Episode Transcript
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1:56
Jason
2:09
Perez, really glad to have you here.
2:11
Excited to chat with you about creativity, how
2:13
to boost it, how to come at it from different angles,
2:16
how to overcome maybe some creative blocks
2:19
that designers often run into.
2:22
And the reason I want to chat with you is because you are a
2:24
licensed psychotherapist, you're a licensed
2:26
social worker. You're also now a signed game
2:29
designer, which is new since the last time you
2:31
were on the show. So congrats
2:33
on that. And you come at things from a science
2:36
background, but also at the intersection of
2:38
a gamer and a game designer. And
2:40
so I thought it would be really cool just to chat about
2:43
how our brains work, how creativity works and
2:45
how things, you know, what are some things we can
2:47
do as designers to make
2:49
better games that we're not just constantly putting
2:51
out the exact same, oh, it's another,
2:53
it's another deck builder. Work
2:56
replacement, except I said this time it has
2:58
this, you know, tiny change, which,
3:00
you know, it is what it is. Sometimes that sometimes as
3:02
a publisher, you just put out another game because you got to make
3:05
payroll. But I think anybody listening
3:07
to this is wanting to make a game
3:09
that is interesting and unique
3:12
and different without being necessarily
3:15
industry changing. Like that's really hard to do, like
3:17
something so innovative that no one's ever seen it before. I
3:19
think there's that kind of happy medium. But anyway, really
3:21
excited to have you here. And so
3:24
when we're talking about creativity,
3:27
give me just some some background, like as a
3:29
guy that's gone through school, you've got degrees,
3:31
you've learned about the brain, just
3:33
tell me your perspective on the sciencey
3:35
kind of side of things as far as creativity. And then we'll dive
3:37
into more of the design related
3:40
stuff. I am, as you said, licensed clinical
3:42
social worker, I am a psychotherapist and
3:45
I work with people and I
3:47
am a specialist in what they call cognitive
3:49
behavioral therapy, CBT. So
3:53
my deal is the brain
3:55
and my deal is the active thinking
3:57
that can and in a clinical sense, kind
3:59
of get
3:59
people tripped up. Right.
4:02
And it's usually a, you
4:04
know, as I go through my therapy, more
4:06
and more, it's like a kind of a lack of creativity,
4:09
a lack of vision, you know,
4:11
and most of my people who come in depression,
4:13
anxiety, whatever it is, a lot of it comes
4:16
from whatever has it
4:18
has like brought on kind of a myopia, brought
4:20
on, you know, they get very tunnel visiony,
4:23
when you get stressed, you get very tunnel visiony. So it's like shutting
4:26
down of the possibilities,
4:28
which is what creativity is kind of like the broadening
4:30
of vision and possibility in the brain. So
4:33
I've been doing that for years. That's not just writers
4:36
and artists and designers. That's just people in general, the creativity
4:38
of life, right, as far as like seeing options
4:41
in your job or options in your relationships. It's
4:43
all this stuff. Exactly. Yes. If you're coming
4:45
in your job, you're like, so many of my clients,
4:48
they're like, I feel stuck in my life.
4:50
Right. And so much of that is
4:53
not seeing the options, you
4:55
know, and that's where you know, and that's where a creative
4:57
mind that's where you know, the intersection
4:59
of what you know, talk about psychology and life and games
5:01
and stuff. The intersection is at a well
5:04
functioning broad vision, right?
5:07
So that's what my professional life in terms of my
5:09
day job that I get paid to do. And
5:11
also, you do not mention I'm a cultural consultant
5:14
in gaming. As you know, I did
5:17
the receive a Puerto Rico. Yeah,
5:19
that's right. It's the last time you were getting there
5:21
on the show, I think you were still in the
5:23
middle, I think you were still figuring out like all the
5:25
ins and outs of what was going on there. And
5:27
so yeah, that's another thing we can chat about here in just a minute,
5:30
as far as design is like how to take something that
5:32
is established that has been around for a long time, look
5:34
at it with new eyes, change some things around. Yeah,
5:36
I'm excited about that. That's exactly and that folds in right?
5:39
So like, wow, did so what
5:41
goes wrong in these kind of like
5:44
themes that kind of recur over and over again, I would
5:47
submit a lack of creativity, a lack of vision, a
5:49
lack of just kind of like broader thinking,
5:52
what I and in the board gaming
5:54
world with that we call those tropes.
5:57
So tropes being just you
5:59
know,
6:00
Well, one idea that get used
6:02
over and over and over again. They leaned upon them on kind of
6:04
thing now That's not like mental illness. I mean that's
6:06
a different kind of stuckness But
6:09
I would suggest that there the the common
6:11
factor between like an anxious
6:13
depressed mind a person who feels stuck in life And
6:16
a person who is stuck in tropes
6:18
or in the familiar That's not the similar
6:21
and the approach is generally
6:23
and this is the person I take my cultural consulting
6:26
I like to say this isn't about like doing
6:28
it my way This isn't about like me
6:30
dictating like, you know Gestapo style what you should
6:32
do. It's about okay. Let's broaden this
6:35
out What could this be? What are you
6:37
trying to say? And how
6:39
are the familiar tropes kind of roping you
6:42
into saying it only certain ways and
6:44
how can we blow those tropes out and Broaden
6:46
things out and you know kind of bring breathe
6:49
some new life into your design Gotcha
6:51
briefly explain what it means
6:54
to Consult culturally because
6:56
I know there's people listening to the show that probably don't
6:58
quite understand what that means And and there's also people
7:00
online that think they know what that means Maybe
7:03
don't I've read it. I'm like, I think you're
7:05
a little bit off So explain that from your perspective
7:07
what that makes I look like last at it But I'll
7:10
definitely kind of more than happy to get
7:12
into it. So it is
7:14
about those tropes So the misunderstanding
7:16
well the misunderstanding is that it's again I'm
7:19
telling people what to do so that the game
7:21
is quote-unquote not offensive, right
7:24
or it's it's basically like for
7:26
kids You know a nice safe,
7:28
you know thing and all This
7:30
seat that word gets kind of thrown out about okay
7:32
Well, the gift the game is safe that it's for children and for
7:35
this, you know Then where's the grit where's this where's that
7:37
and that's that is not what we do, right?
7:40
I a good culture consultant and I really aim for that
7:43
is Very attentive to when
7:46
a game is trying to represent people
7:48
and most games represent people even the fictional
7:51
ones people You know when
7:53
we even when we do fictional stuff even when it's like animals
7:56
Even when it is space aliens or whatever it
7:58
is. If you're you know analogs
8:00
from real life, right? And so like
8:02
Star Trek was famous for this stuff. The
8:05
Klingons were based on Soviet
8:08
era and the Ferengi were based on
8:11
the creator's understanding of the
8:13
time of Middle Eastern cultures
8:15
and everything. These are explicit, that was explicit,
8:17
but like they leaned into it, but we all do
8:20
it. They're all, we're all boring from like real
8:22
world ideas. So like, are you borrowing
8:25
in a way that is authentic and true
8:27
to the origin culture?
8:29
Or are you borrowing
8:31
tropes?
8:32
And the tropes are flat, tropes
8:35
are well-worn, tropes are usually kind
8:37
of filtered through a Western gaze
8:40
and some stuff can stick in. Some
8:42
stuff that's not comfortable, some stuff that just makes people
8:44
uncomfortable. So,
8:47
I guess taking from, so
8:51
like what's a trope, an
8:54
unassociated trope, right? So like the chain mail bikini
8:58
in a dungeon crawler, right? So like if you have
9:00
a woman in a board game, the tendency,
9:02
the overwhelming tendency because of who plays games
9:05
is to have the buxom wench with the cleavage
9:07
and the barely armored and all that kind of stuff.
9:10
And you can say that's for sure, that's
9:12
great. And it's whatever, it's harmless, harmless. It's
9:15
not harmless to people for
9:17
whom that is not comfortable. They wanna see themselves
9:19
in games. Everyone wants to see themselves in games. And
9:21
if you're a woman and you wanna see yourself for the game, all you see
9:24
is busting out cleavage and
9:26
all that kind of things, at least in the popular titles. So
9:29
a cultural consultant will look at those little bits
9:31
and it does not have to be that. So it's LGBTQ,
9:34
different communities around the world. And
9:36
just give a flag to the author saying, look, this
9:38
is what people see. I
9:41
know that's what you see, you don't see a problem. From
9:43
our perspective, we see an issue, how
9:46
can we, and this is the creativity
9:48
part. How can we turn 2D into
9:50
3D? Not
9:52
how can we get rid of it? Not how can we cancel
9:54
it? That's the big misunderstanding. How can we
9:57
turn this trope that you used
9:59
and...
10:00
told and and and turns turn it
10:02
into something creative and turn it into something
10:04
resonant and turn it something authentic that Is
10:07
exactly what we want to do as
10:09
a cultural consultant. Gotcha. Cuz I feel
10:11
I feel like sometimes it gets
10:14
I've seen unfortunately some people who claim to
10:16
be cultural consultants who take
10:18
on maybe a little bit of that Telling
10:20
you what to do that they're coming at it as
10:23
a you need to listen to me because I'm the expert
10:25
and if you don't I'm gonna drag you online like I've seen that
10:27
unfortunately But I've also seen the complete opposite
10:30
where people have no understanding where they think
10:32
oh So you're saying if I'm
10:34
a straight white dude, then I can't make a game about
10:36
X Y and Z. It's like no That's not no not exactly.
10:38
That's not what we're saying We're saying intentional about
10:41
making a game about X Y and Z Especially if
10:43
it's about a culture that you have no under like
10:45
you read a book. Okay, that's cool like
10:48
but I
10:49
Heard this quote a while back and I love it. It's you
10:51
can't read the label from inside the bottle Understanding
10:54
that you're inside the bottle and to bring
10:56
in other people Whether you're you know
10:58
You're going out and hiring them or at
11:01
the very least have some people around you they can look
11:03
at stuff and you'll listen to them They'll tell you the truth and you
11:05
know, maybe come from different cultures different backgrounds
11:07
different languages Whatever and and
11:09
just be intentional about it, especially
11:12
if you're making a product because to your point
11:15
if you have a game that a Certain
11:18
percentage of gamers can't see themselves
11:20
playing. They can't see themselves in it Well,
11:22
you're potentially limiting the market reach of
11:25
that game So is that worth it to
11:27
you? I mean if it is fine Okay, do your thing but
11:30
if you're wanting and more and more especially,
11:32
you know women and people from different
11:34
Backgrounds are coming into the hobby Well,
11:37
if you want to make a game that appeals to them that they would want to buy
11:39
and want to play and want to give Away as gifts. I
11:41
don't know. Maybe
11:42
maybe be aware of that Because yeah,
11:45
we're talking about
11:46
Race general we're talking about money
11:49
in a lot of this like this is these are marketing decisions.
11:51
These are business decisions more than just
11:54
Doing it because it's a right thing to do. It's a good thing to do
11:56
like at the very least Even
11:59
if you're the kind of person That you just don't
12:01
care. What do you do at least care about making more money
12:03
off of your game? Understand
12:06
like you don't have to be this certain
12:08
political slant the certain cultural
12:11
whatever Do you want to make more
12:13
money? Do you want to sell more games? And
12:15
a lot of that comes down to and I want to talk to you about Puerto
12:17
Rico in just a second But any follow-up on that because
12:19
I think you're in the same boat I'm just trying to get publishers and
12:22
game designers understand like this is
12:24
it's not black white. What is green? Is
12:27
green talking about yeah, okay So there's a
12:29
bunch of different like threads there so there
12:31
is the you know You don't want to send people quote-unquote.
12:33
I don't like that word I'd like if
12:36
you want to send people like do so intentionally don't
12:38
just do so unintentionally which I let that happens a lot Where
12:40
it's like, okay You put in a trope because
12:42
the DZ some space trope or whatever, you know
12:45
And then that offends somebody but you didn't mean it and
12:47
that that's like a complete waste of time Everybody's
12:49
upset you're upset. I don't say it as about you
12:52
know that that's as a cultural consultant We if
12:54
at the very least I can help a creator do that that's
12:56
gonna happen There are
12:58
there have been some times where I
13:01
will point out some kind of oopsie in a
13:03
game that can potentially be an issue but the
13:05
creator will come back and say this is a core
13:08
part of what I want to say and Thank
13:10
you very much for helping me anticipated
13:12
the kind of things I have to answer But I'm gonna
13:14
forge ahead and go with this and I'm
13:16
like, all right, you know I'm glad that I was able to help
13:18
you and that person again, this isn't
13:20
about like gilting or shaming I'm anti-gilting
13:23
shame. So and that's that's
13:25
a thing too.
13:26
So
13:28
Really though and this is kind of gets back to the heart of what
13:30
we'll talk about here It's so
13:32
much of my approach is about incurring
13:35
creativity and let me use an example.
13:37
I've used this in a video This was like two years ago. So
13:39
people don't know But
13:41
I love this example. So and this is a total
13:44
left field example that totally applies So
13:46
have you heard my friend Gabe of
13:48
the song of ice and fire?
13:51
The
13:52
Well, it was the book series and turned into the Game of Thrones
13:56
Exactly the brand poo by George R. R.
13:58
Martin, right? he wrote the
14:00
original Game of Thrones, the novel, 1992. Like
14:04
way back, what is a cultural
14:06
consultant at that point? You know, what that does
14:08
and that thing. But, so, yeah, so, okay,
14:10
so he's writing his book and he has
14:13
this character who is a little person named
14:15
Tyrion Lannister. And
14:17
if you read the book, it is still there, like they haven't like
14:19
edited this out or anything. If
14:21
you read the original book, the very first book,
14:24
and the very first scene of Tyrion Lannister is in, what
14:27
Jon Snow, you're aware
14:29
of the characters, Jon Snow is like dour, he's like
14:31
looking at, looking off to wherever. And
14:34
then Tyrion is sitting on a ledge
14:36
on a high building and he jumps
14:38
off the ledge, bounces off an
14:42
awning, does a somersault and
14:44
lands on his feet. And, you know, kind
14:46
of does a little bow and all that kind of thing. And
14:49
so it was like,
14:51
okay, then he goes into the whole like you'll keepering fool
14:53
thing. So then what
14:55
happens with, so the book gets released and
14:58
there's a lot of little people, folks
15:01
who have dwarfism who read the book and
15:03
they're like, what the F, what is this?
15:06
And
15:07
basically the idea being that George
15:09
Martin leaned on a trope, the trope
15:11
of the capering little man. How
15:13
did, what did George Martin play when he grew up? He played
15:16
with halflings and D&D. He
15:19
watched professional midget wrestling
15:21
with, the midgets like Skylo Lo and they're calling
15:23
like capering and moving around and stuff. That was
15:25
his only experience of folks
15:28
with dwarfism, the little nimble
15:30
person. And so what they,
15:32
you know, he, so George Martin tells a story.
15:35
He got letters from people saying,
15:37
back when people wrote letters, saying
15:39
that that's not the experience
15:40
of being a dwarf.
15:42
Most of the time it is pain. You
15:46
know, it is a lot of back pain, foot
15:48
pain, heart, trouble getting around. And
15:51
on top of the physical pain, there's the social
15:54
pain of being expected
15:56
to be the dancing fool. We call that stereotype
15:58
threat. So it's like. If I'm not
16:00
capering and if I'm not jumping around, then
16:02
I get treated worse. A person would say
16:05
that. George Warren
16:07
had no idea, no
16:10
idea why would he
16:11
of this?
16:12
So then what does he do? He goes
16:14
into the second book, the third book, the fourth book, and
16:16
he completely changes Tyrion's character. At
16:18
that point, he's massaging his feet. At
16:21
that point, he's rubbing his back. He's
16:23
constantly rubbing his legs. What
16:26
that did was by having people's
16:29
life experience brought to
16:31
him, he was able to
16:34
not cancel, quote unquote, Tyrion. In fact, he went
16:36
the other way. He made Tyrion more interesting.
16:38
It unlocked creativity.
16:42
It unlocked this whole dynamic with his father
16:44
because his father became the one that did
16:46
the stereotype type thing to Tyrion. It's like, okay,
16:49
now Tyrion
16:51
expected Tyrion to be the fool and
16:53
Tyrion's like, no, no, my legs hurt. Tyrion
16:56
was like, you're not my son. Tyrion
16:58
was like, you're not my, the whole
17:01
family drama came up. So using
17:04
real life feedback
17:06
and real experience and authenticity
17:08
to inspire creativity in one's work.
17:12
The best cultural consulting that I've ever
17:14
done with a board game replicates that. It's
17:16
like, okay, here we go. You have this in your
17:18
game. This is what it would
17:21
look like more in a resident to whatever
17:23
community. It's like, oh,
17:26
let's do this. Let's do this. Let's do this. Let's do this. It's
17:29
a fantastic process when it goes
17:31
right and it folds into exactly
17:33
what the subject of the podcast is. So I'm
17:35
happy to talk about it.
17:36
Right. And to your point, which said earlier, it's,
17:39
it's literally going from 2d to 3d because now
17:41
we go from, oh, it's just a stereotypical,
17:44
you know, little person to no, no, no, it's deeper.
17:47
He's a person. He's a real, you
17:49
know, it's a, it's very similitude, which is, you
17:51
know, a word that gets brought up in, in the English circles. And
17:53
all that means is this could be real, right?
17:56
Even if you're reading Game of Thrones and there's dragons
17:58
and magic and all. It's a craziness
18:00
like you know, it's not real it's fancy But there's very
18:02
similitude in the way the characters act
18:05
towards each other the way they respond the things they think the things
18:07
they do You go. Oh, this could be real
18:10
and in game design, especially if you're a thematic
18:12
designer now if you're designing abstracts, you know Okay,
18:15
whatever but if you're designing something that has theme
18:17
and you've got flavor text You've got narrative and scenarios
18:20
and all sorts of stuff you can lean into These
18:23
things and all of a sudden players
18:25
get lost they kind of forget they're playing a
18:27
game They still know they're playing a game but they're immersed
18:30
and they're there all of a sudden it feels
18:32
like they're doing Whatever it is on the table
18:35
and you can even in the brain like I've
18:37
seen Ted talks and things talk about especially
18:39
like Dungeons and Dragons where when players are
18:41
in that zone The brain
18:43
is making memories in the same
18:46
way that it makes memories when you do things for real
18:49
It's like the brain is just like oh, yeah that you
18:51
really did slay a dragon Well, no, but
18:53
it makes memories as if you did and so all
18:56
that to say Again, we're not
18:58
trying to tell people. Oh you have to design like
19:00
this And if you're if you're this person
19:02
you can't do it's not what we're saying We're
19:04
saying you can be more creative
19:06
you have more space You have more interesting
19:09
options if you kind of understand the
19:11
bigger picture of what's going on Yeah, and if you
19:14
are attentive to whatever tropes you're using and I'm
19:16
it's a Bruno for duty wrote a very influential
19:19
I say on this this is like about Katana 2010
19:22
and he was talking about board games as a field of
19:26
It's all trips so it's all the way to like
19:28
you're playing a game most of the game occurs
19:31
in the person's mind and the The
19:33
mechanisms are more like a prompt to the month. He designed
19:35
simpler games. He's definitely on the tip
19:36
and His big
19:39
quote was you know board games aren't
19:41
really the medium for complex
19:43
tropes I go to another medium for that like a
19:45
board games. They rely on simple tropes
19:48
and
19:48
so, you know, you're basically choosing
19:50
from among simple tropes and My
19:53
thing is okay as long as you're choosing from on simple
19:56
tropes, they don't have to be the same worn
19:58
tropes, you know There's all sorts of ways,
20:01
like there's millions of tropes, there's millions of ways
20:03
which you can kind of represent something quickly, right?
20:07
Do we need to represent, you
20:09
know, purple? Let's
20:11
see. Like as soon as I see purple, I'm
20:13
immediately, okay, that's a space creature, whatever it is.
20:16
Do I really need to see the chain of the kitties? Or do I really
20:18
need to see, if I'm playing a game in the Middle East, do
20:20
I need to see, you know, camels? You
20:22
know, there's a lot more in the Middle East than camels. You
20:25
can just kind of go on down the line of the different,
20:27
you know, cultures and, you know,
20:29
settings and all that kind of stuff. So you
20:32
can use the tropes, but like, are the tropes well-worn
20:36
and just, you know, uncreative and just like, you
20:38
know, taking some stock, or are you
20:40
kind of making new ones? And then that,
20:43
you know, that,
20:45
if you do it well enough, it'll give gamers
20:47
that little like left turn, like, ooh,
20:49
I'm doing something a little bit different. And that's
20:51
where, you know, you can really get somebody,
20:54
you can, sometimes it'll miss and that's okay. As
20:57
long as you're trying and get people to be able to help
20:59
you in your game.
21:00
Absolutely, one thing I'm curious though, because I've
21:02
seen, unfortunately, sometimes writers,
21:05
movie makers, TV show, people, games are too, they
21:07
go almost too far the other way. So for instance, if
21:09
Tyrion Lannister, that
21:12
type of a character, right? A little person who's around three
21:14
feet tall, and you put him in a basketball
21:16
movie, and he, for no reason,
21:19
can dunk a basketball. He can jump, you
21:21
know, 70 inches in the air, and where there's no magic,
21:24
there's no fantasy here, and try and present that.
21:27
I feel like also we can go too far the other way. And so
21:30
it's almost finding that spot in the middle, because that
21:32
breaks the verisimilitude as well, where you're like, well, hold on
21:34
now, now I'm watching the TV show, because
21:36
that was so ridiculous and so
21:39
impossible. But you got to be careful
21:41
of that too. So can you
21:43
speak on that too? Like, do you ever find yourself in
21:46
your consulting, kind of having to rein somebody back
21:48
in and be like, okay, you're maybe trying too hard. You're
21:50
subverting a little too far. Let's pull
21:52
it back in a little more believable territory.
21:55
Not really. I mean,
21:57
I think that in board gaming, it's so- That's not the issue,
21:59
huh? Well, it's so- tight and competitive, right?
22:01
You know, like, there's such a small
22:03
window for people to make and to create
22:05
and all that kind of stuff. I think it is 99% more
22:09
of like, okay, people, okay, it
22:11
has to be space or it has to be, you know, combating
22:14
gods or has to be, you know, this kind
22:16
of like well of 10 things. Old
22:18
West, oh, I mean, how many Old West things are
22:20
I consulted on? A ton, right?
22:23
And it's like, so
22:24
the Old West is full
22:26
of
22:26
just awful tropes. So, you
22:29
know, the savage natives and the
22:32
damsel in distress and the stagecoach and I
22:34
mean, I could go on forever and ever for that. So,
22:37
you know, I said, yeah, that would be like,
22:39
it would be the other way. And again, I'm
22:41
not saying don't do the tropes. I'm
22:43
not saying like, don't do games about the Old West. I mean,
22:46
I would love that to like explore different
22:48
things, but I get the reality of like people,
22:51
they want to, you know, explore the
22:53
familiar settings and I get that, but like, okay, we're
22:55
gonna explore the same settings. We're gonna explore the same general
22:58
trope. Let's do it a different way. You know,
23:00
does the damsel need to be in distress?
23:02
Maybe the damsel could be driving the car or, you
23:05
know, maybe the savage or the quote unquote savage native
23:07
could be, you know, the only trader in town
23:09
and, you know, the person that keeps the keeper
23:12
of knowledge and lore. There's all sorts of ways that you
23:14
can kind of turn some of these tropes in their head. And
23:16
that's kind of what I want to encourage people.
23:18
And my, and also I'm a big history guy. So
23:21
it's like, okay, let's borrow from like real history
23:23
and, you know, look at someone's
23:25
life. Look at, you know, these people
23:27
that really existed, like, you know, most of
23:30
cowboys were black and Latino. We call
23:32
them bacchios. So like, okay,
23:34
can we get some look in the history
23:36
that have, you know, these people that have been kind of covered
23:39
up. And now all we think is like the John Wayne,
23:41
white guy cowboy, like, okay, let's go back in the history,
23:43
recover some of these things. And maybe that opens
23:46
up a whole rich field of
23:48
creativity in your game. So that's
23:49
the kind of things I like to look at.
23:52
Absolutely. I mean, the word buckaroo is just
23:54
a messed up pronunciation of
23:56
the Spanish word.
23:59
Right into your point, you know and
24:03
Rodeo these are all these all Spanish names. Exactly.
24:05
Exactly and looking into what actually
24:08
happened,
24:08
you know, unfortunately We we have
24:11
a tendency to just play a big long game of
24:13
telephone With the history and
24:15
with the truth and anytime people are playing telephone
24:17
You know, it only takes two or three people playing telephone
24:20
and you've already messed up up Well, how about a thousand
24:22
people? How about over a course of I don't
24:24
know two thousand years? Everybody just kind of playing telephone
24:26
with the truth and the history of things and now we're
24:28
in a place of literally the opposite You
24:31
know, that's a great way to put it It's like imagine
24:33
you're in a situation where all you're playing with
24:35
is the end of a telephone game
24:38
You know and at the end of the day like people
24:40
are people and this is another I would once
24:42
be one of me to talk About which is kind of the brain science of it. I mean
24:45
the brain is an energy seething
24:47
mechanism the brain It's
24:49
a big world. There's a lot going on Billions
24:52
of stimuli every second ahead in our head our
24:55
brains are always desperate to
24:57
find The quickest way in which
24:59
we can interpret something and kind of like put it in its place and
25:01
move on Right and we're always trying
25:03
to find little tricks little habits that kind of save
25:06
time and save energy That is what the brain
25:08
does and that is what a trope does. That's what a stereotype
25:11
does It's what a habit does, you know,
25:13
the brain is constantly looking to habituate itself
25:16
to stuff So if you're like, okay, I'm not thinking about this but
25:18
I can think about these other 10,000 things You
25:20
know like anybody who's ever, you know
25:22
driven on their way to work, but they have to
25:24
go somewhere else
25:26
You know
25:27
You're gonna lean towards going to work because
25:30
the brain is gonna take you in that direction You can
25:32
think of that metaphor as this is
25:34
what you do If you're not attentive in the creative
25:36
process that like if you're going into
25:39
game design if you're going into making a game But
25:42
you've told stories in whatever medium
25:44
that you are in a certain way Then your brain is
25:46
gonna be habituated telling the story once again in
25:48
that same way and that's where it becomes really
25:50
important to be attentive to that tendency
25:53
of the mind to just go
25:55
with the normal and familiar because of its
25:58
energy saving and
25:59
really try to step back and be like, okay, what
26:02
am I doing? And this, I like to talk
26:04
about it this way because, you know, again,
26:06
speaking to your point about cultural consulting, it's like,
26:08
okay, am I just calling a bunch of people racist that reproduce
26:11
the tropes? Absolutely not. It's
26:13
not about that. It's about like, okay, your
26:17
energy-saving brain has developed
26:19
a bank of tropes given to us
26:22
by a culture which does have ugly history
26:24
in it and because we want to save
26:26
time and energy, we've used those tropes over and over again.
26:29
And those tropes are the result of a big telephone
26:31
game like you had described before. So
26:33
all we're doing as cultural consultants
26:36
is encouraging people to be like, okay, this is what the
26:38
brain is doing. This is
26:40
the bank of tropes that you are relying
26:42
upon and I get why you did it. And
26:44
so can we please think about, A, what
26:47
impact how people receive those tropes on different
26:49
than the other end and B, is there a way
26:51
to kind of
26:53
complexify? Is there a way to blow
26:55
that out, be creative, turn 2D into
26:57
3D? That's kind of what the process is all about.
27:00
Right. And what you're talking about there is like our
27:02
brains kind of lowest common denominator,
27:04
like always trying to expend the least amount of energy
27:07
as possible. Well, that's why people read headlines,
27:09
not articles. It's why they see something
27:11
online that, especially
27:14
if it confirms a bias they already
27:16
had, then they go, yep, that's
27:18
true. You know, without actually looking deeper, they
27:21
can hear something that might be ludicrous. They
27:23
might be absolutely just ridiculous, but
27:25
they'll just take it at face value because their brains like, oh,
27:27
okay. And it's just like, all right, moving on to the other 12
27:29
things that I've got going on right now. And I said
27:33
this on a show recently, but you know, our brains are supercomputers,
27:36
but they only have one megabyte of RAM. Yeah. So
27:39
you can only think about one thing, focus on one thing at a time. And
27:41
so to make it more efficient, our
27:43
brain is just boom right there and moving on to
27:46
the next thing and you'll believe something wild.
27:48
And then it'll get, like our brains are also really
27:50
bad at like memory,
27:52
like memories are,
27:53
are so screwed up.
27:55
And they find that in, in like witness
27:57
testimonies and things like that where they can compare it
27:59
to video. Footage and things are like, oh wow, this is like
28:02
your way off Like you thought you knew you
28:04
knew moment by moment But our brains are so bad at
28:06
holding ideas really good at having ideas
28:09
terrible at holding them And so that's nothing
28:11
is like even our own memories betray us, you
28:13
know, and so if you think oh, yeah I grew up playing
28:15
baseball and this is how I remember it. It's like
28:17
yeah, maybe maybe it was like that
28:22
Just something to be aware of and also
28:24
even like the cultural it's not even or
28:27
it's not only Deep kind of heavy
28:29
stuff. It's also things that might just be humorous
28:32
and embarrassing. I give an example so I'm working on Roboman
28:35
and Literally
28:40
every day someone is working on that
28:42
game and I have I have meetings
28:44
all throughout the week of different people were on The team and
28:47
like it's moving forward. It's just such a big game But
28:49
one thing about it all the town names are
28:51
based on metals kind of like a Pokemon,
28:53
you know It's like all the recovered whatever so it's
28:55
all metals and or metal related
28:58
things And so I had a town in
29:00
the game called slagville
29:02
and slag if you're not familiar It's like the
29:05
the waste product of different metal
29:07
processes and welding and things like that. I was like, oh slagville
29:10
That sounds good. Well, my main
29:12
artist who is from the UK as
29:15
soon as I told him slagville He burst out
29:17
laughing and he's like you're not serious. Are
29:19
you? I was like what what's wrong? Do
29:21
you know what slag it means in the UK? I
29:24
don't want to say that They'll
29:29
have a fun little Google search on that one It's not like
29:32
a cuss word, but it ain't a family friendly term
29:34
And so, you know again just
29:37
having other people on the team to go. Hey, let's
29:39
Let's not do that one. Let's find a different opportunity
29:42
there and we had a good long chuckle when he sent me,
29:44
you know A link he's like well here here's
29:46
what it means and like okay, that's funny but
29:48
it's also keeping you from silly
29:50
embarrassing things or Just
29:53
things that pull people out of the the
29:55
moment. I've used icons in
29:57
the past that for instance
29:59
a battery Well, the normal,
30:01
like, stereotypical trope of a battery icon,
30:04
that type of battery wasn't invented until, like, the
30:06
early or mid-90s. And so when
30:08
I used that icon on a game that was set in
30:10
the 80s, that pulled
30:13
a handful of people out of the moment.
30:15
They were like, wait a minute, that battery doesn't exist in 1983.
30:18
I'm like, first of all, come
30:20
on. But they had a point,
30:23
you know? And so it's not just these deep,
30:26
heavy things. It's everything. And
30:28
having people there to
30:29
just see it with different eyes and see it with... Just
30:32
see it in a way you don't, I guess is the main thing. And
30:34
so you want to talk about Puerto Rico? I know where I want to be my fourth
30:37
time. I'll get into a little bit of that. Yeah.
30:40
So, okay. So, the Puerto Rico as
30:43
the old game, right? And I want to kind of put
30:45
it through the lens of what we're talking about here. Classic. One
30:48
of the greatest games of all time. It's an amazing game.
30:50
Yeah. Not my opinion, just
30:53
in general, is what a lot of people say. I've played it.
30:55
It was fine. It's
30:57
one of the games that brought a lot of people into the hobby.
31:00
So when you were tackling this, I
31:02
mean, you were like changing
31:04
Mount Rushmore to some people. There
31:08
was some thoughts that people had. Anyway,
31:10
just to give people context. Okay.
31:13
Yeah.
31:14
So, it's one of those things where I
31:16
wasn't asked, right? I took it on
31:18
my own because it was a big conversation
31:20
at the beginning of 2021. And
31:23
it's okay. So I know how
31:25
these games get themed. And I've kind of known
31:28
that the entire time. And Puerto Rico is not the only one.
31:30
I mean, Puerto Rico was one of the original ones,
31:32
but there's, you know, you got the Goas and the Ecuador.
31:35
And I'm just from my own history studies
31:38
and from my college education.
31:41
We call it Orientalism. We call it the... When
31:45
a Western looks... When
31:48
a white male European Western
31:50
center looks out at the world.
31:53
The author talked about it in terms
31:55
of like the East, right? The West and the East,
31:58
but it applies to me. as
32:00
like the center and the margin. So it's like the center
32:02
is the white male center. And then every,
32:04
basically at the further you get from the center, the
32:07
more it becomes like exotic sized and
32:09
flattened and kind of romanticized,
32:12
all that kind of thing. So
32:14
Puerto Rico
32:16
and most of the Latin America
32:18
is flattened and exoticized
32:21
in very similar ways. Tropified
32:23
if we want to use that word. In
32:26
terms of, okay, navigators
32:28
brave and true across the ocean blue.
32:31
And it was an easy process of like, okay, the
32:33
land was basically empty and they
32:35
farmed and tilled and they, yay,
32:37
all these people. Anytime you see one
32:40
of the statues of like, Ponce de Leon
32:42
and Pizarro, it's all that whole
32:45
simplified, the
32:48
tropified narrative is just like baked into Latin
32:50
American culture. We all know it. So that
32:53
gets exported back to Europe
32:56
and there's cultural interchange. The tropes
32:58
kind of multiply, again, the game of telephone. So
33:01
we all, everybody's absorbing the kind of same tropified
33:04
idea. And there it is. It's right,
33:06
I'm playing it. And that was the problem. Like, okay,
33:09
I'm playing this trope and I know the trope
33:11
is BS. Cause I know
33:13
a lot about the history and in my culture and everything. So
33:16
it was like, okay, female
33:19
mechanism, the theme
33:21
was just slapped on. Andreas,
33:24
he thought I remember reading about it. He wanted to make a game about
33:26
the new world, but then that was it. You just
33:28
stopped right there. I want to make a game
33:30
about the new world. Okay, what tropes do I know about the new
33:32
world? I know about farming and gathering and exploring
33:35
all that kind of stuff. Great.
33:36
So Puerto Rico emerged.
33:38
What I did with that game was turn
33:41
2D into 3D. Period
33:43
point blank in the story. I know
33:45
what a flatness is. So it's like, okay,
33:48
how can I go back into the mechanisms? And then that was
33:50
a big thing. I didn't change a single mechanism. Like that was
33:52
really important. I knew they would want it, but not even them telling
33:54
me that they wouldn't want to change a thing.
33:57
What else can this game be? Okay. I
34:01
looked at the
34:02
center, the central actor. Who's the central actor
34:04
is the contractor. Who's
34:07
a merchant and who's a farmer? It's an agricultural game.
34:09
So it's like, okay, can I find another
34:12
farmer, central actor in
34:14
Puerto Rican history? And then kind of
34:16
from there build the game out. And
34:19
I looked, it took a long time.
34:22
Puerto Rican agricultural
34:24
history is very difficult because basically always been a colony
34:26
to this day. We're a colony of the United States. So
34:29
I looked at the period before.
34:31
I looked at some kind of like Afrofuturist
34:33
stuff. I looked at way back to the distant past with
34:35
the Indians and all, the Taino natives and everything.
34:38
And I settled on, I read
34:40
some books. I
34:42
settled on a farmer in 1897, a very
34:44
specific date between
34:48
the empire of the Spanish and the
34:50
empire of the American. So like there was this little window of time
34:53
where it was possible to imagine that Puerto Rican
34:55
would be independent. Like we didn't know that Americans
34:57
would invade. So it was like, okay, wow. So I'm
34:59
gonna be like, boom, boom, done. I would have focused
35:01
on this actor. And
35:03
I read about him and I saw pictures
35:06
and I went to museums and I talked to people and
35:08
I was able to build out
35:11
a whole re-envisioned world based
35:14
on that real person turning 2D
35:16
into 3D. And I
35:18
got creative. I looked
35:20
at, with different perspectives within the
35:23
bounds of the mechanisms. There was only so much that
35:25
I can do. Like the biggest thing that I wanted
35:27
to do that I couldn't was pay the workers. So
35:29
I'd love to have put in a little bit of like, just
35:31
to tell the
35:34
players that like, okay, you are not a slaver, you
35:36
are paying these workers. But they were,
35:39
and I knew that they would upset
35:41
the game balance because like these are, it's a very tightly designed
35:43
game. So I just
35:45
worked and tried
35:47
to be creative. And hopefully, I told
35:50
a resident story and I've had, I mean,
35:52
I've had nothing but great feedback. Nothing
35:54
but either I've had great feedback or
35:56
dumb feedback. I haven't had like truly like
35:58
this is bad.
35:59
feedback. It's either like people love it,
36:02
or they're like judging it based
36:05
on some kind of like, local Rico standard. And I don't
36:07
listen to that. I've yet to have without
36:09
even like knowing what you did or why, like
36:11
they're just again, going and they're making a joke like
36:14
they're going off the trope of the SAW, like they're
36:16
going off their own lazy trope. I've yet
36:19
to encounter anybody that said, okay, this is not a well
36:21
rendered
36:22
version of it. And I'm very proud of that. And
36:24
what was the process and this is it's all about the creativity
36:27
process. I was creative by wanting
36:29
to turn like by wanting to take tropes and subvert
36:31
them and, you know, make them my own and
36:33
tell different stories.
36:35
So that's, that's exactly what that process was.
36:37
And just thinking from the gamer's perspective
36:40
as a player, doesn't it feel better to not be a
36:42
slave owner? Doesn't it feel better to like, be
36:45
a person that it's
36:46
positive, that's helping the community farmer
36:49
like that? I mean, my, basically, my great grandfather
36:51
could have been that, you know, I ran into
36:53
that whole thing.
36:54
Right. And as a gamer, that feels better. Like
36:57
I, all of a sudden, I don't have to compartmentalize
37:00
what was actually happening. I don't have to
37:03
abstract that away. I can, I can have
37:05
a full verisimilitude style experience
37:08
and have an enjoyable one that I'm not having to
37:11
pretend that some kind of shady,
37:13
terrible, awful things were happening as they
37:15
were. Right. And so that's nothing. Again,
37:17
just putting yourself in the shoes
37:20
of the person playing the game, right?
37:22
What are they going to be thinking? And how can you go deeper?
37:24
How can you tell
37:26
interesting stories again?
37:28
But it's also not, it's not just
37:31
people that we would call
37:33
marginalized wherever. Give an example.
37:35
I come from Alabama. Why
37:38
is it 99%
37:39
of the time? Maybe not 99, most of the time
37:41
people represented in movies, TV, games,
37:44
whatever, from where I come from, they're racist, they're
37:46
dumb, they're lazy, all these things are
37:48
those kinds of people around. Absolutely.
37:51
But to make that a trope is
37:54
frustrating to me. Right. And I bet
37:56
everyone listening to this podcast or watching
37:58
it on YouTube, there's something. About culture
38:00
where someone has extractified you
38:03
where you're from and it's annoying and
38:05
frustrating and bothersome and you would be able to go on
38:07
a rant about how it's wrong and how it's not
38:09
like that and that's a small group of people as a stereotype
38:12
whatever yeah that's what we're saying yeah
38:14
be aware of that because it's everybody everybody
38:16
on the planet is dealing with something like that and to
38:18
put yourself in that position or
38:21
at least have other people that can help you that's all we're
38:23
saying and then you can create a more interesting dynamic
38:26
what's the the old comic jeff
38:28
foxworthy his whole bit was like you
38:30
won't want your brain surgeon to talk
38:32
like this right
38:35
he made a lot of money off of the truth he
38:38
made exactly like he's turning I
38:40
mean maybe a little bit too much because
38:42
he much else to offer but like the idea
38:45
being that like he is you paid money to see him
38:47
and he's a successful person and so it's
38:49
like he's he's trying to kind of highlight
38:51
the trophy for people right it's like okay
38:53
you know people laughing ha ha ha but like
38:56
at the end of the day it's like I remember coming out of that
38:58
coming out of like you know watching that going why
39:00
wouldn't I want my solid research if
39:02
it's all like this doesn't matter you know
39:05
so and that and that's where you want you and that's
39:07
what the best use of a trope is when you get when you get people
39:10
to think and you get people to kind of be a little
39:12
bit more accepting and creative and you
39:14
know you're getting
39:17
in the right direction in terms of that stuff yeah
39:18
yeah absolutely I had a really good chat with Peter C
39:20
Hayward this is a while back when he was working on
39:23
this audio show and he had all these
39:25
voice actors coming in and it was like a spaceship
39:27
and the guy that was doing the
39:29
voice of the ship like the
39:32
AI the computer had this amazing
39:34
voice but he had a British accent and I asked Peter I was like
39:36
hey man why don't ships ever talk like me
39:40
never have a redneck AI
39:42
on your ship why is that can we try to push
39:44
him I was trying to get myself a job to be fair but
39:48
again that's a way and you got to do it
39:50
right though you can't yeah get what
39:52
I'm saying earlier like you can't push it too far
39:54
where it's silly you can't be in a
39:56
patient it can't be a kid like
39:59
you know, a
40:01
copy, you know, what's
40:03
what's to say, Chadwick. Yeah, Chadwick Boseman
40:05
talked about his luck because he did a lot of biopics when he was
40:08
alive. He did Thurgood Marshall,
40:10
he did James Brown, he did Jackie Robinson.
40:13
And he was very, he talked so much
40:15
about like, when I'm representing another
40:17
person, I do not want it to be an imitation,
40:20
I do not want it to be a cheap knockoff. And
40:22
it was James Brown, in particular, it's like super
40:25
easy. Hey, you know, all that stuff. And
40:27
it's like, no, I have to. And
40:29
what did he do? What did he do to kind of achieve
40:32
what he achieved was spend
40:34
time with the family. And Doug did his research
40:36
and, you know, practice practice, and like
40:39
to really just kind of hammer it home, like the nuances,
40:42
like there's so much room available in terms of nuance,
40:44
and it's like, okay, what emerged was something that
40:46
felt resonant, and felt real,
40:48
you know, and we're not gonna do that in a game,
40:51
I understand, like, we're not going to be like, you
40:53
know, do the research and all kind
40:55
of stuff, but you can do better than
40:57
just the flat, ordinary,
41:00
whatever. And speaking of the spaceship thing, like you
41:02
never seen like a native person in our spaceship.
41:05
You've never seen, you know, as if like Native
41:08
American history ended in 1897.
41:11
And like, there's nothing else for us. So like, no,
41:13
no, no, like that we still exist. In fact, there's more
41:15
of us now than there were at any point before European,
41:17
you know, it would it the whatever
41:20
the we call the conquest. So it's like,
41:22
why can't we be in the flying and the stars? Why
41:24
can't we be, you know, like you said before, voicing
41:27
the ship, I would love that, you know, we should
41:29
there should be all that stuff in shifts, it can't
41:31
it doesn't not just have to be like the same four or five,
41:33
you know, body types and skin tones and
41:35
all that.
41:36
Yeah, absolutely. And again,
41:38
you can you can tell some very interesting stories.
41:41
But back to I think maybe the main point overall, it's just
41:43
be intentional. Be aware, be aware how
41:45
lazy your dadgum brain is. I
41:47
remember this. Absolutely. When I was playing
41:49
football, we would do the sit
41:52
ups and you had to hold to 10
41:54
pound weights and a five. So you had to hold 25 pounds,
41:56
but it was three plates. So it was always shifting
41:59
and moving around. And it was so awful because you would
42:01
have to like force yourself to like grab
42:04
these things and do the sit-ups, right? And
42:06
your body would naturally especially as you
42:09
got tired It would want to cheat it would want to
42:11
like curl up and go to the side and not
42:13
go straight down and straight back Up because it was
42:15
trying to be as efficient as possible especially as
42:17
you wore out and whatever and you
42:19
had to be so focused and so
42:21
intentional and If I think
42:23
about that if I could be that intentional and
42:25
focused on a sit-up Maybe
42:28
maybe I can be focused and intentional and things
42:30
that maybe matter a little bit more, right? But
42:33
the main thing was your brain is constantly trying
42:35
to take the easy way out and don't let it don't
42:37
let now There gets to a point. You can't go to all the museums.
42:40
You can't read all the books You can't hire all the people whatever
42:42
like there comes a time You're just like hey, this is what it is and that's
42:44
fine. But at least be intentional about
42:46
what you're doing If
42:49
you're gonna do things about human beings, there's
42:51
no there's not to stop you from like partnering
42:53
over the human beings and It's funny
42:56
like you I'll post something like that on like a BGG
42:58
forum and I'll get so much pushback
43:01
Oh, you can't the the creator is independent
43:04
Then you want them to have the freedom to just create
43:06
and you know now we have to submit it to the Politburo
43:09
and we have to check with 17 different people in order
43:11
to make anything and it's like Creativity
43:14
is not just about like the Promethean
43:16
solitary person that you know Reaches
43:19
ideas from on high matter of fact if we trust
43:21
that person to probably get a couple of the same old crap over
43:23
and over Again, you know, you know, we're gonna
43:25
get the same white male lead. We're gonna get the same
43:27
damsel in distress you know, like you
43:30
trust people to their own devices the single solitary
43:32
person and You'd be surprised
43:34
how much the same gets reproduced over and over again the
43:38
the most creative stuff comes attached
43:40
and comes in Relationship and partnership
43:42
with people who know and I always
43:45
like, you know refer to like, you know, Star Wars, right?
43:47
So, you know if you're going
43:49
to make a game or make a product
43:51
that is resonant with Star Wars Wouldn't you want to talk to
43:53
us a couple Star Wars fans? I guess
43:55
someone shows up with a cube Death
43:57
Star then all the Star Wars
43:59
fans out there gonna go, wait a minute, you
44:02
know, why don't you talk to one
44:04
of us? And it's like, that's all we're asking in
44:06
terms of a culture idea,
44:08
you know, and even if you're even if it isn't like
44:10
directly, if even if you're only
44:12
doing animals, or if you're only doing, you know,
44:15
space creatures, or whatever it is, you're still taking
44:17
from that bank, that lazy
44:19
bank of tropes, you're still
44:22
unconsciously grabbing from that well. And
44:24
it's worth, you know, people taking a look
44:26
and going, Okay, what are you grabbing? How am I? How
44:29
you representing it? How can we turn
44:31
to D into 3d with your product?
44:34
That is the ultimate way
44:36
to understand what we're doing.
44:38
Right. And that word you just said product.
44:41
I'm not making art. I'm making
44:43
a product. Those are different things. Now they
44:45
can kind of have some intersection, there can be you know, some parallels
44:48
in tandem, whatever, but at the end of the day, I'm trying
44:50
to make something that other people will hopefully
44:52
buy. And that I can pave
44:54
some bills with like, and so when people get
44:56
super upset, like you're saying earlier, like, Oh, the creators should be
44:58
free. But yeah, go for it, feel
45:00
free. They can do whatever they want.
45:03
But as soon as you turn this into a product, product
45:05
as marketable thing, that's
45:07
a whole nother whole nother thing we got to be thinking about.
45:10
And so I think there's just a misunderstanding there.
45:12
I'm not trying to limit somebody's creativity. We're
45:14
trying to how do you make the best product for the market?
45:17
And not that you have to, you know, feel
45:20
like you got your boxed in by a certain group
45:22
of people or political movement or that's not
45:24
what we're saying. It's just being aware.
45:27
Let's switch gears and talk about the value
45:30
of putting yourself into a different
45:33
box, so to speak, where you're trying
45:35
things to avoid like, especially
45:38
if you're a game designer, you probably have a
45:40
tendency to design the same kinds of games. You
45:42
know, if you really like Euro games, you're
45:44
probably designing Euro games. Well, there
45:46
can be some value in designing
45:49
a party game. You know, you and I were talking before
45:51
the hit record about Vlado Chavado,
45:53
who has made some of the heaviest, most complicated
45:56
games in the world. Mage Knight,
45:58
right through the ages, but games that
45:59
take forever to set up and play and figure out and
46:02
like rule books on top of rule books and understanding also
46:04
and he also made Codenames because
46:06
he let his brain go into a new new
46:08
place and then that turned into one of the best party games,
46:11
you know That they were made in
46:13
the ouchy truckers from like, you know
46:15
chaotic, you know real-time they and
46:17
space alerts like some of my favorite games I love space alerts
46:19
that cooperative programming and Chaotic
46:22
and the back same bait that same mind may be
46:24
another one favorite games. Yeah
46:26
Yeah
46:27
To get outside your own personal troops that
46:30
you've kind of like that your brain has just like alright
46:32
The box has been checked, you know As far as like
46:34
what kind of games you make and themes and things like that
46:37
I'm reminded of so Aretha
46:39
Franklin's song natural
46:41
woman was co-written
46:43
by a man
46:45
It's like wait, what
46:46
you made me feel like a natural woman was written
46:49
by a dude Well, I think I
46:51
think he was allowing himself to get into a
46:53
new zone there and maybe see things through
46:55
new eyes and have a different Vision for things that
46:57
turned into one of the you know, most well-known songs ever
46:59
made Jams
47:02
are written by German dudes exam
47:04
Scandinavian dudes I mean you'd like you
47:07
like seriously like you look at the liner notes of like
47:09
a Mark Anthony or whoever else and You're
47:11
gonna see a bunch of you know names with 15 consonants
47:17
To
47:19
finish Yeah, no,
47:22
the mind is wonderful and it's very flexible
47:24
when you can allow it to be so, okay How do
47:26
you? You know prompt that
47:28
creativity and kind of go less and set it right and it's
47:30
not just game design like in life You know when I
47:33
talk about you know, bringing it back to my psychotherapy, you
47:35
know Sometimes you just need to what you know, we call shake
47:37
the snow globe, you know Like you're the
47:40
snow is settled on the ground and there's not
47:42
much happening Sometimes you just need to
47:44
kind of give it a shake and there's different
47:46
like ways to do it You know, like
47:49
this is this gets it's like a little bit of life hack territory
47:51
But like, you know brush your teeth with the wrong
47:53
hand You know start doing
47:56
things with your left hands or your right if you're
47:58
right handed if you left Do it with your right
48:00
hand. Do things that are off-handed.
48:02
Do things that are, you know, that
48:05
challenge you. Like, you know, I was
48:06
just recently doing some homo improvement projects
48:09
and I was starting to, you know, screw things with my left hand. And
48:11
it just, it matters.
48:13
It does, it does different, like the different
48:15
parts of the brain kind of wake up and shake
48:17
it, shake itself a little bit. The word
48:19
plasticity, am I remembering right? Plasticity is the word
48:21
there? Neuroplasticity. Neuroplasticity, yes. You want to get that going.
48:24
Yeah. Talk about what that is. Because that's what I've heard.
48:26
I've heard several people talk about this now where you,
48:28
like you're saying, using your left hand to do things, it
48:30
literally creates new pathways and different things in your
48:32
brain. Speak on that for a second. Correct.
48:35
Yeah. So neuroplasticity is the idea.
48:37
When I talk about like the habit forming brain
48:39
and the energy and the energy saving
48:41
brain. So what that is, is
48:43
neuropathways that are setting in and it actually
48:45
gets way deep down into your brainstem. And
48:48
your brainstem is the center of your habits, right?
48:51
They call it your lizard brain. And what, you know, what's the
48:53
idea with like lizards, right? Lizards, they
48:56
need to routinize a lot of things because, you know,
48:59
they need to find the watering hole, need to find the mating area. And
49:01
there's no time to like think about, oh, where'd it
49:03
go? Where'd it go? No, you get, it gets in there.
49:06
You habituate to it. You zip there towards there. You
49:08
avoid the predators and all kind of thing. So like this
49:10
stuff is deeply coded. We're talking 500
49:13
million years, at least of evolution of, you
49:16
know, a habit of the brain
49:18
to routinize and get it to sink
49:20
in there. Yet what makes,
49:23
one of the things that makes mammals different is a
49:25
mammalian thing, but like humans can kind of turbocharge
49:27
it, is that we can with
49:30
enough intentionality actually change
49:33
those familiar pathways. And, you know,
49:35
we make new neural connections, but we
49:37
also kind of shift
49:40
the existing connection. So if like, if I make
49:42
an association, this and this, you
49:44
know, this is the way to the watering hole or whatever it is, and
49:46
that becomes like a simultaneous
49:49
fire in the brain. And it's like, okay, now
49:52
I'm thinking about going to the watering hole, but then
49:54
it's like this, this, this, and this. And all of a sudden
49:57
I've shifted that and I've created all
49:59
these like new.
49:59
pathways to do things. I'm
50:03
working with a woman right now who has very, very severe
50:05
OCD,
50:06
very severe like germaphobic and
50:08
could barely get out of bed and everything. And the
50:11
science of OCD is that their neural
50:13
pathways are sending what we call false signals.
50:16
You know, so it's like, okay, they look at a, you know,
50:18
anything and they see dirt, and they
50:20
see germs and they see contamination. It
50:23
can be anything and their brain is sending that false
50:25
signal. So the science
50:27
is that we are trying to take advantage of the brain's neuroplasticity
50:30
and do things. And
50:32
sometimes it actually takes, you know, neurostimulation
50:35
and, you know, electric
50:37
treatment and all that kind of stuff, magnets they're using now
50:40
and reestablish different
50:42
patterns so that the brain isn't sending that signal
50:45
so that when the person sees purge
50:47
slippers, when the person sees a handkerchief,
50:50
they don't just immediately associate it with
50:52
dirt and grime and danger. It's
50:55
now, you know, whatever something else is more healthy.
50:58
And we can all do that. We can all like me my
51:00
my catchphrase is change your mind, you can change the world.
51:03
That's the thing that I end all my podcasts with. And that's
51:05
what that means. You change your mind, you change
51:08
your your your literal neural pathways,
51:10
the way that you associate. And
51:12
that's really what it is is change your associations. So
51:15
like, and that's what tropes are
51:17
all about. So it's like, if I think Egypt, and
51:19
my association is pyramid,
51:22
I can retrain myself to be like, Egypt,
51:24
that that that that that. And now I'm telling you know,
51:26
a broader story of whatever it is. And I
51:28
could just go down the line for whatever, you know, Mexico
51:30
is sombreros, you know, Eskimos
51:33
are like the big whatever that
51:35
the big coats and freezing all kinds of no,
51:38
there's plenty of eximos that are not know
51:41
the different cultures. So like, and
51:43
so neuroplasticity allows us literally
51:46
to change
51:46
the neurological firing
51:49
that prompts those tropes.
51:51
And on a again, a physical
51:53
level, which we're changing our brains in order to be able
51:55
to make broader associations. Right.
51:59
And we can We can literally change our
52:01
brains by simply, in our case,
52:03
designing games differently than we have
52:05
before or than other people have or leaning
52:08
into themes differently. Like you can literally change
52:10
your, change your brain chemistry by designing
52:12
board games. And I find that to be a much more enjoyable
52:14
way to do it. I've been brushed my teeth, my left hand,
52:16
and it's, it's not nearly as fun. It's
52:18
trying to, uh, to do different things creatively.
52:21
I tell you what, but
52:22
and also like, just in terms of the, I mean,
52:24
like designing a game, writing a book,
52:27
uh, like doing, taking on something
52:29
that has a lot of detail, a lot of spade
52:31
work, like, um, you
52:34
can actually enlarge certain
52:36
parts of your brain just by that work. Uh,
52:38
you know, some of the people that have like the, like
52:41
the biggest memory cores, like hippocampus is
52:43
your memory core. Uh, and they've looked at this, like,
52:45
you know, cab drivers actually have huge hippocampus
52:48
because they have to know
52:51
every single aspect of a city. They
52:53
have to know when the, you know, the best times
52:56
are. And if it's this time drive here, and
52:58
like the spatial memory, it actually takes a lot of, um,
53:01
brain power to like spatial memory,
53:03
like, as opposed to kind of like written word memory. Um,
53:06
so like the physical brain,
53:08
the memory centers are bigger because
53:11
they are working, literally working that out like
53:13
a muscle. And when you do
53:15
detail oriented work, like a game is,
53:17
and you mentioned before, I'm, uh, engaging
53:20
my own game design now, uh, I've, I'll
53:22
never do this again. This is tense. There
53:25
is so much little work that has
53:27
to happen. Like if you change one thing, you change seven
53:30
things and holding
53:32
all that in your head can literally
53:35
like, you know, enlarge the size and,
53:38
and, and not create, you know, different
53:40
ways of thinking. And so it actually becomes
53:42
even more important to do something different
53:45
after. Because you, what
53:48
you don't want to freeze there, like
53:50
you don't want to, you know, do something complex
53:53
and then freeze in that complexity. Cause that really
53:55
limits your vision.
53:56
You know, like now all of a sudden I've taken my, all this brain
53:59
resource and I've
53:59
But it one way. You're
54:02
going to want to, if you're doing
54:04
like a worker placement, if you're doing like a euro thing,
54:07
you're going to want to shift gears
54:09
a little bit. And so even somebody like Vital
54:12
Acerta, who's known for the heavy euros, he makes
54:15
a big deal about doing radically
54:18
different themes every time and doing a lot of
54:20
speed work and research based on his theme. So
54:22
he'll do huge research on Lisboa. That
54:25
game is actually really good at representing the
54:27
rebuilding of Lisboa after the earthquake. And
54:30
has a lot of little speed work in there. And then
54:32
you go to a game like CO2 or on Mars,
54:35
and speed work and research.
54:37
And even though it's all heavy euro
54:39
family, the vibe
54:42
is different. And the pathways are different.
54:44
And that's how he works out his own
54:46
creativity. So even within the
54:48
same genre, as long as you're doing different
54:51
themes or saying different things in your game, you can
54:54
keep flexible and keep that neuroplasticity
54:56
going, definitely. Right.
54:58
One thing I've learned is when I get deep
55:00
into researching a topic or a theme
55:02
or something like that, I find all these really
55:04
interesting ways to bring
55:06
it out. Whereas if I had just troped it
55:08
over, if I was like, OK, it's the old west, therefore
55:11
we're going to have this, that, and the other, well,
55:13
I missed some really cool moments
55:16
that I could have leaned in and had these creative
55:19
avenues that people hadn't seen before.
55:21
Because people don't want to do the
55:23
research. They don't want to do the. I've
55:25
said this before. I
55:28
give you stats on podcasting. I was talking to a guy today who
55:30
wants to start his own podcast
55:33
and game related. And so I was chatting with him, just
55:35
trying to give him some feedback and encouragement, whatever. And
55:37
I looked up the stats. I hadn't seen them in a while. And they're actually
55:39
worse than they used to be. 90% of
55:43
podcasts don't make it past episode
55:45
eight. And then 90%
55:48
of those that do make it past eight
55:51
don't make it past 20. So
55:53
as soon as you get to episode 21, you're
55:55
in the top 1% of all podcasts ever.
55:59
Like 21. Like
56:00
that's it. Yeah, that's it. Like people
56:02
don't want to do the work. We're lazy We
56:05
want to give up, you know, we don't see instant results we
56:07
quit and so success
56:09
can come in doing just a little
56:11
bit extra and Going
56:14
deeper learning some things finding interesting
56:16
creative ways to to present
56:18
the same story that's been told a million times Yeah, but
56:21
how could you tell it differently? You know if you do
56:23
a deck builder, maybe you draw seven cards Maybe
56:25
it doesn't have to be five every time like it doesn't have to
56:28
be a theme I get to be mechanism, you know,
56:30
and a lot of people have made good money
56:32
designing games that are the same But
56:35
the differences in their worker placement system
56:38
or whatever Makes people go. Ooh,
56:40
I Understand it because
56:43
I've done this kind of game before but that's different
56:45
That's an interesting way to do it and all of a sudden it opens
56:47
up these different, you know Strategies and creative options
56:49
and things I get for the actual gameplay So, you know
56:52
not just theme but also mechanism but
56:54
like you're saying at the same time. It's it's
56:56
making your brain bigger So I
56:58
feel like there's there's almost no
57:00
downside to a lot of this stuff Right,
57:05
I mean it's very easy again
57:10
The creative process is easy and
57:12
a lot of ways consumer buying habits
57:14
are also Tropey too, right
57:16
and then we you know, we someone comes
57:19
on they log on They want to see a big burly or
57:21
with an axe and like okay like dungeon
57:23
crawler They want to see you know dour
57:26
man staying across the distance euro They
57:28
want and and there's a there is a familiarity
57:30
there And so I can see
57:33
where people are like, you know, what I'm not here to
57:35
reinvent the wheel again Like you said before we have to make payroll.
57:38
We have to you know, do things so it's like
57:40
that like the sort of gravity towards Same
57:43
old same old is very very strong but
57:46
When you can bust through when you can do
57:49
your wingspan, which is a creative project when you can
57:51
do your You know game from
57:53
left field that hits then
57:55
it's almost like you're reeducating our
57:58
community brains
57:59
You know, we
57:59
We didn't think that a game like Wingspan, like the
58:02
whole hobby, nobody in the hobby thought a game like
58:04
Wingspan could be successful. And then
58:06
all of a sudden Wingspan shows up and it's almost like
58:08
a community neuroplasticity hit where
58:10
it's like, oh, now we can
58:12
do all these games. Now you got Castilla,
58:14
now you got like Apiary's coming soon from Sohmya.
58:17
And now like your whole field
58:19
of vision kind of opened up. And that couldn't
58:22
happen if we didn't have the openness
58:24
to something that was a little bit different,
58:26
it's making an aviary
58:28
of earth of earth. So
58:32
those are a little bit more moonshotty. For
58:35
every one of those, there's going to be 10, 20 on
58:37
the cutting room floor. Like, okay,
58:39
the community is not going to buy this. So
58:42
there's a risk aversion that sets
58:44
in. That's a big thing I encountered in cultural consulting
58:46
of like, no, we don't want that. We want something
58:48
that the community is going to like. And
58:51
so there's two answers to that. Not
58:55
every one of your safe products is going to be great either.
58:57
Like you might have a slightly bigger chance of hitting, but
59:00
now your risk can get lost to
59:02
see if like the other 10,000 things that you're doing. So
59:04
that's number one. Instead of letting you
59:07
take a risk, number two, even if you do the
59:09
same old thing, maybe there's a different way to do the same
59:11
old thing. Maybe there's a little curveball that you can
59:14
put in. One of my favorite games over the last
59:16
couple of years was the Transformers deck building
59:18
game. And it's a deck building
59:20
game and you draw five cards and you do your deck
59:22
building things. The innovation in that
59:25
game is that the market where
59:27
you buy the cards is actually
59:29
they call it the matrix and you have standees,
59:31
you're walking on the cards. So
59:34
if you want a card, you really have to get your, get
59:37
ready to move with your cards and then walk, walk,
59:39
walk to the next card and buy
59:41
that card. And they were able
59:43
to kind of make this really cool, like,
59:46
you know, Optimus Prime running past
59:48
Megatron and, you know, like, you know, ducking
59:50
through and hiring Grimlock
59:53
and everything. And they were able to kind of use
59:55
the familiarity of buying cards from a market,
59:58
but give this
59:59
Spin
1:00:01
was it successful? I mean it's that game happens
1:00:03
to have a little bit of mechanical crunch things that
1:00:05
are difficult But it stayed with me
1:00:08
At the very least that game stayed with me and I pulled
1:00:11
out I barely bought it I'm a reviewer
1:00:13
if I believe we do games all the time But like I that's
1:00:15
a game that stayed with me and I pull it out I
1:00:17
want to play this again
1:00:18
one of the few
1:00:20
just because it did something different
1:00:22
Right,
1:00:23
that's a really great way to look at it. How can you take something
1:00:25
that is tried and true so to speak but
1:00:27
then Turn it on its head, you
1:00:29
know where it's not just a market where you buy whatever
1:00:31
card is out there No, no, you have to land on the card
1:00:34
now It's part of the gameplay now. It's part of the mechanism
1:00:37
to be able to buy again It's wonderful
1:00:39
and we've seen over the years so many interesting mashups
1:00:42
of things that may be on its surface Someone
1:00:44
would have gone. No, it wouldn't work. But
1:00:46
then Somebody figured it out, you
1:00:48
know gloom haven in a lot of ways is a very euro
1:00:51
game. That is also a dungeon crawler It's like
1:00:54
huh? That did okay. It's
1:00:56
done. All right, and so, you know just finding ways to
1:00:59
Again, think outside the box be intentional be creative
1:01:02
Like there was a game released by check-ins it is be plenty
1:01:05
about shavado So that's his
1:01:07
imprint but it was a sign game that he signed
1:01:09
called adrenaline which was a first-person
1:01:11
shooter euro game and
1:01:13
it was a solid game, but it didn't hit and
1:01:16
You know was it just kind of
1:01:18
like came and went but I appreciated the
1:01:20
effort
1:01:21
You know, and so it's like okay and I bet like, you
1:01:23
know Vlada and the people that are developing games of they appreciate
1:01:25
the Effort they're like, okay. We gave this a shot and Okay
1:01:28
you know things learned and you
1:01:31
know We went left and now we can kind
1:01:33
of like learn for the next one and they end up with a hit-but-on-ack
1:01:35
and You know more miss and hit and miss and
1:01:38
hit and then and that's that's that is the creative
1:01:40
process And I really I've
1:01:42
learned to value the misses and also the hits
1:01:44
and kind of and use those of learning experiences, too Right,
1:01:47
but also depends on what success is. I love adrenaline
1:01:49
I think it's one of the better games
1:01:51
ever made like overall like it's somewhere
1:01:53
in the top 500 for me and I think
1:01:56
that's another thing that you you have the potential for Okay,
1:01:59
you might take a
1:02:48
for
1:04:00
like a year and a half now and you know how this goes.
1:04:02
Even a simple game, you know, we wanna like, really
1:04:05
the challenge here is to make it, make
1:04:07
sure it says the right thing. You know,
1:04:09
like there's a lot of, like there's a lot of ways
1:04:12
to kind of say not the right thing. Or
1:04:15
say just something like so funky and people kind of like, it
1:04:17
doesn't resonate with people. But we wanted
1:04:20
to make a game that feels like you
1:04:22
are, you know, gathering together,
1:04:25
the forgotten bits of history, your Harriet Tubman's
1:04:28
and your John Browns and, and
1:04:30
really, you know, you're struggling against like
1:04:32
empire and you're struggling against the establishment and doing
1:04:34
that in the format of a card game. So
1:04:37
that's taken a lot of time and you
1:04:39
know, I've definitely learned
1:04:42
that I don't want to design. Or
1:04:46
I'd be the primary designer. I love being like the assistant
1:04:48
person, but no, I'm not having
1:04:50
a lot of fun, but just kind of like, you know, with the, I'm
1:04:52
learning a ton, you
1:04:54
know, I'm learning a ton in this experience.
1:04:56
And it's, I feel like it's made me a better reviewer, I
1:04:58
feel like it's made me a better gamer and a better teacher
1:05:00
of games, the process of like actually
1:05:03
making one. So highly recommended
1:05:05
at least once, you
1:05:06
know, do something, do something with detail, like
1:05:08
design a game, write
1:05:11
a book, do a like a blow
1:05:13
it out piece of art, like, you know, write a poem,
1:05:15
like a, you know, pick one, like, like
1:05:17
create and do something substantial
1:05:20
with it. And you're like the neural
1:05:22
benefits are just off the charts. It
1:05:24
really is.
1:05:26
Yeah, absolutely. Well, cool, man. I
1:05:28
hope the game comes together. I know how hard it is to make a game
1:05:30
in general, but especially one that the
1:05:33
onus is on you to
1:05:35
tell the whole truth in that kind of situation. Like you
1:05:37
can't abstract out and then make it, oh, it's
1:05:39
fantasy pirates. Like, no, no, this is based on real
1:05:41
life events. And that's a hard thing
1:05:43
and it takes so much more detail work and
1:05:45
you just got to dive into all the research and
1:05:47
all that. So I hope you all are, I love Greg.
1:05:50
He's been on the show a couple of times. He's an excellent designer. And so
1:05:52
you're at least partnered up with an excellent dude. And
1:05:54
I hope you're able to kind of pull it all together. And man,
1:05:57
thank you so much for being here.
1:05:58
All right, thank you very much. Thank you.
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