WEBVTT - Magic the Gathering's Creator Wants to Create an Even Better Game

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<v Speaker 1>Hello, and welcome to another episode of the Odd Lots Podcast.

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<v Speaker 1>I'm Tracy Alloway.

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<v Speaker 2>And I'm Joe. Wasn't thal Joe?

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<v Speaker 1>Did you ever play Magic the Gathering?

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<v Speaker 3>No?

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<v Speaker 2>Really, I've never played it. The only game I mean,

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<v Speaker 2>I spent some time playing chess, and I yeah, I've

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<v Speaker 2>talked about on the show before. And then outside of that,

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<v Speaker 2>it's like I never had the capacity in my life

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<v Speaker 2>to like really learn new games. So it's like, you

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<v Speaker 2>know what, I'm gonna play chess, try to get better

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<v Speaker 2>out of play on my phone. But I've never like

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<v Speaker 2>then like I want to play some other game.

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<v Speaker 1>Man, you need to branch out.

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<v Speaker 4>I know.

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<v Speaker 2>Well, I just don't want to start. You know what

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<v Speaker 2>the thing is, I don't want to start from the beginning.

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<v Speaker 2>I'm just like, I'm like too old for that.

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<v Speaker 1>That's how you've learned new things. Okay, Well, speaking of

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<v Speaker 1>being old, I spent countless hours in middle school playing

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<v Speaker 1>Magic the Gathering. It was a huge thing in Let's see,

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<v Speaker 1>this would have been around ninety four, ninety five, and

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<v Speaker 1>almost everyone I knew at the time was playing it.

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<v Speaker 2>Where were you living in ninety five?

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<v Speaker 1>I was in Chicago, Chicago, So that's partly why. And

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<v Speaker 1>you know, every recess was taken up with Magic, the

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<v Speaker 1>gathering tournaments, and I really enjoyed playing, but for me,

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<v Speaker 1>the collectibility of the cards was probably more interesting. I

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<v Speaker 1>was obsessed with the cards.

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<v Speaker 2>One of my best friend's younger brother was like, really

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<v Speaker 2>obsessed with the cards in the game. Oh, I got

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<v Speaker 2>the Wall of Brambles or whatever it is? Is that

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<v Speaker 2>a card?

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<v Speaker 3>No, that's not.

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<v Speaker 1>I don't think so, although it sounds like it could be,

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<v Speaker 1>to be fair, I remember I had no it is there's.

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<v Speaker 2>A card called Wall of Brambles. But I think anyway,

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<v Speaker 2>I just remember that, you know, I think it's, oh, look,

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<v Speaker 2>you can buy one for twenty cents, so I guess

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<v Speaker 2>it wasn't a very value card anyway. I was like

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<v Speaker 2>around people who were really into their cards. I was

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<v Speaker 2>Magic adjacent. I have had friends who play it. I

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<v Speaker 2>didn't realize up until you played it. I was like

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<v Speaker 2>sometimes when I would go like to like the bookstore

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<v Speaker 2>and play chess or the game store, the or it'd

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<v Speaker 2>be other people playing. So I was around the game,

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<v Speaker 2>but I just never played it myself.

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<v Speaker 1>Man, I spent so much time. I had so many cards,

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<v Speaker 1>I had valuable cards. I had a Chavon Dragon at

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<v Speaker 1>one point, and I really thanks show what.

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<v Speaker 4>Wow?

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<v Speaker 1>Okay, but this brings me to a serious Odd Lots

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<v Speaker 1>esque topic, which is Magic the Gathering is really interesting,

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<v Speaker 1>not just because it was one of the possibly the

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<v Speaker 1>most successful card game of all time, but it had

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<v Speaker 1>a lot of sort of economic aspects to it. So

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<v Speaker 1>there was the card collection, and then you can imagine

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<v Speaker 1>within the card collection aspect of it. Obviously the goal

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<v Speaker 1>is to play and win the game, but then you

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<v Speaker 1>had this whole sort of market spring up around these

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<v Speaker 1>super valuable cards, and there is a big discussion about

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<v Speaker 1>whether or not the value of the cards was actually

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<v Speaker 1>making the gameplay worse.

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<v Speaker 3>Yeah.

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<v Speaker 2>I so this I'm familiar with, and I get. You know, intuitively,

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<v Speaker 2>you could sort of like get this phenomenon right, because

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<v Speaker 2>a card can be useful in the game, but a

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<v Speaker 2>card could also just be like a valuable thing that

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<v Speaker 2>people buy and sell on eBay or Magic the Gathering

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<v Speaker 2>online exchange things like that. But then the question is

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<v Speaker 2>like do they align? Does the collection of the cards

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<v Speaker 2>lead to optimal gameplay, suboptimal gameplay, etc. Like you could

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<v Speaker 2>see how like the value of a card from a

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<v Speaker 2>monetary standpoint, and the value of a card from a

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<v Speaker 2>gameplay standpoint might be like linear related, but might not

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<v Speaker 2>be like perfectly aligned.

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<v Speaker 3>Right.

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<v Speaker 1>And the other interesting thing is Wizards of the Coast,

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<v Speaker 1>the company that actually made Magic, at various times they

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<v Speaker 1>tried to fit this problem. So they almost acted like

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<v Speaker 1>a central bank of the cards in terms of issuance,

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<v Speaker 1>like they would increase the supply of parts or decrease

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<v Speaker 1>the supply of rare cards as needed to make the

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<v Speaker 1>game more interesting. So that's kind of fun too. But anyway,

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<v Speaker 1>I could go on about Magic for many hours still,

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<v Speaker 1>but I am very very excited to say that today

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<v Speaker 1>we're going to be speaking with the creator of Magic,

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<v Speaker 1>the gathering. We have Richard Garfield on the line all

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<v Speaker 1>the way from Sydney, Australia, and we also have his

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<v Speaker 1>colleague Arca Ray, the president and technical director of Popularium,

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<v Speaker 1>which is the new gaming company that he's setting up

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<v Speaker 1>with Richard. So very excited to have them both on

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<v Speaker 1>the show. Richard and Arca, thank you so much for

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<v Speaker 1>joining our thoughts.

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<v Speaker 4>Well, hello, it's a pleasure to be here. Love talking

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<v Speaker 4>about games, all right.

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<v Speaker 3>Thank you both really appreciate I really appreciate your having

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<v Speaker 3>us here. We're really excited to be here.

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<v Speaker 2>I hope so many sarcastic tone to Tracy was not

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<v Speaker 2>in any way coming off as dismissive towards the game.

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<v Speaker 3>Maybe it was.

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<v Speaker 1>Actually blocking Trady.

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<v Speaker 2>But I do want not want, I want to make

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<v Speaker 2>it clear that I have no condescension whatsoever to the game.

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<v Speaker 2>So I just want to get I feel bad about

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<v Speaker 2>that already.

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<v Speaker 3>Anyways, I think I think you set up a lot

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<v Speaker 3>of there for us to get into it with Richard,

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<v Speaker 3>So let's let's let's do it. Yeah.

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<v Speaker 4>I wanted to say that back in the nineties, I

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<v Speaker 4>thought that playing one game like chess was like reading

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<v Speaker 4>one book or watching one I very quickly got past

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<v Speaker 4>that because I realized games have this really special thing

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<v Speaker 4>where the more you play them for a lot of games,

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<v Speaker 4>the better they get. And so there's there's something which

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<v Speaker 4>doesn't really line up with a lot of the other media.

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<v Speaker 4>So so I think that is a perfectly good way.

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<v Speaker 2>To be Well, there's a very good there's a very

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<v Speaker 2>good observation. Maybe I should play more games.

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<v Speaker 1>Joe over here just reading one book all his life

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<v Speaker 1>past that, So Richard, maybe just to begin with you know,

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<v Speaker 1>I use the sort of economics framing to describe some

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<v Speaker 1>aspects of Magic, But do you think that that's like

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<v Speaker 1>the right way of thinking about it as a sort

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<v Speaker 1>of ecosystem or market of cards.

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<v Speaker 4>Yes, I think it's the most important thing with a

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<v Speaker 4>game like Magic is the economics around the cards. And

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<v Speaker 4>it doesn't take much to shift the game from being

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<v Speaker 4>something which isn't primarily a game, but is more an

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<v Speaker 4>economic tool. And that is in fact, you mentioned that

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<v Speaker 4>Wizards acted like a central bank. Who was very much

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<v Speaker 4>the case back in the nineties maybe ninety five, where

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<v Speaker 4>the game, the price of the game was so out

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<v Speaker 4>of control. Uh, there was the speculation bubble, and and

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<v Speaker 4>there was a conflict within the company. A lot of

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<v Speaker 4>people thought this was amazing because who doesn't want the

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<v Speaker 4>product to hit the hit the shelves and immediately be

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<v Speaker 4>worth you know, three times as much. But from the

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<v Speaker 4>people who were actually making the game, like me, it

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<v Speaker 4>was terrifying because it if you can't afford the game,

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<v Speaker 4>you can't play it. If you can't play it, then

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<v Speaker 4>it's not really a game. So we very intentionally overprinted

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<v Speaker 4>the set Fallen Empires and and the market crashed hard,

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<v Speaker 4>and people said that was the end of the game

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<v Speaker 4>and on the other but as it worked out, play

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<v Speaker 4>sprang up because at its route, it's a it's a

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<v Speaker 4>it's a it's a game, it's a strong game, and

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<v Speaker 4>the community loved the game and and uh and then

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<v Speaker 4>you know, it flourished. So ever since then, I've been

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<v Speaker 4>really skeptical of games and game companies which are intentionally

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<v Speaker 4>trying to keep the prices of their cards or components high.

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<v Speaker 2>You know one thing, and I definitely I don't know

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<v Speaker 2>if we want to even go down the store. I

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<v Speaker 2>mean I certainly had that thought, Like in twenty twenty

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<v Speaker 2>one when they were trying to do like and if

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<v Speaker 2>T related games. It's like it was the point to

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<v Speaker 2>play the game, or is the point to think? It

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<v Speaker 2>didn't seem like any of those games were fun something

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<v Speaker 2>I'm curious though, in nineteen ninety five, we didn't you know, eBay,

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<v Speaker 2>I don't think it really existed by ninety five barely.

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<v Speaker 2>I mean, if it did, it barely did hardly anyone

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<v Speaker 2>was using it. How at Wizards of the Coast were

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<v Speaker 2>even monitor were you able to get like real time

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<v Speaker 2>or semi real time feedback on price to find that

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<v Speaker 2>optimal equilibrium between the value of the cards and the

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<v Speaker 2>amount of gameplay.

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<v Speaker 4>There was I'm not sure what tools were being used,

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<v Speaker 4>but I know we had data, and in fact the

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<v Speaker 4>data was I'm not sure about eBay. It might have

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<v Speaker 4>been eBay, but the data was so clear that I

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<v Speaker 4>know at least one doctoral thesis that was put together

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<v Speaker 4>using data from Magic the gathering and the idea there

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<v Speaker 4>was that was that. The person who did it, the

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<v Speaker 4>one I know of, was Dave Riley. He found it

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<v Speaker 4>as a perfect tool to test different auctions to see

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<v Speaker 4>how that affected the final prices of the sales.

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<v Speaker 1>That's super interesting, so, Richard. One of the things that

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<v Speaker 1>was sort of built into the game, at least initially

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<v Speaker 1>was the idea of actually playing for anti so if

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<v Speaker 1>you lost, you would have to give up a card

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<v Speaker 1>from your deck your opponent, and it was sort of

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<v Speaker 1>one way of actually building up your decks and you know,

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<v Speaker 1>becoming an even better player. How come you built that

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<v Speaker 1>aspect of it into the game.

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<v Speaker 4>When we began the game, I did not anticipate it

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<v Speaker 4>being the success it was, and in fact I expected

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<v Speaker 4>players to buy one to four decks maybe, and so

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<v Speaker 4>I wanted to make sure that there was some method

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<v Speaker 4>for there to be a variety in what players had

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<v Speaker 4>even if they stopped buying cards. Now, of course they

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<v Speaker 4>can trade, and I expected that to be a part

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<v Speaker 4>of the game, but I also knew that there were

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<v Speaker 4>people uncomfortable with trading, so I thought that Anti would

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<v Speaker 4>be a good way to get that circulation of cards.

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<v Speaker 4>And it also acted as something of a leveler between decks.

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<v Speaker 4>If you've got a very valuable deck, then you're going

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<v Speaker 4>to be anting more valuable cards. This idea there were

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<v Speaker 4>some dedicated advocates of it. It was a very exciting way

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<v Speaker 4>to play, but it was pretty clear very early on

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<v Speaker 4>that we were going to have to drop it because

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<v Speaker 4>so many people hated losing the cards and so and so.

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<v Speaker 4>I imagined by the second expansion there were no more

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<v Speaker 4>ANTI cards the and it was phased out.

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<v Speaker 3>Joe.

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<v Speaker 1>One of my greatest triumphs as an eleven year old

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<v Speaker 1>was I won a signed card in Magic the gathering.

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<v Speaker 1>It was signed by the artist, and the person I

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<v Speaker 1>wanted from was very upset because we didn't you know,

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<v Speaker 1>we're all ten or eleven year old kids at the time.

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<v Speaker 1>We didn't have a lot of signed cards circulating among us.

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<v Speaker 2>Can I say I did not realize that the card loss.

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<v Speaker 2>I sort of assumed that still existed, that you could

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<v Speaker 2>lose your card. It shows you how much that I've

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<v Speaker 2>underd that I knew about magic. I for some reason

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<v Speaker 2>I thought maybe that was still part of it. But

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<v Speaker 2>I could see that would seem really stressful, and I

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<v Speaker 2>would not want to collect a deck, or I would

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<v Speaker 2>not want to be a parent buying decks for my kids,

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<v Speaker 2>my thirteen year old kids, and then having them lose

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<v Speaker 2>them during lunch at the game. So I could see

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<v Speaker 2>why that wasn't a particularly stable thank you.

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<v Speaker 4>I should want to interject there on that though, that

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<v Speaker 4>like today, it would be completely a non starter. And

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<v Speaker 4>one of the one of the things was that when

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<v Speaker 4>it was published, we didn't see them as being valuable

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<v Speaker 4>in the way they are today. Very quickly there was

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<v Speaker 4>a price settle on them, and so once there's a

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<v Speaker 4>price settle on them, they actually are gambling when they

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<v Speaker 4>play for antics.

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<v Speaker 2>Yeah, fine, but I don't know if you want kids gambling,

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<v Speaker 2>I guess yeah.

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<v Speaker 4>And yeah, back when when it was play test cards

0:12:52.520 --> 0:12:54.280
<v Speaker 4>and when they were first out, when I was picturing

0:12:54.360 --> 0:12:57.760
<v Speaker 4>them just being treated as these sort of components you

0:12:57.840 --> 0:13:00.760
<v Speaker 4>might have sentimental value to it was it was different,

0:13:01.200 --> 0:13:05.480
<v Speaker 4>but once they become cash, yeah, it's not really an

0:13:05.520 --> 0:13:08.120
<v Speaker 4>acceptable thing to bake into your game.

0:13:27.559 --> 0:13:30.559
<v Speaker 2>So just to sort of get the narrative right, can

0:13:30.600 --> 0:13:33.839
<v Speaker 2>you just give the quick overview of how long were

0:13:33.880 --> 0:13:38.720
<v Speaker 2>you involved? You're the creator of Magic the Gathering Wizards

0:13:38.760 --> 0:13:42.520
<v Speaker 2>of the Coast. It existed as a game publishing company

0:13:42.559 --> 0:13:46.600
<v Speaker 2>prior to you linking up with them, I think, and

0:13:46.640 --> 0:13:48.920
<v Speaker 2>then obviously it took off. How long were you sort

0:13:48.960 --> 0:13:51.600
<v Speaker 2>of involved with the business of Magic.

0:13:52.120 --> 0:13:56.120
<v Speaker 4>I was with Wizards until about two thousand and one,

0:13:56.360 --> 0:13:59.600
<v Speaker 4>so that was about eight years. I mean, I guess

0:14:00.120 --> 0:14:02.880
<v Speaker 4>maybe ten years if you go back before Magic was published,

0:14:03.840 --> 0:14:05.600
<v Speaker 4>since technically I guess I was working for them then.

0:14:05.679 --> 0:14:09.360
<v Speaker 4>But yeah, one Hasbro bought Wizards. I was around for

0:14:09.360 --> 0:14:11.520
<v Speaker 4>a little while, but then went off on my own.

0:14:11.760 --> 0:14:14.520
<v Speaker 1>So Richard, just going back to the very beginning when

0:14:14.559 --> 0:14:16.560
<v Speaker 1>you actually came up with the game. I think I

0:14:16.640 --> 0:14:21.520
<v Speaker 1>read somewhere that you're a mathematician or you studied mathematics

0:14:21.520 --> 0:14:25.120
<v Speaker 1>at university. Did that influence the way the game was

0:14:25.120 --> 0:14:25.840
<v Speaker 1>designed at all?

0:14:26.120 --> 0:14:32.040
<v Speaker 4>I was actually teaching math at the college level and

0:14:32.560 --> 0:14:37.280
<v Speaker 4>it probably did influence the design of Magic. But I

0:14:37.320 --> 0:14:41.840
<v Speaker 4>always like to point out that when you're a game designer,

0:14:42.400 --> 0:14:46.320
<v Speaker 4>sort of all subjects are grist for the mill, just

0:14:46.440 --> 0:14:50.520
<v Speaker 4>like being an author. So if you had an economics

0:14:51.040 --> 0:14:56.520
<v Speaker 4>PhD or studied literature or anything, it will affect what

0:14:56.560 --> 0:14:59.360
<v Speaker 4>you write about and it'll affect what sort of games

0:14:59.400 --> 0:14:59.680
<v Speaker 4>you make.

0:15:00.160 --> 0:15:02.320
<v Speaker 1>And Arca. I want to bring you in as well,

0:15:02.360 --> 0:15:05.360
<v Speaker 1>because of course you are now working with Richard at

0:15:05.600 --> 0:15:09.720
<v Speaker 1>the new gaming company Popularium. Did you play Magic when

0:15:09.760 --> 0:15:10.680
<v Speaker 1>you were younger.

0:15:10.680 --> 0:15:13.840
<v Speaker 3>Yes, yes I did, And you know, I grew up

0:15:13.880 --> 0:15:18.080
<v Speaker 3>in India and it was a it was a very

0:15:18.120 --> 0:15:22.360
<v Speaker 3>insulated community when it came to came to games pretty much,

0:15:22.680 --> 0:15:25.320
<v Speaker 3>you know, people cared about cricket and that was pretty

0:15:25.360 --> 0:15:29.640
<v Speaker 3>much it. So I had some cousins over here in

0:15:29.680 --> 0:15:32.480
<v Speaker 3>the US who would come by and introduce me to,

0:15:32.800 --> 0:15:35.840
<v Speaker 3>you know, cool things that they were doing, and obviously

0:15:35.880 --> 0:15:39.680
<v Speaker 3>magic was a big thing. So one summer they came

0:15:39.720 --> 0:15:44.000
<v Speaker 3>over and this was I think, yeah, ninety four, ninety

0:15:44.040 --> 0:15:46.400
<v Speaker 3>five something like that, they came to visit and they

0:15:46.440 --> 0:15:48.800
<v Speaker 3>had these gods that they were playing, and you know,

0:15:49.000 --> 0:15:51.800
<v Speaker 3>I was I was someone who basically when I was

0:15:53.000 --> 0:15:55.480
<v Speaker 3>five six years old, I would take you know, I

0:15:55.480 --> 0:15:57.960
<v Speaker 3>would make my own versions of Monopoly and things like that.

0:15:58.080 --> 0:16:00.760
<v Speaker 3>So making games was something that was so when I

0:16:00.800 --> 0:16:03.000
<v Speaker 3>saw the cards, it was just like, you know, this

0:16:03.000 --> 0:16:06.320
<v Speaker 3>this world of wonder that just exploded. And obviously I

0:16:06.360 --> 0:16:09.200
<v Speaker 3>only had a handful of gods, so there's only so

0:16:09.280 --> 0:16:11.240
<v Speaker 3>much I could do. But I remember trying to teach

0:16:11.240 --> 0:16:14.800
<v Speaker 3>everyone I could how to play the game. So it

0:16:15.240 --> 0:16:17.600
<v Speaker 3>you know, just seeing his name on those gods and

0:16:17.720 --> 0:16:21.360
<v Speaker 3>you know, being here now with him. So when did

0:16:21.440 --> 0:16:22.000
<v Speaker 3>you know?

0:16:22.680 --> 0:16:25.600
<v Speaker 2>When did you know you wanted to make a career

0:16:25.920 --> 0:16:29.320
<v Speaker 2>in gaming? I mean, I imagine it's funny you said that

0:16:29.400 --> 0:16:32.600
<v Speaker 2>my daughter is really good. She's seven. She's really getting

0:16:32.600 --> 0:16:35.400
<v Speaker 2>it into Monopoly right now. It's the first game that

0:16:35.440 --> 0:16:38.400
<v Speaker 2>she's really into and that's really exciting, and she's starting

0:16:38.400 --> 0:16:42.000
<v Speaker 2>to develop strategy, et cetera. When in your mind did

0:16:42.080 --> 0:16:46.440
<v Speaker 2>it go from Okay, you love playing games. The cards

0:16:46.480 --> 0:16:49.000
<v Speaker 2>were sort of fascinating to you to thinking, oh, this

0:16:49.040 --> 0:16:53.760
<v Speaker 2>could be a career of building gameplay of various sorts.

0:16:54.440 --> 0:16:57.440
<v Speaker 3>Yeah, you know, and it sounds geezy, but it actually

0:16:57.600 --> 0:16:59.920
<v Speaker 3>was around the time when I was eleven. I swear

0:17:00.120 --> 0:17:04.080
<v Speaker 3>schools because I switched cities that my parents were living in,

0:17:04.600 --> 0:17:06.439
<v Speaker 3>and it was the first time I was exposed to

0:17:06.480 --> 0:17:10.199
<v Speaker 3>a computer and programming. And as soon as I, you know,

0:17:10.240 --> 0:17:12.840
<v Speaker 3>it was like basic or something like that was the language.

0:17:12.840 --> 0:17:14.560
<v Speaker 3>And as soon as I got one and I started

0:17:14.600 --> 0:17:18.119
<v Speaker 3>like writing this quiz game and that's all I would do,

0:17:18.280 --> 0:17:20.320
<v Speaker 3>you know, when I was on lunch breaks and things

0:17:20.400 --> 0:17:24.400
<v Speaker 3>like that. So and then obviously I discovered actual games

0:17:24.440 --> 0:17:26.679
<v Speaker 3>and you know, got a computer at home and played

0:17:26.680 --> 0:17:29.600
<v Speaker 3>Doom and things like that, and then you know, people

0:17:29.640 --> 0:17:30.920
<v Speaker 3>would ask me, okay, what do you want to do

0:17:30.960 --> 0:17:32.800
<v Speaker 3>when you when you grow up, and we're like, oh,

0:17:32.800 --> 0:17:35.120
<v Speaker 3>I want to make video games, and often people were like, wait,

0:17:35.160 --> 0:17:39.200
<v Speaker 3>what are video games? So it was that's that's kind

0:17:39.200 --> 0:17:42.120
<v Speaker 3>of like why I immigrated through the US. I came

0:17:42.119 --> 0:17:44.600
<v Speaker 3>here to study computer science specifically because I wanted to

0:17:44.840 --> 0:17:47.440
<v Speaker 3>learn how to build games. And then it was fortunate

0:17:47.520 --> 0:17:50.480
<v Speaker 3>enough to join Xbox in the early days of Xbox

0:17:50.480 --> 0:17:53.400
<v Speaker 3>three sixty and that was, you know, the winding path

0:17:53.480 --> 0:17:55.879
<v Speaker 3>that took me to meet Richard and scaff who is

0:17:56.000 --> 0:18:00.000
<v Speaker 3>Richard's game design partner. Back in twenty eleven twenty twelve,

0:18:00.119 --> 0:18:03.159
<v Speaker 3>when I was starting my first company and here we are.

0:18:03.760 --> 0:18:06.320
<v Speaker 1>I definitely want to get into the new game that

0:18:06.359 --> 0:18:10.960
<v Speaker 1>you're launching with Richard and how it's sort of maybe

0:18:11.000 --> 0:18:13.800
<v Speaker 1>similar and also different to Magic the Gathering. But before

0:18:13.840 --> 0:18:17.399
<v Speaker 1>we do, I just have a few more questions about magic.

0:18:17.720 --> 0:18:21.520
<v Speaker 1>Just let humor me and let me relive Tracy.

0:18:21.560 --> 0:18:24.320
<v Speaker 2>If I were interviewing the creator of Chess, I would

0:18:24.320 --> 0:18:25.240
<v Speaker 2>have a thousand questions.

0:18:25.320 --> 0:18:29.480
<v Speaker 1>So you go to town, So Richard, you know, you

0:18:29.600 --> 0:18:34.159
<v Speaker 1>described that analogy of Wizards of the Coast sort of

0:18:34.200 --> 0:18:37.080
<v Speaker 1>acting as the central bank and deciding at one point

0:18:37.160 --> 0:18:39.600
<v Speaker 1>to flood the market with new cards in order to

0:18:39.720 --> 0:18:43.399
<v Speaker 1>bring down prices in the secondary market and make it

0:18:43.440 --> 0:18:47.520
<v Speaker 1>more equitable so that everyone could have fun playing the game.

0:18:47.920 --> 0:18:50.320
<v Speaker 1>Can you talk a little bit more about what that

0:18:50.440 --> 0:18:53.399
<v Speaker 1>decision was actually, Like, you know, you're in the room

0:18:53.600 --> 0:18:57.199
<v Speaker 1>at Wizards of the Coast. What are those conversations that

0:18:57.240 --> 0:18:58.440
<v Speaker 1>are happening at that time?

0:18:59.440 --> 0:18:59.720
<v Speaker 3>Wow?

0:19:00.480 --> 0:19:04.400
<v Speaker 4>Well, there were a lot of people involved with magic

0:19:04.560 --> 0:19:07.280
<v Speaker 4>and sort of on the sidelines of magic who saw

0:19:07.320 --> 0:19:11.439
<v Speaker 4>it as a fad, and they saw it like, you know,

0:19:12.400 --> 0:19:16.200
<v Speaker 4>I don't know what fads are. Cabbage patch kids, babys,

0:19:18.000 --> 0:19:21.720
<v Speaker 4>beanie babies. There you go, and uh, baseball cards, and

0:19:22.160 --> 0:19:24.960
<v Speaker 4>that when you had a speculation bubble, it was going

0:19:24.960 --> 0:19:28.240
<v Speaker 4>to crash and that was the and the best you

0:19:28.240 --> 0:19:33.560
<v Speaker 4>could do was ride that out. And UH, and and

0:19:33.640 --> 0:19:36.560
<v Speaker 4>I thought, and we in R and D thought that

0:19:36.560 --> 0:19:40.240
<v Speaker 4>that was, uh, that was not not going to be

0:19:40.240 --> 0:19:42.520
<v Speaker 4>healthy for the game. And we had some faith in

0:19:42.560 --> 0:19:45.560
<v Speaker 4>the game in the sense that we had been playing

0:19:45.600 --> 0:19:47.880
<v Speaker 4>with the first set of cards for over two years

0:19:48.040 --> 0:19:51.920
<v Speaker 4>and and the play the playtesters were just hooked on it.

0:19:52.000 --> 0:19:56.240
<v Speaker 4>They loved it. And so if if it crashes and

0:19:56.280 --> 0:19:59.359
<v Speaker 4>goes away, uh, you know that that that won't be

0:19:59.400 --> 0:20:01.880
<v Speaker 4>shared with any body, there won't be any long term

0:20:01.920 --> 0:20:07.080
<v Speaker 4>to the to the game. And uh So within Wizards

0:20:07.160 --> 0:20:11.359
<v Speaker 4>there were lots of very heated arguments that you know

0:20:11.440 --> 0:20:15.040
<v Speaker 4>that if you overprinted, some people believed it was going

0:20:15.119 --> 0:20:16.960
<v Speaker 4>to crash and then we were, you know, basically the

0:20:16.960 --> 0:20:20.760
<v Speaker 4>game was done. And other people who thought, if you

0:20:20.800 --> 0:20:24.080
<v Speaker 4>overprint it and it crashes, that'll give players an opportunity

0:20:24.119 --> 0:20:29.800
<v Speaker 4>to actually play the game. And since, uh, since I

0:20:29.920 --> 0:20:35.000
<v Speaker 4>was a committed crasher, and the president of the company, UH,

0:20:35.400 --> 0:20:40.239
<v Speaker 4>Peter Peter Adkinson took my advice seriously. He was a

0:20:40.280 --> 0:20:43.760
<v Speaker 4>committed crasher, and so we went through with that, and

0:20:43.760 --> 0:20:47.919
<v Speaker 4>and it really the the the sort of the reputation

0:20:48.119 --> 0:20:51.280
<v Speaker 4>that the set which crashed it Fallen Empires got was

0:20:52.920 --> 0:20:55.639
<v Speaker 4>very bad. I mean it looked, you know, people people

0:20:55.680 --> 0:21:00.040
<v Speaker 4>hated it. They hated the set, and uh, but it

0:20:59.920 --> 0:21:02.879
<v Speaker 4>wasn't about how it actually played. It was about the

0:21:02.920 --> 0:21:05.520
<v Speaker 4>fact that it was cheap. It was they could they

0:21:05.560 --> 0:21:09.960
<v Speaker 4>could buy it remaindered. But you know, the number of

0:21:09.960 --> 0:21:16.760
<v Speaker 4>players just exploded after that, and and we we began

0:21:17.240 --> 0:21:21.560
<v Speaker 4>to reformulate how we printed the cards to make it

0:21:21.600 --> 0:21:25.800
<v Speaker 4>so that anybody who joined the game wouldn't have to

0:21:25.840 --> 0:21:31.159
<v Speaker 4>pay secondary prices, secondary market prices that were substantially above

0:21:33.560 --> 0:21:34.480
<v Speaker 4>buy from the company.

0:21:35.240 --> 0:21:38.159
<v Speaker 2>Well, so I understand the sort of and I like

0:21:38.200 --> 0:21:40.080
<v Speaker 2>the way you put it. You're a committed crasher. You

0:21:40.119 --> 0:21:42.800
<v Speaker 2>want people to play the game, you want low prices,

0:21:42.880 --> 0:21:46.760
<v Speaker 2>and that's I think that's awesome or it sounds really cool.

0:21:46.920 --> 0:21:51.160
<v Speaker 2>But it still seems that even within the committed crasher philosophy,

0:21:51.480 --> 0:21:53.560
<v Speaker 2>the challenge may not be, Okay, you want to have

0:21:53.600 --> 0:21:55.800
<v Speaker 2>the cards cheap so everyone can play them, but you

0:21:55.840 --> 0:21:59.040
<v Speaker 2>still need to get the proportions right in terms of

0:21:59.480 --> 0:22:02.720
<v Speaker 2>you can't There still has to be some variability between

0:22:03.000 --> 0:22:06.280
<v Speaker 2>the really powerful cards can't be printed as much as

0:22:06.320 --> 0:22:08.719
<v Speaker 2>the less powerful cards. There has to be some rarity.

0:22:09.000 --> 0:22:13.320
<v Speaker 2>How do you calibrate that aspect of it such that

0:22:13.400 --> 0:22:16.960
<v Speaker 2>you get the proportion of powerful to less powerful cards

0:22:17.320 --> 0:22:20.760
<v Speaker 2>right even within the crash mentality, the crash framework.

0:22:21.240 --> 0:22:27.400
<v Speaker 4>So there's a misapprehension there that's underlying your question, which

0:22:27.440 --> 0:22:31.520
<v Speaker 4>is I was also from the start a big advocate

0:22:31.560 --> 0:22:35.800
<v Speaker 4>of not making the rare cards more powerful. Now there

0:22:35.800 --> 0:22:40.120
<v Speaker 4>were more powerful rare cards. But if you make the

0:22:40.160 --> 0:22:45.920
<v Speaker 4>common cards very broadly powerful, generally useful, easy to use,

0:22:46.520 --> 0:22:51.720
<v Speaker 4>then people who buy not too many decks have less

0:22:51.720 --> 0:22:54.800
<v Speaker 4>of the disadvantage against somebody who gets a lot of decks.

0:22:55.280 --> 0:22:57.960
<v Speaker 4>And so this was early on one of the ideas.

0:22:58.080 --> 0:23:00.919
<v Speaker 4>I had lots of ideas. Some of them worked like this,

0:23:01.040 --> 0:23:05.159
<v Speaker 4>and some of them didn't like anti. But this approach

0:23:06.119 --> 0:23:09.399
<v Speaker 4>makes it so that so that your your power goes up,

0:23:10.480 --> 0:23:13.640
<v Speaker 4>you know, logarithmically, as you purchase decks at the beginning

0:23:14.960 --> 0:23:20.320
<v Speaker 4>rather than linearly. And and and so now the value

0:23:20.320 --> 0:23:23.639
<v Speaker 4>of the cards, that's something different. It does have something

0:23:23.680 --> 0:23:25.399
<v Speaker 4>to do with the power of the cards. And there

0:23:25.440 --> 0:23:28.600
<v Speaker 4>were powerful rare cards. I certainly wouldn't deny that. But

0:23:29.880 --> 0:23:32.720
<v Speaker 4>one of the things that I enjoyed doing when Magic

0:23:32.760 --> 0:23:37.280
<v Speaker 4>first came out is going to game stores across the

0:23:37.280 --> 0:23:42.240
<v Speaker 4>country and and playing against players gunslinging we called it.

0:23:42.920 --> 0:23:46.640
<v Speaker 4>I think that became a term we stopped using. And

0:23:47.320 --> 0:23:49.640
<v Speaker 4>I would play against them with the deck of all

0:23:49.680 --> 0:23:53.280
<v Speaker 4>common cards, and my record against the you know, the

0:23:53.480 --> 0:23:56.920
<v Speaker 4>the champs of the stores was eighty percent or something

0:23:56.960 --> 0:23:59.800
<v Speaker 4>like that. And people would bring out their their their

0:24:00.160 --> 0:24:05.000
<v Speaker 4>x with their black Lotuses and their vampire Shiven dragons,

0:24:05.040 --> 0:24:08.320
<v Speaker 4>and I would clean their clocks and it would be all,

0:24:08.520 --> 0:24:11.080
<v Speaker 4>you know, top to bottom common cards. And it's just

0:24:11.119 --> 0:24:14.439
<v Speaker 4>because you know, I've been playing many years longer than

0:24:14.480 --> 0:24:17.679
<v Speaker 4>them and was a better player and recognized the power

0:24:17.720 --> 0:24:20.240
<v Speaker 4>that was there. And the common cards, now, the best decks,

0:24:20.240 --> 0:24:22.879
<v Speaker 4>of course, are going to be a mixture. But but

0:24:22.920 --> 0:24:25.600
<v Speaker 4>you look at the top decks even played today, and

0:24:25.640 --> 0:24:27.280
<v Speaker 4>there will be a good, you know, good trunk of

0:24:27.280 --> 0:24:30.399
<v Speaker 4>common cards that are being played by all the players.

0:24:30.600 --> 0:24:32.919
<v Speaker 2>I guess I just sort of assumed, Tracy that there

0:24:33.000 --> 0:24:36.120
<v Speaker 2>must be must have been some relationship between like, if

0:24:36.119 --> 0:24:40.760
<v Speaker 2>you have these really valuable cards, they must be overwhelmingly powerful.

0:24:41.400 --> 0:24:43.360
<v Speaker 2>So I did not realize that also, it's just sort

0:24:43.400 --> 0:24:47.640
<v Speaker 2>of funny to imagine, you know, the the ultimate creator

0:24:47.680 --> 0:24:50.280
<v Speaker 2>of the game popping into the local the local D

0:24:50.400 --> 0:24:53.800
<v Speaker 2>and D board game store and whatever town and cleaning

0:24:53.800 --> 0:24:55.200
<v Speaker 2>all the local right.

0:24:55.160 --> 0:24:58.800
<v Speaker 1>Some guy who spent countless hours, you know, building the

0:24:58.840 --> 0:25:03.320
<v Speaker 1>deck ofvaluable cards suddenly losing to someone who's playing with

0:25:03.480 --> 0:25:07.359
<v Speaker 1>some really common ones. But just on this note, Richard,

0:25:07.480 --> 0:25:10.960
<v Speaker 1>you mentioned the Blackloadus card, which of course is probably

0:25:11.080 --> 0:25:14.320
<v Speaker 1>the most famous card in all of magic history. And

0:25:14.680 --> 0:25:18.760
<v Speaker 1>I looked up on one website before we have this conversation.

0:25:19.240 --> 0:25:22.719
<v Speaker 1>I think the pricing for like the most rare version

0:25:22.840 --> 0:25:26.360
<v Speaker 1>of the Black Looadus was something like twenty two thousand dollars.

0:25:26.680 --> 0:25:29.320
<v Speaker 1>I have no idea if that's accurate or not. It

0:25:29.359 --> 0:25:30.560
<v Speaker 1>seems slightly inflated.

0:25:31.040 --> 0:25:33.840
<v Speaker 2>But are you gait I see half a million? Really?

0:25:33.880 --> 0:25:34.120
<v Speaker 1>Wow?

0:25:34.200 --> 0:25:34.840
<v Speaker 3>Yeah? Yeah?

0:25:35.240 --> 0:25:37.800
<v Speaker 4>I think I think twenty two thousand is I saw

0:25:37.840 --> 0:25:41.960
<v Speaker 4>an article about a proxy black Lotus that is one

0:25:42.000 --> 0:25:45.200
<v Speaker 4>that the players made selling for some incredible amount, huh,

0:25:45.359 --> 0:25:47.640
<v Speaker 4>like twenty thousand dollars, but.

0:25:47.600 --> 0:25:49.840
<v Speaker 1>The actual one is closer to half a million?

0:25:49.960 --> 0:25:50.360
<v Speaker 3>Is that right?

0:25:50.480 --> 0:25:51.840
<v Speaker 1>Maybe I was looking at the wrong version.

0:25:52.520 --> 0:25:55.960
<v Speaker 2>Yeah, five hundred and forty thousand have access to my

0:25:56.080 --> 0:25:59.720
<v Speaker 2>mark twenty twenty three in auction house six hundred and

0:25:59.720 --> 0:26:02.119
<v Speaker 2>fifty thousand for a black Loader.

0:26:02.480 --> 0:26:06.240
<v Speaker 1>Okay, well this gets to my question, are you surprised

0:26:06.440 --> 0:26:10.960
<v Speaker 1>at the secondary market values for some of these cards nowadays?

0:26:11.160 --> 0:26:13.720
<v Speaker 1>And especially because this kind of gets to the other

0:26:13.840 --> 0:26:17.160
<v Speaker 1>thing that you did in order to make gameplay more

0:26:17.200 --> 0:26:20.399
<v Speaker 1>interesting and more fair. Is I think at one point

0:26:20.560 --> 0:26:23.679
<v Speaker 1>for the Pro League, and yes, Joe, there is a

0:26:23.720 --> 0:26:30.440
<v Speaker 1>Pro Magic League, you banned the use of certain cards

0:26:30.600 --> 0:26:33.919
<v Speaker 1>like I think BLACKLOADUS, like the really powerful cards you

0:26:33.960 --> 0:26:36.879
<v Speaker 1>couldn't play with anymore. So I guess my question is

0:26:36.920 --> 0:26:39.320
<v Speaker 1>why do they still have or seem to have so

0:26:39.440 --> 0:26:43.160
<v Speaker 1>much value in the secondary market if they're not allowed

0:26:43.240 --> 0:26:44.520
<v Speaker 1>in some of the games.

0:26:44.840 --> 0:26:47.840
<v Speaker 4>That is one of the most important tools we used

0:26:47.920 --> 0:26:54.199
<v Speaker 4>for making the game accessible to players coming into it.

0:26:54.680 --> 0:26:56.919
<v Speaker 4>That is not making it so they felt like they

0:26:56.960 --> 0:27:01.000
<v Speaker 4>had to bla BLACKLOADUS. The tournaments and the environment which

0:27:01.040 --> 0:27:07.960
<v Speaker 4>Wizards supports is only the last couple of years worth

0:27:07.960 --> 0:27:11.280
<v Speaker 4>of cards, and so if they're beyond that, players can

0:27:11.280 --> 0:27:13.720
<v Speaker 4>still play them, of course because they own them and

0:27:13.880 --> 0:27:16.040
<v Speaker 4>there will still be events set up around them. But

0:27:16.080 --> 0:27:20.200
<v Speaker 4>that's not where the focus of the companies of tournaments

0:27:20.240 --> 0:27:23.080
<v Speaker 4>and play is which means if you come into the game,

0:27:24.280 --> 0:27:27.120
<v Speaker 4>you know that you're not competing against black Lotuses and

0:27:27.440 --> 0:27:31.720
<v Speaker 4>all the old cards. And so it wasn't just Black

0:27:31.760 --> 0:27:34.600
<v Speaker 4>Lotus that was banned. It was basically any card that

0:27:34.680 --> 0:27:39.720
<v Speaker 4>was too old became I forget what they call it,

0:27:39.760 --> 0:27:43.280
<v Speaker 4>but I don't know, a legacy card, and those there

0:27:43.320 --> 0:27:47.200
<v Speaker 4>were special legacy events, but that wasn't part of the

0:27:47.280 --> 0:27:50.560
<v Speaker 4>current game environments, and that was one way we managed

0:27:50.600 --> 0:27:55.320
<v Speaker 4>to keep it so that the card prices were under control,

0:27:55.760 --> 0:27:58.359
<v Speaker 4>and yet you have this long term collectibility, so it

0:27:58.359 --> 0:28:02.520
<v Speaker 4>was collectible like stamps, but not like Panie Baby.

0:28:02.920 --> 0:28:05.840
<v Speaker 1>Yeah, I didn't realize that the older cards were banned

0:28:06.040 --> 0:28:09.439
<v Speaker 1>in pro play. I guess I probably didn't play Magic

0:28:09.600 --> 0:28:12.119
<v Speaker 1>long enough for that to kind of be an issue.

0:28:12.119 --> 0:28:12.920
<v Speaker 1>But that's interesting.

0:28:13.080 --> 0:28:16.280
<v Speaker 3>Well, to clarify there is there are like two formats.

0:28:16.520 --> 0:28:19.560
<v Speaker 3>Is like standard in the other one. The standard is

0:28:19.600 --> 0:28:22.640
<v Speaker 3>the rotation that Richard is talking about. You can play

0:28:22.960 --> 0:28:25.400
<v Speaker 3>anything that's modern, which is like I think after two

0:28:25.440 --> 0:28:29.920
<v Speaker 3>thousand and something, it's considered modern in like non pro

0:28:30.000 --> 0:28:32.080
<v Speaker 3>tournaments and so on. But there is also a band

0:28:32.160 --> 0:28:34.080
<v Speaker 3>list which you know Richard might want to talk about

0:28:34.080 --> 0:28:37.040
<v Speaker 3>which Blackloaders and cards are on which which will never

0:28:37.080 --> 0:28:40.400
<v Speaker 3>be reprinted, which does contribute to a great extent to

0:28:40.400 --> 0:28:43.400
<v Speaker 3>the incredible value something like a Blackloaders because it will

0:28:43.720 --> 0:28:46.440
<v Speaker 3>there are there's a possibility for a legacy card, as

0:28:46.520 --> 0:28:49.920
<v Speaker 3>Richard said, to be potentially reprinted and it's considered exactly

0:28:49.960 --> 0:28:52.040
<v Speaker 3>the same card as far as the gameplay is concerned.

0:28:52.280 --> 0:28:54.800
<v Speaker 3>But there will never be another Blackloaders printed because of

0:28:55.160 --> 0:28:57.720
<v Speaker 3>many interesting reasons, which I don't know if we have

0:28:57.800 --> 0:28:58.520
<v Speaker 3>time or Richard.

0:29:00.280 --> 0:29:04.480
<v Speaker 4>Yeah, it's actually worth pointing out, like it's a very

0:29:04.520 --> 0:29:07.600
<v Speaker 4>sticky relationship between the power of the card, how many

0:29:08.400 --> 0:29:13.560
<v Speaker 4>have been printed, and whether it's available of whether it's

0:29:13.600 --> 0:29:18.640
<v Speaker 4>in tournaments. So, for example, very early on, we realized

0:29:18.680 --> 0:29:23.200
<v Speaker 4>that when we reprinted an old card which had some

0:29:23.440 --> 0:29:27.920
<v Speaker 4>cachet to it, the price on the secondary market of

0:29:27.920 --> 0:29:30.800
<v Speaker 4>that card would go up. And the reason for that

0:29:31.040 --> 0:29:34.760
<v Speaker 4>is because that meant the card was legal for tournaments

0:29:35.240 --> 0:29:38.480
<v Speaker 4>because it wasn't an old card anymore. You could bring

0:29:38.880 --> 0:29:40.960
<v Speaker 4>your older version which might have different art or a

0:29:40.960 --> 0:29:44.600
<v Speaker 4>different cardboard or something like that. But it seemed contradictory

0:29:44.640 --> 0:29:47.040
<v Speaker 4>that you're printing more of them, and now the price

0:29:47.040 --> 0:29:47.440
<v Speaker 4>goes up.

0:29:48.120 --> 0:29:50.560
<v Speaker 1>Arka, I have to ask, now, what was your I

0:29:50.600 --> 0:29:53.200
<v Speaker 1>don't want to say most valuable card because it kind

0:29:53.200 --> 0:29:55.920
<v Speaker 1>of undermines a lot of the purpose of the game,

0:29:55.960 --> 0:29:58.760
<v Speaker 1>But what was your favorite card that you accumulated when

0:29:58.800 --> 0:29:59.160
<v Speaker 1>you were.

0:29:59.040 --> 0:30:03.120
<v Speaker 3>Playing that I was playing Magic. Probably the most was

0:30:03.160 --> 0:30:05.560
<v Speaker 3>when I was at Microsoft, just because you know, that

0:30:05.720 --> 0:30:09.520
<v Speaker 3>was one of the things that we we did, and

0:30:09.640 --> 0:30:15.320
<v Speaker 3>at the time, I got really into black, like all

0:30:15.360 --> 0:30:17.640
<v Speaker 3>sorts of combinations of black, so I got a you know,

0:30:17.680 --> 0:30:21.400
<v Speaker 3>got into black, white, black, red, et cetera. So there

0:30:21.440 --> 0:30:24.400
<v Speaker 3>was one one card that I think it was a

0:30:24.440 --> 0:30:27.960
<v Speaker 3>gold card that was printed in like M eleven or

0:30:28.000 --> 0:30:31.040
<v Speaker 3>something like that, that was called the Dark Tutelage, and

0:30:31.520 --> 0:30:34.840
<v Speaker 3>that just had the most the coolest art on it

0:30:34.960 --> 0:30:38.080
<v Speaker 3>if if if you want to look it up of

0:30:38.200 --> 0:30:42.080
<v Speaker 3>this guy with the blindfold guy. There was this blindfold

0:30:42.120 --> 0:30:45.240
<v Speaker 3>and eyeballs and this like demon looking character like giving.

0:30:45.920 --> 0:30:50.160
<v Speaker 3>I was just, yeah, it's a it's a really fun

0:30:50.400 --> 0:30:52.600
<v Speaker 3>like you know, like it combos really well with red

0:30:52.920 --> 0:30:56.120
<v Speaker 3>red cards also, so I just I just really enjoyed

0:30:56.120 --> 0:30:59.840
<v Speaker 3>the mechanic, the both the life gain and life loss

0:31:00.560 --> 0:31:01.880
<v Speaker 3>mechanic as resources.

0:31:18.160 --> 0:31:21.280
<v Speaker 1>I have an embarrassing confession, which is I was scared

0:31:21.480 --> 0:31:24.800
<v Speaker 1>of the the Black Cards when I was growing up.

0:31:24.960 --> 0:31:27.280
<v Speaker 1>I like, I never played with them because some of

0:31:27.320 --> 0:31:30.880
<v Speaker 1>the images of like so the Black Cards, for people

0:31:30.880 --> 0:31:33.600
<v Speaker 1>who don't know, are sort of associated with like death

0:31:33.760 --> 0:31:36.520
<v Speaker 1>and scary things, and you know, there's lots of demons

0:31:36.560 --> 0:31:38.680
<v Speaker 1>and pictures of skeletons and things like that, and they

0:31:38.680 --> 0:31:40.680
<v Speaker 1>freaked me out when I was little. I was scared

0:31:40.720 --> 0:31:41.200
<v Speaker 1>of them.

0:31:42.200 --> 0:31:44.800
<v Speaker 2>Okay, Uh, can we talk a little bit about the

0:31:44.800 --> 0:31:48.560
<v Speaker 2>new company and maybe ARCA. Why don't you describe what

0:31:48.720 --> 0:31:54.440
<v Speaker 2>is popularium and in the world of gaming? What are

0:31:54.440 --> 0:31:55.600
<v Speaker 2>you trying to solve?

0:31:55.680 --> 0:31:56.480
<v Speaker 3>What? Uh? What?

0:31:56.480 --> 0:31:58.640
<v Speaker 2>What? What do you what do you want to do

0:31:58.760 --> 0:32:01.800
<v Speaker 2>that isn't being done in elsewhere in the gaming world.

0:32:02.320 --> 0:32:05.160
<v Speaker 3>That's a great question, and you know, I think it's

0:32:05.240 --> 0:32:08.200
<v Speaker 3>best answered a little bit through the story of how

0:32:08.240 --> 0:32:12.280
<v Speaker 3>actually we started Popularity and because yeah, I mean, on

0:32:12.280 --> 0:32:15.640
<v Speaker 3>one hand, I've been dreaming of, you know, starting a

0:32:15.680 --> 0:32:19.720
<v Speaker 3>games company since I was as a kid. But you

0:32:19.760 --> 0:32:22.120
<v Speaker 3>know how things go, Like I started my company, and

0:32:22.440 --> 0:32:25.680
<v Speaker 3>you know, I'm a technical person, so I got into

0:32:25.720 --> 0:32:28.560
<v Speaker 3>building enterprise software for a while, and that was all

0:32:28.560 --> 0:32:31.000
<v Speaker 3>fun and all that in a different way. But I

0:32:31.040 --> 0:32:34.680
<v Speaker 3>always want to come back to games, and I had

0:32:34.720 --> 0:32:37.560
<v Speaker 3>an opportunity a couple of years ago because of a

0:32:37.600 --> 0:32:41.240
<v Speaker 3>combination of events with my prior company and you know,

0:32:41.880 --> 0:32:45.960
<v Speaker 3>some availability of some some financing COVID, giving people the

0:32:45.960 --> 0:32:50.120
<v Speaker 3>opportunity to like basically become much more comfortable with completely

0:32:50.120 --> 0:32:54.000
<v Speaker 3>distributed development systems because you know, games especially has been

0:32:54.040 --> 0:32:57.200
<v Speaker 3>a very you know, you go in, you build games,

0:32:57.280 --> 0:33:00.680
<v Speaker 3>you know, and the whole like you know, classic crunch

0:33:01.400 --> 0:33:04.160
<v Speaker 3>mentality that you're sleeping under your desk before you ship.

0:33:04.800 --> 0:33:07.400
<v Speaker 3>So all of those things was like, you know, for me,

0:33:07.480 --> 0:33:10.960
<v Speaker 3>it was the right time to start thinking about putting

0:33:10.960 --> 0:33:14.360
<v Speaker 3>something together. And it was really accelerated by two things.

0:33:15.000 --> 0:33:20.720
<v Speaker 3>First was that for me, what has always been very

0:33:20.760 --> 0:33:28.040
<v Speaker 3>interesting is a games that essentially, through gameplay, create a

0:33:28.240 --> 0:33:34.160
<v Speaker 3>new format and then be generate narratives out of the

0:33:34.160 --> 0:33:39.120
<v Speaker 3>pure gameplay itself. And something that Richard's games have always

0:33:39.200 --> 0:33:43.480
<v Speaker 3>done is basically, whether or not you understand the lore

0:33:43.880 --> 0:33:46.880
<v Speaker 3>of the Magic Universe, let's say, or Netrunner or whatever

0:33:46.880 --> 0:33:49.520
<v Speaker 3>it might be, when you're playing the game, the game

0:33:49.600 --> 0:33:52.200
<v Speaker 3>is creating a narrative for you that duel that you're

0:33:52.240 --> 0:33:55.680
<v Speaker 3>having with summoning the specific creatures, the counters, you know,

0:33:55.760 --> 0:33:59.200
<v Speaker 3>the stack. It's it's like if you know, actually someone

0:33:59.240 --> 0:34:01.480
<v Speaker 3>should do it if they haven't, is you can actually

0:34:01.520 --> 0:34:04.440
<v Speaker 3>take the output of a magic game and maybe like

0:34:04.520 --> 0:34:07.640
<v Speaker 3>actually train a general awaya like an LLM or something

0:34:07.720 --> 0:34:11.239
<v Speaker 3>like that to actually output a wonderful narrative of like,

0:34:11.280 --> 0:34:14.000
<v Speaker 3>you know, what was the battle and that you know

0:34:14.080 --> 0:34:17.880
<v Speaker 3>is created purely through gameplay. And for me, we really

0:34:17.920 --> 0:34:21.600
<v Speaker 3>hadn't explored that that fully in a digital format. The

0:34:21.680 --> 0:34:25.480
<v Speaker 3>power of that fully in a digital format. And when

0:34:25.560 --> 0:34:28.839
<v Speaker 3>I when I started talking to Richard in twenty twenty one,

0:34:29.520 --> 0:34:32.720
<v Speaker 3>late twenty twenty one about some of these ideas Richard

0:34:32.719 --> 0:34:35.439
<v Speaker 3>and Scaff, you know, and richardian tell you about Scaff,

0:34:35.480 --> 0:34:37.920
<v Speaker 3>who's just an awesome person and you know in his

0:34:38.040 --> 0:34:42.880
<v Speaker 3>own right. My goal was that, Okay, what can I

0:34:42.920 --> 0:34:48.480
<v Speaker 3>do to create a playground for you guys where you

0:34:48.600 --> 0:34:51.680
<v Speaker 3>can take the ideas that you've been cooking for a

0:34:51.719 --> 0:34:56.160
<v Speaker 3>long time. And the thing that Richard and I and

0:34:56.239 --> 0:34:59.400
<v Speaker 3>Scaff resonated on pretty much right away, and we have

0:34:59.560 --> 0:35:01.560
<v Speaker 3>known each for a while, so we've kind of talked

0:35:01.560 --> 0:35:06.680
<v Speaker 3>about this over over time, was the idea of empowering

0:35:06.719 --> 0:35:11.480
<v Speaker 3>gamers to pursue their fun their way while also leaning

0:35:11.520 --> 0:35:13.960
<v Speaker 3>into gameplay innovation, because I think that one of the

0:35:14.000 --> 0:35:19.360
<v Speaker 3>things that doesn't really hold game gaming innovation back but

0:35:19.440 --> 0:35:24.320
<v Speaker 3>definitely slows it down is once you know something works

0:35:24.320 --> 0:35:27.000
<v Speaker 3>for a certain group of people, a bunch of other money,

0:35:27.320 --> 0:35:29.880
<v Speaker 3>a bunch of money goes into building fact similies of

0:35:29.920 --> 0:35:31.960
<v Speaker 3>that because you know that people are going to have

0:35:31.960 --> 0:35:34.800
<v Speaker 3>fun in a certain way. And what's amazing another amazing

0:35:34.800 --> 0:35:37.360
<v Speaker 3>thing about Richard's work is that exactly what I was

0:35:37.400 --> 0:35:40.400
<v Speaker 3>talking about earlier with that whole like black approach, and

0:35:40.480 --> 0:35:45.640
<v Speaker 3>you know, with with basically you saying cracy that that

0:35:45.640 --> 0:35:47.600
<v Speaker 3>that you know, you were not really into the black

0:35:47.640 --> 0:35:50.560
<v Speaker 3>decks at all, And I can't imagine no, no, I'm

0:35:50.560 --> 0:35:52.600
<v Speaker 3>completely with you, Like you know some of this they

0:35:52.600 --> 0:35:55.200
<v Speaker 3>are genuinely not like pleasant things to look at. But

0:35:55.320 --> 0:35:58.200
<v Speaker 3>I can't imagine playing magic without you know, black cards.

0:35:58.280 --> 0:36:00.400
<v Speaker 3>But there's an entire like gamut of four such as

0:36:00.440 --> 0:36:03.080
<v Speaker 3>yourself who you know that's not so that is what's

0:36:03.080 --> 0:36:05.680
<v Speaker 3>so cool about. So how do we lean into innovation

0:36:06.080 --> 0:36:10.040
<v Speaker 3>while also empowering gamers to pursue the joy of gaming?

0:36:10.080 --> 0:36:12.839
<v Speaker 3>The fun of gaming in the way that they want

0:36:12.920 --> 0:36:15.640
<v Speaker 3>without feeling like, oh, you know, I'm not good enough

0:36:15.680 --> 0:36:18.960
<v Speaker 3>or my fun is not fun enough unless I'm winning

0:36:19.000 --> 0:36:21.640
<v Speaker 3>all the time. And that was my philosophy, and you

0:36:21.680 --> 0:36:23.560
<v Speaker 3>know what I want to lean into. And obviously we've

0:36:23.760 --> 0:36:25.600
<v Speaker 3>seen over and over again, and you know, while I

0:36:25.640 --> 0:36:28.680
<v Speaker 3>was at Microsoft, Beep built Xbox Life pretty much, you know,

0:36:28.719 --> 0:36:31.400
<v Speaker 3>from from the ground up. So I've seen like how

0:36:31.520 --> 0:36:34.719
<v Speaker 3>much how hard it is to keep toxicity out of communities.

0:36:35.120 --> 0:36:37.160
<v Speaker 3>And one of the ways that you can actually do

0:36:37.239 --> 0:36:40.200
<v Speaker 3>that is if from the germination of your game you

0:36:40.320 --> 0:36:43.279
<v Speaker 3>are letting people genuinely lean into fun and telling them,

0:36:43.320 --> 0:36:44.960
<v Speaker 3>you know what, no matter how you want to have fun,

0:36:45.000 --> 0:36:48.120
<v Speaker 3>it's okay, we will accommodate and so on. And then

0:36:48.160 --> 0:36:50.880
<v Speaker 3>what Richard you know, kind of had had in mind

0:36:51.200 --> 0:36:54.080
<v Speaker 3>was actually something that he had been thinking about and

0:36:54.120 --> 0:36:57.480
<v Speaker 3>working on for twenty plus years. And maybe Richard, I

0:36:57.800 --> 0:37:00.000
<v Speaker 3>want to maybe ask you to talk a little bit

0:37:00.120 --> 0:37:04.719
<v Speaker 3>about how things came together before we actually yeah, with

0:37:04.840 --> 0:37:05.640
<v Speaker 3>the company together.

0:37:06.120 --> 0:37:09.759
<v Speaker 4>Yeah. So this concept that I've been working on for

0:37:09.800 --> 0:37:14.480
<v Speaker 4>twenty plus years was something that had been gnawing at

0:37:14.520 --> 0:37:18.240
<v Speaker 4>me ever since Magic came out, which was the way

0:37:18.680 --> 0:37:22.359
<v Speaker 4>its popularity in some ways undercut one of the things

0:37:22.360 --> 0:37:25.719
<v Speaker 4>which I really loved about the game, and that was

0:37:25.760 --> 0:37:29.680
<v Speaker 4>that when you first play Magic, even today, when you

0:37:29.680 --> 0:37:33.640
<v Speaker 4>first play Magic, but originally very much so, it was

0:37:33.680 --> 0:37:38.080
<v Speaker 4>a game filled with sort of endless possibilities and treasures,

0:37:38.120 --> 0:37:41.360
<v Speaker 4>and your deck was distinct. It was yours and your

0:37:41.680 --> 0:37:49.120
<v Speaker 4>friends decks were distinct as well. You had the sense

0:37:49.160 --> 0:37:53.359
<v Speaker 4>that the world was infinite, infinite. But then when you

0:37:53.400 --> 0:37:58.600
<v Speaker 4>start playing more and begin to play tournaments, the emphasis

0:37:58.640 --> 0:38:01.360
<v Speaker 4>of the game is on constructed decks. That is, you

0:38:01.440 --> 0:38:04.040
<v Speaker 4>choose which cards you want to play, and you play them,

0:38:04.080 --> 0:38:07.560
<v Speaker 4>and they're readily available, so to become more like commodities.

0:38:08.840 --> 0:38:12.799
<v Speaker 4>And this is not the way we played originally. It's

0:38:12.840 --> 0:38:14.840
<v Speaker 4>a fun way to play, so I don't mean to

0:38:15.520 --> 0:38:18.520
<v Speaker 4>take away anything from players who love that way of playing,

0:38:18.560 --> 0:38:21.840
<v Speaker 4>and there are plenty. But when we first played, we

0:38:21.880 --> 0:38:25.080
<v Speaker 4>played with this very limited pool and it was exciting

0:38:25.120 --> 0:38:29.320
<v Speaker 4>in sort of this different way. And so the way

0:38:29.600 --> 0:38:34.480
<v Speaker 4>I came up with to to recreate that was to

0:38:34.480 --> 0:38:38.239
<v Speaker 4>make it so that player's decks were unique. So that is,

0:38:38.560 --> 0:38:42.920
<v Speaker 4>when you get a deck, it's your deck, and you

0:38:42.960 --> 0:38:44.839
<v Speaker 4>can trade the deck, but you can't break it up.

0:38:45.160 --> 0:38:47.239
<v Speaker 4>And so I wanted the back of the cards to

0:38:47.360 --> 0:38:53.480
<v Speaker 4>be unique, and it took a while for printing technology

0:38:53.520 --> 0:38:59.520
<v Speaker 4>to catch up with that. But Keyboards was the first

0:38:59.600 --> 0:39:03.520
<v Speaker 4>unique game, and every deck in that game is unique

0:39:03.560 --> 0:39:10.360
<v Speaker 4>and has its own unique name, and and the the

0:39:10.360 --> 0:39:15.160
<v Speaker 4>the resulting play was so interesting and the audience for

0:39:15.280 --> 0:39:19.799
<v Speaker 4>it was so sort of thirsty for this, this sort

0:39:19.800 --> 0:39:23.239
<v Speaker 4>of gameplay that didn't involve making decks and collecting cards,

0:39:23.920 --> 0:39:27.520
<v Speaker 4>that I began to think about how to apply those

0:39:27.560 --> 0:39:31.840
<v Speaker 4>ideas to other games. In particular, you would think that

0:39:31.920 --> 0:39:35.080
<v Speaker 4>even though printing technology took so long to catch up

0:39:35.120 --> 0:39:38.040
<v Speaker 4>to this concept, that digitally it shouldn't be that hard

0:39:38.040 --> 0:39:42.960
<v Speaker 4>to do. And when I was talking with Arka, he

0:39:43.120 --> 0:39:47.839
<v Speaker 4>was asking what he could do to bring some of

0:39:47.880 --> 0:39:51.480
<v Speaker 4>our ideas to life. And I was just coming off

0:39:51.520 --> 0:39:56.279
<v Speaker 4>of dealing with many different companies who wanted games, but

0:39:56.320 --> 0:40:00.239
<v Speaker 4>they were all very concerned with how limited they make

0:40:00.280 --> 0:40:02.839
<v Speaker 4>it so that the cards were immediately valuable. They were

0:40:02.840 --> 0:40:07.120
<v Speaker 4>talking about like play to earn money, and and and

0:40:07.120 --> 0:40:10.760
<v Speaker 4>and putting out a certain limited number so that people's

0:40:10.800 --> 0:40:13.799
<v Speaker 4>initial investments go up. And so they were approaching the

0:40:13.840 --> 0:40:18.840
<v Speaker 4>games entirely as sort of this this well, what we

0:40:18.920 --> 0:40:23.279
<v Speaker 4>began with this economic they were building it on this

0:40:23.360 --> 0:40:27.560
<v Speaker 4>foundation of economics rather than on the foundation of gameplay.

0:40:27.719 --> 0:40:32.480
<v Speaker 4>So ARCA was was very interested in supporting this idea

0:40:32.760 --> 0:40:37.319
<v Speaker 4>of building the game on a foundation of gameplay. Uh

0:40:37.760 --> 0:40:43.319
<v Speaker 4>and and and deal with the economics as sort of

0:40:43.320 --> 0:40:47.320
<v Speaker 4>a secondary thing, which is there to sort of maximize

0:40:47.320 --> 0:40:49.319
<v Speaker 4>the enjoyment of the game to the player rather than

0:40:50.080 --> 0:40:51.680
<v Speaker 4>return on investment for the player.

0:40:52.160 --> 0:40:54.600
<v Speaker 2>Tracy. This reminds me, by the way, there is a

0:40:54.680 --> 0:40:57.960
<v Speaker 2>sort of corollary in the chess world, which is, you know,

0:40:58.000 --> 0:41:01.040
<v Speaker 2>you think of chess as a game, but so much

0:41:01.120 --> 0:41:03.560
<v Speaker 2>and it is, but so much of modern chess is

0:41:03.600 --> 0:41:06.799
<v Speaker 2>just sort of wrote memorization of the first fifteen to

0:41:06.800 --> 0:41:09.560
<v Speaker 2>twenty moves. And so there's this other version of chess

0:41:09.600 --> 0:41:12.080
<v Speaker 2>that I think Bobby Fisher came up with Fisher Random Chess,

0:41:12.200 --> 0:41:14.880
<v Speaker 2>in which you don't know in advance the order of

0:41:14.920 --> 0:41:17.400
<v Speaker 2>the pieces that are going to be so it's gameplay

0:41:17.520 --> 0:41:21.120
<v Speaker 2>from the beginning. There's like numerous ways that the pieces

0:41:21.120 --> 0:41:23.800
<v Speaker 2>can be ordered on your back rank, so it's gameplay

0:41:23.800 --> 0:41:24.400
<v Speaker 2>from the beginning.

0:41:24.640 --> 0:41:26.560
<v Speaker 1>I see, you don't have like the queen in the middle.

0:41:26.840 --> 0:41:29.200
<v Speaker 2>Yeah, So what it does is you have to figure

0:41:29.239 --> 0:41:32.520
<v Speaker 2>out the game right away rather than you have twenty

0:41:32.560 --> 0:41:34.200
<v Speaker 2>five lines committed to memory.

0:41:34.239 --> 0:41:35.880
<v Speaker 1>Well that seems much more interesting.

0:41:36.000 --> 0:41:38.640
<v Speaker 2>Yeah, it theoretically, I think it's a better game. The

0:41:38.680 --> 0:41:41.160
<v Speaker 2>pros don't really play it, but I do think it's

0:41:41.239 --> 0:41:45.120
<v Speaker 2>widely considered to be more interesting gameplays.

0:41:45.160 --> 0:41:47.440
<v Speaker 3>But you know, but you know what's interesting is if

0:41:47.440 --> 0:41:49.560
<v Speaker 3>you I mean, I'm trying to I'm sure you've seen

0:41:49.600 --> 0:41:53.319
<v Speaker 3>this and scap and Richard will tell you all about

0:41:53.320 --> 0:41:55.640
<v Speaker 3>this also, But if you look at you know, folks

0:41:55.680 --> 0:41:58.400
<v Speaker 3>like Carlson, what they try to do in their games

0:41:58.560 --> 0:42:00.960
<v Speaker 3>is basically try to move to a position as quickly

0:42:00.960 --> 0:42:02.200
<v Speaker 3>as possible that has not been.

0:42:02.120 --> 0:42:03.000
<v Speaker 2>Seen its novelty.

0:42:03.080 --> 0:42:06.239
<v Speaker 3>Yeah, yeah, that's that is exactly the for them. Glad

0:42:06.280 --> 0:42:09.400
<v Speaker 3>you picked that. That's exactly the analogy that you know.

0:42:09.880 --> 0:42:13.440
<v Speaker 3>What Richard explained is that like the idea of going

0:42:13.480 --> 0:42:15.600
<v Speaker 3>in with Okay, you know the cards, you know the

0:42:15.600 --> 0:42:19.560
<v Speaker 3>specifics of the units of power, but the combination, the

0:42:19.600 --> 0:42:22.520
<v Speaker 3>engine that that builds with the deck is not something

0:42:22.560 --> 0:42:25.160
<v Speaker 3>that you've ever seen before and that you have to

0:42:25.200 --> 0:42:27.440
<v Speaker 3>figure out in real time, and that is what's you know,

0:42:27.560 --> 0:42:28.239
<v Speaker 3>interesting about it.

0:42:28.480 --> 0:42:32.600
<v Speaker 1>So Richard just touched on this idea of pay to play,

0:42:32.840 --> 0:42:35.080
<v Speaker 1>and you know the fact that there are games out

0:42:35.080 --> 0:42:38.800
<v Speaker 1>there that kind of focus on building up the value

0:42:39.080 --> 0:42:43.239
<v Speaker 1>of existing assets or cards, and maybe this is one

0:42:43.640 --> 0:42:47.319
<v Speaker 1>for both Arka and Richard, But how do you resist

0:42:47.480 --> 0:42:51.360
<v Speaker 1>that temptation, like, how do you actually monetize the game?

0:42:51.440 --> 0:42:55.720
<v Speaker 1>Because I imagine in the gaming industry the temptation now

0:42:55.880 --> 0:42:59.879
<v Speaker 1>is to ring as much money as possible out of play.

0:43:00.360 --> 0:43:02.400
<v Speaker 1>And it does seem like some of these are you know,

0:43:02.480 --> 0:43:06.160
<v Speaker 1>expensive to run, expensive to design, expensive to produce, So

0:43:06.840 --> 0:43:09.120
<v Speaker 1>how do you manage to do it where others are

0:43:09.560 --> 0:43:12.360
<v Speaker 1>focused very much on the revenue opportunities.

0:43:13.000 --> 0:43:15.800
<v Speaker 3>This goes back to the question traces are Joe asked earlier,

0:43:15.840 --> 0:43:18.160
<v Speaker 3>which is one of the fundamental philosophies that we have

0:43:18.440 --> 0:43:22.319
<v Speaker 3>behind doing this company because Richard, myself, John Scaffei, we

0:43:22.360 --> 0:43:24.920
<v Speaker 3>all have done things in the past where you know,

0:43:24.960 --> 0:43:27.040
<v Speaker 3>at this point of time, we want to build something

0:43:27.040 --> 0:43:30.839
<v Speaker 3>that brings us, you know, true joy and satisfaction. And

0:43:31.080 --> 0:43:33.480
<v Speaker 3>one of the things that we all very much agree

0:43:33.560 --> 0:43:38.040
<v Speaker 3>upon is that if you bring if you bring people

0:43:38.560 --> 0:43:43.840
<v Speaker 3>through joy and true fund through gameplay, that translates to

0:43:44.640 --> 0:43:48.239
<v Speaker 3>economics in a much more scalable way than if you

0:43:48.440 --> 0:43:53.880
<v Speaker 3>try to build gameplay experiences that are optimized for economics,

0:43:54.560 --> 0:43:58.719
<v Speaker 3>and you see this happening intentionally and unintentionally, you don't

0:43:58.760 --> 0:44:02.880
<v Speaker 3>have to just look at recent examples, like if you

0:44:02.960 --> 0:44:05.680
<v Speaker 3>go back and look at World of Warcraft and you

0:44:05.719 --> 0:44:09.240
<v Speaker 3>know the amount of gold farming that was completely not legal,

0:44:09.320 --> 0:44:11.280
<v Speaker 3>but it was used to happen all around the world,

0:44:11.880 --> 0:44:14.960
<v Speaker 3>and the amount of value that was created and transacted.

0:44:15.600 --> 0:44:18.360
<v Speaker 3>Why because people wanted to use that utility, you know,

0:44:18.400 --> 0:44:21.640
<v Speaker 3>within within the game and Magic, you know, the fact

0:44:21.680 --> 0:44:24.920
<v Speaker 3>that is just an example is an amazing, glorious example

0:44:24.960 --> 0:44:28.279
<v Speaker 3>of that phenomenon that has just lasted for for for

0:44:28.400 --> 0:44:31.399
<v Speaker 3>decades at this point, which is if you create that

0:44:31.560 --> 0:44:35.680
<v Speaker 3>interactivity and you know, I don't mind saying is the

0:44:35.719 --> 0:44:38.880
<v Speaker 3>one of the geniuses of Magic is this idea of

0:44:39.040 --> 0:44:42.520
<v Speaker 3>massively modular gameplay. That is that is a term that

0:44:42.520 --> 0:44:46.120
<v Speaker 3>that I know Richard likes, of being able to let

0:44:46.160 --> 0:44:49.640
<v Speaker 3>people construct the pieces to build their piece of the

0:44:49.680 --> 0:44:52.480
<v Speaker 3>game in a way that is that is very flexible.

0:44:53.200 --> 0:44:58.400
<v Speaker 3>If those two things come together, then the repeatability comes naturally.

0:44:58.840 --> 0:45:02.000
<v Speaker 3>And I think that a lot of fo who try

0:45:02.040 --> 0:45:05.160
<v Speaker 3>to essentially start with the economics, start with the business

0:45:05.200 --> 0:45:09.120
<v Speaker 3>model and then retrofit the gameplay probably do themselves and

0:45:09.160 --> 0:45:12.000
<v Speaker 3>their their gamers at a service. Anyway, That's something that you know,

0:45:12.160 --> 0:45:13.959
<v Speaker 3>very passionate on my part, I don't want to shoot

0:45:13.960 --> 0:45:15.480
<v Speaker 3>if you had any thoughts.

0:45:15.200 --> 0:45:18.520
<v Speaker 4>On that, yeah, I would like to add to that.

0:45:19.360 --> 0:45:23.839
<v Speaker 4>So there's been many games I've put out, and this

0:45:23.880 --> 0:45:27.560
<v Speaker 4>one we're working on is part of this where where

0:45:27.560 --> 0:45:31.799
<v Speaker 4>there's some question as to how much value you give

0:45:32.080 --> 0:45:34.879
<v Speaker 4>to the player who just dips their toe in, and

0:45:35.840 --> 0:45:38.440
<v Speaker 4>my philosophy on it is, if you have faith in

0:45:38.480 --> 0:45:41.520
<v Speaker 4>the game, you give them lots of play value. That's

0:45:41.560 --> 0:45:45.399
<v Speaker 4>why the common cards were powerful in Magic, and that's

0:45:45.440 --> 0:45:54.040
<v Speaker 4>why in KEYBOARDE you get your single deck has many

0:45:54.440 --> 0:45:58.680
<v Speaker 4>different avenues that you can play with, so it is

0:45:58.719 --> 0:46:01.920
<v Speaker 4>not something where you play with it and immediately get bored.

0:46:01.920 --> 0:46:04.239
<v Speaker 4>There's many different things you can do with it. Now,

0:46:04.520 --> 0:46:10.040
<v Speaker 4>the cynical would say, well, that is limiting your audience

0:46:10.160 --> 0:46:14.520
<v Speaker 4>because because people are going to buy one deck. That

0:46:14.560 --> 0:46:18.480
<v Speaker 4>hasn't been my experience because this massive modularity gives a

0:46:18.480 --> 0:46:21.080
<v Speaker 4>world of variation which people want to explore. But it

0:46:21.080 --> 0:46:24.840
<v Speaker 4>gives the opportunity for people to to get involved with

0:46:24.880 --> 0:46:28.560
<v Speaker 4>a very uh with with with a very modest investment,

0:46:29.120 --> 0:46:32.000
<v Speaker 4>and and so and so that's something we're talking about

0:46:32.040 --> 0:46:37.000
<v Speaker 4>with our game. And and I want to see that

0:46:37.000 --> 0:46:41.560
<v Speaker 4>that a player with a single character has sort of

0:46:42.960 --> 0:46:48.200
<v Speaker 4>can get an amazing amount of value from that and

0:46:48.239 --> 0:46:50.839
<v Speaker 4>not feel particularly limited by that.

0:46:51.480 --> 0:46:51.680
<v Speaker 3>Uh.

0:46:51.760 --> 0:46:54.640
<v Speaker 4>And and that is with this this faith that you know,

0:46:54.760 --> 0:46:57.120
<v Speaker 4>some players will stop there and that'll be right for them,

0:46:57.160 --> 0:47:02.160
<v Speaker 4>but other players will want to get different variations.

0:47:03.080 --> 0:47:06.719
<v Speaker 1>When does the new game Chaos Agents actually come out?

0:47:06.960 --> 0:47:10.000
<v Speaker 3>It's a great question. So basically, you know, just to

0:47:10.080 --> 0:47:15.479
<v Speaker 3>bring home the question from earlier, Richard sort of gave

0:47:15.560 --> 0:47:17.880
<v Speaker 3>me this one pager this was end of twenty one

0:47:17.920 --> 0:47:21.000
<v Speaker 3>early twenty two called Maelstrom that he had written up

0:47:21.480 --> 0:47:24.640
<v Speaker 3>around this idea of basically, how what would it be

0:47:24.719 --> 0:47:29.640
<v Speaker 3>if the deck of cards, Each card represented a unique

0:47:29.880 --> 0:47:33.640
<v Speaker 3>skill that together sciller ability, that together made up this

0:47:33.719 --> 0:47:37.120
<v Speaker 3>globally unique superhero. So the idea would be to have

0:47:37.239 --> 0:47:42.879
<v Speaker 3>this entire large, you know, sixty plus heroes battling each other,

0:47:43.600 --> 0:47:46.160
<v Speaker 3>and each hero would be controlled by this kind of

0:47:46.320 --> 0:47:49.640
<v Speaker 3>unique invisible deck of cards in the background. And one

0:47:49.680 --> 0:47:53.200
<v Speaker 3>of the things that Richard was sort of really into

0:47:53.239 --> 0:47:55.399
<v Speaker 3>at the time was this idea of auto battlers, which

0:47:55.440 --> 0:47:58.560
<v Speaker 3>is another very interesting genre of games that I'm sure

0:47:58.640 --> 0:48:01.160
<v Speaker 3>Richard can talk about for a long time. But this

0:48:01.280 --> 0:48:04.600
<v Speaker 3>idea of auto battlers would would basically be that, you know,

0:48:04.719 --> 0:48:06.880
<v Speaker 3>unlike games where you need a lot of input, a

0:48:06.960 --> 0:48:10.960
<v Speaker 3>lot of reflexes or twitch, an auto battler lets you

0:48:11.000 --> 0:48:13.200
<v Speaker 3>sort of make some decisions, sort of like almost like

0:48:13.200 --> 0:48:16.799
<v Speaker 3>a football and American football coach make some decisions, call

0:48:16.880 --> 0:48:19.640
<v Speaker 3>the play and then see what happens, and then adapt

0:48:19.680 --> 0:48:22.080
<v Speaker 3>and call the next place. So there's this lean forward,

0:48:22.160 --> 0:48:24.239
<v Speaker 3>lean back experience. So Richard was like, what if we

0:48:24.360 --> 0:48:26.480
<v Speaker 3>blended these two things? And I was like, that sounds

0:48:26.520 --> 0:48:27.360
<v Speaker 3>amazing cool.

0:48:28.440 --> 0:48:34.200
<v Speaker 1>Game chat experience, something new it is.

0:48:34.320 --> 0:48:36.480
<v Speaker 3>And that's obviously like for people like me who have

0:48:36.600 --> 0:48:39.399
<v Speaker 3>like not played competitively for like ten plus years, that's

0:48:39.400 --> 0:48:41.000
<v Speaker 3>the only way that you know, I can play something

0:48:41.080 --> 0:48:43.960
<v Speaker 3>like that. But what was super cool is that then

0:48:44.040 --> 0:48:46.640
<v Speaker 3>you know, when we hear Richard Garfield, we think card games.

0:48:46.640 --> 0:48:48.920
<v Speaker 3>And my idea was that, okay, we're going to build

0:48:48.960 --> 0:48:51.960
<v Speaker 3>something like Heartstone, but in a big way. And you know,

0:48:52.239 --> 0:48:55.480
<v Speaker 3>my really good friend John Bankert from from Xbox was

0:48:55.520 --> 0:48:59.319
<v Speaker 3>actually running the Heartstone product team, so so my to

0:48:59.360 --> 0:49:01.160
<v Speaker 3>my great joy. He was like, yeah, you know what,

0:49:01.360 --> 0:49:04.080
<v Speaker 3>Richard's on. All the battlers, I love them. Let's let's

0:49:04.200 --> 0:49:06.880
<v Speaker 3>let's jump on. But then what happened was when Richard

0:49:06.920 --> 0:49:10.440
<v Speaker 3>and Scale came back with the detailed design document, it

0:49:10.520 --> 0:49:12.319
<v Speaker 3>turned out that it was not just a card game.

0:49:12.360 --> 0:49:15.080
<v Speaker 3>It was actually a full fledged you know, battle Royale

0:49:15.560 --> 0:49:19.680
<v Speaker 3>where instead of instead of you know, you controlling your character,

0:49:20.080 --> 0:49:23.560
<v Speaker 3>your character is this AI controlled bot that you're essentially

0:49:23.600 --> 0:49:26.960
<v Speaker 3>coaching and giving you know, good advice to, so to speak.

0:49:27.880 --> 0:49:31.360
<v Speaker 3>And that took it to a completely different technical level.

0:49:31.680 --> 0:49:33.680
<v Speaker 3>But that's kind of what we've been building for the

0:49:33.719 --> 0:49:36.319
<v Speaker 3>past year and a half, almost two years. So to

0:49:36.360 --> 0:49:39.480
<v Speaker 3>answer Tracy's question, the reason why we're kind of like

0:49:39.520 --> 0:49:41.880
<v Speaker 3>talking about all this right now is we just launched

0:49:41.880 --> 0:49:44.200
<v Speaker 3>what we are calling our tre alpha, So we are

0:49:44.239 --> 0:49:47.440
<v Speaker 3>not necessarily like letting everyone through the door, but basically

0:49:47.480 --> 0:49:49.600
<v Speaker 3>we're letting a ton of folks to the door to

0:49:49.680 --> 0:49:52.480
<v Speaker 3>come and experience a sort of with the first version

0:49:52.520 --> 0:49:55.280
<v Speaker 3>of the game, give us feedback, and we are hoping

0:49:55.320 --> 0:49:59.480
<v Speaker 3>to get into alpha around the late springs, around late

0:49:59.600 --> 0:50:03.040
<v Speaker 3>Q one early Q two timeframe, when the public more

0:50:03.080 --> 0:50:05.480
<v Speaker 3>members of the public can start experiencing, So that's kind

0:50:05.480 --> 0:50:08.000
<v Speaker 3>of like the early access time frame that we're looking at,

0:50:08.160 --> 0:50:10.040
<v Speaker 3>and then we're going to be in beta by the

0:50:10.120 --> 0:50:11.799
<v Speaker 3>end of the next year. That's kind of like when

0:50:11.840 --> 0:50:14.399
<v Speaker 3>we'll be in public. But the reason why we wanted

0:50:14.400 --> 0:50:18.000
<v Speaker 3>to talk to Magic fans especially is because that's whom

0:50:18.080 --> 0:50:21.520
<v Speaker 3>we are prioritizing. Is because you know, even you Tracy,

0:50:21.560 --> 0:50:24.520
<v Speaker 3>if you play Chaos Agents at this stage, you'll be like, oh,

0:50:24.600 --> 0:50:27.600
<v Speaker 3>I see how this takes some of the core concepts

0:50:27.600 --> 0:50:30.719
<v Speaker 3>of for Richard Garfield game and just translate this translates

0:50:30.719 --> 0:50:33.280
<v Speaker 3>it to something that can only happen in the digital format,

0:50:33.320 --> 0:50:36.280
<v Speaker 3>and that was sort of our fundamental goal. So sorry,

0:50:36.280 --> 0:50:38.840
<v Speaker 3>that was a much longer your.

0:50:38.800 --> 0:50:41.400
<v Speaker 1>Question, but you know, no, that's very cool and I

0:50:41.800 --> 0:50:44.839
<v Speaker 1>am excited to play this game. We just have time

0:50:44.880 --> 0:50:47.560
<v Speaker 1>for one more question, and this one comes from our

0:50:47.640 --> 0:50:50.760
<v Speaker 1>producer Carmen, although I think it's actually for Joe's benefit

0:50:50.880 --> 0:50:53.760
<v Speaker 1>so that he can branch out into some new things.

0:50:54.239 --> 0:50:58.480
<v Speaker 1>But other than Magic and Chaos Agents, what games do

0:50:58.520 --> 0:50:59.960
<v Speaker 1>you like to play? What are your favorites?

0:51:00.800 --> 0:51:04.759
<v Speaker 4>Wow? Well, I, as I said at the beginning, I

0:51:04.960 --> 0:51:08.240
<v Speaker 4>think there is some merit to uh to really getting

0:51:08.239 --> 0:51:10.800
<v Speaker 4>good at a game and playing it again and again,

0:51:11.800 --> 0:51:16.760
<v Speaker 4>and that that goes against my my curiosity of games.

0:51:16.920 --> 0:51:20.800
<v Speaker 4>Uh and uh so so I have this tension between

0:51:20.880 --> 0:51:23.160
<v Speaker 4>wanting to play everything that comes to the market and

0:51:23.800 --> 0:51:26.120
<v Speaker 4>trying to discipline myself to return to my favorites and

0:51:26.160 --> 0:51:32.120
<v Speaker 4>play them again and again. But so so Uh. Some

0:51:32.200 --> 0:51:34.480
<v Speaker 4>of the games which which I returned to again and

0:51:34.520 --> 0:51:41.840
<v Speaker 4>again are Hanabi that's my favorite cooperative game. And uh,

0:51:41.880 --> 0:51:44.879
<v Speaker 4>I am actually playing a bunch of Fairy Chess right now,

0:51:44.880 --> 0:51:50.640
<v Speaker 4>which is Chess variations and uh and I play uh

0:51:50.680 --> 0:51:54.680
<v Speaker 4>Lost Cities, uh my my my, one of my favorite

0:51:54.840 --> 0:52:00.200
<v Speaker 4>two player games. But lots of classic games like like

0:52:00.200 --> 0:52:03.600
<v Speaker 4>like Jass and Gain and the Bridge.

0:52:04.800 --> 0:52:08.120
<v Speaker 2>Yeah, maybe it looks like a fun game. Maybe I'll

0:52:08.120 --> 0:52:08.880
<v Speaker 2>play with my family.

0:52:09.320 --> 0:52:11.160
<v Speaker 3>It's a wonderful game. And I can watch for the

0:52:11.160 --> 0:52:13.720
<v Speaker 3>fact that Richard plays a lot of games and Common

0:52:13.760 --> 0:52:15.200
<v Speaker 3>and I were talking about this at the top of

0:52:15.200 --> 0:52:17.640
<v Speaker 3>the r Richard is it plays and that is actually

0:52:17.719 --> 0:52:21.200
<v Speaker 3>amazing because like for me, you know, I would I

0:52:21.280 --> 0:52:23.319
<v Speaker 3>would love to play that much. But you know, I

0:52:23.400 --> 0:52:25.960
<v Speaker 3>kind of play vicariously through Richard because he comes back

0:52:26.000 --> 0:52:27.360
<v Speaker 3>and tells the oh, you know what you check that

0:52:27.400 --> 0:52:30.440
<v Speaker 3>one out. And that's you know, I have three recommendations

0:52:30.440 --> 0:52:34.239
<v Speaker 3>of different sort of fidelities with put it that way.

0:52:34.400 --> 0:52:36.640
<v Speaker 3>One that you know, anyone who's interested in Auto Battler

0:52:36.640 --> 0:52:39.160
<v Speaker 3>should check out Vampire Survivors. That was one of the

0:52:39.200 --> 0:52:42.319
<v Speaker 3>first games that Richard recommended to me, and it's really

0:52:42.360 --> 0:52:44.640
<v Speaker 3>blown up since then, so a lot for a lot

0:52:44.640 --> 0:52:46.239
<v Speaker 3>of folks in the gaming community know about it. But

0:52:46.239 --> 0:52:48.520
<v Speaker 3>it's just a fantastic game. It's just so simple but

0:52:48.680 --> 0:52:52.480
<v Speaker 3>so so deep. The other one that I highly recommend,

0:52:52.520 --> 0:52:54.440
<v Speaker 3>it's a completely different type of game, but I'm sure

0:52:54.440 --> 0:52:57.319
<v Speaker 3>it doesn't get that much coverage. So but it's been

0:52:57.400 --> 0:52:59.839
<v Speaker 3>something that has been a great game for me and

0:52:59.840 --> 0:53:02.520
<v Speaker 3>my my family to play together. It's called The Case

0:53:02.560 --> 0:53:05.719
<v Speaker 3>of the Golden Idol, which is which is this little

0:53:05.719 --> 0:53:09.440
<v Speaker 3>indie game that essentially gets you to solve this mystery

0:53:09.960 --> 0:53:13.560
<v Speaker 3>set in the fictional nineteenth century.

0:53:13.640 --> 0:53:15.160
<v Speaker 1>Oh that sounds like so much fun.

0:53:15.600 --> 0:53:17.719
<v Speaker 3>Oh wow, it is just so cool, you know, Like

0:53:17.840 --> 0:53:19.120
<v Speaker 3>I don't want to give away anything. It's one of

0:53:19.160 --> 0:53:21.480
<v Speaker 3>those games that issues go in blind, but it doesn't

0:53:21.480 --> 0:53:23.239
<v Speaker 3>take You can probably beat the whole game in less

0:53:23.239 --> 0:53:25.319
<v Speaker 3>than five hours, and it's just such a such a

0:53:25.840 --> 0:53:29.000
<v Speaker 3>fun experience, so always always fun to support indeed developers,

0:53:29.400 --> 0:53:31.640
<v Speaker 3>and you know, for anyone who's not heard yet, I

0:53:31.719 --> 0:53:34.600
<v Speaker 3>mean I highly recommend Alan Wake too. It's just it

0:53:34.680 --> 0:53:37.040
<v Speaker 3>is just so cool to see that kind of innovation

0:53:37.400 --> 0:53:39.760
<v Speaker 3>in Triple A gaming. And this has just been an amazing,

0:53:39.920 --> 0:53:43.240
<v Speaker 3>amazing up for gaming overall, just in the quality of games.

0:53:43.239 --> 0:53:45.920
<v Speaker 3>But something like Alan Wake two is just like shows

0:53:46.000 --> 0:53:49.840
<v Speaker 3>us the next bound the next kind of like boundary

0:53:49.920 --> 0:53:53.720
<v Speaker 3>that we're hitting in the blending of like passive entertainment

0:53:53.800 --> 0:53:56.719
<v Speaker 3>interactive entertainment, because you know, no one can look at

0:53:56.760 --> 0:53:58.920
<v Speaker 3>alan Wake two like you know, there's just stuff you

0:53:58.920 --> 0:54:02.000
<v Speaker 3>can go and watch, you know, people let's play and

0:54:02.080 --> 0:54:03.800
<v Speaker 3>things like that. No one can look at that and

0:54:04.160 --> 0:54:06.120
<v Speaker 3>deny that it's you know, art. So I think at

0:54:06.120 --> 0:54:08.160
<v Speaker 3>this point of time, we've you know, crossed that Roger

0:54:08.200 --> 0:54:11.600
<v Speaker 3>t Wood spreshold where you know, gaming is undeniably getting

0:54:11.600 --> 0:54:14.440
<v Speaker 3>into that category. So it's exciting to see what I think.

0:54:14.160 --> 0:54:17.480
<v Speaker 4>Sorry to add to that list my favorite auto battler

0:54:17.560 --> 0:54:21.400
<v Speaker 4>since since since that's where we're working now, which is

0:54:22.480 --> 0:54:26.200
<v Speaker 4>Heartstone Battlegrounds, I think it's really added a lot of

0:54:26.200 --> 0:54:28.080
<v Speaker 4>innovation to the auto battle or category.

0:54:28.400 --> 0:54:30.640
<v Speaker 1>Well, Arka and Richard, I think you're both going to

0:54:30.640 --> 0:54:34.520
<v Speaker 1>be responsible for a massive dip in all lots productivity

0:54:34.719 --> 0:54:37.480
<v Speaker 1>as we go off and experiment with all these new

0:54:37.520 --> 0:54:40.120
<v Speaker 1>recommendations and of course chaos agents as well.

0:54:40.160 --> 0:54:41.759
<v Speaker 2>Thank you so much. That was so great. I'm going

0:54:41.840 --> 0:54:44.680
<v Speaker 2>to order Hanave right now on my phone, so I

0:54:44.719 --> 0:54:46.960
<v Speaker 2>get it. I'm going to play more games. Even though

0:54:47.000 --> 0:54:49.600
<v Speaker 2>I even though I appreciate Richard your endorsement of the

0:54:49.680 --> 0:54:52.880
<v Speaker 2>single game approach, I think you've actually inspired me to

0:54:52.920 --> 0:54:54.160
<v Speaker 2>maybe start playing more games.

0:54:55.360 --> 0:54:59.800
<v Speaker 4>Well one is a little bit narrow.

0:54:59.440 --> 0:55:02.080
<v Speaker 1>All right, Ton, Arka, thank you so much. That was fantastic.

0:55:02.200 --> 0:55:06.040
<v Speaker 1>Thank you for allowing me to reminisce and be all

0:55:06.320 --> 0:55:10.800
<v Speaker 1>nostalgic about Magic the Gathering and the middle school experience.

0:55:11.200 --> 0:55:13.080
<v Speaker 3>Thank you both for having us so much. It was

0:55:13.080 --> 0:55:14.600
<v Speaker 3>so it was so fun spending this hour.

0:55:14.680 --> 0:55:15.160
<v Speaker 2>Thank you.

0:55:15.400 --> 0:55:18.160
<v Speaker 4>It's always fun to talk about games to go on forever.

0:55:27.719 --> 0:55:31.720
<v Speaker 1>Joe, You're you're inspired now, Yeah, I am, I'm inspired.

0:55:31.760 --> 0:55:35.040
<v Speaker 2>I love to I love that conversation. I'm gonna play

0:55:35.040 --> 0:55:35.600
<v Speaker 2>more games.

0:55:35.640 --> 0:55:37.879
<v Speaker 1>Maybe you know what I was thinking as we're talking

0:55:37.920 --> 0:55:42.600
<v Speaker 1>about Magic the Gathering and you know, Richard and Richard's

0:55:42.640 --> 0:55:47.600
<v Speaker 1>purposeful avoidance of building a sort of ecosystem that was

0:55:47.600 --> 0:55:50.480
<v Speaker 1>all about the economics and value of the game. I

0:55:50.480 --> 0:55:53.480
<v Speaker 1>was thinking about Axie Infinity, and it was kind of

0:55:53.520 --> 0:55:56.200
<v Speaker 1>like opposite, exactly right.

0:55:56.280 --> 0:55:59.919
<v Speaker 2>I had the exact same thought, which is that that's

0:56:00.560 --> 0:56:03.759
<v Speaker 2>no one could actually explain how that was a fun game.

0:56:03.800 --> 0:56:05.799
<v Speaker 2>No one even really tried to make the argument that

0:56:05.800 --> 0:56:09.720
<v Speaker 2>the gameplayer was fun. Who's clearly all about the value

0:56:09.800 --> 0:56:12.360
<v Speaker 2>of the various NFTs in the game. It felt like

0:56:12.400 --> 0:56:15.240
<v Speaker 2>there are two levels to this. So there's the first level,

0:56:15.239 --> 0:56:17.480
<v Speaker 2>which is that it's not a fun game if you

0:56:17.560 --> 0:56:20.120
<v Speaker 2>have to spend a ton of money on rare cards,

0:56:20.120 --> 0:56:23.880
<v Speaker 2>et cetera, and people just get obsessed with collecting collecting

0:56:23.920 --> 0:56:27.000
<v Speaker 2>valuable cards. That is negative for gameplay. So he talked

0:56:27.000 --> 0:56:29.520
<v Speaker 2>about he was at pro crash price. And then there's

0:56:29.560 --> 0:56:32.399
<v Speaker 2>the other element, which I thought was really interesting, which

0:56:32.480 --> 0:56:35.759
<v Speaker 2>is that it also ceases to be less fun if

0:56:35.800 --> 0:56:38.799
<v Speaker 2>the game becomes more and more about deck construction, what

0:56:39.000 --> 0:56:42.239
<v Speaker 2>happens before two people sit down in front of each other,

0:56:42.600 --> 0:56:45.759
<v Speaker 2>and less about the gameplay that occurs when the two

0:56:45.800 --> 0:56:49.040
<v Speaker 2>people are there. And so you know, just this idea

0:56:49.080 --> 0:56:55.520
<v Speaker 2>of continuing to pursue fun, active, creative, improvisational gameplay and

0:56:55.560 --> 0:56:59.400
<v Speaker 2>how to avoid these other traps where other factors start

0:56:59.440 --> 0:57:01.280
<v Speaker 2>to overwhelm that. I thought it was really interesting.

0:57:01.560 --> 0:57:05.960
<v Speaker 1>Well, also Arca's points about the pay to play model, Yeah,

0:57:06.040 --> 0:57:09.480
<v Speaker 1>and the idea that, like you can build a very

0:57:09.520 --> 0:57:13.759
<v Speaker 1>popular game by purposefully resisting some of that temptation. And

0:57:13.800 --> 0:57:16.600
<v Speaker 1>I think if you look at something like Magic, the

0:57:16.680 --> 0:57:19.520
<v Speaker 1>proof is kind of in the pudding, right, Like, people

0:57:19.560 --> 0:57:22.280
<v Speaker 1>are still playing this game. It's made a ton of

0:57:22.320 --> 0:57:25.440
<v Speaker 1>money for Wizards of the Coast. I remember again in

0:57:25.440 --> 0:57:28.920
<v Speaker 1>middle school, like there was a whole network of media

0:57:28.960 --> 0:57:31.880
<v Speaker 1>tied to this. There were Magic the Gathering fiction books

0:57:31.960 --> 0:57:35.000
<v Speaker 1>that I read at the time. Yeah, God, don't judge me,

0:57:36.000 --> 0:57:38.720
<v Speaker 1>but like this was a huge thing. And it wasn't

0:57:38.880 --> 0:57:43.040
<v Speaker 1>because the cards themselves were valuable or because players were

0:57:43.080 --> 0:57:45.840
<v Speaker 1>stumping up a ton of cash in order to play

0:57:46.000 --> 0:57:46.360
<v Speaker 1>the game.

0:57:46.440 --> 0:57:46.840
<v Speaker 4>It was this.

0:57:47.080 --> 0:57:49.480
<v Speaker 1>It was everything. Yeah, it was everything, you know. It

0:57:49.560 --> 0:57:52.240
<v Speaker 1>was the gameplay and everything attached to it in the community,

0:57:52.320 --> 0:57:55.960
<v Speaker 1>and it was a fun time. Anyway, shall we leave

0:57:55.960 --> 0:57:58.360
<v Speaker 1>it there, Let's leave it there. This has been another

0:57:58.400 --> 0:58:01.560
<v Speaker 1>episode of the ad thoughts Potcast. I'm Tracy Alloway. You

0:58:01.600 --> 0:58:03.400
<v Speaker 1>can follow me at Tracy Alloway.

0:58:03.840 --> 0:58:06.520
<v Speaker 2>Now I'm Jill Wisenthal. You can follow me at the Stalwart,

0:58:06.760 --> 0:58:10.600
<v Speaker 2>follow our producers Carmen Rodriguez at Carmen Arman, dash Ol

0:58:10.640 --> 0:58:14.760
<v Speaker 2>Bennett at Dashbot and Cal Brooks at Calebrooks. And thank

0:58:14.760 --> 0:58:17.840
<v Speaker 2>you to our producer Moses On. For more odd Lots content,

0:58:17.880 --> 0:58:20.480
<v Speaker 2>go to bloomberg dot com slash odd Lots, where we

0:58:20.560 --> 0:58:23.360
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0:58:23.360 --> 0:58:26.680
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0:58:26.760 --> 0:58:29.280
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0:58:29.480 --> 0:58:31.400
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0:58:31.440 --> 0:58:34.880
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0:58:34.240 --> 0:58:36.440
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0:58:36.480 --> 0:58:39.600
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