29:16 Richard's self deprecation followed by Gabe's unintentional roasting made me chuckle... I appreciate you Gabe for your hardwork and dedication to BGDL!
A very interesting discussion! Luck vs Skill vs Mitigation vs Strategy vs Replayability. I remember playing NetRunner back in the day and some people thought I was doing fortune-telling. Games have come a long way!
one hour and 57 second of the best wisdom in designing a boardgame, I apreciate a lot. Living in Paraguay, that´s means a lot to me. Designing my own card game and this lessons are precious.
Would love to see an episode on the future and innovations of the deck-building genre. I know you had a couple of episodes from a few years ago on BDGL, but I'm sure the genre has changed since then.
Chess has uncertainty, but that can be mistaken as luck. Luck depends on something random, but player decisions do not qualify as random (even if they decide randomly). Let's agree on basic definitions, please.
good point. unknowable vs randomness are two different things. luck is more to do with randomness. however, if there are too many unknowables then it probably means that your decisions are going to be pretty much random, and therefore give a sense of more 'luck'.
Great video! So much helpful insight. Gabe, I'm interested in what you think about looking at dice rolls as a matter of averages? If you have an even/odd mechanic, a player can easily judge what they should expect- without it being a guarantee. Do you think that is a mindset players can get behind? Will rolling way below average sour the experience more than rolling way above will sweeten it?
A game has two experiences: 1. How it plays on paper. This is where the averages tell you certain expected outcomes. 2. How it plays in real life. This is where a string of unlikely die rolls can completely destroy an experience by making the game feel either too hard, too easy, or just un-fun. As a designer, I keep both in mind as I craft an experience and try to mitigate the possibilities of experience 2 as best as I can. My conversation with Geoff Engelstein dives into this topic: th-cam.com/video/Jn38jGiEdKc/w-d-xo.htmlsi=-sQEE7fqsmCDyXTH&t=4101
Keep in mind that MTG is highly luck based because no matter how well you plan your lands and mana curve, you still get mana screwed fairly regularly. I wonder if his opinions on luck and skill have evolved since he created that game.
That was wonderful!!! Thank you so much! Questions were fantastic and what a great opportunity to listen to Richard Garfield. I feel so lucky
Yeah, he's such a wealth of wisdom 😀
29:16 Richard's self deprecation followed by Gabe's unintentional roasting made me chuckle...
I appreciate you Gabe for your hardwork and dedication to BGDL!
Ha, oops
A very interesting discussion! Luck vs Skill vs Mitigation vs Strategy vs Replayability.
I remember playing NetRunner back in the day and some people thought I was doing fortune-telling. Games have come a long way!
This was great to listen to and I am all for more revisits to the old podcast.
Lots of great wisdom to come!
Love the topic. Can't wait to listen.
one hour and 57 second of the best wisdom in designing a boardgame, I apreciate a lot. Living in Paraguay, that´s means a lot to me. Designing my own card game and this lessons are precious.
I'm glad you found it helpful!
Nice podcast: great questions and insights - liked and subscribed, thanks!
Awesome, thank you!
Would love to see an episode on the future and innovations of the deck-building genre. I know you had a couple of episodes from a few years ago on BDGL, but I'm sure the genre has changed since then.
I always say there is luck in real life. Just be skilled enough to be prepared for it.
Great and insightful 👍 thanks for posting it
Thanks for listening!
Chess has uncertainty, but that can be mistaken as luck. Luck depends on something random, but player decisions do not qualify as random (even if they decide randomly).
Let's agree on basic definitions, please.
good point. unknowable vs randomness are two different things. luck is more to do with randomness. however, if there are too many unknowables then it probably means that your decisions are going to be pretty much random, and therefore give a sense of more 'luck'.
The answer to the title is easy: with money
Great podcast 🤘
Great video! So much helpful insight.
Gabe, I'm interested in what you think about looking at dice rolls as a matter of averages? If you have an even/odd mechanic, a player can easily judge what they should expect- without it being a guarantee. Do you think that is a mindset players can get behind? Will rolling way below average sour the experience more than rolling way above will sweeten it?
A game has two experiences: 1. How it plays on paper. This is where the averages tell you certain expected outcomes. 2. How it plays in real life. This is where a string of unlikely die rolls can completely destroy an experience by making the game feel either too hard, too easy, or just un-fun. As a designer, I keep both in mind as I craft an experience and try to mitigate the possibilities of experience 2 as best as I can.
My conversation with Geoff Engelstein dives into this topic: th-cam.com/video/Jn38jGiEdKc/w-d-xo.htmlsi=-sQEE7fqsmCDyXTH&t=4101
Awesome episode
Glad you enjoyed it!
2x speed sounds right
Keep in mind that MTG is highly luck based because no matter how well you plan your lands and mana curve, you still get mana screwed fairly regularly. I wonder if his opinions on luck and skill have evolved since he created that game.
I'm sure he wouldn't design this part of Magic again like that. But then he invented the whole genre and couldn't change it anymore.
35:25