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Balatro!
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It’s the hot new indie darling.
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It shifted
a million copies in a month,
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it’s been streamed
by pretty much everyone on Twitch,
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and it’s one of the top-rated games of 2024 so far.
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I’ve also played it...
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quite a bit.
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But, this game has,
according to its own designer,
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a “fundamental design flaw”.
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A “cursed problem” that the designer has been
unable to solve.
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Let me explain.
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First, if you somehow haven’t
played Balatro,
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it’s a card game about trying
to find poker hands
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in order to score points.
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Better hands score bigger points.
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But on top of that,
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you can do all sorts of wily tricks
to boost your score.
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Special cards rack up more points.
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Crazy joker cards change
the rules of the game.
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And you can stack your deck,
or toss away cards,
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to make certain hands more happenable.
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It’s a really fun game.
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A sublime, synergistic slot machine
that feels fun to play,
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and is even more fun to break.
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It’s also really elegantly designed
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with its clean UI,
straightforward concept,
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and, well,
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just how much depth has been squeezed
out of a few key systems.
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But there’s one…
interesting design choice in there.
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And it’s this:
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the game doesn’t tell you
how many points you’re going to score
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before you play your hand.
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You simply pick your cards,
cross your fingers, and hit go.
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Now, this would be really
quite helpful information.
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It could tell you to play one hand
over another.
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It could tell you if you’re about to
scrape past the ante
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or miss it by a few points.
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It could tell you if you’re about
to win the entire game
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or lose the whole thing
and have to start from scratch.
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And yet…
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Balatro doesn’t give you a,
let’s call it a "score preview".
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Of course, this was
an entirely intentional design choice.
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LocalThunk, the game’s anonymous
Canadian designer,
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has explained that, for him,
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the joy of Balatro lives in
that precise moment I just described.
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When you cross your fingers
and hit play.
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When you’ve set up
your point-scoring engine
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and hope that it will
bring home the bacon.
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LocalThunk says: “My personal belief is
that the game is more fun when you set up
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your Rube Goldberg machine
and watch it go
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before knowing whether or not
the hand will win the round.”
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And Balatro totally plays into this!
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There’s so much hype and pageantry
after playing your hand.
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The numbers tick up,
with escalating sound effects.
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Each card and joker steps forward
in turn
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to add their points to the total.
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If you’re lucky,
the score multiplier will set on fire
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and start to burn hotter and hotter
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with each multiplication.
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And so, if you already knew
how many points you were going to get.
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If a bit of UI had
pre-calculated the score
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and told you that you were going to
win the ante with this hand…
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well none of that would matter.
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In fact, it would just get in the way.
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This is not the only reason
to forgo a score preview, mind.
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It would also add cruft to the UI,
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especially when you need to account
for cards that have random properties.
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How do you elegantly show
a range of possible scores?
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It would slow the game down,
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incentivising players to check
every possible hand
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to find
the highest-scoring combination.
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And it would change the entire feel,
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from a chill game about
vibing with cards
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to a stern spreadsheet-style
strategy game.
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And so this is a totally legit
game design decision, right?
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Every game designer has to choose
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how much information
to give to the player.
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Like, should you show
a boss’s health bar,
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or keep it hidden?
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Should enemies come
up with their strategies in secret,
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or should their intent be explained
to the player?
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As I’ve explored in
various other videos,
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how much information
a player has
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will change their behaviour,
and change the way the game feels.
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And so, Balatro hides its score preview
to make players act more quickly
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and to create
a feeling of suspense and drama
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whenever you play a hand.
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LocalThunk had an experience in mind
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and picked mechanics
that would nudge players
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towards that feeling.
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A smart design choice.
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However!
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Balatro is not like those other games
I just showed.
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Because while the score preview is
hidden from the player…
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the information is still
technically available!
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Because you can just…
you can just calculate it yourself.
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So, like…. a straight is worth
30 chips and 4 mult.
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These cards are going to add an extra
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10, 20, 30, 39, 47 chips,
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and then the two face cards will add
another 30 each
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thanks to this joker.
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So that’s 137 chips times 4…
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548.
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Not quite enough to beat the ante,
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but close.
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And so,
if information in a game can be
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hidden, or visible…
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Balatro’s score preview falls
into a weird half category:
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hidden, but attainable
if you really want it.
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And that’s the fundamental design flaw
at the heart of Balatro.
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The designer wants the excitement
of a slot machine,
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but also the numerical predicability
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of an Excel spreadsheet.
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And so the only way
to square that circle
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is to hope that players won’t bother
to calculate the final score.
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But, if we go back to
that timeless Soren Johnson quote:
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“Given the opportunity,
players will optimize the fun out of a game.”
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It shouldn’t be surprising that
a number of Balatro players
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are playing the game with the calculator app
open on their phone,
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or with a spreadsheet
set up on a second monitor,
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or with Steam’s in-game overlay
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showing a bespoke website
that calculates Balatro hands.
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And, actually this is exactly why
Balatro has a deck view.
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During playtesting,
the game did not show you
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which cards were left in your deck.
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But, playtesters could technically
get that information
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by tracking which cards
had already been played.
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And after polling users,
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LocalThunk found
that many were doing just that
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even though it really wasn’t much fun.
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So he added
a powerful deck peek feature.
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But a score preview felt different.
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It felt like it encroached upon
the DNA of the game.
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It stepped on the stuff
that made Balatro…
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Balatro.
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And so,
while the designer is empathetic
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to people who wish to
play more strategically.
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And is bummed out that
the optimum way to play involves busywork,
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and doing calculations
outside of the game,
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he worries that adding
a score preview would spoil the fun
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for those who wish to play
more casually.
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And that’s totally true!
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Making a game better for one group
can make it worse for another.
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As a designer, you need to be certain
who the game is for
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and then protect that player base
from certain design decisions.
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Even if that design decision is provided
merely as an option.
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Speaking on the Eggplant podcast,
LocalThunk says:
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“If I add an option
to have this score preview,
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people are just going to click on it,
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and they're not going to experience
the game that I wanted to create.”
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And besides, should a designer even have
to endorse an option
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that directly goes against
their intentions for the game?
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LocalThunk has been clear
that he made the game for himself
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and isn’t interested in changing the game for other people.
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Even if there are a million of them.
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But, here’s the rub.
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It’s one thing to make
a bold design choice
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and then stand by it, for
the betterment of the game.
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To shun the haters
and stick by your design.
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But that doesn’t really work
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if there’s a way for players
to find a way around your choice,
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no matter how tedious
that loophole might be.
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And we know this!
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Because this is not the first time
this has happened to a game.
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In fact, it’s not even the first time
it’s happened
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to an extremely popular roguelike.
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Enter The Binding of Isaac.
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So this basement-dwelling
dungeon crawler
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is packed with powerful
items and upgrades…
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but the game doesn’t tell you
what they do.
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They just have a name,
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or a cryptic tagline,
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or maybe just three question marks.
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The game’s designer, Edmund McMillen,
did this on purpose
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to create
a feeling of mystery,
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similar to the sensation he got
when playing games as a kid
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like the original Legend of Zelda.
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He described that game by saying:
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“You weren't sure what things did
until you experimented with them,
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and you had to brainstorm
with your friends
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and put all your findings together
in order to progress.”
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And so to mimic
that mysterious sensation in Isaac,
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the items are deliberately left
unexplained.
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You’ll need to pick things up,
try them,
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and puzzle out their properties.
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Finding a new item
should lead to curiosity,
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experimentation, and surprise.
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And that worked…
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for about five seconds.
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And then people figured out
what all the items did
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and put that information up on wikis
and other websites.
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Want to know what
this weird little thing will do?
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Just find it on Platinum God
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and mouse over it
for a full description.
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So, like Balatro,
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McMillen chose to hide information
to create a certain feeling.
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But because that information is
technically attainable
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this time with a Google search
rather than a spreadsheet,
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a number of players ended up
playing the game
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in a completely different way
than the designer intended.
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Arguably, a worse way.
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And so after multiple DLC packs
which added hundreds of new pick-ups,
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this has become, basically,
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the defacto way to play
The Binding of Isaac.
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McMillen says:
“People would always say,
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'You can't play Isaac
without a browser open on your phone.'
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I hated that that's how everyone played
for so long...
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and still play."
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In fact,
he’s described the lack of item descriptions
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as the biggest flaw
with Binding of Isaac.
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This design choice has
basically haunted him
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in the years since Isaac’s release.
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And in a post in 2023,
McMillen has said
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that he’s considering finally adding
item descriptions
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into the game as an optional feature.
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Perhaps deciding that it’s better
to support them officially
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than players having a worse time
with your game
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because of the way you designed it.
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And I wonder if something similar
might happen with Balatro.
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Now, I don’t think the two examples are
exactly the same.
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I agree that Balatro is more fun to play
without score previews
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and I’ve never once thought
to pre-calculate a score
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in the 30-odd hours
I’ve played the game.
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This issue only really affects
a small portion
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of the game’s most hardcore,
strategy-minded audience.
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But over time,
as the game’s long tail stretches out,
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I think this decision might come
to haunt the developer,
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just like Isaac’s item descriptions.
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But, if you’re watching LocalThunk,
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I think there are ways to provide this
as an option to these players…
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without spoiling the game
for everyone else.
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For one, a score preview is only needed
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by players who are incredibly invested
in the game,
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so the option could be granted
as a late-game unlock,
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and not as something
you can switch on from the word go.
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Kinda like how Chrono Cross has
a fast-forward button,
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but it only unlocks
after you’ve beaten the game.
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The option could also be
clearly communicated to the player,
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like how Celeste prefaces
its powerful assist mode
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with a message that explains
who this option is for.
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Or how Heat Signature politely asks you
to not turn off Permadeath,
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please, it’s there for a reason.
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Or Balatro could open itself up
to mods,
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so users can hack
their own score preview into the game,
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without the developer needing to
officially support it.
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This is actually what
happened to Isaac.
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The ‘External Item Descriptions’ mod is
the most popular Isaac add-on
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in the game’s Steam workshop,
with almost 2 million subscribers.
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That’s not great for console players,
though.
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So it could instead be provided
as a cheat code,
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so players have to actively seek
this thing out,
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rather than stumble onto it
as an innocuous option in the menu.
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As I’ve discussed in my
videos about accessibility,
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there are plenty of ways
to open a game up to a wider audience,
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without necessarily spoiling it
for the target group of players.
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Whatever LocalThunk decides to do,
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this has proven to be
a fascinating game design case study.
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About how you can change
how a game feels,
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by changing how much information
you give to the player.
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About how players won’t always act
in the way you want them to,
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especially if you
leave open a loophole.
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And about how the best intentions
in game design
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sometimes have to change,
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when you see how players
actually interact with your game.
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I’ll be curious to see
what happens with Balatro.
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For now, check out this video
on heads-up displays,
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where I talk more
about how information can change
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the way a player acts and feels.
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Thanks for watching.