Magic: The Gathering Drive to Work Podcast - #563: 20 Lessons - It All Connects
Episode Date: August 17, 2018This is the 20th and final installment in my series "20 Lessons, 20 Podcasts" based on my 2016 Game Developers Conference speech. In this podcast, I talk about how the 20 lessons all connect....
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                                         I'm pulling on my driveway. We all know what that means. It's time to have their drive to work.
                                         
                                         And today is the final day. So I've been doing a series called 20 Years, 20 Podcasts based on my 2016...
                                         
                                         I gave a speech at the Game Developers Conference, which is a big conference in New York.
                                         
                                         Not New York, sorry, in San Francisco, that is like probably
                                         
                                         the largest sort of convention for people who make games.
                                         
                                         And I, in 2015, I finally attended.
                                         
                                         I wizard sentence people every year, but I had never gone.
                                         
                                         And after being there one year, I decided that I wanted to give a speech.
                                         
    
                                         And so the following year, 2016, I did.
                                         
                                         I gave a speech.
                                         
                                         And I ended up having
                                         
                                         the highest rated speech
                                         
                                         of the whole convention.
                                         
                                         The following year,
                                         
                                         I ended up on the Ace of Spades.
                                         
                                         The top 50 speeches
                                         
    
                                         end up on a deck of playing cards
                                         
                                         that they give away
                                         
                                         to all the speakers.
                                         
                                         So it's like a little thing
                                         
                                         to encourage you.
                                         
                                         And I decided the year before
                                         
                                         when I got the deck of playing cards
                                         
                                         that my goal was to get
                                         
    
                                         on the playing cards.
                                         
                                         That was my goal.
                                         
                                         And the way it works is it's random,
                                         
                                         except it's ace of spades if you're the top speaker.
                                         
                                         And so my goal was to get on the deck of cards.
                                         
                                         I did, but I...
                                         
                                         And when they told me how I did,
                                         
                                         I think I was rated like 16th or something.
                                         
    
                                         But I think what it meant was
                                         
                                         of everything that got rated,
                                         
                                         not all the speakers, but of everything.
                                         
                                         And so the top 15 must have been non-speaker things.
                                         
                                         So like maybe, you know, the brunch.
                                         
                                         Who doesn't like the brunch or whatever?
                                         
                                         So I was surprised.
                                         
                                         I didn't know I was a top rated speaker until literally they showed the new deck and that I was on the Ace of Spades.
                                         
    
                                         So that was, anyway, that was really cool.
                                         
                                         So anyway, I did that speech.
                                         
                                         I then wrote up an article about it, a three-part article about it.
                                         
                                         And I decided to do a podcast.
                                         
                                         And so over the last, over two years, I've been doing 20 articles.
                                         
                                         Probably you've heard of them.
                                         
                                         But today is the final, the final one.
                                         
                                         So it's kind of exciting.
                                         
    
                                         Whenever I do a long series like this,
                                         
                                         it's somehow that doing the last one is always fun for me.
                                         
                                         Just like, I did it!
                                         
                                         I always worry that something will happen.
                                         
                                         I somehow won't finish my podcast and then I won't finish the series.
                                         
                                         So I'm happy to get to the 20th one.
                                         
                                         So let me recap.
                                         
                                         Because lesson number 20 has a lot to do with the first 19.
                                         
    
                                         Okay, so lesson number one was fighting against human nature is a losing battle.
                                         
                                         That lesson was all about how, look, you're designing for humans,
                                         
                                         and humans are pretty stubborn at times,
                                         
                                         and you have to sort of, you know, adapt your game to your audience,
                                         
                                         not your audience to your game.
                                         
                                         Number two was aesthetics matter.
                                         
                                         I was talking a lot about there's a lot of things that matter in your game
                                         
                                         and that just a lot of little nuances and how you create things and balance things and make things look all those things
                                         
    
                                         lead up and matter to your audience partly because they're human they care about those things
                                         
                                         number three resonance is important um that was definitely talking about how um having things that
                                         
                                         mean something to your audience really are valuable and that the audience, that flavor and stuff really carries a lot of importance.
                                         
                                         Legend number four, make use of piggybacking.
                                         
                                         That is making use of prior knowledge of your audience to use that as a means to help them with your game.
                                         
                                         The idea being that if your audience already knows things, which they do, you can use
                                         
                                         that pre-existing knowledge to make it easier for them to understand what you're doing. Number five,
                                         
                                         don't confuse interesting with fun. That was talking about the difference between intellectual
                                         
    
                                         stimulation and emotional stimulation. And that it's very easy for us to get, as we're making the
                                         
                                         game and the cerebralness of making it, of getting really caught up in how it makes the audience think.
                                         
                                         But the point of this is how it makes them feel has a larger impact on whether or not
                                         
                                         they like it.
                                         
                                         Number six, understand what emotion your game is trying to evoke.
                                         
                                         And this is really talking about how you want to know what it is you're trying to get out of your audience.
                                         
                                         Number seven was allow the player the ability to make the game personal.
                                         
                                         This was about customization, about giving your player choices,
                                         
    
                                         because if you give them choices, they will make individualized choices
                                         
                                         that really enhance the experience for them.
                                         
                                         Number eight is the details of where the players fall in love with the game. And this was talking about how important all the little things you do and that everything
                                         
                                         will be noticed by somebody. Not that everybody will notice everything, but every little thing
                                         
                                         you do, there are people that will bond to that. And each person bonds to the game in a different
                                         
                                         way. And a lot of times, it's the little tiny things that they feel only they notice that really
                                         
                                         endear them to the game.
                                         
                                         Number nine, allow your players to have a sense of
                                         
    
                                         ownership. This
                                         
                                         is really walking to the idea that
                                         
                                         you want the players to feel as if part
                                         
                                         of the game is theirs. It's not your game, but
                                         
                                         their game, and that you give them
                                         
                                         means in which to make
                                         
                                         elements of it that is
                                         
                                         their own.
                                         
    
                                         Number ten, leave room for the
                                         
                                         players to explore. Don't tell them
                                         
                                         everything. Let them find things. There's a
                                         
                                         lot of value in
                                         
                                         people finding stuff for themselves.
                                         
                                         In fact, the way people tend to function
                                         
                                         is when they discover it,
                                         
                                         it just means more than when you show
                                         
    
                                         it to them.
                                         
                                         Number eleven, if everyone likes your game but no one loves it, it will fail.
                                         
                                         Talking about how games are competitive
                                         
                                         and that you really need to have passion from your user base
                                         
                                         and that designing things so no one dislikes it is a recipe for disaster
                                         
                                         and that you have to be less afraid about people not liking your thing
                                         
                                         and more afraid that people aren't loving your thing.
                                         
                                         That to succeed in this,
                                         
    
                                         and games is pretty competitive,
                                         
                                         you need people really to fall in love with your game.
                                         
                                         And not everybody has to like it.
                                         
                                         Some people will love, others will hate.
                                         
                                         But that's okay. Getting strong emotions is better
                                         
                                         than not getting any strong emotions at all.
                                         
                                         Number twelve,
                                         
                                         don't design to prove you can do something.
                                         
    
                                         This talks a little bit about when you're
                                         
                                         making things as the person making it. It's very easy to think of the act of making a game as the game itself.
                                         
                                         You know, you don't want to fall in that trap. Don't be doing things just to prove you can.
                                         
                                         Do things to maximize the gaming experience for your audience. Number 13, makes the fun part also
                                         
                                         the correct strategy to win. Understand what about your game is fun. And then make sure that the optimal way to win the game leads the people to the fun.
                                         
                                         That your audience will avoid the fun part of your game.
                                         
                                         If the game, in order to win the game, they'd have to avoid it.
                                         
                                         And don't make your game not fun because your audience,
                                         
    
                                         because you teach your audience not to do the part that is fun.
                                         
                                         14. Don't be afraid to be blunt.
                                         
                                         This talks about sometimes game designers have this fear
                                         
                                         of they can't be too on the nose.
                                         
                                         And not that you should always be blunt, you shouldn't,
                                         
                                         but at times you do want to be blunt,
                                         
                                         and that's okay to be blunt.
                                         
                                         Number fifteen, design the component for the audience it's intended for.
                                         
    
                                         Not everybody will like every part of your game.
                                         
                                         Understand who the part you're making is for
                                         
                                         and design it for that person.
                                         
                                         Don't worry about everybody liking person. Don't worry about
                                         
                                         everybody liking it.
                                         
                                         Worry about the person
                                         
                                         that is intended to like it
                                         
                                         liking it.
                                         
    
                                         Be more afraid of
                                         
                                         boring your players
                                         
                                         than challenging them.
                                         
                                         There is this worry sometimes
                                         
                                         that if you try something crazy
                                         
                                         it'll drive your players away.
                                         
                                         And as I like to say
                                         
                                         the biggest risk
                                         
    
                                         is taking no risks.
                                         
                                         That you really
                                         
                                         your audience will forgive you
                                         
                                         for trying something bold,
                                         
                                         but they're much less forgiving when you bore them.
                                         
                                         Number 17, you don't have to change much to change everything.
                                         
                                         Small incremental changes have a huge effect.
                                         
                                         And that a lot of times what will happen in the game is just by changing a few things,
                                         
    
                                         sometimes even one single thing, the ramifications of that change will have a big impact on your game.
                                         
                                         And don't feel that in order to change things, you have to change a lot because changing
                                         
                                         a few things really could impact that.
                                         
                                         Number 18, restrictions break creativity.
                                         
                                         It's talking about how it's okay.
                                         
                                         There's this myth that like you do your best work if there's no restrictions and the reverse
                                         
                                         is actually true.
                                         
                                         The restrictions help give you guidance
                                         
    
                                         and help push you in a direction
                                         
                                         and that don't be afraid of using restrictions
                                         
                                         as a means to help you
                                         
                                         rather than worry as it's somehow getting in your way.
                                         
                                         Number 19, your audience is good at recognizing problems
                                         
                                         and bad at solving them.
                                         
                                         Talks about using your audience as a sounding board
                                         
                                         to understand what is going right and wrong in your game.
                                         
    
                                         The audience doesn't have all the
                                         
                                         knowledge to fix those problems because they don't
                                         
                                         know everything that goes into making it,
                                         
                                         and you do, but they are
                                         
                                         a great sounding board to understand.
                                         
                                         So those are the first 19 lessons.
                                         
                                         So what happened was,
                                         
                                         in the speech that I gave,
                                         
    
                                         every time I would give a
                                         
                                         lesson, I would put it in a little box up on the screen.
                                         
                                         If you've ever seen my talk, you'll see this.
                                         
                                         I put it in a little box.
                                         
                                         And this is all to set up the final lesson.
                                         
                                         So the final lesson is all the lessons connect.
                                         
                                         And this is an interesting one that one of the things that I realized,
                                         
                                         if you actually watch me give the talk,
                                         
    
                                         even as I'm giving the talk, I'm weaving them together. I'm talking, you know, there's a
                                         
                                         narrative flow. I did not pick these. They are not in random order. They are very much in order.
                                         
                                         And if you watch the talk, I very much are weaving them together. You know, I talk about how now that
                                         
                                         you've done this thing, next you want to do that thing.
                                         
                                         But so what I did was every time I would give one a lesson, I'd put it up on the screen and it was in a little box.
                                         
                                         And then at the end, I started stringing things together.
                                         
                                         I thought, well, if this is true, then that is true.
                                         
                                         You know, for example, resonance is important. And then I talk about how piggybacking you know make use of
                                         
    
                                         piggybacking well piggybacking is all about using pre-existing knowledge and
                                         
                                         so if you use resonance resonance leads you to allow you to piggybacking these
                                         
                                         things all start clicking together you know that understanding um you know
                                         
                                         getting somebody invested in the details
                                         
                                         is a way to give them their own sense of ownership. Because when they notice
                                         
                                         something little, they start piecing together something that feels like them.
                                         
                                         And customizing something for the audience also gives them a sense of
                                         
                                         ownership because they get to make something that's their own. And so what I
                                         
    
                                         did on the screen was I started piecing these all together.
                                         
                                         I started connecting them with all these lines.
                                         
                                         Now originally, real quickly,
                                         
                                         this is a funny behind-the-scenes story.
                                         
                                         My original plan was to have a board.
                                         
                                         I wanted to make all the lessons
                                         
                                         and tie them together with yarn.
                                         
                                         And so Jules Robbins is one of my coworkers.
                                         
    
                                         I asked him, I gave him the task of
                                         
                                         take this board, put them together
                                         
                                         and connect it with yarn, all the pieces that they connect
                                         
                                         find all the connections
                                         
                                         and he made it and it was really intricate
                                         
                                         and then what I realized was
                                         
                                         there was no way to take a picture of it
                                         
                                         that really captured what it was
                                         
    
                                         and so what I ended up doing was
                                         
                                         I ended up building
                                         
                                         I used his as, if you've seen
                                         
                                         the image that I use where I tie everything together, it's actually me visually, electronically
                                         
                                         taking what he had built and mimicking it. Like all the connections that he had made are what I
                                         
                                         put on my thing. But I did, I ended up doing it digitally because it just, there was no way to
                                         
                                         take a picture of it. It looked cool to the human eye, but there was no way to take a picture of it.
                                         
                                         It looked cool
                                         
    
                                         to the human eye,
                                         
                                         but there was no way
                                         
                                         to take a picture of it
                                         
                                         that really connected.
                                         
                                         And then once I made
                                         
                                         a digital version,
                                         
                                         I was like,
                                         
                                         oh, I then could,
                                         
    
                                         I could construct this
                                         
                                         over time
                                         
                                         as people are watching
                                         
                                         because once I had
                                         
                                         the digital component,
                                         
                                         I could bring in pieces.
                                         
                                         I spent a lot of time
                                         
                                         on that, by the way.
                                         
    
                                         I hope that visual was cool.
                                         
                                         I spent a lot of time making that and piecing it all together
                                         
                                         that's one of those things that probably took me hours and hours to make
                                         
                                         but the thing that I want is
                                         
                                         and the reason I did that was
                                         
                                         I really liked the idea
                                         
                                         and the image that I wanted people to walk away with
                                         
                                         is that this is a web.
                                         
    
                                         That what I was teaching you was not
                                         
                                         20 isolated things.
                                         
                                         In fact, I joked in the thing that
                                         
                                         really what I was teaching you was one sort of
                                         
                                         kind of
                                         
                                         a top-down approach to how I see game design.
                                         
                                         You know, a holistic approach.
                                         
                                         But I knew, the funny thing was
                                         
    
                                         when I originally came up with the idea,
                                         
                                         so in 2015 I went and I saw other people speak
                                         
                                         and I was very inspired.
                                         
                                         And I came up with the name or the concept for my speech
                                         
                                         during when I was at 2015.
                                         
                                         I knew the following year was going to be my 20th year doing magic.
                                         
                                         And I liked a lot the idea of, you know, there's a lot of lessons I wanted to teach.
                                         
                                         And I liked the idea of 20 years, 20 lessons.
                                         
    
                                         That just seemed really cool.
                                         
                                         I felt like 20 lessons in an hour, while it was tight, was something I could do.
                                         
                                         And I really was interested in doing something that was kind of very...
                                         
                                         One of the things that I enjoy
                                         
                                         when I sort of do speeches and stuff
                                         
                                         is I want to do something that's universal.
                                         
                                         I mean, obviously I use magic as my examples,
                                         
                                         but I want to do something that's pretty universal
                                         
    
                                         because I want to give a speech
                                         
                                         that other people could use.
                                         
                                         And as it turns out,
                                         
                                         this speech has gone on to actually get a lot of attention.
                                         
                                         And it did what I wanted it to do,
                                         
                                         which was I wanted it to be a very open-ended speech.
                                         
                                         I wanted it to be something that said,
                                         
                                         look, I don't care what game you are making.
                                         
    
                                         The stuff I'm talking about are universal game design ideas.
                                         
                                         They are not locked into any one particular game.
                                         
                                         They weren't just about magic.
                                         
                                         Now, all of them applied to magic,
                                         
                                         and obviously, as magic, you know,
                                         
                                         I spent 20 years making magic.
                                         
                                         All my examples,
                                         
                                         minus my One Plan for Zom example,
                                         
    
                                         were from magic.
                                         
                                         But the thing I hoped,
                                         
                                         and obviously one of the things that I've seen is
                                         
                                         that a lot of people have carried over this.
                                         
                                         One thing that was very touching is
                                         
                                         how often I see other people quote
                                         
                                         my lessons and stuff they do.
                                         
                                         That usually
                                         
    
                                         is a sign of someone who gives a lecture. When you see
                                         
                                         other people in other lectures
                                         
                                         sort of reference you, it's a
                                         
                                         good sign. It means that something of
                                         
                                         what you've done has resonated with other people.
                                         
                                         So I'm honored whenever other people reference this talk or reference lessons from this talk. Anyway,
                                         
                                         I think it's very cool. So the point that this lesson has and the point of today is
                                         
                                         that I firmly believe, I have a very holistic view of life. Everything is connected. I've done so many different podcasts
                                         
    
                                         on, you know, I'll just take things like improvisation or stand-up comedy or writing a sitcom, things
                                         
                                         that I've just done in my life. And then I say, okay, well, here's lessons I learned
                                         
                                         from that thing. And those lessons, they all carry over. That everything you learn, you
                                         
                                         know, no matter what you're doing, the lessons you learn in life carry over. That everything you learn, you know, no matter what you're doing, the lessons you learn
                                         
                                         in life carry over. And that they are all interconnected. And so one of the things that
                                         
                                         I'm hoping, you know, the reason I wanted to end this talk with this final lesson is,
                                         
                                         I really want people to think of this as, it really is one, it's not 20 lessons. I mean,
                                         
                                         I know I called it 20 lessons. It really is kind of one big interconnected lesson.
                                         
    
                                         And that, you know, as we talk about different components, like, if you look at sort of how it's built,
                                         
                                         I start with a premise in the talk.
                                         
                                         And the first premise basically is, look, you're designing for human beings.
                                         
                                         That is who you're making your games for.
                                         
                                         And we have a lot of quirks.
                                         
                                         And a lot of what I talk about in the early part of the talk
                                         
                                         is saying, look, well, what does
                                         
                                         it mean that you're talking with humans? You know what I'm saying?
                                         
    
                                         Like, first off,
                                         
                                         I talk about how there's
                                         
                                         just expectations that humans have
                                         
                                         and that they're stubborn.
                                         
                                         It's hard to change human nature.
                                         
                                         I talk about how aesthetics matter because
                                         
                                         how we see the world,
                                         
                                         you know, how humans take in information is really important.
                                         
    
                                         And that there's a certain thing that feels right.
                                         
                                         So if you're making things for humans, okay, don't fight them.
                                         
                                         And then understand how they perceive things.
                                         
                                         And then resonance is just talking about how, okay,
                                         
                                         look, human beings have come with existing knowledge in their head.
                                         
                                         And that when you take flavor and connect to things they know, you have a lot of advantages of doing that.
                                         
                                         When I talk about use of piggybacking, it's just like, look, use that knowledge to your advantage.
                                         
                                         But as you see, this is all interconnected.
                                         
    
                                         But as you see, this is all interconnected.
                                         
                                         That understanding what your audience needs and how they function means it's easier for you, a game designer, to help with that.
                                         
                                         When I talk about don't confuse interesting with fun,
                                         
                                         I'm saying, look, humans are functionally emotional beings.
                                         
                                         Yeah, we have an intellectual side.
                                         
                                         And I'm not saying that your game can't have an intellectual side.
                                         
                                         But I was really sort of saying, look, at the heart of it,
                                         
                                         when your audience is deciding whether it's something they want to return to,
                                         
    
                                         it's an emotional decision.
                                         
                                         It's not an intellectual one.
                                         
                                         And so I was trying to say, look, you've got to make sure you understand the emotions.
                                         
                                         So, I mean, the following lessons, understand what emotion your game is trying to evoke.
                                         
                                         Okay, I'm talking about how people make decisions emotionally.
                                         
                                         Okay, then understand what emotions you're trying to do.
                                         
                                         I then get into talking about how to make the game personal.
                                         
                                         I'm clearly saying, okay, things are emotional.
                                         
    
                                         People are emotional.
                                         
                                         They make emotional decisions.
                                         
                                         You want them to bond with your game.
                                         
                                         How do you do that?
                                         
                                         Okay, well, the more you let them make it personal,
                                         
                                         that humans connect the things they have a personal bonding to.
                                         
                                         So let you do that.
                                         
                                         Make that happen.
                                         
    
                                         I talk about the details
                                         
                                         because the details are
                                         
                                         where that bonding is going to happen.
                                         
                                         It's that little tiny thing.
                                         
                                         It's that moment you have in your game
                                         
                                         that just speaks to people.
                                         
                                         And I really was talking about
                                         
                                         how you want to get in deep
                                         
    
                                         and that a lot of it's the attention to detail that makes those little things that really bond to people. The reason I talk about ownership
                                         
                                         is because you want people to have an emotional bond to something. Well, the more it is theirs,
                                         
                                         the more they connect to it, the more that is not your game, but their game, the more they can
                                         
                                         emotionally bond with it. And then when I talk about leaving room for players to explore, what I'm saying is players connect to things personally and rank those higher.
                                         
                                         Well, let them find things so the things they find, they've found. Not that you've given them,
                                         
                                         but they've found. It makes it more. And all that ties into, I talk about how, well, people liking
                                         
                                         your game versus loving your game. Well, we want an emotional bond, right? We want to have the emotional high from the connection.
                                         
                                         Well, that is love. Love, you know, when somebody loves something, it's because it speaks to them
                                         
    
                                         on a strongly emotional level. And once again, I'm not trying to besmirch the intellectual part.
                                         
                                         That can be there too. But it can't just But it can't just be intellectual. You need to speak to them emotionally.
                                         
                                         So I'm really talking about how
                                         
                                         okay, you want somebody to really
                                         
                                         fall for your game. Well, what happens
                                         
                                         if you don't? What happens if you just
                                         
                                         sort of apply to them intellectually and not connect to them
                                         
                                         emotionally? Well, in the end, they like it
                                         
    
                                         but they don't love it. And if they don't love it,
                                         
                                         you're going to fail. You know what I'm saying? I'm sort of
                                         
                                         talking about how
                                         
                                         why, you know, I spend a saying? I'm sort of talking about how, why, you know,
                                         
                                         I spend a lot of time in the lessons talking about how you need to emotionally connect to them.
                                         
                                         And then I say, well, if you don't, look, your game fails. That you need to do that, you know.
                                         
                                         I then started getting into stuff, the next batch of things talks about sort of the making of games.
                                         
                                         So don't design to prove you can do something really
                                         
    
                                         says, okay, in some level
                                         
                                         the same way that you mistake
                                         
                                         intellectualness for making players
                                         
                                         like your game, it's the same trap you
                                         
                                         kind of fall in when making your game
                                         
                                         of assuming that if you are intellectually
                                         
                                         stimulating yourself, it's helping your
                                         
                                         game.
                                         
    
                                         The trap I call it is the game
                                         
                                         designer's game design trap where you think of the making of a game itself as a game. The trap I call it is the game designer's game design trap, where you think of
                                         
                                         the making of a game itself as a game. Because you like games, obviously, as a game player,
                                         
                                         because you're not going to be a game designer if you're not a game player. And the making of a game
                                         
                                         has a lot of trappings to feel like a game. The problem is the goal of a game and the goal of a
                                         
                                         game designer are a little bit different. And so you have to be careful not to fall in that trap.
                                         
                                         Then the next thing I talk about making fun the part, the correct strategy to win is another
                                         
                                         lesson of saying, okay, let's talk about how we make the game.
                                         
    
                                         So I'm then connecting.
                                         
                                         And one of the things to understand is just like, I mean, really what I'm connecting is
                                         
                                         saying, look, these are different mistakes you'll make when building your game.
                                         
                                         And these are connected. That if you are making your game for the wrong reasons, sometimes
                                         
                                         when you make your game, you design, you have your audience doing it for the wrong
                                         
                                         reasons. That I want you to be making the game and understand what your priorities are
                                         
                                         and then when making the game for audience, understand what their priorities are.
                                         
                                         Their priorities are enjoying themselves for most games.
                                         
    
                                         I know there's games that do other things, but for most games, it's entertainment.
                                         
                                         And they want to win, but they want to have fun.
                                         
                                         And so it talks about how, look, you have to take that into account
                                         
                                         and make sure that you're guiding them down the right path.
                                         
                                         Don't be afraid to be blunt is me saying, okay, well, how do I make sure they go down the right path?
                                         
                                         The previous lesson says make sure that the fun part is the correct strategy.
                                         
                                         And what I'm saying is you need to do the things you need to do that sometimes you got
                                         
                                         to be blunt.
                                         
    
                                         Sometimes you got to push them in that direction that I'm trying to show you that when you're
                                         
                                         making the game, understand the tools you have available to you, understand what you're
                                         
                                         trying to do and understand the tools.
                                         
                                         And when I talk about design the component for the audience it's intended for, I'm like, okay. And another part of doing that is you need to
                                         
                                         be blunt and you need to understand who you're being directed at. In order to be blunt, you have
                                         
                                         to understand the audience. And so that lesson connects to the idea of, okay, you're trying to
                                         
                                         do this correctly. You're trying to build it the right way. You want to make sure they understand
                                         
                                         it. And in order to make sure they understand it, make sure you understand who they are. Be more afraid of boring your players and challenging
                                         
    
                                         them. Ties into the idea that there's a lot of concern. One of the biggest mistakes that designers
                                         
                                         make is that they're afraid of upsetting people. They're afraid of doing the wrong thing. And the
                                         
                                         funny thing is, the whole point of this lesson is that people connect positively stronger than negatively.
                                         
                                         That if they don't like something, like, oh, if they, when people love something,
                                         
                                         they're very willing to come back. And if they dislike something, as long as you give them something to love,
                                         
                                         you know, this idea that they have to like everything is just false. As long as people like elements of it,
                                         
                                         they don't need to like everything of it.
                                         
                                         That's okay.
                                         
    
                                         That if they find the parts of the game
                                         
                                         that they fall in love with,
                                         
                                         the more you give them the ability
                                         
                                         to give ownership in the game,
                                         
                                         the more they'll find their way.
                                         
                                         Once again, even the lessons to the designer
                                         
                                         tie into the lessons about the player.
                                         
                                         You don't have to change much to everything.
                                         
    
                                         That's another thing in the designing of the game, saying to you, hey, look, when you're trying to change much, change everything that's another thing in the designing of the game
                                         
                                         saying to you, hey, look
                                         
                                         you don't, when you're trying to fix things
                                         
                                         you can think in terms of more micro
                                         
                                         of what you're trying to fix
                                         
                                         and all these lessons, once again
                                         
                                         these lessons all talk about, look, when you're making the game
                                         
                                         here's the different ways for you to do that
                                         
    
                                         restrictions read creativity
                                         
                                         that's just me giving you
                                         
                                         a tool base of saying, look, when you get
                                         
                                         caught, when you get stuck, it's okay to give yourself limitations. It's okay to give yourself
                                         
                                         restrictions that a lot of times the way to get out of being trapped is saying, okay, let me assume
                                         
                                         something. And the other thing that I'm trying to say there is a lot of the previous lessons talk
                                         
                                         about how there's things you need to do. And a lot of times players
                                         
                                         feel like if they have restrictions based on trying to do things for the players, that that's
                                         
    
                                         a problem, that they avoid giving themselves restrictions. And kind of what I'm saying here
                                         
                                         is no, no, no. As you do these other lessons that I'm giving you, yes, they're going to make
                                         
                                         restrictions. That is not only not a bad thing, it's a positive thing. It will help you with your game.
                                         
                                         That the restrictions are a blessing, not a curse.
                                         
                                         And so I'm sort of talking about as you're doing these things to fix the game,
                                         
                                         your attitude of how you look at it is important.
                                         
                                         Talking about your audience as being good at stuff, that's another tool you have access to.
                                         
                                         And I'm sort of saying, look, make use of them.
                                         
    
                                         You need to make sure, like I talk about how you have to design it for the person it's intended
                                         
                                         to. Well, talk to the person it's
                                         
                                         intended to. Find out from them. You know what I'm saying?
                                         
                                         That a lot of me is
                                         
                                         saying, you know, when you're building your game,
                                         
                                         understand the resources you have available to.
                                         
                                         So as you can see,
                                         
                                         you know, in some ways, these
                                         
    
                                         lessons break up into two components, really.
                                         
                                         The first half of the talk is more
                                         
                                         about what does the audience need and how do you meet that. And the first half of the talk is more about what does the audience need and how do you meet that and the second half of the talk is talking about the tools
                                         
                                         of making things and how you can use that. But the interesting thing by the way it kind of wraps
                                         
                                         around that the end of my I start by talking about your audience and what to expect of them and how
                                         
                                         to do things to maximize what they want. I get into some of the technicality of making games, but then I wrap around at the end
                                         
                                         because the last lesson before the final lesson
                                         
                                         talks about how your audience is the tool
                                         
    
                                         for you to make the things you need to understand.
                                         
                                         And then I wrap right back around into,
                                         
                                         look, listen to your audience.
                                         
                                         And so in some ways,
                                         
                                         the thing I like about this talk is
                                         
                                         it definitely sort of follows a path
                                         
                                         and then it comes back around.
                                         
                                         And that was kind of the point of the final lesson is that you literally could take any
                                         
    
                                         two lessons in my talk and there is a bond between them. That, you know, you can randomly,
                                         
                                         okay, we will do, we will do that. We will do the very exercise that I just said. Okay,
                                         
                                         so I'm going to randomly pick two numbers. So see, I'm going to pick one from the first
                                         
                                         half and one from the second half.
                                         
                                         So, the first half, I will pick four.
                                         
                                         And the second half, I will pick 13.
                                         
                                         I just did that.
                                         
                                         Okay.
                                         
    
                                         So, number four is make use of piggybacking.
                                         
                                         And number 13 is make the fun part also the correct strategy to win.
                                         
                                         But what do those have to do with each other?
                                         
                                         Okay.
                                         
                                         So, if I'm trying to piggyback something, the whole point of piggybacking is making use of existing things that players will like. Well, if the fun part, if you want to make the fun part part of the strategy,
                                         
                                         make sure you understand which part of the resonance is the most fun part for the audience.
                                         
                                         And that one of the ways of making sure they understand something is making sure that the
                                         
                                         fun part of the resonance is also tied to the fun part of the game. So what you can do is you can
                                         
    
                                         say, okay, I really need them to do thing X. I know that this part is one of the most resonant
                                         
                                         parts of my game. Okay, well, I'm going to make sure that I tie the mechanical thing that's most
                                         
                                         important that they understand to the resonant thing that I know they're most excited about.
                                         
                                         That one of the things you get to do when you're piggybacking stuff
                                         
                                         is you get to take the things
                                         
                                         that are resonant and figure out how to use
                                         
                                         them. And so one of the ways
                                         
                                         to do that is that you can
                                         
    
                                         say, okay, I'm making
                                         
                                         genre X.
                                         
                                         For example, let's say
                                         
                                         you're making a Japanese
                                         
                                         inspired game. Well, ninjas
                                         
                                         are super popular. Pop culture, they're real popular. So maybe I have something that's really important in my game game. Well, ninjas are super popular.
                                         
                                         Pop culture, they're real popular.
                                         
                                         So maybe I have something that's really important in my game,
                                         
    
                                         I let the ninjas do it,
                                         
                                         because the ninjas are something I just know
                                         
                                         the audience is going to be pretty connected to.
                                         
                                         And that, you know, most of my audiences go,
                                         
                                         ooh, ninjas, and they'll want to play with the ninjas.
                                         
                                         So I put something mechanically important into the ninjas.
                                         
                                         And so my point here is
                                         
                                         that you can do this with any two lessons. All the
                                         
    
                                         lessons connect. It is not
                                         
                                         me saying, oh, you know,
                                         
                                         just the ones next to each other connect.
                                         
                                         I mean, I put them in order
                                         
                                         for flow, but any ones connect.
                                         
                                         So let's try this one more time. Okay, so
                                         
                                         1 through 10, I will pick 7.
                                         
                                         And 11 through 20, I will pick 12.
                                         
    
                                         So 7 is allow the player the ability
                                         
                                         to make the game personal. And 12 is don't design something to prove that you can. Okay, how do
                                         
                                         these connect? So allow the player the ability to make something personal talks about customization,
                                         
                                         talks about how that what you want the audience to do is handpick the things that matter.
                                         
                                         Okay, don't design things to prove that you can is talking about how the game designer
                                         
                                         has to be careful not to fall in the trap of making it a game for themselves.
                                         
                                         And so what I would say there is when you are making a game, make sure that you are making the game customizable, not to you.
                                         
                                         Like one of the big traps that falls into when you start thinking the game is something that's a game, game design is a game for you.
                                         
    
                                         You start making it fun for you to play or to design, actually.
                                         
                                         to play, or to design, actually.
                                         
                                         And so one of the things to keep in mind is,
                                         
                                         and one of the ways to not make it personal,
                                         
                                         one of the ways is that when you keep in mind that I'm trying to make it personal for the player,
                                         
                                         I'm trying to give them options for the player,
                                         
                                         that the way I like to think of it is one of the ways to keep it from being
                                         
                                         about you is to always keep it about being about the player.
                                         
    
                                         That one of the things I like to keep in mind is, and this is sometimes a tricky thing,
                                         
                                         you have a great fondness for your game, you have a bonding with your game.
                                         
                                         I'm not saying you don't connect with your game.
                                         
                                         It's yours. It's your creation. Clearly
                                         
                                         you have a bonding with it.
                                         
                                         But to make the best game, you
                                         
                                         have to remember that the audience
                                         
                                         for the game is not you.
                                         
    
                                         The audience is the audience.
                                         
                                         And that I think a lot of the traps
                                         
                                         people fall into
                                         
                                         when they kind of do things
                                         
                                         to prove they can is that they are
                                         
                                         making the game for them. They're making the making of the game for them. And that one of
                                         
                                         the things I always want to remind people is that whenever you're making something, who is it for?
                                         
                                         Who are you making any one component piece for and having an understanding of that
                                         
    
                                         and I think the more that you recognize
                                         
                                         that you're designing for other people
                                         
                                         and not for yourself
                                         
                                         the easier it is not to fall in the trap
                                         
                                         of doing things just to prove that you can
                                         
                                         because
                                         
                                         one of the things I find is
                                         
                                         sometimes I will get in the trap of making something
                                         
    
                                         because I'm making it more to prove I can
                                         
                                         and when I ask myself who is it for I oh, I don't know who this is for. And that when you
                                         
                                         find yourself making a component and you can't answer who it's for, the answer might be it's for
                                         
                                         you and it's not for one of the audience of your game. And so that is a good way to see that,
                                         
                                         to connect that, is if you're always asking who the components are for, and you can't answer that, that usually is a sign that you've gone a little bit astray.
                                         
                                         Anyway, this is fun.
                                         
                                         I'm going to do it one more time, just because I have a little more work to do.
                                         
                                         Okay, so 1 through 10, I will pick 2, and from 11 through 20, I will pick 17.
                                         
    
                                         Oh, no, I did 17 already, didn't I?
                                         
                                         15.
                                         
                                         Okay. pick 17. Oh no, I did 17 already, didn't I? 15. Okay, so two is aesthetics matter, and 15 is design the component for the audience it's intended for. Okay, so design is, I talk about how
                                         
                                         you want to understand who the audience member is, and I say aesthetics is important. Well,
                                         
                                         those are very interconnected, meaning if you understand who the audience is
                                         
                                         for, you'll understand which aesthetics is best for them. That's another thing to understand,
                                         
                                         which is when I say aesthetics matter, that doesn't mean there's a universal aesthetic
                                         
                                         that always applies to everybody. Different audience members will like different things.
                                         
    
                                         So one of the things to understand is you need to know who the component you're making for
                                         
                                         and take into account what aesthetic you're using.
                                         
                                         For example, one of the things I've seen in games
                                         
                                         is that games will push component making to different audiences.
                                         
                                         For example, in Magic, there are people in Magic that like a lighter tone,
                                         
                                         and there are people in Magic that like a more serious tone.
                                         
                                         And so if you notice, we're very careful
                                         
                                         about where we put the silly tone versus the serious tone.
                                         
    
                                         So like one of the things, for example, is...
                                         
                                         I mean, it's not a mistake, for example,
                                         
                                         that the unsets have more comedy in them.
                                         
                                         That the very nature of what we're doing in the unsets
                                         
                                         is trying to play into the idea
                                         
                                         that the game doesn't have to be so serious.
                                         
                                         You know, we're doing a lot of things that the normal game doesn't do because the blackboard
                                         
                                         rules have to be very precise for tournaments.
                                         
    
                                         So the idea that we're playing in sort of fun space, like there's a correlation between
                                         
                                         the choice of humor and the kind of mechanics we're playing around with. Likewise, when we
                                         
                                         play around mechanics, something like coin flipping, where that is not specifically
                                         
                                         made for tournaments because we don't like having high overt randomness in
                                         
                                         tournaments, that allows us to sort of, when we design those, we know the
                                         
                                         audience is a little more of a casual audience and so we tailor our creative
                                         
                                         for that. So the idea is the
                                         
                                         aesthetics matter. The aesthetics are unique upon people. Not all people want the same aesthetics.
                                         
    
                                         I mean, there are some general human nature things that are true, but there are also understand your
                                         
                                         audience and that you get to think about who the audience is for each component and the aesthetics
                                         
                                         you use for that component and the resonance you use for that component matters.
                                         
                                         And so the idea there is
                                         
                                         when you're thinking about who the component is for,
                                         
                                         every facet of what you do,
                                         
                                         not just the mechanical elements of it,
                                         
                                         but the creative elements of it,
                                         
    
                                         maybe for magic, how we name it,
                                         
                                         what kind of art, the style of art,
                                         
                                         all that comes into play
                                         
                                         when we're talking about what we're making things for.
                                         
                                         Anyway, the reason I'm doing this little exercise is, A, as I have time,
                                         
                                         and B, I kind of want to demonstrate that literally any two pieces connect.
                                         
                                         That there are, that what I'm talking about is really at its base.
                                         
                                         In some ways, the first half and the second half are really just mirror images at the same point anyway.
                                         
    
                                         The first half is talking a little bit more about the player and who the player is.
                                         
                                         And the second is talking about the designer and the tools of the designer.
                                         
                                         But those are super interconnected.
                                         
                                         The tools the designer uses stem from the fact of what's effective with the audience.
                                         
                                         It's not a mistake that certain tools are used.
                                         
                                         Those are the tools that work.
                                         
                                         And the tools work because they speak to the audience.
                                         
                                         And so really when I'm talking,
                                         
    
                                         I'm just sort of hitting a lot of the same things
                                         
                                         is the key to being good at the craft of game design
                                         
                                         is just an interesting, it's understanding.
                                         
                                         It's understanding who the audience is,
                                         
                                         understanding who you are,
                                         
                                         understanding what tools you have access to,
                                         
                                         and how those tools impact the audience you're designing for.
                                         
                                         And that is why when you sort of take my whole talk and put it all together,
                                         
    
                                         I'm not really, it is not as if I'm, I'm not hitting a lot of isolated things.
                                         
                                         I'm hitting a very cohesive connective tissue.
                                         
                                         And that boils down to,
                                         
                                         I mean, there are different people who teach game design.
                                         
                                         You know what I'm saying?
                                         
                                         I'm not the only one.
                                         
                                         This is my take on game design.
                                         
                                         And my take on game design really boils down to the following premise,
                                         
    
                                         which is that of the idea of
                                         
                                         you're designing for humans.
                                         
                                         You know, that understand humans, understand what they
                                         
                                         want, understand what they want out of a game, understand what you, what you need to do to get
                                         
                                         those things out of them. And that a lot to me, you know, I've been doing this now for almost 23
                                         
                                         years. And a lot of what I've learned is that, um, the key to making good games is knowing what the audience wants
                                         
                                         and what tools you have available
                                         
                                         to give that to them.
                                         
    
                                         And that, I mean,
                                         
                                         one of the interesting things
                                         
                                         about making the exact same game,
                                         
                                         I mean, a lot of people
                                         
                                         are in the game industry for a long time.
                                         
                                         The thing that's unique about me
                                         
                                         is there are not a lot of games
                                         
                                         that exist continually for so many years.
                                         
    
                                         Because most games that last a long time get made,
                                         
                                         and then there's no more content made for them.
                                         
                                         Okay, Monopoly's existed for a long time,
                                         
                                         but there's not a lot of new Monopoly content.
                                         
                                         There's a little, I guess, but not a lot.
                                         
                                         And that Magic is this unique game where constantly,
                                         
                                         the nature of what the game is,
                                         
                                         is we keep having to make more content.
                                         
    
                                         So it's a game that both has lasted a long time and continually makes new content.
                                         
                                         That's a pretty rare animal.
                                         
                                         And on top of that, I've been doing it continually this whole time.
                                         
                                         And so, um, you know, one of the things that's been interesting for me is it really has made me have to dig in pretty deep.
                                         
                                         That, you know, when you make a game, there's things you have to do.
                                         
                                         But when you make more components for the game, you know, you got to go beneath the surface.
                                         
                                         Like one of the things about when you first make a game is if you've created a good amount of design depth,
                                         
                                         you have a lot of place to play
                                         
    
                                         around in. And early on, you can
                                         
                                         be kind of wasteful of your design
                                         
                                         resources because, you know,
                                         
                                         most games aren't made for 20-some
                                         
                                         years and that you kind of,
                                         
                                         you know, games that have a lot of depth
                                         
                                         to them, you get to use that depth pretty quickly
                                         
                                         because, you know,
                                         
    
                                         you're not kind of saving it
                                         
                                         for 20 years.
                                         
                                         But Magic's got the situation where we're like,
                                         
                                         okay, we have a game.
                                         
                                         It's going on.
                                         
                                         This is our 25th anniversary this year.
                                         
                                         I expect this to go on another 25 years.
                                         
                                         In fact, I expect this to keep going.
                                         
    
                                         I believe I will die
                                         
                                         and the game's going to be far healthier than I'll be if I'm dead.
                                         
                                         But at my wake, people will play Magic
                                         
                                         and hopefully remember me and have fun.
                                         
                                         And I think that part of working on a game
                                         
                                         in which I'm constantly sort of trying to make sure
                                         
                                         that I'm saving space, you know, that I'm conserving stuff,
                                         
                                         it's made me look at games in a very interesting way
                                         
    
                                         that I've gotten very...
                                         
                                         You have to look in a lot
                                         
                                         in order to sort of do the job that I do.
                                         
                                         And so a lot of the point of my speech
                                         
                                         was to sort of teach you some of the lessons
                                         
                                         that I'd picked up.
                                         
                                         There's lots of other lessons.
                                         
                                         I think that each person
                                         
    
                                         has their own way of doing things.
                                         
                                         And part of what I want to say is
                                         
                                         my lessons are for you to interpret,
                                         
                                         to use the way that you see fit.
                                         
                                         I'm trying to provide some truisms that help people. And that one of the things that's really
                                         
                                         nice is I get letters all the time from different people in game design. You know, the fact that
                                         
                                         I've been writing with game design for so long means that there's a lot of people that currently now make games that, you know, at some level, at some point,
                                         
                                         were able to, I had some influence on them.
                                         
    
                                         And they'll write to me and write super nice letters.
                                         
                                         And a lot of times after talks, people come talk to me.
                                         
                                         And, you know, when I went to GDC, it was nice
                                         
                                         because, like, it seems like everybody at GDC plays Magic.
                                         
                                         So it means a lot to me that these lessons, you know, definitely have carried on.
                                         
                                         And, like I said, this is my take on game design.
                                         
                                         I want all of you to get your take on game design.
                                         
                                         It is not...
                                         
    
                                         My belief in teaching about this is not that there's a definitive answer,
                                         
                                         that there's one way to do everything.
                                         
                                         It's more of, I'd like to talk about here are general things I've learned
                                         
                                         and apply those that make sense in what you're doing.
                                         
                                         Every game is different.
                                         
                                         I make magic. It's a trading card game.
                                         
                                         It's a physical game.
                                         
                                         It's got art on it. It has a lot of
                                         
    
                                         components that not every game necessarily has.
                                         
                                         And so there's things
                                         
                                         unique about my game that are very different from other games.
                                         
                                         So
                                         
                                         that's why I made my lessons kind of broad
                                         
                                         because each game has its own requirements
                                         
                                         and its own restrictions.
                                         
                                         But I do think that the
                                         
    
                                         lessons I did, because they were pretty broad lessons,
                                         
                                         hopefully most of them apply. They might not
                                         
                                         all apply, but most of them should apply.
                                         
                                         And I want to
                                         
                                         sort of wrap this up because I just got to work.
                                         
                                         To thank everybody for all the kind words about this
                                         
                                         whole series, about the original speech.
                                         
                                         You know,
                                         
    
                                         there's not a lot of times
                                         
                                         when you sort of make something
                                         
                                         that has the lasting effect
                                         
                                         that this speech has had.
                                         
                                         And it was really cool
                                         
                                         to put together
                                         
                                         and it's been really fun
                                         
                                         to see people responding to it.
                                         
    
                                         It gets quoted all the time
                                         
                                         and that's a big honor to me.
                                         
                                         So I just want to,
                                         
                                         and for all of you,
                                         
                                         assuming you actually listened to all 20 of me. So I just want to, and for all of you, assuming you actually listened
                                         
                                         to all 20 of these.
                                         
                                         So originally I did,
                                         
                                         I did this over 20 podcasts.
                                         
    
                                         So if you've been listening
                                         
                                         to all 20 podcasts,
                                         
                                         let me end by applauding you
                                         
                                         and thanking you.
                                         
                                         The fact that each of these lessons
                                         
                                         itself was something
                                         
                                         I could talk about
                                         
                                         for a whole podcast
                                         
    
                                         kind of shows you
                                         
                                         the depth of all this stuff.
                                         
                                         So hopefully you enjoyed it. I hope you enjoyed this whole talk. I hope you enjoyed the original talk. I hope you a whole podcast. Kind of shows you the depth of all this stuff. So hopefully you enjoyed it. I hope you
                                         
                                         enjoyed this whole talk. I hope you enjoyed the
                                         
                                         original talk. I hope you enjoyed the podcast.
                                         
                                         But, as I always say,
                                         
                                         I'm now parked.
                                         
                                         So we all know what that means. It means it's the end of my
                                         
    
                                         drive to work. So instead of talking magic
                                         
                                         and the 20 lessons, it's time
                                         
                                         for me to be making magic. Hope you guys
                                         
                                         enjoyed the whole talk, enjoyed the series,
                                         
                                         and I'll see you all next time.
                                         
                                         Bye-bye.
                                         
