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Balatro's 'Cursed' Design Problem

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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.
Title:
Balatro's 'Cursed' Design Problem
Description:

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Video Language:
English
Duration:
13:31

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