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Magic: The Gathering Drive to Work Podcast

#1192: Stickiness

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 22 November 2024

⏱️ 32 minutes

🧾️ Download transcript

Summary

In this podcast, I talk about an important quality of Magic mechanics: stickiness. What is it and how do we use it? This podcast dives into the topic.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pointing my driveway. We all know what that means. It's time for their drive to work.

0:06.0

Okay, so today I'm going to talk about a concept in design. I've mentioned this before called stickiness.

0:14.0

So I will talk about what stickiness is, how one gets stickiness, how things are unsticky, all the sticky things you need to know

0:23.1

today. Okay, so the idea of stickiness is it talks about how easy it is for someone to process

0:33.1

and remember something, usually a mechanic. So one of the things to keep in mind is that there's many, as the designers of the game,

0:44.1

there's many balls we're juggling.

0:45.8

One of the things we want to make sure is that what we're doing makes sense to the player,

0:51.4

that the player understands it.

0:59.0

And stickiness is kind of a sign of how much we are doing things that make it easy for the player to understand stuff. Now, not everything

1:05.9

is sticky necessarily, but as things get less sticky, and at some point you get to things that are what I would

1:11.9

call unsticky. So let's walk through it. What exactly makes something sticky? Okay, first and

1:20.1

foremost, I think is an intuitive sense. And what I mean by that is that if I tell you something, I give you some flavor,

1:30.1

I'll give a good example. A lot of times when I'm teaching flying, what I say to someone

1:36.6

is this creature flies. What do you think that means? And most of the time, they get it right. They're like, oh, well, it's up in the air.

1:46.3

Okay, well, what does it mean that they're up in the air? Oh, well, things that aren't up in the air

1:50.4

can't block them. Exactly. Right. And that the more intuitive something is, the easier it is to

1:57.6

process. The more that something does what you think it will do.

2:01.9

So there's a lot of work on our end of making sure that what we're doing is what players expect it to be.

2:10.3

A classic example of this, a story I've told before, but when we were making suspend,

2:17.1

so suspend was mechanic in time spiral block. And so when you

2:21.2

play it, it gets exiled with some number of suspend counters or time counters on it. And then each

2:26.4

turn you take off a time counter and eventually it gets cast. And what we found was when we put

...

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