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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, 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… quite a bit.
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But, this game has - and this is according
to its own designer - 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,
it’s a card game about trying to find poker
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hands in order to score points.
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Better hands score bigger points.
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But on top of that, 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 - to make certain hands more happenable.
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It’s a really fun game - a sublime, synergistic
slot-machine that feels fun to play, and is
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even more fun to break.
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It’s also really elegantly designed - with
its clean UI, straightforward concept, and,
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well, 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: the game doesn’t tell you
how many points you’re going to score, before
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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, or miss it by a few points.
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It could tell you if you’re about to win
the entire game - or lose the whole thing
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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 - has explained that, for him, the
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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
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 your
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Rube Goldberg machine and watch it go 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
to add their points to the total.
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If you’re lucky, the score multiplier will
set on fire 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
and told you that you were going to win the
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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 - especially
when you need to account for cards that have
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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, incentivising
players to check every possible hand to find
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the highest-scoring combination.
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And it would change the entire feel - from
a chill game about vibing with cards, to a
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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 how much
information to give to the player.
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Like, should you show a boss’s health bar,
or keep it hidden?
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Should enemies come up with their strategies
in secret, or should their intent be explained
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to the player?
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As I’ve explored in various other videos,
how much information a player has will change
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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 - and to create
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a feeling of suspense and drama whenever you
play a hand.
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LocalThunk had an experience in mind - 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… the information is still
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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 10,
20, 30, 39, 47 chips, and then the two face
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cards will add another 30 each thanks to this
joker.
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So that’s 137 chips times 4… 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 hidden,
or visible…
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Balatro’s score preview falls into a weird
half category - hidden, but attainable if
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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 - 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
is to hope that players won’t bother to
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calculate the final score.
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But if we go back to that timeless Soren Johnson
quote - “given the opportunity, players
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will optimize the fun out of a game” - it
shouldn’t be surprising that a number of
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Balatro players are playing the game with
the calculator app open on their phone, or
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with a spreadsheet set up on a second monitor,
or with Steam’s in-game overlay showing
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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 which cards were left in your deck.
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But - again - playtesters could technically
get that information by tracking which cards
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had already been played.
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And after polling users, LocalThunk found
that many were doing just that - even though
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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 to
people who wish to play more strategically.
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And is bummed out that the optimum way to
play involves busywork, and doing calculations
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outside of the game, he worries that adding
a score preview would spoil the fun for those
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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 - and then protect that player
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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 “if I add an option to have this score
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preview, people are just going to click on
it, and they're not going to experience the
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game that I wanted to create.”
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And besides - should a designer even have
to endorse an option that directly goes against
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their intentions for the game?
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LocalThunk has been clear that he made the
game for himself - and isn’t interested
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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
and then stand by it, for the betterment of
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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 if there’s
a way for players to find a way around your
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choice - 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 to an extremely popular roguelike.
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Enter: The Binding of Isaac.
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So this basement-dwelling dungeon crawler
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, or a cryptic tagline,
or maybe just three question marks.
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The game’s designer, Edmund McMillen, did
this on purpose to create a feeling of mystery,
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similar to the sensation he got when playing
games as a kid - like
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the original Legend of Zelda.
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He described that game by saying “You weren't
sure what things did until you experimented
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with them, and you had to brainstorm with
your friends and put all your findings together
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in order to progress”.
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And so to mimic that mysterious sensation
in Isaac - the items are deliberately left
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unexplained.
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You’ll need to pick things up, try them,
and puzzle out their properties.
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Finding a new item should lead to curiosity,
experimentation, and surprise.
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And that worked… for about five seconds.
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And then people figured out what all the items
did and put that information up on wikis and
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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 and mouse over
it for a full description.
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So, like Balatro - McMillen chose to hide
information to create a certain feeling.
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But because that information is technically
attainable - this time with a Google search
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rather than a spreadsheet - a number of players
ended up playing the game in a completely
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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, this has become,
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basically, the defacto way to play The Binding
of Isaac.
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McMillen says “People would always say,
"You can't play Isaac without a browser open
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on your phone."
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I hated that that's how everyone played for
so long... and still play”.”.
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In fact, he’s described the lack of item
descriptions as the biggest flaw with Binding
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of Isaac.
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This design choice has basically haunted him
in the years since Isaac’s release.
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And in a post in 2023, McMillen has said 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, than players having a worse
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time with your game 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 and I’ve never once thought
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to pre-calculate a score in the 30-odd hours
I’ve played the game.
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This issue only really affects a small portion
of the game’s most hardcore, strategy-minded audience.
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But over time, as the game’s long tail stretches
out, I think this decision might come to haunt
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the developer, just like Isaac’s item descriptions.
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But, if you’re watching LocalThunk, I think
there are ways to provide this as an option
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to these players… without spoiling the game
for everyone else.
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For one, a score preview is only needed by
players who are incredibly invested in the
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game, so the option could be granted as a
late-game unlock - and not as something you
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can switch on from the word go.
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Kinda like how, I dunno, how Chrono Cross has
a fast-forward button, but it only unlocks
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after you’ve beaten the game.
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The option could also be clearly communicated
to the player - like how Celeste prefaces
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its powerful assist mode 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, please, it’s there
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for a reason.
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Or Balatro could open itself up to mods - so
users can hack their own score preview into
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the game, without the developer needing to
officially support it.
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This is actually what happened to Isaac - the
‘External Item Descriptions’ mod is the
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most popular Isaac add-on 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 it as a cheat
code - so players have to actively seek this
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thing out, 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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up to a wider audience, without necessarily
spoiling it for the target group of players.
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Whatever LocalThunk decides to do, this has
proven to be a fascinating game design case study.
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About how you can change how a game feels,
by changing how much information you give
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to the player.
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About how players won’t always act in the
way you want them to, especially if you leave
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open a loophole.
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And about how the best intentions in game
design sometimes have to change, when you
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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, where I talk more about how information
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can change the way a player acts, and feels.
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Thanks for watching.