Magic: The Gathering Drive to Work Podcast - #1192: Stickiness
Episode Date: November 22, 2024In this podcast, I talk about an important quality of Magic mechanics: stickiness. What is it and how do we use it? This podcast dives into the topic. ...
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I'm putting my driveway. We all know what that means. It's time for the drive to work.
Okay, so today I'm going to talk about a concept in design. I've mentioned this
before called stickiness. So I will talk about what stickiness is, how one gets
stickiness, how things are unsticky, all the sticky things you need to know today. Okay, so the idea of stickiness is,
it talks about how easy it is for someone to process
and remember something, usually a mechanic.
So one of the things to keep in mind is that,
there's many, as the designers of the game,
there's many balls we're juggling.
One of the things we want to make sure is that
what we're doing makes sense to the player,
that the player understands it.
And stickiness is kind of a sign
of how much we are doing things
that make it easy for the player to understand stuff.
Now, not everything is sticky necessarily, but as things get less sticky and at some point you get to things that are what I would call unsticky.
So let's walk through it.
What what exactly makes something sticky?
Okay, first and foremost, I think is an intuitive sense.
foremost I think is an intuitive sense and what I mean by that is that if I tell you something I give you some flavor I'll give a good example a lot of
times when I'm teaching flying what I say to someone is this creature flies
what do you think that means and most of the time they get it right like Like, Oh, well, it's up in the air.
Okay. Well, what does it mean that they're up in the air? Oh, well, things that aren't
up in the air can't block them. Exactly. Right. And that the more intuitive something is,
the easier it is to process the more that something does what you think it will do.
So there's a lot of work on our end of making sure that what we're doing is what
players expect it to be. A classic example of this, a story I've told before, but when we were
making suspend, so suspend was mechanic in time spiral block. And so when you play it, it gets
exiled with some number of suspend counters or time counters on it.
And then each turn you take off a time counter and eventually it gets cast.
And what we found was when we put it on creatures, let's say it had suspend to four.
One turn, two turn, three turn, four turn.
When they would play it, they would want to attack with it.
And the idea was, I think mentally
is like, I've had this for a while. Finally, I can use it. Why do I have to wait yet another
turn to use it? Um, that it just felt like it felt like they should be able to attack
with it. So eventually what we did is we just let them attack with it. We added haste. We're
like, if you get suspended, you have haste just because it was what people anticipated
happening.
So part of being intuitive is working with players and understanding what they think
will happen, but also of, you know, mapping to expectation.
That's important.
Okay.
That's the next thing.
Things are more sticky.
The simpler they are, right?
You know, on some level the best mechanics are just clean and simple.
They do the thing they do and they do it in a short, easy manner.
And that one of the things that we're always striving to do is try to find the simplest
forms of things that for example there's a very common thing that goes on where i'm trying to
capture the essence of something and so i try to capture all the essence of it it does this and
this and this and this and the problem is the more different component pieces you have, the harder it is.
Like you want your, ideally you want your mechanic to do one thing.
That's not true for all mechanics.
Some mechanics do more than one thing.
But the more that you are simple, the more that you do one thing, the easier it is to
understand because like, okay, I just got to understand what I do.
What does the scripture do?
Oh, it does this thing. Some of our least
sticky mechanics are things that don't work the same. So one of the classic examples,
one of the most unsticky mechanics we've made is a mechanic called Haunt. Haunt was from
Guild Pact, the first Ravnica block. It was in the second set. It was tied to Orzhov, white-black.
And the way Haunt works is, it works in two different ways.
That it does one thing if it's on a spell,
and it does a similar, but slightly different thing
if it's on a creature.
So, for example, the way it works is, if it's on a spell,
I cast that spell, I exile the spell,
I then connect that spell to a creature.
When that creature dies, the spell happens again.
That the spell turns into a death trigger on the creature.
But if we put it on a creature, then it has an enter the battlefield effect.
And when the creature dies, then it gets exiled and the creature connected to it when that creature dies
It has the enter the battlefield effect of the of the haunt creature
and the reason I think I think
Conceptually the idea of haunt is pretty flavorful. Well, we'll get to flavorful in a second, but I think the idea that
another good example is banding.
Banding worked one way on attack and a different way on blocking.
So the way banding works is if I'm attacking and I have a bander, I can make a party.
And as long as one member of the, I'm sorry, as long as all but one member of the attacking
party has banding, it's a band.
So let's say I have two banding creatures and four non-banding creatures.
I can attack with a band of three.
But on blocking, I can make a band out of any number as long as one of the creatures
has banding.
So the idea is banding works similarly but different.
That becomes very hard and very complicated.
You want things that in general,
when it's like it works this way here and that way there,
that just adds another layer of complexity.
The simpler you are, and some of the best mechanics,
like I just do one thing. Here's the thing I do
Another example where I think there's confusion the mechanic
protection and One of the reasons protection is confusing its protection does four different things
That it keeps you from being targeted. It keeps you from being blocked
It prevents all damage dealt from the thing
And it can't be enchanted equipped things can't attach to it
and there's a there's an
There's an acronym for I forget there's a mnemonic for that. But my point is
Hey, it does a bunch of different things. Are those things related? Yeah. Eye protection
from red, red things kinda can't hurt me. I can't be targeted by red things. I can't
be blocked by red things. Damage from red things gets reduced to zero and I can't be
enchanted or equipped by red things. But each of those is slightly different. And there
are some things, for example, if example by protection from black you
can't kill me with a terror but damnation which doesn't target does kill
me so like it it gets it gets can get a little confusing okay another thing that
we look for in stickiness is is it flavorful? One of the reasons, for example, like flying is very helpful is, okay, flying, you're matching
a flavor.
One of the evergreen mechanics we had a little more trouble with for a while was vigilance.
And the reason was, what does vigilance represent?
Flying, okay, I'm literally in the air, I'm flying, I got it, that's a flavor.
Vigilance is like, well, what am I am I?
Being more defensive am I being more alert? Am I being what exactly am I doing in the end? We're like, okay
I'm more alert. I'm able to attack but I'm so alert. I can jump back and be defensive
And it's an answer but it's like vigilance is the kind of thing that when I say here's vigilance
The name does not do much to help you with what it is.
You have to learn what it is.
And that's another important thing to understand in this whole category is
when I make a mechanic, I have several things that help me.
I get to name the mechanic.
I have reminder text for the mechanic.
There's a play pattern and all these things come together for like can someone get it?
And the name meaning that when I talk about flavor, I mean a concept of combination of
what is the name of the mechanic and what does it represent?
And the more it represents the thing that the player knows already, the easier it is.
Okay, I've seen a bird fly.
I understand the idea of flying. You said this is flying. Oh, I got it. Or I've I've seen a bird fly. I understand the idea of flying.
You say this is flying.
Oh, I got it.
Or I've read comics and saw Superman fly.
I mean, I get the concept of something flying.
But when I say it as vigilance, I mean,
you have to be like, okay, it's vigil.
What does vigil mean?
It means it's alert.
So, okay, if a creature was alert, what would happen?
So, for those that might not have heard, I did a podcast a number of years ago, five,
six years ago.
It was my, I was driving my daughter to high school and she's graduated from college a
while ago.
Rachel, my oldest daughter.
So I did a podcast where I gave Rachel the names of evergreen mechanics, maybe a few
decisions mechanics and said to her, okay, what do you think this does?
And some of the mechanics, like flying, she got.
She's like, oh, okay, this.
And some mechanics, like no idea in the world.
Vigilance is that idea.
There's no way in the world I tell you vigilance,
you go, oh, doesn't have to attack.
It's just you're not getting there.
And now it's not that, so, I've talked about this in names in general. There is layers of flavor. The
best flavor is I know what it means, I already understand what it means, and
when you tell me I can figure out from the flavor what it does, that's the best.
But the next, and Vigilance falls in this category, where we give it a name that
means something, and once you learn what it does, the flavor has enough help that can help you
remember it once you've learned it.
It might not teach it without someone instructing you, meaning I don't think you're going to
figure out what Vigilance does in a vacuum, but hopefully once we explain to you what
Vigilance means, that the name helps give some mental guidance in your head to remember it.
So there's different levels of flavor.
I mean the best flavor is the flavor is so loud and clear that it communicates what it
does.
But second best is something in which, well, it communicates some flavor and once you understand
what it is, the flavor helps you remember what it is.
It might not teach you, but it'll help you remember.
Okay, the next sense about a mechanic is just,
does it sort of naturally make sense?
Some of this is intuition, but some of it more is just,
is it worded in such a way that you get it?
Like one of the big challenges in general
is what we call templating. We have to write down the mechanic in a way that you get it. Like one of the big challenges in general is what we call templating.
We have to write down the mechanic in a way
and explain what it does.
Now note that there is normal templating,
magic has a certain technical language to it.
And so in order for the game to understand what's going on,
there's a certain clarity of how things have to work.
That we want, if two cards work the same,
we want the same template.
And so there's a very intricate way of templating work.
Now, some cards have what we call reminder texts,
meaning they're a keyword, and we get to define the keyword.
Reminder text does not have,
does not have to be quite as technically exact, because the way reminder text does not have, does not have to be quite as technically exact
because the way reminder text works is
that mechanic has an official wording in the rules,
but we give you a more casual wording on the card.
Usually because we don't need to tell you everything,
we'll just tell you the basics,
and I think you understand the gist of what you need to do.
There might be some corner cases like
every rule has to work completely within the rules, every mechanic. So sometimes in
the actual technical rules it's pretty long because we're figuring out all the
component pieces how to make it work. But when we're explaining to you in
reminder text it's just sort of giving you the gist. So it doesn't have to be
quite so technical. So if we're using a keyword one of the advantages of keywords
is we get a little bit more vernacular, if you will, in reminder text, a little less
technical and that can help people understand things. But in general, one of the things
that we test all the time is we have a mechanic, we'll make a template. We'll then show it
to people and we say to them, what does this do? And see if can they understand from the template. The easier the template is to parse, the easier
it is for the player to understand what's going on. And so another big thing of stickiness
is just how good is the template? And the classic example, just to show how things can
get confusing. So there's a card called dead ringers, and this is not a mechanic. It's a singular card
but the idea of dead ringers is I
Wanted to make a card that said destroy two creatures that are the same color the same you know combination of colors
Oh, I can kill two mono white cards, or I can kill two white green cards
But the idea is I have to kill I have to kill two creatures. They're the exact same colors
And and so like I think originally I wrote something like destroy two creatures that are the same color
But that's not technical enough because if one creature is white green and the other is white red
They're both white. So they're both the same color
But it's not quite with the card meant the card meant was the same combination of colors that white green and white red are different
combinations, so
We ended up having to write a template I don't have a top my head but it's like
Destroy two creatures who don't not share a color.
I forget how it was worded, but it was worded in such a way that very few people understood
what the car did.
That it was trying to hit all the technical cases, but in trying to make sure it was technically
correct, it became very hard to parse to the point of which people are like, I don't understand
what's going on.
Another good way to tell about your mechanic is,
have someone read a mechanic
and see how many times they have to read it.
A good sign that you're on the right track
is players read it once and they understand it.
Usually to me, if I have to read a mechanic a second time,
I'm like, okay, this is more complicated than I like.
Now sometimes we want to do things and the things we want to do are cool and fun,
but there's some complexity to them. So a lot of what I'm explaining is how to make something
sticky. We do have some things that aren't super sticky. It's not ideal, but I'll let me finish
getting through these and then I'll talk
about sticking this. Okay next, you want to be not wordy. One of the things that
we've done, we've done a lot of testing, one of the most intimidating things to
players is volume of words. So if I have a brand new mechanic and it is three words or six words
or nine words or twelve words or fifteen words or eighteen words or twenty one words,
you know, the how short and snippy we can be has a lot to do with how easy it is to
understand. And then once again, there's a lot of technical things.
If we're not in reminder text, but actual text,
we have to make sure we follow the technical guidance
of what is happening.
And a lot of times, things that seem like
they cover the bases don't.
Like, oh, well, if we don't say this,
then this corner case happens,
and you have to understand the corner cases.
So one of the things that happens early on is usually in vision design we will have the once we know we like a
mechanic we'll have an editor do like a light path like give us a working a working thing that
is in the ballpark it's not exact. Oh and the, by the way, is sometimes you make a new mechanic
and the language needed to make it exists already. Oh yeah, we've done that before.
We've done something similar that there's language to be had. Other times you make something
in which the language doesn't exist yet. You are doing something the game hasn't formally
fit into the rules yet. So we have to rearrange the rules to make it fit.
And when we do that, we're gonna try to make it intuitive as we can.
We're gonna try to change the rules such that maybe if you aren't paying attention
the rules, you know, a lot of times the change in the rules is not something that
most players need to be aware of, but we need to change it so it does technically
work. For example when we when we first made double strike so first strike is
when I attack somebody before normal damage is first strike damage. Double
strike means I do both first strike damage and normal damage. That seems
really easy. Well it turns out when we first made double strike, the
rules were not completely set up for double strike. It wasn't that it wasn't intuitive.
It wasn't that people didn't understand it. It was just the rules weren't written such
that you could do damage multiple times. And so we just had to say to the rules, oh, you
can do damage during the first strike phase or
combat phase or both.
You can do both.
It's kind of like for those that play Unsets, we have last strike in Unsets, a last strike
and triple strike.
It's not hard to understand.
Well imagine, much like there's a first strike damage phase, there's a last strike damage
phase that happens after the normal damage phase.
And triple strike just means you have first strike
and normal strike and last strike.
Those are very easy ideas.
Changing the rules so that those ideas
are embedded in the rules is complex.
And so that's another big thing when you're making stuff,
you need to cover your bases on what you're doing.
And sometimes to do that, it adds work.
So one of the things that's
very common for us is we want to do something and we go, okay, what do we have to say to
do that? And some things to say just are wordy. For example, if I want to look at the top
card of my library, pick one of those cards out and the rest of cards go to the bottom of my library in a random order
Um, that's a lot of words that that what we call impulse
Impulsing is not hard in concept. We do it all the time
And we might keyword or one of these dates is because of this very reason
But it has a lot just a lot of text there
I have to tell me how many cards I look at. I have to tell me what I do with the cards I look at.
What one of them goes where goes in my hand.
The others go where go to the bottom of the library.
Okay, what order do I put them in?
Oh, random order.
Cause when it's even more words to say
that you order them in the bottom of the library.
And sometimes when we're making mechanics,
you don't always control the wordiness.
I mean, here's what I want to do. Here's the utility I need. Well, if you want to do this utility, here are the words. The less
wordy the better. The more wordy you are, the harder it is to parse. Another thing has to do
with sort of memorization, slack logistics. Meaning, okay, if I want to do this, what does it entail for me to do?
Do I get to just do it all at once or do I have to remember something?
Memory is a huge issue. For example, the suspend mechanic. So, suspend mechanic is
the one I talked about earlier. You take it, you put it away, you put so many time counters on,
you count it down. It requires you every turn to remove a time counter.
And it really is not optional.
You have to do that.
So it's just now, hey, when I play a suspend four card, for four turns, I have to remember
to do something.
There's similar on vanishing slash fading, where a permanent comes with so many counters
and you remove one each turn, and then it goes away when you remove the last one
or vanishings last one, I guess fading
when you can't remove one.
So they're all, or sometimes there's just,
there are play aid issues.
Like I made a card in a Unfinity,
Jace, Space Jace, what's he called?
What is Space Jace's actual name?
Anyway, it's the Jace in Infinity.
It's kind of divides up the board into three segments, three quadrants, alpha, beta, and
gamma.
And then different creatures are different ones, and when you attack, you're only blind like it there's a lot going on um and so it has a lot of logistical weight so a lot of times
when you're doing something how much memory is it how much manipulation um usually if we give you a
play aid meaning hey um this is something complicated enough that we think would be
advantageous for you to have a play aid.
Maybe the mechanic requires you to get something.
Energy as a counter, poison as a counter, roles makes, you know, little token things,
token auras.
So we will do things to help you, meaning we will do things to help you meaning we will make tools to help you
when you make a token will give you a card that can represent that token but the reality is
usually as a sign if i'm doing something where i'm like hey maybe i should give you something to help
you that means there's there's a bunch going on there and we have to be conscious and aware of logistics. Another big thing has
to do with vocabulary. Like, am I, are all the words I'm telling you something that
you know or are there words you don't know? One of the things about making a
keyword is the keyword has a name and yes the name has some ability for flavor
and maybe the flavor helps but it's also a new vacate now the other question is whether or not
it's an existing word or not an existing word existing words are nice
because they come with meaning that you already know meaning now once again in
vocabulary a couple different types of vocabulary there's existing vocabulary
where I call something I call it flying and flying means something
until you know what it is.
There's mechanics, there's mechanics in which the name is a real word, but it's more metaphorical
like flashback, like flashback is a thing.
A flashback is me remembering a previous memory.
So it is a real word.
So flying, like, legitimately, that's what it is.
It's flying.
You got the flavor of flying to help you.
Flashbacks, not exactly that.
It's in the ballpark and it's a real word
that will help you as an aid to remember what's going on.
But it's still, you still have the challenge of,
it's not exactly what the mechanic is.
You have to sort of piece together the mechanic.
Next is something in which,
usually they're like compound words.
A good example might be buyback.
Or maybe buyback's a real word, I'm not sure.
But the idea is we combine two words to make something that sort of communicates what something
is.
In other words, another good one is...
I'll use bye-back for now.
The idea is we're using real words.
Together, maybe it's a word, maybe it's not.
Oh, like metal craft. That's a word maybe it's not oh like metal craft that's a
good one metal craft metals a word craft is a word I don't know if metal craft
necessarily the word maybe it is but but it's not a word most people use in
regular-day basis but hey it says metal you know trying to connect metal to
artifacts and I mean like it gives you some some to help you with. Then there is we made
it up. This word doesn't exist. It's a sliver. What's a sliver? We made it up. Or actually,
okay, people will point it sliver is a real word, but the context of what we meant, I guess sliver
might be an example of us taking a real vocabulary word, but giving a completely new definition.
And then there's, I'm trying to think of what we're making then most of the time we try to use things
that are somewhat real words. We do occasionally make up things. You know, we do occasionally
make up things that are Eldrazi is okay, Phyrexian. Those are, we made them up. They don't, they're
not existing words at all. But anyway, the vocabulary is very important, meaning if I read something and
I don't know what something is, or I have to piece something together, like the more I have to parse
it, the more I have to go, what does that mean? Once again, I have to read it a second time,
the harder. So all these things come together to make sort of a quality and the reason it's important
the idea of stickiness the reason I'm doing a podcast today on it is it is a
little higher concept right it has to do with how easy is something for somebody
to sort of mentally grasp and usually the way we talk about it is there are three states essentially.
There is sticky.
What sticky means is you read it once, man, it stays with you.
Oh, flying is this, got it.
First strike is this, got it.
That you read it, you understand what's going on, and a good sticky mechanic will kind of
cement in your brain. Meaning once you sort of got out of the hoop of understanding it
man locked in I got it I know I know what it is. I don't got to read it again I
know what it is. Then there is what I'll call neutral. What neutral means is it's
not like it's locked in but there's something about it next time I approach I have some
working knowledge you know probably maybe I need a prompt or something but I have a
general sense I'm going to it's not like it's so good that I just automatically go oh I
know what that is neutral is more like okay I have something helping me you know if I
I got to see it a bunch of times eventually eventually I'll learn it, but it, it, it takes a little bit of repetition.
Unsticky means, holy moly. I can't remember this. Uh, ha ha.
It's a good example of just an unsticky mechanic where, um,
I know people who have played with haunt many,
many times who played in guilt back who like lived with a mechanic existing
and you say to them, what did, they're like, okay,
and even me, I'm the fricking head designer of magic.
It is my job to understand mechanics.
I have to have a comprehension mechanics
way beyond the average magic player.
And even I have to go, okay, how does it work?
Like I have to mentally run with every once in a while.
I have to like remind myself how it works.
And I, in my core, I do know how it works.
That's unsticky.
Unsticky is just like, there's something about it
that works against remembering it.
And like I said, the reason I gave you
all these component pieces, it's not as if it's one thing,
whether sticky or not.
And some things can not have all these things but be sticky some can have a lot of them and be unsticky
It's not it's more art than science. It is not like if you do a B and C then for sure
It's sticky it just it's just a confluence of different elements and like I said, there's layers of things
There's how good is the template how good is the flavor you know there's a there's a marriage of things
that makes it there but the thing that's important and the reason it's a whole
topic today is one of the things that's really important when you make a new
mechanic yes does it play well super important does it blend into the set
does it have the right synergies? There's a lot of things
you have to care about. But one of the things that we have to never forget is, and this just comes
back from my communication roots, I need people to understand what I'm doing. I need them to get it.
And that means there's a lot of things we do when making something that we keep in mind. And that is not that we never make things that are, I mean, I would love for
every mechanic to be sticky, they can't. We do cool things that are a little
complex and you know, I don't think we should never make mutate. Mutate is a good
example of a very complex mechanic. And the reason mutate just isn't sticky is
there's just so much going on
and there's so many corner cases
and it's just a hard mechanic.
I do think Magic, like I don't think,
I think complexity is one of Magic's competitive strengths.
Like there are a lot of things,
if you wanna go play tic-tac-toe,
you can learn it quickly and you can keep it all in your head.
Magic is not a game you can keep in your head. Magic is not a game
you can keep on your head. Magic is a game where you have to reference things and ask
things and work things out. But that's one of the strengths of the game. Like the reason
we can have thousands and thousands and thousands of cards is because the game can handle the
kind of complexity. And the reason we can keep making new mechanics and new sets is
the game can handle that. But as one of the designers, something I have to always
keep in mind is the ease of which the player can handle it.
That one of the things, the more and more I do design,
like I said, next year's my 30th year doing this,
one of the things that I really realize is you,
the designer, work in service of the things that I really realized is you the designer work in service of the player.
You are trying to make the players experience the best it can be. One of the ways you do that,
and one of the ways is making a fun game experience, but the other one is thinking
about how they interact with what you're making and ease that interaction as much as you can.
Sometimes, you know, you can, I mean,
you can do it sometimes better than others,
but you really need to always consciously think about that
because that is important part of your job.
Making playing the game as easy as you can.
Not always easy, easy as you can.
But anyway guys, that is stickiness.
It's an important concept.
And that's how complex magic is. I haven't got, I mean, I've that is stickiness. It's an important concept and that's how complex magic is.
I haven't got, I mean, I've talked about stickiness in previous podcasts, but I could be a thousand
podcasts in and not talk about a very important thing for a whole episode.
So anyway, I hope you enjoyed today's episode, but I am at work.
So we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
See you guys next time.
Bye bye.