Video summary
The panelists from Geek Nights argue that designing games specifically for spectators requires a fundamental shift in perspective, treating gameplay not merely as static entertainment like movies but as dynamic musical compositions where every performance offers unique artistry. To achieve this, designers must intentionally layer several key elements into their creations to ensure the experience remains compelling even when observers are not directly participating. These essential components include providing educational value so spectators can learn strategies and techniques from skilled players, weaving rich lore and world-building that allows audiences to immerse themselves in a shared narrative without active play, and fostering community bonds through dedicated spaces for interaction that cannot be replicated at home. Furthermore, games should celebrate artistic expression by allowing distinct personal styles—whether through deck building or creative construction—and incorporate high drama with mechanics that maintain tension until the very end, ensuring that failure feels imminent yet possible to keep viewers emotionally invested in every match.
A critical distinction made during the discussion is between passive spectating and audience participation, emphasizing that a strong spectator foundation must be established before layers of interaction are added; otherwise, engagement risks failing entirely. The concept of "magic" serves as the core mechanism for captivating audiences, defined as feats requiring extreme preparation or skill that appear impossible to novices but become achievable through dedicated practice, much like an elite gymnast executing complex routines or a speedrunner performing frame-perfect inputs in games such as Celeste. To make these skills visible and magical to all viewers regardless of their expertise, designers must ensure game mechanics are deep enough to allow for mastery while including visual feedback that highlights extraordinary achievements rather than just raw pixel movement on screen. This approach ensures that even simple actions can be framed impressively if they require effort invisible to those who have not undergone similar training or struggle against adversity in the same way a marathon runner might.
The presentation also addresses the delicate balance between creating high stakes for emotional connection and avoiding harmful consequences, advising designers against using real money for spectator betting due to risks of addiction while suggesting safe virtual currencies like Twitch channel points instead. By utilizing non-monetary rewards such as designing new game cards or humorous punishments, creators can simulate the thrill of competition without financial risk or dangerous outcomes, ensuring that players are not forced into harmful situations even when rooting for them emotionally. Broadcasters play a vital role in this ecosystem by translating technical feats into understandable narratives through lore explanations and emotional storytelling about player backstories, effectively acting as guides who enhance the spectator experience much like legendary sports commentators do. Ultimately, while making a game fun to play is foundational, true spectatability relies on enabling players to perform these moments of magic that captivate audiences most, transforming the environment into a unique shared story where skill, drama, and community converge.
Read the full video transcript
I'm Scott.
>> I'm Rim.
>> And we are the hosts of Geek Nights.
It's a podcast if for some weird reason
you want to listen to that podcast. It's
free. You can just go to our website and
there are thousands of episodes of us
talking with no ads that you can
download and listen to. If you really
are that sad that you're going to spend
time in your life doing that, it's an
option. [laughter]
Wouldn't recommend it, but it's an
option. Just letting you know. Today
we're going to talk about designing
games for spectators.
All right. Do you want spectators?
>> That's a question you have to ask if
you're making a game. Do you expect this
game to be watched by people? Do you
want it to be watched by people? Uh, a
lot of games, I think, were designed
from the perspective of the of the
player having fun. I think a lot of
people in the early days of video games
couldn't have imagined that there would
be events like this where people watch
other people play Mario Brothers and
that is entertainment,
>> right? But as a game designer, when
you're making a game, you might not care
if anyone watches anyone play it. Or
maybe you really do care. You really
want a game that people are going to
want to watch people play. And if that's
the case, then we're going to give you
some advice. And if it's not the case,
you can go to the concert. You don't
need to waste your time in this room.
Nobody got my joke. I'm happy about that
because it's inappropriate. Okay.
Think about a game, right? compared to
say I don't know a movie or a song,
right? A movie you just kind of press
play and it it plays, right? It's sort
of the end product, right? Nothing
really. You can't watch someone watching
a movie.
>> Well, you can and there are in fact
plenty of YouTube channels that are
let's play let's plays.
>> Sure, but that's kind of weird.
>> That's also meticontextual postmodern
nonsense. So,
>> since we're at Magfest, we'll talk about
music. Think about a song as opposed to
a composition, right? It's like, well,
you could, you know, just enjoy looking
at a musical composition, I guess, but
it's probably not, right? Instead,
somebody plays or performs the
composition, and that performance is
then a art form. It's the composition is
an art form, but so is the performance.
And the performance is the one that's
sort of worthy of being spectated,
right? The composition is sort of like
it's art, but it's also an art factory
because every time someone performs and
interacts with the composition, a new
art work is born, which is a different
kind that is spectatable but kind of the
end. I guess you can even go further
with music because you'd be sampling and
stuff, right? But
>> remixes, repeats,
>> games are sort of unique, right? If you
think about compositions, it's like,
well, only like talented musicians and
people will play songs. Most people
don't, right? Right. I mean, you've seen
karaoke that exists,
>> I guess. Sure. But games we tend to
think of a lot, especially video games,
as more like the end product. But no,
games are like compositions, right? A
game is just a list of rules. The same
way a musical composition is just a
bunch of, you know, notes in a on a
piece of paper.
>> But the musical composition is primarily
instruction of how to pay the play the
piece correctly. And while there is
clearly I'm a musician, there is
well, there are wrong ways to play
songs. Sometimes
>> depending on the intentions of the
composer, some compositions, if you look
at them, give more specific instruction.
Some give less specific instruction, but
you don't expect someone who's playing a
Mozart sonata to start trying to frame
get the frame timing right to break the
piano.
>> Right?
>> The point is a game, whether it's a
tabletop game, a video game, a sport,
whatever kind of game, is more like a
composition where every time someone
plays it, a new artwork is generated.
The play of a game is itself a work of
art, right? And so when you are
designing a game, you're designing the
composition artwork. And you need to
think, well, someone's going to perform
this game the same way, right? As right
and I need that performance that
someone's going to make out of this
composition to then be something that
someone else would want to watch or
listen to or experience and so forth,
right? And it's not always the same.
You, you know, most of the time, right?
Is that the Oh, it's not the next slide.
That's okay.
>> I think preface this. We sometimes
repeat talks. This is a brand new talk.
So, this is sort of our workshopping
period.
>> Most of the time, right? A good game
that someone enjoys playing is going to
be a game that someone enjoys watching,
right? Someone play most of the time. A
song that's good that's enjoyable to
play is a song someone would want to
listen to most of the time. But it's not
necessarily true, right? You could have
a song that's fun to play and no one
wants to listen to it, right? or a song
that's, you know, really unfun to play,
but is like a total jam and people are
freaking out.
>> Any bass players out there? A lot of
great songs, not fun to play.
>> Anyway, all right. So, also, right, a
lot a lot of our panels, we're talking
about game theory and stuff of that
nature where there's like facts
involved. None of this is fact, right?
It's subjective because there's always
going to be some sicko who wa likes
watching something that's really boring
that most people think is boring or
there's going to be someone out there
who like really loves playing something
everyone else hates to play.
>> I mean, I watched someone else play all
of Fantasmagoria once.
>> Sure. Right. And so, it's all
subjective, but what the things we're
going to be talking about here are
things most people enjoy watching.
Right. What will get you the most
spectators? Yeah. If you make the paint
drying game, you'll get a spectator
somewhere, but probably not too many,
right? These are things that will appeal
to most of humanity and we're going to
ignore the outliers that absolutely
exist.
>> Got to warn you a little bit though.
We're going to talk a little bit about
sports because sports,
>> we talk about a lot about sports. We
always talk a lot about sports because
sports are games. Okay. All right. And
like I was saying before, obviously the
first piece of advice is just make a
good game because a game that's fun to
play is usually fun to watch, right? But
not necessarily.
But if you want advice on how to make
good game, that's not this panel, right?
We're not talking about that today. You
can go get that advice in 10 billion
other places. There's not enough advice
on how to make a game that's fun to
watch. And those are the things we're
going to talk about today. We're not
going to tell you how to make a good
game, but if you do, you're probably
most of the way there in making a
spectatable game.
>> Bad games are often also easily and
genuinely spectatable,
>> depending on how in the manner in which
they are bad.
>> Yeah.
>> Right. Okay. So, why do people spectate
games?
>> Silence.
>> Entertainment. [laughter]
>> Nobody knows. We're going to go through
a whole bunch of reasons that people
spectate games. And each of those
reasons, we're then going to talk about
how you can design your game to take
advantage of that reason, right? Because
every different person, right, has a
different reason that they enjoy
watching, right? So, you know, in even
if it's different kinds of artwork, I
like these songs because I like to dance
and they're very dable. I like these
songs because I I like being sad and
they they give me a sad mood, right?
Every person has a unique reason. The
more reasons you hit, you're gonna get
more spectators because then you get an
audience of spectators who are all there
for different reasons,
>> right? If you h if you really nail one
reason, you'll get everyone who has that
reason, but you won't get anyone else.
Right? Because Right. And obviously each
different person has a different
combination of reasons. It's not like a
yes no thing, right? It's like I really
have this reason. I don't have that
reason at all. And every different
person's unique, so it's important to
hit as many reasons as possible. And so
for each reason, we're going to give you
game design instruction on how to make
that reason appear. Okay, first reason
to learn the game, right? People will
watch chess. Why? Because they're
playing chess and they want to learn
chess strategies.
>> You want to learn a German board game.
You don't want to read the rules. I know
you don't want to read the rules, but
that's a common topic in our lectures.
So what do you do? You watch someone
else play the game till you figure it
out.
>> Yeah. It's, you know, not just
strategies, rules, right? but and you
know other various techniques and
especially if it's like a sport, right?
There's a lot you got to learn by like
watching someone else do it. You might
even watch yourself because you just
played and you got to go back and check
the tape and and see, oh, let's check
the video review. Uh and then your coach
comes and is like, you really screwed up
on that play. And you're like, "Ah, I
see how I screwed up on that play."
Right? Review is still a form of
spectation.
>> I play a lot of Overwatch these days.
Not that I'm good. I'm like gold like
eh. But uh when I play Overwatch, I
enjoy it. When I watch other people play
Overwatch, I actually don't care about
the league. Like, I don't care which
team wins. I don't know the names of the
players. I don't care about anything,
but I'm watching the people who play the
characters I'm good at to see what
they're doing to learn from them. And
I'm watching the people who play the
characters that always wreck me so I can
understand how they are going to wreck
me in the future. But I don't enjoy
watching the league at all. I only enjoy
learning from watching the league.
>> Yeah. It's like, you know, you might not
if you don't really care about any of
these other reasons we're going to get
to. If you yourself play the game, you
watch other people play the game
hopefully who are better than you but
may or worse than you and that helps you
study and enhance your own skills,
right? By watching the game go on. All
right. To learn lore, right? So,
sometimes games don't really have any
lore, right? It's but usually once
there's an organization around the game,
if it's a competitive organization or if
there's some manufactured lore, a lot of
games have manufactured lore like video
games with big, you know, fantasy worlds
or whatever, world building and whatnot.
Maybe if you're just one of those people
who likes lore, the kind of person who
might read a fantasy novel or watch a
soap opera or something, you can get the
lore experience just by watching the
game without actually having to play it
yourself.
That's a very valid reason to play a
game. This is, I think, one of the
reasons why a lot of us game spectation
isn't new. Everyone from the earliest
days of video games spent time sitting
on the couch while their friend played a
single player game. And we might have
thought, "Oh, I'm only doing this
because I can't play the game." But I
think we genuinely enjoyed it. But then
there was the case of Final Fantasy 10.
I did not want to play that. I realized
I've played half of the Final Fantasy
mainline games that were ever made, one
through seven. So, as a result, uh, I
didn't want to play 10. I didn't want to
grind. So, I watched our friend play the
game, and whenever he was fighting, I
wandered away and played on my GBA
instead. And I got the best experience I
could get. Yeah. Uh, so if you're a game
designer and you want to include lore in
your game, right? You can obviously just
make a game that's the kind of game that
has lore, like an JRPG, right? You could
manufacture lore, like say pro wrestling
with manufactured lore, although that's
not a game. It's just it's just
performance
>> though it is adjacent and related.
>> Yeah, it is very relevant to what we're
talking about today, right? It's it's
just pure spectation. Um you could do
that or you can create an organization
and make sure that when you create this
organization for players of the game
that you record the history and build
traditions and build lore. You're at
Magfest here. Look at how much Magfest
lore there is just from it existing.
There's a Magfest museum. People going
in the hallway, right? That's lore and
that comes just from existing for a long
time and having institutional memory. So
to have institutional memory, you need
an institution. So if your game has an
institution and it carries on and you
don't forget things and you right, you
carry on your traditions, the game will
have lore. Okay? And that brings us to
the culture and community, right? So
it's not just enough to have lore.
That's one thing that can bring a
community together. Like the Magfest
culture brings Magfest people together,
but people will spectate a game because
when they go to watch the game, there's
someone next to them watching the game
with them. You can make friends because
you're watching together, right? And
then you can talk to this person about
what's going on.
>> Like, ah, that goalie can't make a save
to save his life,
>> right? They a lot of people who have
dialogue during like watching a hockey
match don't actually care that much
about hockey. They're just with someone
who cares a lot about hockey. We have a
lot of We're Rangers fan, so I'd say
sorry, but no, our team's terrible. But
when we're at a Rangers game with
someone who is not a big hockey fan, we
almost get them hyped up by telling
about the game and getting them excited
about it in a way that they wouldn't be
if they were on their own. They wouldn't
even watch the game if they weren't like
with someone like us, right? It's like,
you know, in college we would go to the
college hockey games. Why? It's like,
yeah, we cared about the team winning.
We wanted to watch hockey, but we were
also there. It was sort of a community
gathering with all of the other people
from the school. It was like a, you
know, there was a big unity thing,
right, with everyone in our university.
It's like, yeah, we're on a team. In my
neighborhood, there's a bunch of old
Greek people who live there where I
live. And they have these little like
storefronts that they own because they
were there for so long, they can own
property somehow. I don't know how you
do that. And they have like soccer
clubs. So it's like the Athens whatever
soccer club and the old guys gather in
this little you know storefront where
they have a TV and tables and maybe a
kitchen or something right and it's like
ostensibly their spectation is bringing
them together right as a community into
this space and they're also altogether
fans of the same team or whatnot. Now
mechanically a lot of why this happens
is because when you have a shared
experience in the modern world where all
experiences are mediated that shared
experiences brings people together more
directly and intimately in a way that
you can't really get in other ways. It
puts you in the same consensus reality.
So if you all watch the hockey game,
it's not just oh you can chat about the
hockey game around the water cooler. No,
it's you have this shared experience
whether you liked it or not. And that
shared experience naturally brings
humans closer together.
>> You think about if those Greek guys, if
they didn't have that little club, if
they just watched the game alone at home
and had no one to talk about the games
with, do you think they would still be
watching? Maybe, but I think a lot less
likely, right? So, as a game designer,
how do you build culture and community?
Well, you have to create a community
space to bring the spectators together,
not the players. is you have to bring
the spectators together so that they can
talk to each other and build a community
around what they've seen. It could be as
simple as Discord server or it could be
more.
>> Think of AGDQ. We watch a lot of us
watch speedruns at home on Twitch in the
comfort of our houses. But AGDQ exists
because there's a community of people
who go there in person. The experience
of seeing the speedrunner is not
different. In fact, it's often worse if
you're at AGDQ. But the experience of
being next to someone watching the same
speedrun is there,
>> right? and you're chatting it up and
you're cheering and you're yelling about
orbs or deer force or whatever's going
on there, right? Weeiwoo. Okay.
All right. So, people will watch a game,
right? Because the designer of the game
is inserted artwork, right? Normal forms
of artwork, visual artwork, musical
artwork, any kind of forms into the
game. And you don't need to play the
game to experience those, right? You can
hear the music of Final Fantasy without
playing.
>> I'll give you a real good example. You
ever you ever hear that game Poker Night
at the Inventory? Uh
>> I pirated that entire game by watching
someone else play it on YouTube
>> because the game was basically a little
TV show and I didn't need to play poker.
I've played poker before.
>> Right. The design, all the artwork that
was enjoyed by Rim for that game was
jokes that were in the game that the
designer put there or the designers or
the game developers. And so it wasn't
something the players added. So, all you
need to do is watch the game and you'll
see it and you're good. You don't need
to play yourself.
>> You'll know a game has done this if
there are a lot of long plays of the
game on YouTube and out in the world.
Uh, more so than there are commentated
or react reaction streams because that
means a lot of people are watching that
game like a movie.
>> Yeah. So, the reason Galactus is here is
because I used to play Marvel Snap back
in the day. I [laughter] quit like last
year. And if you don't know, in this
card game, this is a card game. When you
play the Galactus card, he goes kneel
before G. And it's like a crazy
animation happens and he like destroys
the board. And if you play the game, it
gets boring after a while. You see it so
many times. But if you're watching the
game, it's kind of funny, [laughter]
right? Cuz it comes out of nowhere,
especially when the other player does
it. And it's like a big surprise. You're
like, "No, Galactis. Oh my god." Right?
And that's an animation and a surprise
that the game developers insert into the
game that's enjoyable to see uh when the
game is happening. So, if you're
designing a game, make sure you got good
animations, good music, good artworks,
funny characters, things to cosplay, all
those sorts of enjoyable, right, art.
Don't just make I mean, you might be
able to get away with like a Mr. Gaming
watch. That's a beautiful art in its own
right, right? But don't make something
that's ugly and boring that no one
likes.
>> Crazy example, if you have a party, you
could have someone people playing shapes
and beats in the corner and that's the
music in your party. That is spectation
just not with your eyes.
>> Sure, why not? Now, we talked about the
designers player artistic expression.
This is absolutely huge and I think
neglected, right?
Some games don't give players space,
right, to express themselves, right? Uh
you might think like, I don't know,
tic-tac-toe, right? It's not really
styles of tic-tac-toe, right? It's not
like ah he's playing Washington's
gambit,
>> right? [laughter]
So, if you think about if you just
advance a little bit to say chess, it's
like, "Oh, yeah, that guy plays really
aggressively, right?"
>> Well, think about all the people
recently, it was popular for a while,
the Bong Cloud Offensive, right?
>> In chess, that's a real offensive. It's
like, it works. That's a thing, but
people get excited about watching it
because they're It's not because it's
technically that good. It's not a good
chess strategy, but they I don't know if
it is or not.
>> It's not. But they enjoy watching a
chess expert use that strategy. That
player, that chess expert could choose
any chess strategy. They chose the bong
cloud on purpose. Probably because they
also think it's funny.
>> Yeah.
>> What is the bong cloud?
>> We don't know.
>> The bong cloud is a strategy in chess,
like a set of moves that you can follow
just like like all the openings. You
know how you script an opening in chess?
like uh the uh the Polish openings is
the one I use where you move this one
you move one pawn forward first to open
up your bishop uh chess openings are way
beyond the scope of this talk however
>> we don't know enough about it Google it
okay and don't ask us any more questions
all right so uh yeah play artistic so
this your play style different players
have different play styles and so a
spectator might be watching right to
because they go oh the way that guy
plays is really cool I really like their
style oh no you know she's got this
amazing slow roll I love the way she
slow rolls it. It's so cool, right? It
goes further than that. If you think
about more expressive games that give
players room, maybe Magic the Gathering
or the CCG, it's like, "Oh, look at the
decks." Right? Making a deck is a way of
expressing yourself.
>> Yeah, I love to play a deck. That
doesn't win the normal way. It wins the
weird way. Or it's just trying to make
the other players time miserable,
>> right? Or even a fighting game, just
choosing a character is a form of
self-expression. Like, this is the
character that I pick. or oh no that guy
that person always plays the meta all
the time right that's their right way of
expressing themselves through the game
and then it gets much bigger they're
like Minecraft which is basically just
like a canvas where people make art
right it's like oh yeah you can really
express yourself in Minecraft and then
of course in our photo the tabletop RPG
where your players people playing the
game are literally writing a book or
making a movie of their own I still
don't think all the people in that photo
know we use this photo in like all of
our talks that is our gaming group from
longer ago than I am comfortable.
>> So long ago, I had hair. Bottom left,
that's my hair. It's gone. Uh but yeah,
if you are a designer and you want to
make a game that people are going to
spectate, make a game that gives players
the opportunity to express themselves,
right, in whatever way. It could be as
simple as choosing characters or their
strategic style, or it could be as big
as your game is an artistic canvas for
people to create art that people will
want to see.
>> Dance Dance Revolution. You don't want
to watch someone doing this. Some people
do, but some people want to watch
someone actually try to dance. Sure. All
right. Play style expression. We talked
about that already because we forgot
this slide was here. [laughter] Okay.
The atmosphere, right? Think about the
atmosphere at Magfest,
>> right? How does it feel like to be at
Magfest? People will come to Magfest
just to feel that feeling of being at
Magfest. I love the feeling of walking
into an NHL arena during the playoffs
because the energy is just this unique
thing that no other sport has. They have
their they have different energy in
their playoffs, but hockey playoffs have
this energy. And even if the Rangers are
going to get swept in the first round, I
just want to be at MSG and experience
that energy.
>> Right? The way I always describe it is
think about your house, right? Your
house, wherever you live, all right? It
might be an apartment. It might be a
box. I don't know. when you go to your
home, your shelter that you sleep in,
right? It has a certain feeling. That's
the feeling you feel basically every day
when you go there. Now, imagine the same
house, but you're hosting a barbecue
that day or some kind of party, right?
Or it's Thanksgiving and people are
coming or maybe someone's staying over.
It's a special occasion. The same space
has a totally different vibe in that
situation, right? If you go to an arena
and there's a preseason game happening,
there's a particular vibe. [laughter]
And if you go to the arena and there's a
regular season game, there's a it's like
a completely different It's the same
building with a completely different
vibe that's happening. If you come to
this building when there's no magfest,
imagine what it will feel like.
>> It feels weird to be in this building
when there's like a normal thing
happening.
>> You just came here and there's no con.
It was not even Katukon, just like on a
random weekend. It's it sounds weird if
you but it it feels like it's dead,
>> right? The thing that the event that is
occurring in the space can create a
feeling and a vibe in the space that
completely transforms everything, right?
You can imagine what it's like to be at
a sumo wrestling contest, what the vibe
might be like there, right? And so
people will want to watch and a lot of
it is just to experience that feeling
and that atmosphere that you could not
experience otherwise. So what you want
to do as a designer, you need to make a
game whereas when it is played in the
space it occupies, whether it's a living
room or an arena or a stadium or
whatever it is, right, is transformed
into a vibe of some kind that appeals to
people, right? Another example, the
streets of France and right, it's just a
street in a mountain. Oh, but on today
the tour to France is coming through and
the vibe is totally different, right?
Because there's a bike race coming
>> and people who they don't get to see the
race. If you go watch the tour,
>> you see it for like two seconds.
>> That's it.
>> Done.
>> Right. Yeah. Okay. All right. High
drama. This is sort of obvious, right?
But there's a buzzer beater in
basketball. Right. Now, in my opinion,
basketball is one of the best games to
play. And a lot of people disagree with
me. In my opinion, worst game to watch,
right? Except when there's a really
close score at the end, right? And
suddenly you get high drama [laughter]
because the score is really close. Who's
going to win? I don't know. Right. And
so basketball, the design of basketball
sort of allows for the possibility of
high drama, which would make spectating
exciting, but not always because
sometimes it's a blowout.
>> Now, this is where games really differ
from other forms of media because
there's no drama around whether or not
the pianist is going to finish playing
the composition.
>> Oh, there could be.
>> There could be. [laughter] But in a
scripted like a TV show, it's like the
drama is locked in in a TV show, right?
The drama is locked in and the pro
wrestling.
>> Uh case in point, the the game design of
ice hockey during the regular season, if
they don't win after one little overtime
thing, they do a shootout and the game
ends. But if it's finals, if it's the
Stanley Cup playoffs, they just keep
playing hockey till someone wins.
>> If you haven't gotten, we're going to
talk.
>> It could literally go forever. How you
were there stuck for
>> I was stuck there for three innings and
at three over three overtimes. They
don't serve food anymore. I almost was
tired of hockey but at the same time the
puck could go into either net at any
second.
>> Yep. Golden. All right.
>> And the Rangers lost.
>> Yeah, we did. Of course we did.
>> Of course we did. [laughter]
>> We're supposed to lose. All right. So,
as a game designer, you need to create
opportunities in the game for there to
be high drama. You can't have the flow
of the game itself be boring, right? or
at least you want it to be dramatic most
of the time and that means you want to
have you know I don't know if it's
scoring might not every game has scoring
the way sports most sports do right but
you want it to in basketball scoring
happens a lot it's like you're scoring
baskets left and right getting over 100
points 50 baskets per team each one of
them is not very exciting it's like yeah
you got a basket clap clap clap right in
soccer a goal is a crazy deal right they
almost never score a goal sometimes they
don't at all score a goal and there'll
be a tie high 00 or something.
>> I have a I have a a co-orker from Brazil
uh who basically said every goal in
soccer is an orgasm.
>> That's right.
>> And so you want to make your game have
enough because if no one ever scores,
you don't get excited, [laughter]
>> right? It's like there's no zero goals,
zero orgasms. Let's just be
>> right. You got to have the right amount
of action and you got to keep it close.
So there's always this uncertainty,
right? intention in the game from
beginning to end as often and frequently
as possible.
>> A great example of this, the genre of
game I'm going to call make a guy go
higher and if you fall it sucks until
you eventually get to the top. There's
lots of games like that.
>> It's a benotty.
>> Lots of people are very excited to watch
those games because they are watching
someone else on a razor's edge for
potentially hours.
Okay. So, make sure your game has high
drama and people want to watch it
because they'll be experiencing that
tension through empathy, right, without
having to play it themselves.
>> Could be anti-mpathy. You want them to
fall.
>> Yeah.
>> Okay. Emotional stake. So, here's the
New York City marathon, right? Not the
greatest thing to watch. You stand on
the side of the road in the cold. You're
maybe your one friend in the race goes
by once. You see a bunch of people you
don't know. Maybe you just keep clapping
and sharing or whatever. There's some of
the other things we've talked about are
happening here. The community thing is
happening, right? Uh you know, the
tradition, right? That kind of thing is
happening here. The lore, the lore is
happening here.
>> Well, like the community thing, the the
because I ran it once. I got a pretty
good time. I'm pretty fast. But, uh
every burrow is almost like representing
itself. Like the people in each burrow
that it goes through because it goes
through all five burrows are like there
partly because it's coming through my
burrow just like the tour to France
people come out just to be a part of
that moment. Yeah. But a lot of the
people spectating I think you know
they're willing to stay out in the cold.
Why would they stay out in the cold?
They have an emotional investment in
what's happening. Someone they know is
running right in this race right and
they're pulling for them. A lot of times
the people running in the race have, you
know, stories, maybe a story of fighting
disease or something in their lives and
like this is, you know, they worked up
to this. Maybe someone had, you know,
was really unfit and had a had a fitness
journey and became fit enough to do this
or they're really old and they managed
to do it and it's amazing. And it's like
you're just so proud of someone. It
doesn't matter about the winning, the
losing, the game, the race. None of that
matters. There is something emotionally
tying you to what's happening here,
right? It could even just be, you know,
the the beauty of this thing that's
happening or just the sheer number of
people that are going by is just so
emotionally overwhelming. This one can
be dangerous, though. Think
[clears throat] about how a percentage
of parents get when they are spectating
their children playing sports.
>> Yeah, don't [laughter] do that. All
right. So, if you're designing a game,
how can you get people emotionally
invested? force their children to play
it and make them watch.
>> You could say it's not easy actually,
right? If your game is new, people don't
have a personal history like with the
game, right?
>> No one who care. No one cares who wins
the rim, the first annual Rim Cup in a
sport I made up today,
>> right? Uh and if no one they know is
participating, they don't care about it
in that way, right? So if it's a brand
new game, you might try to find
something to attach yourself to or you
know create lore using the previous
techniques.
>> I think you've got to make it such that
the people who are participating there
is a high barrier or a high bar or an
extreme visible effort that really put
like almost puts that empathy feeling
into the spectator, gives them that
connection.
>> Yeah. But it's it's quite difficult to
do this but it's extremely powerful,
right? All right. It'll get someone to
stand out in the cold powerful. Okay.
Real stakes for players. So, you watch
the prices, right? You don't win a car
for watching the prices, right? Do you?
Right.
>> But I'm really excited.
>> If you could if you could, you know how
many cars I would have? [laughter] I
would have all I guess I would have been
a child with a bunch. I'd have a bunch
of 80s and 90s cars. I have no car newer
than me.
>> I mean, I feel like everyone who grew up
in a certain era was really good at
Prices, right? Because you watch it
every time you were homesick. you watch
who wants to be a millionaire. You know
how many millions I would have? Oh,
[laughter] it's like don't have any. Uh
but when other people have stakes,
right? I guess it's sort of an emotional
investment, you could say, but it's the
stakes is what's bringing the emotion,
not some sort of story or personal
connection that's happening.
>> One of the favorite games I ever watched
on YouTube was an old college humor
thing they don't do anymore. And it was
basically they did this shtick where two
guys played one round of rock, paper,
scissor. The loser had to walk from
their office in Manhattan to one of
their grandparents houses way out in New
Jersey. This is like a two and a half
day walk. It was one, two, three, crap.
And one of them just starts walking and
then the entire rest of the video is
watching him walk to New Jersey.
>> Right now, you obviously don't want to
put stakes in your game that are going
to harm anybody, right? But I just want
to consider for a second. Let's say
there was a game of coin toss. Not a
very exciting game to watch coin toss.
These smart people are going to the
concert. [laughter] Go. If you want to
watch some If you want to watch coin
toss, that's really boring. Now, what if
it's coin toss and if you miss you die,
right? You got one coin toss, 50% chance
of dying. Some sicko who's the kind of
rich person who would watch the Squid
Game or the Hunger Games or whatever is
going to watch coin toss or die, right?
Because, right, they're that kind of
person. But what if you're just playing
a game with your friends and it's loser
has to just bite into a lemon, right?
That's a lot. That's safe.
>> What's with lemons at this magfest?
>> It's a lemon magfest cuz it's Mega Man.
He shoots lemons. That's why um there's
some consequence that is entertaining in
and of itself, right? That could be
humorous, right, for the loser. And of
course, rewards. If the winner is going
to be rewarded, there is some sort of
empathy you have with the winner. And
you feel like a winner when your team,
your whoever you're rooting for or just
some random person at a game show is
also a winner. You feel like a winner.
>> Think about the pop culture notion of
how many people say they watch NASCAR
just in case there's a crash. Like
that's a thing.
>> Yeah, those are those are that's
definitely drama and stakes, right?
[laughter]
Uh but you know, it could be stakes
winning a championship or you know, I
don't know.
>> I saw a guy win the car at MSG once.
>> Oh, right. Yeah. It's like, yeah, it's
just during the intermission, it's like,
yeah, shoot the puck through this tiny
hole, win a car, and you know, it's like
suddenly there's a guy you never heard
of. They just told you the rules of this
game in two seconds.
>> The game's basically impossible
>> and now you care suddenly, right?
Whereas otherwise you wouldn't care.
Why? Because there's stakes and everyone
goes crazy when [laughter] it happens.
Uh, make sure that you make your stakes
in your game, if you're going to add
stakes to the game, don't make them
painful or hurt people with the stakes
in your game. Obviously, I don't even
know. Uh, but make sure you can afford
the rewards, right? There could be
danger and positive rewards as well
because people could end up, you know,
if the reward, let's say the reward for
like a really dumb game, right, is like
a million dollars.
>> That's the plot of Running Man.
>> Exactly. Right. People
>> don't play Running Man.
>> Right. The reward is a positive reward,
but now people actually harm themselves
playing the game, right? It's like
they'll stay up all night practicing and
training and and you know do things they
shouldn't do because the reward is so
tempting that now the players are
obsessed with your game and you're
harming the players. The spectators
aren't harmed.
>> The spectators however are complicit
because then they you are basically in a
dark pattern system that is going to
cause people to harm themselves directly
for your entertainment.
>> Right? So you have to be careful with
stakes whether the stakes themselves are
positive or negative because either can
cause harm. But if they are balanced and
nice and fair, like, oh, you won the
trophy, right? There's nothing wrong
with that. Or it's like, hey, you won
the local Magic tournament, you won the
Baka Magic cards. Okay, it's that's, you
know, you won a silly hat for winning a
Mag Fest tournament, you win a medal for
It's like that's all good, right? So,
but it makes people want to watch,
right? Okay. Real stakes for spectators.
Do not gamble ever under any
circumstances unless you are the house.
If you are the house, [laughter]
if you are a casino, gamble. And I guess
you're evil, but it it's going to work
out for you, right? If anyone here has a
gambling app on your phone, delete it.
Now, if you have more than one, delete
all of them.
>> There's one exception, salty bet, cuz
that's not real stakes. That's not real
money.
>> If you have a real money gambling thing
on your phone, you delete it before you
leave the room, right? Whenever you got
in there, withdraw and delete.
>> We have another talk you can find on our
website. 70 or 80 of our talks are on
YouTube, but we've talked at length
about the specific nature of game
mechanics that can lead to addiction.
Gambling is a big problem right now and
sports gambling is way out of bounds for
this talk, but it's going to be a even
bigger problem over the next 10 years.
>> That's right. Okay. But it can't be
denied that if there are stakes for
spectators in the outcome or whatever
happens in a game, Yeah. that's going to
increase spectation. That's it.
>> You can't not mention it because it's
true. It will cause spectators to want
to if they can influence the game in
which case they are no longer
spectators.
>> Yeah. Now there are games that could
have fair and acceptable stakes for
spectators, right? Maybe uh what we said
before, right? Maybe your brother or
your your someone you know is competing
and it's like okay well there's an
emotional investment. I I I'm rooting
for them to win. But it's like no, if
they win, then it's like they're going
to be rewarded and they're in your
family and you're connected to them and
you'll be sharing that reward somehow,
right? It's like if someone in your
family becomes a pro alete or a
champion, like an Olympic gold medal,
you will see material benefits, right?
It's going to happen. Um, and there's
nothing wrong with that really,
especially for Olympians. They're
underrewarded most of the time, the vast
majority of the time, right? This is
where tournaments with playoff
structures in any game can work because
if they'll do this, if you are a
spectator who want to watch a game and
want to watch a team or go to a
conclusion and the season ends, it's
over. But if they make the playoffs, the
stakes are I get to watch even more
hockey.
>> Yeah. It's like when I watch, you know,
we're going to watch hockey games and
like Rim said, if they make the
playoffs, we get to go to playoff games.
But you know what? There's another
stake. If they miss the playoffs, they
promise us the ticket prices won't go up
next year. So, we win either way, but
it's still at stake for us, right? We
the worst outcome is if they make the
playoffs, but they're a shitty team and
we know they can't win and then we have
to pay for playoff tickets and the
ticket prices go up next year and we
don't win the Stanley Cup. That's the
worst outcome. We want to either win it
all or we want to suck. We don't want
>> Sabers are up 3-1 into the second.
>> Of course, they are. [laughter]
We don't want anything in between is
unacceptable. It's bad news. But there
are stakes for us, right? Rather than
just our loyalty to Laundry of wanting
the people wearing our team's jersey
winning the game. [snorts]
Okay. And so obviously if you're making
a game, if you're a game designer, how
can you make stakes for spectators that
are acceptable? And I think the most
acceptable way is to just do gambling
but not gambling with any real money.
Remeion the salty bet, right? If you
think about like when you go on Twitch
and you bet your channel points on
something, right? It's like it doesn't
matter if you lose all your channel
points. That's why people will go all
in. Who cares? It does. It's not worth
anything, but it's still fun and you
will still watch and you'll still get a
little bit excited when you double your
channel points and you'll still be a
little bit bummed when you lose all the
channel points. Um, and there might be
other ways to have spectators, you know,
feel the impact of the result, you know,
and to care about what's happening on
the field or whatever the the game is.
Uh, another good example would be like,
um, I guess it goes back to lore as
well. When I played Netrunner, the prize
for winning the Netrunner World
Championship when it was still a thing
is you would get to design a card. The
champion could design a card. So stakes
for the w the actual players and that
card would go into the game and be
printed and become a legal card which
was stakes for everyone who played that
now this card would be in the sets and
the card would say on it this card
designed by x-year world champion so and
so and that's lore. So that one thing
they had with their competitive
structure did hit on three of these
items right and made netrunner a very
spectatable game. Uh as it's one of the
ways it was a very spectatable game.
Okay, it's debatable whether audience
participation is still spectating or not
because once you are participating in
some way, are you still a spectator or
not? Are you now a player?
>> I'm going to say that we don't need to
make that pedantic distinction because
they are fundamentally different
experiences. And Jackbox is a great
example. The people who are spectating,
interacting in Jackbox, you'll notice
the game is the games are all designed.
They have very little impact on what
actually happens in the game. It's
almost but not quite fake interaction.
It's like you give them a box a toy to
play with with a bunch of buttons, but
the buttons don't actually do anything
at the end of the day.
>> Yeah. It's just like, okay, you you got
the most likes and you the player can
feel good about that, but they didn't
win the game. Not Not that anyone cares
who wins Jackbox anyway.
>> You better not. Yeah, [laughter]
but if you haven't played Jackbox,
there's a whole audience thing that
happens where there are some people who
are actually truly playing and a whole
bunch of people have some interaction
with what goes on even though they're
not really participants in the game. And
there's other ways to do this. Think
about baseball. You're like, "Wait a
minute. The audience doesn't, you know,
interact with actual baseball happening
well. They can get loud and that could
potentially interfere with what's going
on in the game. They catch a foul ball.
Now, that doesn't change the result of
the game, but it's still a physical
interaction between the person and
what's happening on the field, right?
That ball that was just being played
with is now in their hands. Like they
feel like they're part of the game. Or
if they're sitting in the front row,
they can interfere with play if
something weird happens and it happens
once a year. I don't know, something
like that. I think this leads into
[clears throat] the the like chance in
soccer or the way the Twitch screen
stream screens will blow up as people
all typing the same things.
>> You've seen I've seen in like college
basketball all the people behind the net
will like try to or behind the field
goal in football will try to distract
the kicker or the free throw, right?
>> Notice how almost every major sport will
have the sounds that play that force all
the humans to do something. D clap clap
clap clap clap.
>> Right. Uh we're going to of course
hockey. We can't neglect hockey. You can
bang on the boards if you're sitting in
the front.
>> You're kind of expected to.
>> You can go mess with the person in the
penalty box if you're sitting in the
[laughter] front. There's usually ways
for people who are spectating, you know,
even on Twitch to somehow interact in
some way and participate with what's
happening.
>> I was at a Detroit Falcons game once and
I saw a guy get into a fight with a
hockey player from the crowd. You watch
GDQ and it's like, well, you can donate
and they read your donation and then you
can pay for the incentives and you might
not be, you know, meaningfully
interacting with the exact game being
played right now, but you're still
having a part, you know, you're
participating and you're influencing the
experience that is unfolding before.
>> Think about how invested people get in
Save the Animals, kill the animals every
year.
>> Yeah, it's a thing. So, uh, how do you
do this? Well, obviously you just have
to make, you know, once you have to have
spectators first, right? If you don't
have spectators, the trying to do the
participation first is sort of a bummer
because it's like you made this little
ghost town where like nobody's doing
this thing that you've part of the like
there's no spectators in the Jackbox and
it's kind of sad. You have to get the
spectators first and then you can add
this and then that will make you know
it's you can only add this point after
you have spectators using one of the
other techniques.
>> But basically what you're doing is
designing another game or another
experience that's like a wrapper around
your main game but not necessary for
your main game. Bomberman's got a great
example of something adjacent to this.
In Bomberman, big multiplayer Bomberman
game, when you die, some of the modes
now you're off on the side of the map
and you can kind of interact a little
bit.
>> You can literally throw bombs in.
>> Yep.
>> Yeah, that's a little more than player
participation still.
>> But that barely matters unless the
people who are in the game are really
bad at the game,
>> I guess. But it does. You were former
players who are now [laughter]
>> That's true. But now you now you're
spectators who are participating to a
minor degree. I think it's the degree of
participation and it's a gradient. It is
a great, right? But find a way for
people who aren't the players to do
something or to feel like they're doing
something that matters to the game
itself. All right. So now, all right,
we're good. Timing's a little short. All
right, so there's something that's been
on on my mind lately, right? And so this
is the big one, and it's the reason why
sports are the most spectated in my
opinion, right? Is because there's
magic, right? I mean, people like
watching a magic show, but what is
magic? There's obviously not a such
thing as like supernatural powers in the
world, right? But you still like going
to see a magic show even though you know
that's not what it is, right? Why is a
magic show entertaining? Right? Or what
is magic if it's not supernatural
powers?
>> Magic is ultimately a feat of extreme
preparation or skill.
>> Right? If you think about it, when you
read a fantasy novel, there's wizards.
And what do the wizards in the fantasy
novel do? They study and they practice.
And the result of studying and
practicing and training is that they can
then do something that other people
can't do, right? Oh, they can now fly.
They can now shoot fireball. They can
now do something, right? A magician gets
a deck of cards and studies and
practices and trains and now they can do
fancy slate of hand stuff that you can't
do, right? And it's like, holy crap,
look at what that person can do. Right?
Simone Biles studies and practices and
trains. And is that not a superhero? Can
anyone here do that? Right? It's
literally named after her. And that's
not the only thing named after her.
[laughter] Right? When you go to see
gymnastics and Simone Biles is there,
you are watching a wizard do magic,
right? someone who has practiced and
trained and studied and is doing things
that other people cannot do. Right? And
seeing someone do something that most
people cannot do is in and of itself
incredible. Right? You will see it a lot
here at Magfest. The people who studied,
trained, practiced music are going to
perform music. I can't perform it. Can
you? Nope. And meanwhile, the people who
studied, practiced, and performed frame
five frame perfect inputs in a row for a
game are going to demonstrate to you
live like it's no big deal, right? First
of all, a if you're you're probably a
wizard in at least some way. Not every
magic trick is one of these magic
tricks, right? There's a such thing as a
can trip, right? Gandalf, yeah, him
fighting the bow rug, that's a big magic
trick, right? But you know what? People
love the easy fireworks, right?
[laughter]
Everyone can do some easy magic, too.
Easy magic that a lot of people can do
is still magic. It still required some
skill. It's still impressive to someone,
maybe children, maybe more than
children, right? But you need to give
your players of your game a way to
study, right? The game has to be deep
enough. There's enough information there
that they need to learn. They can't just
figure out the whole game in two
seconds. There needs to be room for them
to practice. If they just become perfect
at the game in five seconds, there's
nothing to practice and get better at.
And they need some way to I guess
practicing, training, performing, right?
There needs to be some way to exhibit
once they have achieved some amazing
feat. They can do a thing in your game
that other players might not be able to
do yet or ever. They need a way to make
that visible to the audience. So the
audience watching goes, "Holy crap, that
person did something I can't do." a a mo
a moment whatever evo moment whatever
was 30 something right where he blocks
all the Chun Lee kicks it's like I can't
even block one of them [laughter] right
it's like it's just obviously amazing
even if you don't know what the hell's
going on that someone has done something
amazing and magical and this is hard to
design for but we're seeing an evolution
in games now es right now it's happening
the most in platformers uh especially
platformers that are very movementbased
a lot of these games are building in
shortcuts
cheats, frame perfect inputs that are
intended for the speedrunning community
to engage with while not being required
for less powerful wizards to engage
with. I can play Celeste and have an
okay time. But someone who's good at
Celeste can do absolute magic. And when
those two things exist in the same game,
that is one of the most powerful magical
environments you can make. Dance Dance
Revolution. I can be really excited
about the fact that I passed a one- foot
song because I'm really bad at DDR and I
can play the exact same game next to
someone like DJ 8ball who's like dancing
around in a circle like crazy doing
handstands next to me. Same game,
different levels of skill afford
different levels of performance, but
they're all enjoyable to the players and
the spectators. If your players can
perform magic while playing your game,
people will want to watch them because
they're seeing a magic show. All right,
so here's some aides we got to talk
about is um if you have I this isn't I
just searched League of Legends
screenshot.
>> So we were at PAX long time ago the Perk
Expo for a while when MOBAs were getting
big but they weren't big big. They had a
big moa tournament. I think it was LOL.
I don't remember. It was L. So they had
like this big L tournament at PAX but
most of the people at PAX were not like
they hadn't played MOBAs. They didn't
really like know how the game worked. So
we're watching
>> played them a little bit but not this
one.
>> Yeah. And I full disclosure, I really
don't like Mobas for a bunch of
technical reasons that are way out out
of bounds for this talk. But there was a
moment where something happened on the
screen and a small group of people
cheered suddenly a lot and the rest of
the audience was silent for like a
couple beats and then they all just
started clapping, but it's clear they
had no idea what they were clapping for.
[laughter]
>> Right?
>> Some games, some magic is only visible
to the expert eye. Like imagine the
hobbits watching Gandalf. They see the
fireworks. They're like, "Oh, that's
amazing. That's amazing." Now imagine
your Sarum. You're watching Gandalf do
the fireworks. It's like he's breathing.
He's walking around. Why are these
hobbits so excited? He's clipping his
nails. Like what's this?
>> Well, that's the opposite. That's an
expert sees that it's not magic.
>> But now the other way around. The wizard
who does the very subtle magic and the
other wizard in the room sees that that
wizard's doing the subtle magic, but
none of the other people in the room
realize what's going on. I once went to
a juggling show, very small juggling
show, accompanied by an expert juggler,
and he they were cheering when nobody
else was cheering, [laughter] right?
Because they saw that the jugglers on
stage had done something that was really
difficult. And I'm just like, I thought
that was just the normal juggling. And
then they do some really flashy thing
and I'd be like, "Woo, that was cool."
And the other guy was like, "I don't
care. That's easy."
>> And this is a this is a fundamental
thing in life that you really got to
internalize and it's very non-intuitive.
The effort you put into doing something
has no bearing on how impressive that
appears to someone who does not
understand that effort. So running a
marathon is not actually that hard if
you are a runner and you don't have
anything preventing you from doing it.
But if you don't know those mechanics
and haven't been a runner before, it
feels way more impressive than it is. So
my family members like, "Oh my god, you
ran it in 4 hours and 12 minutes. That's
amazing." And meanwhile, anyone who's
good at running four hours? That's like
twice as long as it should have taken
me. What's wrong with me?
>> Yeah. My in-laws were shocked. I like
biked to their house, which is 100 miles
away, and I was like, [laughter] it's
not a big deal.
>> So, juggling the there are a lot of
tricks that are really, really flashy
and crazy, but they're actually really
easy to do. H, and magicians often take
advantage of this. If you ever watch a
magic show or a juggling show and you
see them like talking a lot about how
hard the thing they're about to do is
and they do a lot of really complicated
setup and they even fail at it a couple
times or like almost
>> pretend to fail a couple times.
>> Those are usually the easiest tricks in
the world and they are just performing
for you.
>> Meanwhile, the tricks that are the
hardest, ballet is a great example. Some
of the moves in ballet just look like
that. But if you understand how ballet
works, you're like, "Wow, she must have
just broken her."
>> I was on the subway one time and this
person came on and I could only see them
from the back, but I could see the shape
of their body. And I'm like, "That is a
professional athlete of some kind. Look
at that body. Oh my god, it's it's
incredible. What the hell?" [laughter]
I'm like, "What does this person do?"
And they turned around and it was like
something something ballet school. I'm
like, "Makes sense."
>> Okay. So, when you have a game, you need
to make sure, especially with video
games, right? Normal with sports, you're
just looking at the real world, you
can't really do too much, right? But if
your game is being broadcast in some way
or if it's just a video game where
everything visual is up to the game
designer to put in there somehow, right?
You need to make the UX so that it is
apparent, right, what is going on so
that people watching can understand it
and enjoy it. Depend, you know, even if
they are not very well informed, they
have not yet learned what's up with the
game, right? The only people who can
really watch and enjoy watching League
of Legends are people who play it or
know how it works or used to play it. I
don't know what I like I'd like to watch
and care, but I can't tell what the heck
is going on. And some of this is what do
the players see or not see. So a tra
traditional physical sports, you see
everything that's happening on the field
or on the ice. So a guy skating really
fast that is intrinsically interesting.
A hockey player like she makes this
makes this really hard slap shot from
the outside. You hear the stick hit the
ice and it sounds impressive. They crash
against the boards. The puck goes in the
goal. That was obvious that that was a
good idea,
>> right? So, sadly, we cannot give a lot
of specific advice because that would be
an entire panel, right?
>> We're going to make this an entire
panel. That's
>> maybe you you can do that. But basics
like this the important things that
people should be paying attention to
should be bigger. It shouldn't be all
cluttered, right? Things of that nature,
right? What's important to the spectator
should stand out. A lot of this stuff
that's on the screen is important to the
players maybe and not so much the
spectators. If there are actions that
are subtle that are necessary for the
skill to be demonstrated, you need to
find a way to portray those actions on
the screen. An example would be in a lot
of MOBAs, there's a lot of APM, like
people are doing crazy kiting and like
going crazy on the keyboard and the
mouse, but if you're watching the
screen, you don't see any of that. The
avatar is moving individual pixels that
you might not even see on the projector,
>> right? You got to get cameras on those
hands. cameras on the hands or things in
the game that are reacting to the maybe
the character gets redder the higher the
APM actions per minute for anyone who is
not how many buttons they are pushing
per minute the character gets redder the
more they're slam and jamming the
keyboard
>> right and so that brings us to the role
of broadcasts right uh so most of the
time when there's spectators for a game
sometimes there'll be a broadcaster and
sometimes not right but what is when
there is a broadcaster what the
broadcasting 's job is is to enhance
everything we've talked about before,
right? The broadcaster itself does. No
one's watching a sport because they like
to see maybe some sicko, but because
they like broadcasters, [laughter]
right?
>> I mean, I like Sam Rosen.
>> I get Yeah. But it's like, would you
just watch Sam Rosen just like stand
there? Maybe, but regardless. All right.
The broadcaster is enhancing every point
that we've talked about before. They're
the lore, right? They're teaching you
the lore. They're teaching you the game.
They're getting the the spectators
emotionally invested.
>> John Madden revolutionized American
football because a lot of people didn't
really understand how the hell it
worked,
>> right? They're every single one of the
things you talked about, the broadcaster
is helping the spectator enjoy the game
in all of the ways you talked about.
Holy crap, look at that magic. You know,
it's one thing if like Simone Biles just
you just watch her do this flip and
you're like, "Holy crap." And then if
this the broadcaster could let you know
if you're not someone who knows
everything about gymnastics. Nobody's
ever done that before. Oh, so now you
know that. Holy it's a lot more
magical.
>> Then you add the physics commentator who
chimes in and says that is almost
physically impossible. And then they
start drawing the diagram and like based
on her leg angle that was frame perfect
input in the real world,
>> right? It's like so you know if this
there might not be any drama. You're
watching a really boring hockey game.
Someone's getting blown out 10 to zero
goals and it's like if they they're
gonna looks like they're going to lose
this game and that would be the longest
losing streak in history, right? They
give you information about player,
right? Player stories. It's like, ah
yes, here comes uh Marty St. Louis into
the hockey game. It's Mother's Day. His
mom died yesterday. And then when he
scores a goal, it's a freaking huge deal
that actually happened.
>> Now look what's happening in video games
esports here. Esports started getting
commentary relatively recently and that
commentary succeeded when it modeled
what sports was already doing. When in
doubt, if you want to make your game
good for spectators, watch a bunch of
major league sports and professional
sports that have commentary, watch more
than just American sports and take do
whatever they're doing. That is what
esports did and it's working really
well.
>> Well, good sometimes. it well the
esports that have not embraced that
usually it has still failed either
because the game itself does not lend
itself to spectation like the level of
expertise to teach someone what's going
on in a mobile I don't think John Madden
has enough time to explain that
>> it is also kind of difficult sometimes
right because like you know is your a
your audience might be people who are
already very knowledgeable and so if you
speak to them it's like it's hard to
bring new people in but if you speak to
the new people now most of your audience
it's like you know doesn't want to hear
this they're like yeah why you saying
all this obvious stuff. I don't want to
hear this. Right? And you
>> that's the goalie. He just made a save
and prevented the puck from going into
the net. That was a good thing.
>> But as a game designer, if your game or
you did all the above things and your
game eventually gets to the point of
being spectated, you need to think about
the broadcast because the broadcast is,
you know, going to enhance everything
else. And without it, those other things
might not be enough to get people to
watch and to care.
>> But ultimately, the broadcast has to be
entertaining.
The game does not have to be fun for the
players. Remember, we said at the
beginning, we're we don't care about the
players. We're not talking about game
design. The game does not have to be fun
for the players. And if you're designing
something where you're really aiming at
spectators, you can take that into
account. Think about watching fake
sports like the Harlem Globe Trotters.
Those are still feats of magic, feats of
strength. I couldn't do anything those
people are doing, but at the same time,
they're not actually playing a
basketball game where someone's going to
win. They're using the structure of
basketball as a stage to perform feats
and magic tricks in the context of
basketball.
>> Right? The same artwork, right, that is
created by playing a game the same way
that you would play a composition could
also just be manufactured directly,
right? Okay. So, we're just All right.
So, you're designing a game. A do you
want spectators? If you don't, I don't
know why you wasted your time here when
you could have gone to the concert. If
[laughter] you do do all those things we
listed, especially remember thinking
about a game as a composition that is
going to produce a work of art and the
work of art needs to be a work of art
that people want to see. And right if
your game eventually does get
spectators, right, broadcasting and the
most important of all the points is the
magic one. Your game needs to allow
people to perform feats of magic because
that is the thing that the most people
enjoy, the thing that's most obvious to
spectators, the thing that most people
care about. And if you're not a magician
or you don't think you are, you probably
are in at least some way. You know some
spell. I'm guarantee everyone knows some
weak spell at least even a child.
>> We we have level two podcasts like that
occasionally.
>> Even a baby has a spell of like look
cute for like or something like that.
>> I've seen some very uncute babies.
>> They have a spell of look ugly.
[laughter]
There's some spell you can do, but work
on your magic and look for others
people's magic and give people an
opportunity to do magic. All right. And
our timing wasn't too bad. We only got
two minutes left.
>> Two minutes left.
>> All right. We have a QR code.
>> If you enjoyed this at all, but I will
say we literally have done 370 talks at
conventions over the last 20 years and a
lot of them are on YouTube.
>> Did our was our spell of do panel
effective?
>> It seems like it was okay. People were
ding along. I saw someone taking notes.
>> All right. Anyway, so uh other notes, we
have a QR code. You can find our stuff.
We have little flyers. You can find our
stuff. I have these stickers with our
logo on them. They cost me a dollar
each. They will cost if you want a
sticker, I will give you one for $0. But
if you stick this anywhere on Magfest,
there will be stakes. [laughter]
Okay, you need if you want this
building,
>> if you want stickers that are put in
places that are not designated for
stickers,
>> right? The only place in the building
you can put one of these stickers is one
of those graffiti boards. But that would
be kind of a waste of a dollar if you
ask me. But if I'll still give you one,
you just need to come here and tell me
where you're going to put it and I will
give you the sticker for $0. And here
are the other panels we're doing. Most
two of them are tomorrow and one is
Saturday.
>> Lifestyle games is about games like
Magic or Pokemon where you just did
people play play your whole life or
Counter-Strike, which I still play.
Tabletop game mechanics. We're going to
go deep into mechanical game design in
tabletop and exploring metacontext. Me
and a different person, Emily Compton.
Uh we're going to be talking about an
art movement that we think is post
postmodern and has been facilitated
primarily by the existence of video
games. The first new form of media that
humans have invented in a long time
>> in well they invented it in the 60s7s.
>> Video games were invented in the
lifespan of some people in this room.
They are new brand new on this earth.
>> Yeah. Okay. Uh, and we're done because
it's we'll be done in a few seconds.
>> We got like 12 more seconds.
>> Timing wasn't bad, actually.
>> Not bad. Yeah.
>> Okay. Pretty good.
>> All right. This was version one of this
panel. We're going to do a more of a
thorough version based on some feedback.
>> You can get to the concert before it
ends.
>> They kept like trying to clap, then we
kept interrupting them.
>> That's fine. We don't need claps.
>> Enjoy your magfest.
>> The end. All right.