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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, 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
    - there are plenty of ways to open a game
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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.
Title:
Balatro's 'Cursed' Design Problem
Description:

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Video Language:
English
Duration:
13:31

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