn't move.
I needed to place them
and they stayed there.
And it always bugged him
in tower defense games
that you'll take an army
and you'll put an army somewhere.
But it's like,
well, once the army's
cleared out its section,
why wouldn't it move
and go clear out
another section?
That the flavor
always bugged him a little bit.
Because in a tower defense game, once you allocate to an area, usually, I mean, it move and go clear on another section? The flavor always bugged him a little bit. Because in a fire-defense game,
once you allocate to an area,
usually, I mean, depends on the game, but it'll stay in that area.
So he said, well, he liked the idea
of plants, because when you plant a plant,
you have no expectation that it's
going anywhere. You've planted it.
That's where the plant is.
And then I said, well, why zombies?
And he said, well, he needed something that was very
slow, but that there's lots of. And zombies said, well, why zombies? And he said, well, he needed something that was very slow, but that there's lots of.
And zombies fit really well because you expect a horde of zombies.
That's what zombies are.
And zombies are naturally slow.
And so it just made sense.
So Plants vs. Zombies, you know, he piggybacked people's understanding of plants
and people's understanding of zombies to take things that were endemic to the game
and make them just obvious. Well, of course this can't move. It's a plant and people are standing zombies to take things that were endemic to the game and make them just obvious.
Well, of course this can't move. It's a plant.
Well, of course it attacks and hoards
and it's slow. It's zombies, you know.
And I try to do that all the time.
In general, in game design, you want
to sort of take the known of people
and work for it. So, one of my
big themes of this three-parter
is you want human nature
working for you,
and you don't want to work against it.
And there's all sorts of ways to get...
You want to, essentially, as a game designer or a storyteller or someone making media, whatever,
you want to sort of figure out how humans function,
and you want to take advantage of that and use it so that your product works with them
and not against them. Okay, so let's talk about completion. Okay, so we know that humans enjoy
completion. It is almost compulsive how much humans love completion. So one of the ways you can do that
is, okay, so I talked about there's two types of completion. There's, you know, there is, I want to get
a locked series of things, and I'm done.
And then there's the ongoing thing.
So let me talk about the ongoing thing first,
because that's the easiest one, which is, so let me talk about the
website. Okay, so
one of the reasons you make columns
is that
one of the things,
for example, that's very common, like
with my column, is people will read my column. And then I have archives. So once you read my column, for example, that's very common with my column is
people will read my column.
And then I have archives.
So once you read my column, you go, ooh, I like this column.
I'm going to read more of this column.
And at one point, you hit the tipping point where you're like,
I'm going to read all of this column.
I'm going to read every column, you know.
And I, like, by the way, for people who,
I have been writing for 12 years now in my column, you know, I make magic.
So, like, that is a real commitment.
When people say, I'm going to read your column,
I'm like, okay, you have, you know, 600 columns to read.
Now, for some people it's exciting,
because, like, okay, you know,
it's like I've got some books to read.
And now some people it's not that I'm going to read
all of Mark's columns.
I mean, so, like I said, that's the completionist.
I want to have read everything he wrote. So there's an archive, everything's there, I'm going to read every single Mark's columns. I mean, so, like I said, that's the completionist. I want to read everything he wrote. So, there's an archive, everything's there, I'm going to
read every single thing he wrote. The ongoing is like, well, I'm not going to go back and
read things, but from now on, I will always read it. So, I, ever since, you know, the
time I started, I've read it every week. And both those things help support and say, it
gives people a need to go, I need to have some sense of completion.
Okay, now let's move to stories.
So I said Act 1 is about comfort.
Act 1 of the story is make your audience aware of and relate to your protagonist.
Oh, he's a lot like me.
Act 2 is something happens.
Oh, this is a surprise.
This is not at all what I would experience.
When I go on a first date, it never goes that badly.
And so something happens in act two, which gets the whole story going.
Usually it's the premise of the movie or the premise of the TV.
Well, TV shows are a little different.
But I use a movie just because a movie is a nice, simple story in two hours.
Or it's true of a book or whatever.
So the second act is surprise. It's about
sort of surprising the audience and throwing things
that they don't know.
So the third act, the final act of the thing,
is a sense of completion, which says
that you've set things up.
Well, now you have to bring the thing to
completion. For example,
we'll take the romantic comedy.
One of my favorites.
Okay, so act one, meet our protagonist.
They have most likely just had a bad breakup.
Why?
Because we need to start the story
at the opposite end of where we want to end the story.
Well, the ending of romantic comedy
is going to be happiness when they get together.
So in the beginning, they have to be not happy.
Now, act one, sometimes they're in a relationship
and they break up.
So sometimes the breakup is the beginning of Act 2.
Or the breakup could just be the pre-log to what's going on
and that Act 1 is about meeting the person that you know eventually they're going to get together.
So Act 1 is about meet the main character.
Sometimes it's meet both main characters.
In romantic comedy, probably you would meet both of them.
It depends how much of the vantage point is from one person. But in a lot of romantic comedies In romantic comedy, probably you would meet both of them. It depends how much of the
vantage point is from one person. But in a lot of
romantic comedies, what will happen is you'll meet each person.
Each one of them is having some kind of
romantic problems. Usually
the protagonist is the one that is just broken up
in a relationship, and the
love interest is the one that might
still be in a relationship.
Because the main character,
real quickly, a little story thing, the protagonist has a problem that has to get solved. And something has to be in a relationship. Because the main character, real quickly, a little story thing, the protagonist
has a problem that has to get solved.
And something has to be in their way.
There has to be black in their way.
So, if the
main character was in a relationship, well,
then they're not searching out another person.
So, someone being in a relationship means
they're the conflict. They're what's
in the way. So,
one of the things about storytelling in general is
the idea is you have a main character.
If the main character wants something,
throw things in the way of the main character
so they have trouble getting it,
but eventually give the character what they want.
Or they learn they don't need it or whatever.
There's some resolution in which either they get it or they don't get it,
but you get resolution about the final.
Usually they get the thing they want.
That's traditionally how the story works.
So in romantic comedy, you start off,
somebody probably had a bad relationship
or it's ending.
Somebody else is in a relationship
that they're not happy with,
or maybe they too had a bad relationship.
And then usually the first plot point
in a romantic comedy
is our two characters meet.
point in a romantic comedy is
our two characters meet.
And
now the audience
goes, oh, I can see how these two
are perfect for each other. Now,
one of a couple things will happen.
Pretty much they can't get together.
Now, either that's one of them
is interested and the other one isn't.
One of them is interested and the other one
happens to be with somebody.
Or a very common thing that happens is there's some giant,
I mean, something has to be in the way of these two people getting together. A very common trope of the romantic comedy is they hate each other. Oh my God, they totally dislike
each other. Now, I guess there's different kinds of romantic comedies. There's also the romantic comedy where,
like, usually what happens is
there's different kinds of obstacles, right?
So one obstacle might be that
one person knows who they're in love with,
and it's how do they make that person realize
they're in love with them.
Another romantic comedy is in which
both people meet, they don't like each other,
and it's like, well, how is this going to happen?
How are these people going to come to realize that they're right for each other?
Those are the two most common kind of romantic comedies.
But anyway, so in Act 2, there has to be obstacles.
All sorts of things have to happen.
They have to overcome things.
And usually what happens in a romantic comedy is that they get together near the end of Act 2.
And in Act 3, something breaks them apart.
That, you know, now once again, there are romantic comedies which they don't get together
until the end of Act 3.
So those exist as well, where there's obstacle, obstacle, obstacle.
And the plot point, too, in that kind of story
is something they think is unovercomeable,
meaning they've lost, they're not going to get the person.
But then they realize that, no, they've misunderstood something.
But a very common thing in romantic comedies
is they get together during Act 2,
and then they get broken up at the beginning of Act 2.
And then Act 3 is about them coming to realize
they made a mistake, that they belong together.
But anyway, regardless of whether or not
the end of Act 3 is them getting together for the first time
or they're coming back together,
depending on the kind of story you're telling,
at the end of Act 3, you want them together.
So, for example, I know for sure that I have gone to a movie,
a romantic comedy, or what I believe to be a romantic comedy,
and at the end of the movie, they don't get together.
And I know the filmmaker is trying to say, oh, you know, in life sometimes things don't work out.
But I'm always so mad because I'm like, I did not sit through two hours of romantic comedy
to learn that sometimes relationships don't work out.
I got life for that.
I don't need, like, I want my fictional things to work out.
And, like, you know, it's, to me,
I think that one of the reasons that a lot of storytelling
has some of a formula to it is
that there's a lot of catharticness to storytelling.
And that when you see two people in a romantic comedy,
you, the audience,
want them to get together. Because you know what it says?
It says love can happen.
It reaffirms that, you know, that there's
a chance out there to meet somebody.
Now, if you're with somebody, but if you're not with
somebody, that's a very important thing.
I mean, if you're with somebody, you're with somebody. But if you're not with somebody,
like, just knowing, like one of the things
when I was lonely before I was, you know, in a relationship,
that I would like to go to see romantic comedy. It's going to give me
hope. And go, okay, they found each
other, I could find somebody. And I think
that in storytelling, it
is very important that you sort of
complete the story you were telling.
And it's not just romantic comedy, I'm using
that as an example.
You know, if it's a spy movie,
well, there's something the spy wants
and he has to accomplish that thing. If it's an action-ad movie, well, there's something the spy wants, and he has to accomplish that thing.
If it's an action-adventure movie, there's something.
No matter what it is, protagonist wants something.
And by the end of the movie, you have to sort of come to completion.
Now, sometimes the main character might realize they don't want the thing anymore.
You know, that's a very common thing.
Like the sure thing, I don't know if that movie's too old for some of you, but The Sure Thing
was a movie by Rob Reiner about
a boy who
learns that from his best friend
that there's a girl who he could
sleep with if he travels across country, and she's
a sure thing. And the whole movie's about him
traveling across country with this other girl.
In the end, the movie realizes, oh, he actually loves the girl
he's traveling with. I mean, I hope I didn't ruin the movie
or anybody, although if you didn't see that coming eight miles away,
you don't understand formulaic comedies.
But, like, so a lot of the thing is the idea of
that you, the audience, sort of understand where things are going in the story,
and then you want the completion to the story.
Okay, let's talk magic sets.
So in a magic set, there's a similar sense
of where we're going that sort of
we're building towards something. So, sometimes
our completion in like Ravnica
block is very, very clear.
We've done four of ten guilds.
We've done three more of ten guilds.
Gee, what should we do for the last set?
Sometimes,
as with Scarves of Mirrodin, so we set up a conflict. Like, okay, as with the cards of Mirrodin,
so we set up a conflict.
Like, okay, the Frexians have invaded Mirrodin.
There's a war.
What happens?
Well, you need some completion.
And one of the things that magic,
we're trying to get better at is,
one of the tricky parts about magic is
that we tell our stories not just in the card sets.
And so sometimes we try to tell the story
outside the card sets, so the card sets
as not to trump the other thing we're trying to tell the story
and we don't sort of finish the story,
but that makes people feel unsatisfied and,
you know, Return of Ravnica
definitely, like, who won?
Well, there's this competition to who won, but the book tells you.
But we didn't want to ruin it for the book.
Anyway, it's something we're trying to figure out
because I understand that when you don't complete things,
it makes people upset.
But like I said,
one of the things communication theory says is,
look, people want to be completist in different ways,
and you need to give them the tools to do that.
Part of that is giving them regular things on intervals
that they can collect, if you will.
So by the way, when I said collect,
I used my fingers
to make a quote around them, which is really, really potent in podcasting. You know, or you
also can do stuff like, the other thing that I will do, for example, is I often do multi-part
columns. Why do I do that? Well, one, I have a topic bigger than one article, but also, you know,
if I write part one of an article,
do you know the chance of you coming back next week for part two?
Very high.
I mean, maybe you didn't like the article.
But, well, if I write just a single article.
Now, hopefully I have you coming back because you want to read my article every week.
But some people sort of graze.
They might read my article, you know.
But if I write an article and I sort of get them excited and join me next week for part two, well, you know what? You kind of want to come back for part two. So one of the
reasons I do multi-part is exactly that is to, to make little tiny bits of completion. Um, and that
I feel that the key to using communications theory, like I'm teaching you these principles,
right? I'm teaching you what it means to be comfortable, what it means for surprise, what it means for completion. The part of
communication theory says, look, these are truisms. So let me take in games, for example.
So I said the first week, I said, okay, well, what does comfort mean for games? Well, make your game
grokkable. Use intuition. Use flavor. Make your game
such that the audience is comfortable and that it does what they expect it to do. Surprise
means you've got to do something. Now, once you make them comfortable, you've got to do
something they don't expect. You've got to do something that is going to go, oh, I didn't
see that coming, because that's kind of fun once you have them in a comfortable state.
Now, once again, you have to first make them comfortable before you surprise
them. So surprising them with the very first rules you have in the game, not a great idea.
But once they get the basic rules, then within the context of the rules, you can surprise
them. Okay, so now, how do we use completion? We're designing a game. Well, first off, games
have a nice completion built into them, which
is, much like a protagonist
has a goal at the beginning of the story,
a game has a goal
at the start of a game. In fact,
I talked about the ten things every game needs. A goal
is one of the things. Hey, game player,
here's what you're trying to do. You
win when you do Thing X.
Well, Thing X allows
awesome completion because they have to do Thing X. Well, Thing X allows awesome completion because
they have to do Thing X, or somebody has to do
Thing X. You know, the game ends when someone does Thing X.
And so, games have built
into it a nice narrative
in that you have multiple people,
they each have a goal,
and somebody's going to complete the goal
first, and they're going to win the game.
And you are competing, usually,
there's cooperative games, but most games are competitive. You're competing against the other people, or sometimes
you're competing with the other people to accomplish the goal. And so one of the things
that's nice about games is the need to complete is built into the formula of games in general,
which is, you know, the start of the game says to the player,
here's what you need to do to complete it. Okay, now that's one, and that's the obvious thing, and
it's kind of a freebie for games. As long as you put your goal in, you kind of get that for free.
So how else can you use completion as a game designer? Well, one of the things that's important
to remember is that no matter what you are doing, you need to be able to break down your thing into component pieces.
So, for example, I think I refer to this as granularity,
which is no matter what you are making,
the same rules you apply to the large thing
need to get applied to the little things that make up the large thing.
So, for example, in a story, all the tricks
that you need, so let's talk about a scene, not the whole movie, just a scene. Well, guess what?
Your scene needs comfort. Your scene needs surprise. Your scene needs completion. So every single rule
I'm talking about at the macro level is true at the micro level.
For example, when I have a scene, the very first thing I need to do in the scene is make people understand the context of the scene.
That's comfort.
What's going on here?
Oh, they're at work.
Oh, this is the first date.
Oh, this is, you know, like you have to set the scene.
Within the scene, okay, where are we?
And usually the very beginning of the scene is just
setting the context for the scene.
You know, so that's how my
theme today is romantic comedies.
Let's say there's a first date, right?
And the first date's at a restaurant.
Well, the first thing you have to do is establish it's a
first date. So, they're
saying a few things about it being awkward,
about being a first date, or, you know, oh, whatever. They're doing small talk that says, hey, it's a first
date. Now, you also, in your scene, want something to happen. So, something in the scene is supposed
to surprise the audience, because, okay, it's a first date, I got it's a first date, but
then, you know, you discover they have lie detectors on. I don't know.
In college I did a sketch comedy in which it was called
What If, How Come, Why Not?
And one of my what ifs were
what if every first date came with a lie detector?
Anyway, that's where the idea came from.
It was a funny scene.
So the scene has some surprise to it
and then the scene has to have some completion to it.
That whatever you set up, you have to complete.
Now the same is true for a website. Not only does the website need this, every article to it. That whatever you set up, you have to complete. Now, the same is true
for a website. Not only does the website need this, every article needs it, you know. So, for example,
in the article, well, my article needs to have some comfort. If you notice, every article I write
starts with a thesis paragraph, where I say, hey, how you doing? This is what we're doing today.
I, you know, the very first thing I do is I set the parameters
so they understand what's going to happen, right?
And then there's some surprise.
I'm going to talk about something I've never talked about before.
Ooh, this is new material. I've never heard the material before.
But then there's completion. I wrap it up.
And it's no mistake that I always end every single article
with my little, you know, join me next week when,
and until then, you know, it's the same reason
that I start my podcast with the same intro.
I always start with, I'm pulling on my driveway, it's time for Drive to Work.
And I always end with, and it's time for me making magic.
Because I want to start in a way to make you comfortable,
I want to end in a way that completes it.
And all this stuff is done very much on purpose.
So the lesson I'm trying to get here is,
what is true of the macro is true of the micro.
Now let's apply that to game design.
Okay?
So every game is really made up
of lots of tiny games.
And that, I mean,
unless your game is super, super small,
like sometimes you make a game,
like Mootswings, a game I made,
is a five-minute game.
There's not a lot of components to it.
It's a very short game.
But most games are longer than that. And what that means is the game is usually made up of different pieces-minute game. There's not a lot of components to it. It's a very short game. But most games are longer than that.
And what that means is
the game is usually made up of different pieces of the game,
that there's different things happening.
Magic, for example, has an early game,
a middle game, and a late game.
And each one of them functions a little bit differently.
And what you want to do
is make sure that each chunk of your game
has these components to it.
You know, that you want a sense of comfort,
you want a sense of surprise,
you want a sense of completion.
So, for example, let's take a magic turn.
Okay?
So, a magic turn, what's the comfort?
Well, the same things happen.
The very first thing I do every turn is I untap.
The same action happens every turn.
Every single turn, I have upkeep, I have draw. There's a pattern to every turn, that I get every turn is I untap. Same action happens every turn. Every single turn, I have upkeep. I
have draw. There's a pattern to every turn that I get that turn. Every turn has a comfort level
because it works the same. Now, how about surprise? Well, I draw a card each turn. I don't know what
this card is going to be, and that card is going to radically change what I can do that turn.
So there always is a sense of, okay, I'm comfortable. I have my structure, ooh, I get a surprise, I get to draw a card, and then I have to act out and do my thing, and then I complete my turn.
I have so many resources, I use up my resources, I can't do anything more, my turn is complete.
And the fact that every magic turn has comfort and surprise and completion makes each turn unto itself exciting, completing.
You know, human nature, it satisfies human nature because even in its micro, it's doing all the pieces.
And that is true.
So when I talk about things in the macro, they are true in the micro.
And so when you are examining your article, your scene, your component of your game,
every tiny piece has to follow all the rules that the whole thing has to follow.
That these rules aren't true just for the giant component.
It's not just true for the larger meta or the macro.
It's true for the micro.
I've not said the words macro and micro more times than I'll probably ever say again in this podcast.
I've not said the words macro and micro more times than I'll probably ever say again in this podcast.
But anyway, the big lesson that hopefully, I'm getting to work here, so I'm winding up my three-parter,
is that these are valuable basic lessons.
And the reason that I've taken them to heart and I've applied them, like the funny thing is, I took them, I learned them for communication.
And then I started becoming a writer and I applied them. And then I started becoming a writer, and I applied them.
And then I started becoming a game designer, and I applied them.
And then I started doing the website, and I applied them.
And what I've discovered is, anytime I'm dealing with the public,
like even this podcast, like I said, this podcast, there's a comfortable structure.
I am driving to work. I will introduce it the same way every time.
And there's just means by which I present this
that if you listen to Drive to Work,
there's a comfort.
It's going to be so long.
It's going to be a certain style.
I'm going to have a topic and such.
So there's a comfort to every single podcast I do.
And there is a surprise.
I always have a different topic.
What am I going to talk about today? Why do you turn in today? Ooh. What am I going to talk about today?
Why do you turn in today?
Ooh, what am I going to talk about today?
And once you know the topic,
ooh, what's it going to say about it?
There's a surprise to that.
And then I always wrap up.
Or I make it a multi-parter.
Hey, come back.
And then I make it complete the next day.
But I always create some sense of completion
so that you know what's happening.
And that is kind of how it works.
That is why media does what it needs. You have to provide the comfort. You have to provide the known structure that people can get comfortable with. You have to adapt to their habits. You have
to make it, them want to make it part of their life. Surprise. You have to show the audience
they don't always know what's coming.
You got to sort of, you know,
zig and zag every once in a while
so that the audience is,
has a little bit of wanting to see what's going to come
because they don't know all the answers.
And so there's some anticipation.
And completion.
Whatever you set up, you have to finish.
You have to give them the thing they ask for.
So I tell you I'm going to do a podcast
about communications theory. Well, I'm going to do that and I'm going to finish it. And. So I tell you I'm going to do a podcast about communications theory.
Well, I'm going to do that,
and I'm going to finish it.
And when I'm done, I'm going to say,
and that's everything I have to tell you
about communications theory.
Anyway, I hope you guys enjoyed this three-parter.
I actually had a lot of fun doing it.
So I love talking theory,
and I'm sure I will talk more theory in the future.
But anyway, I have to go now,
because I just learned I do in fact have to complete this podcast.
So instead of talking to you, it's time for me
to go be making magic. See you next week, guys.