Drive to Work #226 - 10 Things Every Game Needs: Inertia
Magic: The Gathering Drive to Work Podcast
Wizards of the Coast
4.7 • 802 Ratings
🗓️ 15 May 2015
⏱️ 39 minutes
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| 0:00.0 | I'm putting on a driveway. We all know what that means. It's time for another drive to work. |
| 0:06.1 | Okay, so today is another in my series, 10 things every game needs. So this is the fifth one. |
| 0:14.8 | So so far I've talked about needing a goal or goals and needing rules and needing interaction and needing a catch-up feature. |
| 0:22.4 | So today I'm going to talk all about needing inertia. |
| 0:26.5 | So first off, one of the things, I've seen a lot of beginning game designers games. |
| 0:33.4 | And people often say, what's the number one mistake that a new game designer will make? |
| 0:38.4 | And the number one mistake I think that most people make is game length. |
| 0:42.4 | That they make the game last longer than it should. |
| 0:46.9 | And so the quote, I use this quote in my article on the topic, |
| 0:50.2 | which was, I had a writing teacher. |
| 0:52.8 | And the writing teacher said, okay, the key to having a |
| 0:56.4 | story of the right length is to make your story as short as you possibly can and then cut 10%. |
| 1:02.7 | Games have a very similar quality, which is you want to make sure that your game ends |
| 1:09.7 | before your players want it to end. |
| 1:13.2 | This is crucial. |
| 1:14.8 | That if the game ends and your player still wants to play more, they walk away going, |
| 1:20.9 | that was a fun game. |
| 1:22.5 | I want to play that game again. |
| 1:24.8 | If the game ends and it's past the point where they want it to end, they go, |
| 1:28.9 | eh, it wasn't that great a game, and they might never play it again. So it is much, much better |
| 1:35.1 | to have your game end and have really want to play more than you to completely satisfy everything |
| 1:40.4 | and go beyond that, and then going, eh, you you know so first and foremost inertia i mean inertia |
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