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How to make players ADDICTED to your games — Transcript

by The Ugly Goblin · 3,976 words · 580 segments · language en · Watch on YouTube

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  1. 0:10How does this make you feel?
  2. 0:12Nostalgic?
  3. 0:14Excited?
  4. 0:15The whirl of the disc board.
  5. 0:18The feel of a plastic controller in hand
  6. 0:21molding with your palms.
  7. 0:24A title screen.
  8. 0:25New game or continue.
  9. 0:30These sounds, these feelings, these
  10. 0:32visuals, they're all part of a ritual.
  11. 0:35Every part of this experience is curated
  12. 0:38to make you feel something. [music] To
  13. 0:41water your mouth before you even tasted
  14. 0:43the meal. To immerse you [music] in a
  15. 0:45world you'll never forget. The games we
  16. 0:48remember and crave are like the aroma of
  17. 0:51fresh coffee in the morning or sliding
  18. 0:53under fresh bed sheets. A familiar,
  19. 0:56comforting feeling. Bright blue skies
  20. 0:59and oceans surrounding neon green
  21. 1:01fields. The chime of collected crystals
  22. 1:04or coins.
  23. 1:06Close your eyes for a moment. What is
  24. 1:08that game for you?
  25. 1:10And ask yourself, why do you remember it
  26. 1:14so well? [music] Was it the blocky
  27. 1:16sprites or polygon companions, health
  28. 1:19bars [music] and med kits, save points
  29. 1:21and level ups, bright colors or
  30. 1:23unforgettable soundtracks?
  31. 1:25>> [music]
  32. 1:28>> You remember these games because they
  33. 1:31[music] were designed to be remembered
  34. 1:33through their carefully curated
  35. 1:35aesthetics, built to make you feel
  36. 1:38something, created to never be forgotten
  37. 1:42and feel familiar every time you return
  38. 1:46to them. What game would you go back to
  39. 1:47right now and play without a second
  40. 1:50thought? I bet it's a game you can
  41. 1:52picture perfectly [snorts] in your mind
  42. 1:54without even booting it up. Now, how do
  43. 1:57we make people feel that way about our
  44. 1:59game? When you decide to start a new
  45. 2:02campaign in a TTRPG or start designing a
  46. 2:05board game or video game, ask yourself,
  47. 2:08how do you want people to feel when
  48. 2:11playing this game? What aspects do you
  49. 2:14want them to remember? Because your game
  50. 2:16can have cool mechanics, interesting
  51. 2:19characters, or a fascinating story, but
  52. 2:21what's going to hook people on a deeper
  53. 2:23level? Are the details that appeal to
  54. 2:26their senses and psychology? Colors,
  55. 2:29shapes, sounds, textures, smells. Yes,
  56. 2:32smells. You want people to remember what
  57. 2:35your game smells like. I played World of
  58. 2:38Warcraft for an entire summer one year
  59. 2:41and burnt an orange candle every time I
  60. 2:43played it and now anytime I smell that
  61. 2:46orange scent, my mind is immediately
  62. 2:48sent back to fishing in Wow like some
  63. 2:51kind of sleeper agent. Burn the same
  64. 2:53scented candle every time you run your
  65. 2:56games or if you're playing online, have
  66. 2:58your players order the exact same one
  67. 3:00and demand they burn it during each
  68. 3:03game. Trust me on this. The immersion
  69. 3:06will be insane. And if your game can't
  70. 3:09smell like something, let sound be your
  71. 3:11smell. Music is great, but it's going to
  72. 3:14be the flip flip of a navigation menu or
  73. 3:16the click clack of meeples and tokens as
  74. 3:18a rummage through and slotted into gaps.
  75. 3:21These little details are going to be the
  76. 3:23ones scratching your player's
  77. 3:25subconscious on the deepest level
  78. 3:27without them even noticing. This may be
  79. 3:30controversial, but what is better?
  80. 3:32Drinking Coca-Cola or the click and the
  81. 3:36fizz of opening a cold can and taking
  82. 3:39that very first sip. In my opinion,
  83. 3:42nothing compares to that first sip.
  84. 3:45After I've had that, I could take it or
  85. 3:47leave it. I don't need any more from
  86. 3:49that drink. So, when you're building a
  87. 3:51game, think about what rituals and
  88. 3:53constant details you can add that feed
  89. 3:57into the overall vibe of the game that
  90. 3:59you're either planning to run or create.
  91. 4:02For example, how does leveling up feel
  92. 4:04in your game?
  93. 4:11When I think of Skyrim, one of the first
  94. 4:14things I think of isn't the combat or
  95. 4:16the story. It's this. Those deep,
  96. 4:20resonating chants that play as I see my
  97. 4:23level bar fill up. The game then
  98. 4:26launches my perspective into the skies
  99. 4:28where I'm shown 18 different skill
  100. 4:30trees. Do I choose to increase my
  101. 4:32health, mana, or stamina? And what do I
  102. 4:35spend my single level point on? This is
  103. 4:39great game design and an impactful
  104. 4:42ritual, too. Progress feels like it has
  105. 4:45weight. But, it's not just in the level
  106. 4:48up process, but it's also anytime I
  107. 4:50stumble upon a word of power or absorb
  108. 4:53the soul of a dragon. And when I do, I
  109. 4:55truly feel like I've gotten stronger
  110. 4:58because the game's clever use of sound
  111. 5:01and visuals.
  112. 5:08In BioShock, when my character injects
  113. 5:10themselves with new plasmids or vigor, I
  114. 5:13feel like I've gotten stronger, but at
  115. 5:15what cost? How has it changed me and
  116. 5:18what have I lost in return? In Path of
  117. 5:21Exile, another game with a fantastic
  118. 5:23skill tree, there's a tactile experience
  119. 5:26each time you purchase a new [music]
  120. 5:28node. You get this sudden endorphin hit
  121. 5:31that scratches your brain in just the
  122. 5:34right way, and you're left so excited to
  123. 5:37level up again. Whether it's skill trees
  124. 5:39or swapping materia or deck building,
  125. 5:42ask yourself how you can make
  126. 5:44progression in your game feel like its
  127. 5:46own sort of mini-game. How can you keep
  128. 5:49players hooked thinking about and
  129. 5:51interacting with your game long after
  130. 5:54the [music] session has ended or before
  131. 5:56any campaign has ever begun? Maybe it's
  132. 5:59deciding on loadouts in Daggerheart or
  133. 6:01pre-planning routes they'll take on a
  134. 6:03skill tree or maybe just wacky [music]
  135. 6:05combos that they'll come up with using
  136. 6:08abilities available to them in the near
  137. 6:10future. Just keep in mind that whatever
  138. 6:12system you do create, it should be fun
  139. 6:15but also simple enough to understand and
  140. 6:17not distract from the main game itself.
  141. 6:19[music] In my own TTRPGs, players
  142. 6:22progress through three classes skill
  143. 6:24trees focused on combat, the next one
  144. 6:26being on roleplay, and then finally a
  145. 6:27skill tree based on crafting. And so
  146. 6:30much conversation is had between my
  147. 6:32players and other people playtesting
  148. 6:34this game [music] about just builds
  149. 6:36alone. People are still constantly
  150. 6:39interacting with my game outside of
  151. 6:41their hours of play. But not just in
  152. 6:43potential builds, but also in monster
  153. 6:46designs and magic item crafting. I'm
  154. 6:48also planning to have a ton of
  155. 6:50mini-games in my game that just make it
  156. 6:53feel more reminiscent of the likes of
  157. 6:55Final Fantasy where you'll be able to do
  158. 6:57a whole bunch of little things like
  159. 6:59raise [music] digital pets or play
  160. 7:01volleyball or run moving bastions. So
  161. 7:04again, how can you capture this [music]
  162. 7:06feeling in your game? What little
  163. 7:09mini-games can you add that don't take
  164. 7:11away from the main gameplay, but instead
  165. 7:13enhance the overall experience? I think
  166. 7:16clever inventory management systems are
  167. 7:19also a very fun way to tackle [music]
  168. 7:20this. Think of the many times you've
  169. 7:23rearranged your inventory in Resident
  170. 7:25Evil 4 just so you could pick up that
  171. 7:27one new weapon. But do you really Do you
  172. 7:31really need that bazooka or are we just
  173. 7:33getting a little greedy? One of my
  174. 7:34favorite examples of an inventory
  175. 7:36management system that combines with
  176. 7:39level progression is in Kingdom Hearts
  177. 7:41352 and 1/2 days. What a title. In that
  178. 7:46game, your inventory is your loadout.
  179. 7:49You have these little chips that slot
  180. 7:51into a grid, and you can arrange them
  181. 7:53before each mission. And these chips
  182. 7:55represent items, accessories, spells,
  183. 7:58and even your levels. [music] And so,
  184. 8:00you have to choose if you want to add
  185. 8:03more levels to your character before you
  186. 8:05head out on a mission, or do you, for
  187. 8:07example, choose more spells or healing
  188. 8:10items instead? These are tough choices,
  189. 8:12but they're so much fun to make, and the
  190. 8:15chips are so fun to move around. And as
  191. 8:17you progress in the game, your inventory
  192. 8:19also expands, allowing to add more
  193. 8:22things [music] to your loadout. Does
  194. 8:23anyone remember this game? I I just
  195. 8:25found it so much fun. But then there's
  196. 8:28also the likes of Moonlighter, where you
  197. 8:29play as a merchant delving into dungeons
  198. 8:32to find relics to sell back at your
  199. 8:33shop. And it utilizes this whole
  200. 8:35Tetris-y backpack system, where certain
  201. 8:38items are fragile and break if you place
  202. 8:41anything on top them. Or you've also got
  203. 8:43these cursed items that will change any
  204. 8:45item they're pointing to. But everything
  205. 8:48in your bag is important. [music] It's
  206. 8:50either a new item for you to sell at
  207. 8:52your shop, a material to upgrade weapons
  208. 8:55later, or they could just be the very
  209. 8:58weapons you need to navigate this
  210. 9:00dungeon. The TTRPGs Mouse Rider and
  211. 9:03Crows accomplish this really well in
  212. 9:05their games with their little chits that
  213. 9:07you're constantly shuffling around and
  214. 9:09fiddling with to make everything fit
  215. 9:11nicely in your inventory. But then Crows
  216. 9:14has taken this a step further, where the
  217. 9:16deeper down the item is in your
  218. 9:18backpack, the longer it takes to find it
  219. 9:21in a pinch. But the king of item
  220. 9:23management, I think, has to be
  221. 9:26Minecraft.
  222. 9:41>> Just down to how everything sounds when
  223. 9:44you move it around in your inventory or
  224. 9:46collect them. That plop plop plop sound
  225. 9:48of them being sucked up into your bag as
  226. 9:50you walk past them. And then there's the
  227. 9:52multitude of crunchy sound effects that
  228. 9:55you get when breaking different
  229. 9:56materials. But what made this game so
  230. 9:59unique and fascinating to me as a kid is
  231. 10:02how you can arrange those unique
  232. 10:03materials on a crafting table to create
  233. 10:05entirely new items. If you're thinking
  234. 10:08about in crafting your games, here's my
  235. 10:10advice. Keep it simple and make it feel
  236. 10:14good. It shouldn't take more than a few
  237. 10:16moments in real time for people to make
  238. 10:18a new item once they've gathered the
  239. 10:20materials. And even then, I don't think
  240. 10:23the materials need to be all that
  241. 10:25complicated. It should be down to how
  242. 10:27your players use them creatively.
  243. 10:30Listen, I could talk about crafting for
  244. 10:32hours and how I've incorporated into my
  245. 10:34own game, but I feel like that would
  246. 10:36need its own entire video. So, let me
  247. 10:39know in the comments if that's something
  248. 10:40you want to see, if you're interested
  249. 10:42in, I'd love to know. But while we're on
  250. 10:43the topic, let's briefly look at Skyrim
  251. 10:46as an example. Again, Skyrim, yes, I
  252. 10:48know, but it does a lot of things right
  253. 10:50in its game mechanics and [music]
  254. 10:51design. Skyrim has several different
  255. 10:53forms of crafting, alchemy, enchanting,
  256. 10:56and smithing. What makes each of these
  257. 10:59forms of crafting so enticing is the
  258. 11:01sheer variety of different things you
  259. 11:04can craft and create with each one and
  260. 11:07the opportunities that these open up for
  261. 11:09you in game. Smithing requires you to
  262. 11:12specialize in the smithing skill tree
  263. 11:14and then gather the correct materials to
  264. 11:17automatically forge whatever you need.
  265. 11:19It's a solid, simple process that
  266. 11:22creates something permanent and
  267. 11:24unchanging so long as you have the skill
  268. 11:27to make it. Very reflective of the act
  269. 11:30of smithing. Alchemy then is a little
  270. 11:32more random and requires you either to
  271. 11:34experiment a bit to see what you get or
  272. 11:38have knowledge on what combos of
  273. 11:40ingredients make what potions either by
  274. 11:43having found a recipe somewhere or by
  275. 11:46eating as many ingredients as you
  276. 11:48possibly can and it makes you feel like
  277. 11:51a little weird scientist. And then
  278. 11:53finally, enchanting requires you to suck
  279. 11:56up the souls of those you've killed into
  280. 11:59crystals. And you need crystals. You
  281. 12:01need to end lives of living creatures
  282. 12:04and destroy previously enchanted items
  283. 12:08to learn how they work. This is by far
  284. 12:10the most destructive and darkest form of
  285. 12:14crafting in Skyrim. You feel like what
  286. 12:17you're doing is wrong when you enchant
  287. 12:19an item and even after all the work you
  288. 12:22put into making it, the results are only
  289. 12:25temporary. You still need to constantly
  290. 12:28recharge enchanted items with more souls
  291. 12:30by killing more creatures in order to
  292. 12:33sustain this new source of power. And
  293. 12:35these items are powerful. You can feel
  294. 12:38it just by the way they glow alone and
  295. 12:41the fact that their enchantment bar
  296. 12:43depletes a little bit every time you
  297. 12:45swing them, making them feel all the
  298. 12:48more precious. But if you ever tune into
  299. 12:50the fact that these little bars are
  300. 12:52comprised of souls of the damned, uh
  301. 12:54maybe it's not worth thinking about all
  302. 12:57that much. Just appreciate your new
  303. 12:59sword and be happy. The way things feel
  304. 13:02and sound in a game is so important.
  305. 13:06These little aesthetic choices all
  306. 13:08compound to create that addictive
  307. 13:10feeling that will get under your
  308. 13:11player's skin in the best way possible.
  309. 13:16The sound of rain in Minecraft.
  310. 13:19The way the game goes silent for so long
  311. 13:22and then all of the sudden you're hit
  312. 13:25with this crescendo of music that
  313. 13:28somehow makes you feel more alone. The
  314. 13:32unmarked maps of Elden Ring fill you
  315. 13:34with wanderlust. The Poké Ball shaking
  316. 13:36back and forth fills you with tension.
  317. 13:39The chime of gems or the slurp of
  318. 13:41gathered Wumpa fruits pushes you forward
  319. 13:44and makes you hungry to progress. And
  320. 13:46when you gather all of these little
  321. 13:48aesthetically pleasing sounds and
  322. 13:50visuals, you get something like mixtape.
  323. 13:54The music, graphics, and even the choice
  324. 13:57of menu screens in this game all scream
  325. 14:00nostalgia. There's so much character and
  326. 14:03personality to this game. Every single
  327. 14:06beat of its game design feeds into a
  328. 14:09single sensation. What does it feel like
  329. 14:13to exist in this game? Flicking through
  330. 14:16Public Access's rulebook, I get the
  331. 14:18exact same sensation. This analog horror
  332. 14:21or PG does not waste a single inch of
  333. 14:24real estate on anything that doesn't
  334. 14:26concentrate on its immersion. How are
  335. 14:29you immersing people in your game?
  336. 14:31>> [music]
  337. 14:32>> And how does your resolution mechanics
  338. 14:34or progression system immerse people?
  339. 14:36Here's a really weird one, but let's
  340. 14:38look at RollerCoaster Tycoon or like any
  341. 14:41other city builder out there for that
  342. 14:43matter. [music] When you start a new
  343. 14:45game, you're thrown into this silent
  344. 14:48void, eerie and endless, but filled with
  345. 14:52possibility. And as you add additional
  346. 14:55rides to your theme park, you'll notice
  347. 14:57something start to change. [music]
  348. 14:59The sound, the sound of small screams
  349. 15:02and laughter. Or as you build cities,
  350. 15:04possibly the sound of sirens or traffic
  351. 15:07all start to fill the space. In these
  352. 15:09games, your progression is not depicted
  353. 15:12with experience bars or achievements,
  354. 15:15but with the orchestra of sound. But
  355. 15:18there are other aesthetically pleasing
  356. 15:20ways to depict progression in games too.
  357. 15:23Vee, from my wife as the MC, often says
  358. 15:26that the real end game of Monster Hunter
  359. 15:28is character customization. When you
  360. 15:31finally unlocked all of the dyes and
  361. 15:33ways to modify your armor, you know that
  362. 15:35you're in the end game. And now you live
  363. 15:38for those visual ways to alter your
  364. 15:40character and express yourself. But
  365. 15:42throughout your entire Monster Hunter
  366. 15:44journey, you're constantly changing as
  367. 15:47you slay each creature and forge their
  368. 15:50remains into new weapons and armor. Each
  369. 15:52piece of gear a trophy and a symbol of
  370. 15:55your journey and progression. It's
  371. 15:57funny, TTRPGs are these unbridled
  372. 16:00creative spaces where you can kind of
  373. 16:02have your character look however you
  374. 16:04want. And yet, maybe even because of
  375. 16:07this, there's actually very little
  376. 16:09visual customization options open to you
  377. 16:12as you progress in games like these.
  378. 16:14Items like the dyes for your armor in
  379. 16:17Runescape or the plethora of weapons you
  380. 16:19can choose from in games like
  381. 16:21Borderlands. Most of the time, the items
  382. 16:24that we get in TTRPGs are the ones
  383. 16:26gifted to us by our GMs. And even then,
  384. 16:29we're not typically given all that many
  385. 16:32toys to play with. Or in most cases,
  386. 16:34it's pretty obvious which weapon is
  387. 16:37better than the other. And so it only
  388. 16:39makes sense to wield that one for all
  389. 16:41situations. I know it's a bit of a side
  390. 16:43tangent, but I do think that we need to
  391. 16:45be spoiled more with items in TTRPGs and
  392. 16:49have more visual customization options
  393. 16:52open up to us as we progress in our
  394. 16:54games. In my TTRPG, every time you gain
  395. 16:58a new power on the skill tree, it
  396. 17:00changes you just a little bit because
  397. 17:02the whole premise of my game is about
  398. 17:04how you slowly become these little
  399. 17:06freaks and steadily start to resemble
  400. 17:08the monsters you fight more and more
  401. 17:10[music] with each level up. How can your
  402. 17:12game award more options to visually
  403. 17:15change up their characters so they can
  404. 17:17better express their identities and how
  405. 17:19they've evolved throughout their
  406. 17:21adventures. Maybe it's as simple as just
  407. 17:23giving them more items than they need,
  408. 17:25so they can create little loadouts for
  409. 17:27themselves for different situations. And
  410. 17:30while you're at it, ask yourself, "How
  411. 17:32can I give out more useless gear?"
  412. 17:35There's something to be said about
  413. 17:37having useless items in your games. In
  414. 17:40Fallout, I find myself constantly
  415. 17:43hoarding so much crap because I never
  416. 17:46know what's going to be useful in the
  417. 17:48future. I think a lot of games today
  418. 17:51feel like they need to make everything
  419. 17:53feel useful. But by adding uselessness
  420. 17:56to items in your game, you make your
  421. 17:58world feel real. Think of how much crap
  422. 18:02is in your desk drawer right now, or how
  423. 18:05many yard sales are being held every day
  424. 18:08filled with crap that people want to get
  425. 18:10rid of, but also filled with so much
  426. 18:13potential. The beauty of having a bunch
  427. 18:16of useless things in the likes of a
  428. 18:18teacher RPG is that players will find a
  429. 18:20way to make it useful because they have
  430. 18:23that freedom of limitless creativity in
  431. 18:26a tabletop role-playing game. You don't
  432. 18:29have the restrictions of code limiting
  433. 18:32your creative solutions. Another common
  434. 18:34thing that I see in games now, like in
  435. 18:36Dragon Age Veilguard, for example, is
  436. 18:38that you have a bunch of useless items,
  437. 18:41but they're all just lumped together as
  438. 18:43things you can sell on mass. You just
  439. 18:46hit that sell button every time you see
  440. 18:47a merchant and never really think about
  441. 18:49them. And somehow, by simplifying junk
  442. 18:52in this way, it loses so much substance.
  443. 18:56>> [music]
  444. 18:56>> Now, all of a sudden, it doesn't really
  445. 18:58feel real. It's just this blue or green
  446. 19:01labeled thing in your inventory that's
  447. 19:03worth maybe a little more or little less
  448. 19:05money, but it no longer has an identity.
  449. 19:08It simply exists as a pile of coupons.
  450. 19:11And they did something very similar with
  451. 19:13gold, too, in later editions of Dragon
  452. 19:15Age. In Origins and also in Dragon Age
  453. 19:172, I believe, you'd have to earn 100
  454. 19:20copper pieces to gain one silver, and
  455. 19:23then earn 100 silver to make one gold.
  456. 19:27By the time you've earned that first
  457. 19:29gold coin, it not only felt earned, but
  458. 19:32you also now understood the weight
  459. 19:35[music] of its value in the world. But,
  460. 19:37in recent editions of games, they've
  461. 19:38removed this and just gone with gold
  462. 19:40coins for everything. And it makes
  463. 19:42sense. It certainly makes things easier,
  464. 19:45but what harm was it doing? Maybe it was
  465. 19:48taking up a bit of cognitive load for
  466. 19:50players, but each time you simplify
  467. 19:52parts of your game like this, you remove
  468. 19:55some of the texture from your world. Do
  469. 19:58this enough times, and your game will
  470. 20:00start to feel weightless. Nothing will
  471. 20:02have an impact as you have no immersion
  472. 20:05left to give. So, when deciding between
  473. 20:08simplification and complexity in your
  474. 20:11game, consider what you're losing and
  475. 20:13what you're gaining. Maybe you want the
  476. 20:15bottle caps of healing potions be
  477. 20:17[music] the currency of your game
  478. 20:19because it feels cool to have a pouch
  479. 20:21full of caps on your hip. But, now
  480. 20:23you've got to consider the potential of
  481. 20:25limiting healing potions in your games
  482. 20:27because you don't want to break the
  483. 20:28economy. Or maybe, as another example,
  484. 20:31you want this little annoying tune to
  485. 20:33play anytime a Pokémon's HP is low. It'd
  486. 20:36be pretty cool and make things feel
  487. 20:38pretty tense, but also be hella
  488. 20:42annoying. Or maybe you choose to remove
  489. 20:44the bzz bzz animation of poison slowly
  490. 20:48killing Pokémon with each step outside
  491. 20:50of battle because it was stressing kids
  492. 20:51out. But, now we don't know how close
  493. 20:54our Pokémon is to death, and so we're
  494. 20:55constantly opening up our inventory to
  495. 20:57check on them. And
  496. 20:59oh, let's just screw it. Let's remove it
  497. 21:00entirely. It's too much. It's a slippery
  498. 21:03slope. Now, you've completely lost that
  499. 21:05sense of tension entirely. All for the
  500. 21:08sake of what? For convenience? What have
  501. 21:10you lost and what have you gained? These
  502. 21:13are the questions you need to be asking
  503. 21:15yourself as a game designer with each
  504. 21:16choice you make. Because little cool
  505. 21:18features and complexities like these can
  506. 21:20really add to the overall experience,
  507. 21:23but too many can make it feel sluggish.
  508. 21:25This is especially true if these new
  509. 21:28add-ons don't add to the overall
  510. 21:30experience that you're looking to
  511. 21:32instill into your game. So, again, ask
  512. 21:34yourself how do you want people to feel
  513. 21:37when they play your game? What games
  514. 21:40have you played that made you feel
  515. 21:42something and how did they achieve that?
  516. 21:45Ask yourself, how did they achieve that?
  517. 21:48Really look into it and explore what
  518. 21:51those games meant to you, what they were
  519. 21:53doing to your psychology. How did they
  520. 21:55immerse you and leave you daydreaming
  521. 21:57about the game long after it ended? But
  522. 22:00also, why did you [music] pick up the
  523. 22:02game in the first place and why did you
  524. 22:04stick with it? I guarantee you a large
  525. 22:06part of that was because it was easy to
  526. 22:09imagine what the experience was going to
  527. 22:11be like before you even played it. And
  528. 22:13then when you did play it, it lived up
  529. 22:16to those expectations. And maybe it
  530. 22:18started to surprise you later on, but it
  531. 22:21utilized familiarity before that. And
  532. 22:24that's a final piece of advice I want to
  533. 22:26leave with you. You can make your game
  534. 22:28as weird and as wonderful as you like,
  535. 22:31but I think you need to have some level
  536. 22:34of familiarity to it. At least at an
  537. 22:36introductory level that makes your
  538. 22:38players go, "Oh, hey, I know this
  539. 22:40thing." Make them feel comfortable. Show
  540. 22:43them something familiar, something they
  541. 22:45understand, so that you can subvert it
  542. 22:48later and leave them amazed.
  543. 22:52But simply going through those motions
  544. 22:53isn't going to be enough. You need to
  545. 22:55marinate it in this cohesive aesthetic
  546. 22:57that gets under their skin. Something
  547. 22:59that scratches [music] their
  548. 23:01subconscious on a deeper level and has
  549. 23:03them coming back for more. Thank you so
  550. 23:06much for watching, folks. And if you
  551. 23:07like the sound of the game that I was
  552. 23:08talking about that I'm designing, you
  553. 23:10can check out any of these videos here
  554. 23:11on screen. And if you want to support
  555. 23:13its development as well as gaining
  556. 23:15access to its alpha and tons of other
  557. 23:17creations I've made for D&D and this
  558. 23:19game and many other things, you can do
  559. 23:21so over my Patreon. And I just want to
  560. 23:23give a very big thank you to all of my
  561. 23:26patrons, especially all of you who
  562. 23:28continued to support me during the month
  563. 23:29of September while I was away. Thank you
  564. 23:31so much to my hero goblins, Bridge on
  565. 23:33the Lake, Tom WDW, Binary Kitten, and
  566. 23:36Sam Lake. And to all my giga chads, my
  567. 23:39fancy goblins, and pajama goblins. And
  568. 23:41thank you so much for watching this
  569. 23:43video, for getting right to the end. Uh
  570. 23:45please do subscribe and hit that all
  571. 23:47bell uh drop-down so you don't miss my
  572. 23:49next video. I'm planning on releasing
  573. 23:51maybe one big whopper video like this
  574. 23:54each month now instead of the more
  575. 23:56regular smaller videos that I was doing.
  576. 23:59I just want to see if that process works
  577. 24:01for me and if you all like that kind of
  578. 24:03thing. But for now, thank you again so
  579. 24:06so much. I love you all. Have a great
  580. 24:08day. Bye-bye.

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