Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:00
What's up my friends and welcome to the board game
0:02
design lab today We're talking about
0:04
kids games, but for for small kids for
0:06
preschool age kids kids
0:08
in that four five six year old range
0:11
and i'm talking to ilan lee the
0:13
designer the creator the Mastermind
0:16
behind exploding kittens and all
0:18
the games that they've come out with over their last few
0:21
years. I mean they've sold 25 million
0:24
games at this point, which is just absolutely mind-boggling
0:27
and it was so fun talking to ilan about
0:29
His design process he's been working with his daughter
0:32
his four-year-old daughter To bring some
0:34
games to life and bring them to market we
0:36
chat about those games and the problems that they were trying
0:38
to solve Because so many kids games on the market
0:41
are trash They're leftovers from years
0:44
and years gone by the candyland type
0:45
games and they're just not particularly
0:48
Fun for all sorts of different reasons and so ilan
0:50
and his daughter set out to change that they wanted to make
0:52
some games That parents would enjoy
0:55
that wouldn't just feel like these mind-numbing
0:57
activities, but would actually be fun Games,
1:00
so we talked about that design process. We talked
1:02
about manufacturing We talked about marketing and
1:04
all the business side of things as
1:06
well And so if you're interested in designing
1:09
a game like this or do you just want to design
1:11
games? You know with your kids if you have some small children,
1:13
I think you'll learn a lot
1:14
there as well But this is a pretty big
1:17
market also, so even if you're a designer that's like
1:19
no I like to design these big meaty complicated
1:22
heavy games.
1:22
That's cool But there's a lot of money to be
1:25
made Designing games creating games for
1:27
this age group because it it can
1:29
sell a lot of copies So just something to think about from
1:32
a business side
1:32
and it's also fun It's fun to bring laughter
1:35
and joy and happiness to children So,
1:37
you know also that in other news this
1:40
episode is sponsored by gems of iridesia
1:42
by rock stone and dice games Will you
1:44
find the lost iridia stone and unite the people
1:47
of iridesia? Play as one of four exciting
1:49
clans ranging from robots to rhinos in this worker
1:51
placement game Press your luck by rolling dice
1:53
to mine precious gems and visit the town to
1:55
craft items purchase tools and gain upgrades
1:57
that will grant your adventurers exciting new abilities
1:59
Mine through the depths and search for the lost Iridia
2:02
stone in a quest to acquire the royalty points needed
2:04
to earn victory and unite Iridesia. So
2:06
grab your pickaxe and prepare to mine today by going
2:08
to rockstoneanddice.com. In
2:11
other news, this episode is sponsored by Crowdfunding
2:13
Nerds, also known as Next Level Web. This
2:16
group of crowdfunding specialists has worked on over 100 projects
2:19
and helped raise nearly $15 million. But
2:22
the truly amazing part is that most of those campaigns
2:24
were from first-time creators. They
2:26
charge flat fees and offer simple monthly pay-as-you-go
2:29
plans. And the record for funding projects on day
2:31
one is over 90%.
2:33
I've personally been working with them for years and they have been
2:35
instrumental in helping me raise hundreds of thousands
2:38
of dollars for my own campaigns. Andrew and his
2:40
team are honest, hardworking, and reliable,
2:42
and they have been absolutely phenomenal to work
2:44
with. So if your game is awesome, but your email
2:46
list is pitiful, visit crowdfundingnerds.com
2:49
and fill out a contact form today. And
2:51
now, please help me welcome Elon
2:53
Lee. Elon
2:57
Lee, the creator of the video game world. So
3:04
Elon, really excited to have you
3:06
here. I mean, you're a guy that's
3:09
just fun to talk to, man. Because you came into
3:11
this industry adjacent, right?
3:13
You started off in the video game world. Very much. Jumped
3:15
over to board games thinking, hey, you know,
3:18
I got an idea. I'll run a little project.
3:20
It might have a little bit of success. Of course it
3:22
could happen, yeah. And
3:24
then it exploded, so to speak, with
3:27
Exploding Kittens, and turned into this just kind of multi-country,
3:31
you know, booming project of a thing. And
3:33
now it's a brand, and now you've got all these other games. You're signing
3:36
other game designers. You've got a
3:38
pretty decent-sized team. You're in stores
3:41
all over the place. You know, every time we go into Walmart
3:43
or Target, my kids, they see your games, and
3:46
we've got Throw Throw Burrito. We've got Exploding
3:48
Kittens. We've got several other games that you've
3:50
done. So first of all, congratulations for all
3:52
the success. That was so
3:54
well planned out from the beginning. You were like, this
3:56
is my five-year plan. Well planned out. Yes,
4:00
every step of this has been a calculated
4:02
path. Thank you for noticing that. Yeah, definitely definitely
4:07
But now you're switching gears a little bit
4:09
you're going To a different
4:11
market in a lot of ways kind of downstream
4:14
upstream I don't know which part of the stream it's on but you're going
4:16
for Younger kids and not just younger
4:18
kids but like really young kids like four or
4:20
five six year old kids with
4:22
a new kind of Imprint like a almost different
4:24
company. We're gonna talk about that in a minute where you have kitten
4:26
games And you've got all these games you've designed
4:29
with your daughter Who was four
4:31
or five years old as you guys were designing
4:33
and so I'm really excited to just chat about
4:36
Why in the world would you want to do this first
4:38
of all and then how and how do you
4:40
design with a child so young? I have a
4:43
let's see my son just turned five and have
4:45
a two-year-old as well So I
4:47
I know how that brain works Yeah,
4:50
you're gonna you're gonna relate to the misery
4:52
that I'm about to describe in trying
4:54
to design games with a four-year-old So yeah, I'm excited
4:56
to talk looking forward to it This is like the
4:59
epitome of to the meat spit out the bones of like
5:01
trying to figure out What are you really
5:03
saying like my son? He'll like
5:05
the other day I'll give you quick anecdote
5:08
just how chaotic it is with these kids the other
5:10
day. I'm so I work from home I'm in my office.
5:12
I'm working on something. My son comes in and he's got a bag
5:14
like a ziploc bag of coins And
5:17
he says hey, hey daddy. Um, I need
5:19
five dollars in coins. I was like What
5:23
he's I need to count out five I need five
5:25
dollars I was like why he goes I need to
5:27
buy a toy Was it when what
5:30
who said you're gonna buy a toy and you look at he goes I don't know.
5:32
That's a win. When are you going to buy
5:34
this toy and he goes tomorrow? What
5:39
I have no idea what little seed like was planted
5:41
in his brain that told him I need to go
5:43
carry out these steps And and so anyway,
5:46
I can't imagine designing a game and I'm excited to learn
5:48
about how you did it and all the yeah
5:51
I'm excited to say but now I got a match stories
5:53
with you because kids are little aliens
5:55
and it is Really really tough to
5:57
interpret them sometimes I was sitting in my office
6:00
yesterday and my five-year-old, my now
6:02
five-year-old comes downstairs, Avalon, and
6:04
she's holding a bag of white marbles and
6:07
I said, what are those? And she said, they're for you. And
6:09
I said, I don't need any white marbles. And
6:11
she said, they're not white marbles, they're egg
6:13
corns and I painted them white. And
6:15
then she drops the bag on the floor, they explode
6:17
everywhere, she screams, you're welcome and runs
6:20
away. You're
6:22
welcome and runs away is like the epitome of
6:24
these these kids. Yes. They're
6:27
answering questions you didn't know you had, they're
6:29
solving problems you didn't know you you had. And
6:31
now I got a bag of white ink corns in
6:33
case I need those someday. Hey, that's a new
6:35
game component, man. Now that's a new opportunity
6:38
is all that is. And maybe that's
6:40
what my son was saying. He's like, dad, I want to design a game
6:43
where we count out coins and we need
6:45
we need the five. Eventually, he wanted
6:47
a monster truck toy. Oh, yeah. From from
6:50
Walmart. Yeah. Tomorrow. He doesn't
6:52
know what tomorrow means. Like
6:54
there's no concept of time or days. So Oh,
6:57
man, you're really you're hitting the cord
6:59
with me. Yeah. Solidarity,
7:02
man. But let's get into why in
7:04
the world you would want to design these
7:07
kinds of games, you have so many options, right?
7:10
So many different things you could have done exploding kittens,
7:12
their euro game, I mean, you could have done anything, right?
7:15
But you chose to do these kind of preschool
7:17
age games. Why
7:19
is that? Yeah, there's definitely
7:21
a masochistic twist to my brain
7:24
here. What I learned
7:26
is, this is really, really hard. I'm
7:28
so glad I did it before I knew any better. Because
7:31
if I tried it again today, I probably wouldn't do it. But
7:33
at the time, a year ago, my 18 months
7:36
ago, my naive self thought this was a great
7:38
idea. Here was the thought. When
7:40
my daughter turned four, for me, that was a big milestone.
7:42
Because before that, the game she plays
7:45
are really basic, you
7:47
know, it's hide and seek. It's, you
7:49
know, we play airplane to feed her, you know, that silly,
7:52
stupid non games. But when she turned
7:54
four, I thought, Okay, so you're not a three year
7:56
old anymore, you're finally old enough, let's go to the store we're
7:58
going to buy after games, boxed
8:01
games, we're gonna take them home, we're gonna sit them
8:03
down, open them up, play together,
8:05
this is gonna be great. And we
8:07
did that. We went to the store, we bought like five or six
8:09
games, came home, played them one
8:11
after another after another, and they were
8:14
awful. Like just the
8:17
worst, most boring
8:19
crap I have ever played. If I have to play,
8:22
I'm just gonna say the actual names.
8:24
If I have to play Candyland again, I am going
8:26
to kill myself. These
8:28
games, you might
8:30
as well not be there, right? Spin a spinner,
8:33
move your piece, and then the other player does the same
8:35
thing. Spin a spinner, move your piece. Why
8:38
are you playing? There's no point, a computer
8:40
might as well do that. There's no reason for you to be in
8:42
the room. You're not making decisions, you're not making choices, you're
8:44
not learning anything, you're not competing, you're
8:46
not collaborating, you're doing nothing. And every
8:50
game was like that, and I got so frustrated
8:52
and was having a miserable
8:55
time. And we get to the end of the game, and of course my,
8:57
you know, bright-eyed, wide-eyed daughter
8:59
wants to play again at the end of the game, and she looks at me
9:02
and she says, Daddy, can we play again? I'm like,
9:05
let's move on to the next one instead. And we try the next
9:07
one, and we get to the end, Daddy, can we play again? I'm like,
9:10
oh no, let's go to the next one. And we got
9:12
through the whole list that way, and we finally got
9:14
to the last game, and I said, look, I just
9:16
don't want to play again. I'm really sorry. These are terrible.
9:19
And she said, she
9:21
said, what's wrong? You know, we're having so much fun, what's
9:23
wrong? And I tried to explain to her the
9:26
problem I was having with these games, but of course she's
9:28
not interested in why
9:30
I'm having a bad time. She's interested,
9:33
like I've trained her and taught her her whole life
9:35
to fix it. So when I finished explaining
9:38
why these games were bad, she said, cool, let's
9:40
fix it. And that's really
9:42
when my eyes got wide, and I thought, oh,
9:45
let's fix it. This will actually be really
9:47
fun. Let's fix it. And so for 18
9:50
months, we sat there scribbling with
9:52
markers and dice and construction
9:54
paper and little game pieces, and we
9:57
designed together 12 games. And
10:01
it took a long time. It was a huge
10:04
learning curve. She
10:06
learned from me. I learned a lot from her. And
10:09
at the end of that, those 12 games were,
10:12
you know, not great, but four of them were
10:15
kind of incredible because they
10:17
did everything I wanted a game to do. She
10:20
was having a blast. She got to see some of her
10:22
own artwork in the game. Like, it was really
10:25
beautiful to build something, try
10:28
it out, watch it fail, try
10:30
it again, watch it fail, try it again, and
10:32
keep iterating, making it better and better and better. And
10:34
at the end of that process, we had these four games,
10:37
and all of them passed, one very important test, which
10:39
was when we were finished playing those games, she
10:41
would look at me and say, Daddy, can we play again? And my
10:43
answer was, Hell yes. Let's play
10:45
again. I can't wait to play again. These are awesome games.
10:49
So we really set
10:51
out just to fix the problem. But
10:53
along the way, I realized
10:55
that this was kind
10:58
of maybe how
11:00
the founders of Pixar felt when
11:03
they started making movies. I will bet there
11:05
was at least a moment sort of like this, where
11:07
they looked at the movie industry for kids
11:09
and said, this sucks, like
11:12
kids are having fun, but the parents who have
11:14
to take their kids to those movie theaters are not having
11:16
any fun. So what if we change that? What
11:18
if we make movies that are fun for kids and adults?
11:21
And they then went on to proceed and, you know,
11:23
change the entire film industry forever.
11:27
I felt like maybe there's an opportunity
11:29
to do the same thing. I'm having fun
11:31
with these games. My daughter's having fun with these games. We
11:33
made them together. For the
11:35
first time, I'm looking forward to playing
11:38
a boxed game with my daughter. I
11:40
will bet other adults, other parents,
11:42
other grownups are going to have just as much fun. So why
11:44
don't we take this show on the road? Why
11:46
don't we take this to retail? We took
11:48
it to Target. We pitched those four
11:50
games, showed them why they were so much fun.
11:53
And Target said, not only do we want
11:55
these four games, we're going to give you
11:57
your own shelf. You're going to control
11:59
an entire game. shelf in the kids section to
12:02
try to change the world and
12:05
that was just a few months ago and now they're out
12:07
selling it's incredible man that's
12:10
awesome all right so a lot to unpack there I want to go
12:12
back to the prison right
12:14
where you're looking around I think this is where a lot of creative
12:16
people a lot of inventors come from they look around
12:18
and they can't find the thing that they want and
12:21
so they just go well I guess I'll make it myself
12:23
and it's probably good that they don't know what all is gonna
12:25
take in the sacrifices and all that
12:27
because they probably wouldn't start from the beginning but then
12:30
you you set out to do that but let's get into maybe some
12:32
of the deeper issues I heard you say these
12:34
games aren't really games are like activities there's
12:37
no choice there's no collaboration you know
12:39
they're not fun for adults so they those are obviously
12:41
some of the kind of bigger problems can
12:43
we go a little bit deeper though where maybe some of the
12:45
other issues or some of the deeper issues you've
12:48
noticed in these games that
12:50
then we can kind of unpack as we as
12:53
we then start talking about your answers in just
12:55
a minute so I
12:57
really think that all good
12:59
games
13:02
in specifically kids game here's
13:04
my criteria for a good kids game
13:07
one
13:09
the game should be a tool set
13:12
for the people playing to entertain each
13:14
other this is our mantra
13:16
at exploding kittens as well right we do not
13:18
make entertaining games we make games
13:20
that make the players entertaining and
13:22
that's really important and for kids
13:24
games doubly so if I'm
13:27
gonna sit down with my daughter with any of
13:29
my kids with her friends that
13:31
game must be a tool set to
13:34
make us enjoy each other otherwise we might
13:36
as well be staring at a screen like I don't
13:38
want to be passive I want to be active and I want
13:40
the game to help us entertain each other the
13:43
games we're not doing that at all the
13:45
second set of criteria for me is the
13:48
game must teach the
13:50
kid something and
13:54
those games certainly weren't doing that learning how to spin a
13:56
spinner and move a piece around there is no
13:58
sense of mastery there at all you're not going to get better
14:00
at that task. And if you do, who cares? So
14:03
I'm really, it was really
14:06
important to me that every one of the games had
14:09
something that my kid could walk away from
14:11
and get better and better and better at that
14:13
thing. Until
14:16
we get to the third point, which is,
14:19
I don't want to cheat to lose,
14:21
I should not have to let
14:23
my kid when I don't want to make
14:26
bad moves, unstrategic moves,
14:28
non-optimal moves, just so that my kid
14:30
can win. My kid, maybe not at first,
14:33
but certainly by game three or four, should
14:35
be able to get good enough at this
14:38
game that she's just going to beat
14:40
me because she is a better player than I am. And
14:42
that is hard. That's
14:45
really hard to do and certainly
14:47
hard, if not impossible, to find
14:50
on the existing games market, at least at
14:52
the time before our games came out.
14:56
And then finally, for me,
14:58
the perfect kids game that none of these
15:01
could do very well is when
15:03
I'm not around, my kid should
15:05
be able to teach her friends how to play
15:07
that game without any problem at all. And
15:10
that really speaks to the simplicity, but
15:12
the hidden complexity. The
15:15
complexity can't be right there on the surface, otherwise
15:17
she's not going to be able to pass it on to her
15:19
friends, or she's not going to be able to
15:21
tell her grandparents how to play. She's not going to be able to pull
15:23
the thing down off the shelves when visitors come over and
15:25
say, let's play a game, I'm going to teach you how.
15:27
Because that's the most empowering thing in the world
15:30
for her, for any kid, is
15:32
to relay that mastery,
15:34
that knowledge onto somebody else
15:37
and speak from a sense of authority. From
15:39
a kid's perspective, they so rarely get to do
15:42
that. Everything's always being taught to them and
15:44
told to them. But if you can switch those
15:46
tables around and make it so that the kid
15:48
gets to say, I'm the expert, I'm the master,
15:51
and now I'm going to share it with you, you're going to have as much
15:53
fun as I'm having. It's
15:55
so empowering. And it's such a beautiful moment. And
15:57
none of the games were doing that. For
16:00
me, as long as we could hit each
16:02
and every one of those milestones, each
16:04
and every one of those criteria, um,
16:06
that's when I knew we had
16:09
four completed games. Yeah. Very
16:11
cool. So I love that last point, especially
16:13
cause you're building confidence. You're empowering a child.
16:16
This is another one of the skills, honestly,
16:19
that you're, this game is helping to bring about
16:21
with this child. But what are some of those other things?
16:23
Cause you're talking about a game that teaches something, but we're not
16:25
talking about educational games. Quote unquote. It's
16:27
not like you're going to learn how to do two plus two is four.
16:29
Not necessarily. So what are some of these skills
16:32
that you wanted to really lean into and
16:34
bring out in your kid, in the games
16:36
you did or in games you want to see down the
16:38
road? But what are some of these like higher level skills? So,
16:41
uh, one example
16:43
is we have one of our games is called the best
16:45
worst ice cream. And all
16:48
that the kids are doing is they're trying
16:50
to fill up their ice cream cones with,
16:53
uh, one, uh, uh, 10 scoops
16:55
of ice cream before anybody else can first one to get 10
16:57
scoops of ice cream wins. There's a deck
16:59
of cards in the middle of the table. Each one is
17:01
a scoop of ice cream. Each
17:04
card you have to earn. And
17:06
the way you earn it is before
17:08
you draw a card, you get to look
17:10
at the back of the card. The back of the card has three
17:12
flavors on it. You know, the front of the card is one of those
17:14
three flavors. There's a whole bunch of
17:16
cards spread out around the table for reasons that I won't
17:19
get into, but the kid is trying to say,
17:21
all right. This one is either red, green,
17:23
or blue. But before I turn it over, I'm going to guess,
17:25
is it red, green, or blue? And I don't mean red, green, or blue.
17:27
I mean, is it hot dog flavored or stinky
17:30
cheese flavored or blue, you know, blueberry
17:32
flavored ice cream? Okay. I made my guess.
17:35
I'm going to turn it over. If I was right, I get
17:37
to collect all the cards of that flavor and load
17:39
up my ice cream cone. If I was wrong, it stays
17:41
in the middle of the table and somebody else might gain it on
17:43
their next turn. When
17:46
a kid starts playing a game like that, all they're
17:48
doing is they're guessing one out of three. It's literally
17:50
a guessing game. Fine. We can start
17:52
that way. I'm just, you're just going to learn the mechanics that
17:54
way. You're going to learn it's one of these three things. Guess
17:57
which one? You were either right. You got a one in three chance.
17:59
You're right. You're wrong.
17:59
off we go.
18:02
But halfway through the first game, what
18:04
kids start to realize is this
18:07
is not an even betting system.
18:09
It's not red or green or blue. If
18:11
I look at the table for a second, if
18:14
I guess red, there's already six red
18:16
cards out there, meaning if this one's red, I'm
18:18
gonna get seven scoops of ice cream because
18:20
I'm gonna collect all the red ones. Whereas if
18:22
I get blue, there's no blue out there and even
18:24
if I'm right, I'm only gonna gain this
18:27
one scoop of ice cream. So, all
18:30
things considered, I can guess red,
18:32
green or blue. I'm gonna go for red because
18:35
the risk reward is much, much
18:37
higher on red than it is for
18:39
green or for blue. I'm not telling
18:42
a kid any of this ever. I would never imagine
18:44
telling a kid ever any of this, but you
18:46
start to see the gears turning. You start to see
18:48
them learn, wait a second,
18:51
these aren't even. They look even, but they're actually
18:54
not even. I'm gonna do this instead of that.
18:56
And it's not like they're computing math. It's
18:58
not like they've got a pencil and paper out. It's
19:00
all very visual. They're looking at the table. They see
19:02
an ocean of red, no blue, no
19:05
green, which you're gonna guess, I'm gonna guess red
19:07
for this turn. And it's so cool
19:09
to see these little statisticians
19:12
start to develop over
19:15
this very simple, silly, fun
19:17
ice cream game. And I'm not
19:19
teaching them that. They're just figuring that out
19:22
as the game goes along. And by game three, they
19:24
are, my daughter at least, is absolutely
19:27
destroying me at this game because she has
19:29
figured out the odds. I never taught her, but
19:32
she knows exactly the right guess on a
19:34
per card basis. Yeah, very
19:36
cool. And really thinking through how can you
19:38
teach problem solving, which I feel like is maybe
19:40
the most important thing we can teach kids, especially
19:43
nowadays. Like they're coming into a world where you don't
19:45
need to know a lot of stuff that we were taught
19:47
in school because it was fun facts and you have
19:49
a supercomputer in your pocket. And if you
19:51
need the answer to a fun fact, there
19:53
it is. Right. And so problem solving, right? How
19:56
to look at, in this case, a table and
19:58
figure out what is the best answer. answer to
20:00
this question based on what's in front
20:02
of me. And it's ice cream. So it makes
20:04
sense, but it's certainly ice cream. To
20:08
be the, I don't know, the
20:10
joining factor of a lot of your games. They're ridiculous.
20:12
They're ridiculous. Absolutely ridiculous. That's
20:15
exactly it. Cause you're never going to get a kid to get excited
20:17
about statistics. If you're talking about numbers,
20:20
you're not even going to get them excited about it if you're talking about
20:22
colors. But if you're talking about,
20:25
do you think this is hot dog flavored
20:27
ice cream or stinky cheese flavored ice
20:29
cream, what's your best guess? Suddenly
20:31
they have an opinion and they care a whole lot about
20:34
that. Yeah. And I love that it's emergent.
20:36
Again, like you're saying, you didn't have to sit down and
20:38
have a flow chart and a Venn diagram and say, here's
20:41
how this game works. It emerges
20:43
naturally through the gameplay, which
20:45
is really, really cool. And that's something I love just in games in general,
20:48
right? The emergent storytelling, the emergent
20:50
gameplay that it's not in
20:52
the rulebook. You just kind of figure it out. It's one of
20:54
my favorite things about games and to try
20:56
to finally unlock that in games
20:59
made for kids, made for ages four and up, that
21:02
was really tough to do, but oh my
21:04
goodness, so rewarding to finally hit it. Yeah.
21:06
So
21:07
before we get into like, or actually we might even
21:09
do that a little bit as far as you're more specifics about each individual
21:12
game, because I want to talk about each individual one and the problems you were
21:14
seeing and then the answers you were coming up with or
21:16
your daughter was coming up with, but let's talk about that designing
21:18
with a four year old. Okay.
21:21
It's like herding cats. It's like, like
21:24
you were saying, trying to decipher some ancient
21:26
language that has been lost to time. So
21:28
tell me about that process and how you were
21:30
able to glean information
21:33
and ideas from this
21:35
enigma of a brain and
21:37
turn it into something actionable that
21:39
you can make into a game. Yeah. I think
21:41
the first and most important lesson
21:44
for me on this, this long
21:46
and windy journey was I only
21:49
have 15 minutes at a time. If
21:52
I try to design a game for
21:54
an hour with my daughter, the last 45 minutes
21:56
of that are going to be useless because she's
21:59
often silly. mode by then, right? She's intentionally
22:02
just making fart noises and throwing
22:04
cards around or hiding cards, so I can't find them anymore.
22:07
Like, but the first 15 minutes
22:10
are really productive. And as long as I can
22:13
focus on those 15 minutes, what
22:15
she likes, what she doesn't like, what ideas she has,
22:17
what I can learn from her, what's frustrating
22:19
her, what she needs to see to be
22:22
happy at that moment, the things she
22:24
invents, those all happen
22:26
in those 15 minutes. And those are
22:28
really, really important to focus on. So that was
22:30
the first lesson is like, these
22:32
aren't adults, don't schedule an hour schedule 15
22:35
minutes, all you're gonna get and you can do like maybe
22:37
two, maybe three of those a day, but not
22:40
the duration is really the issue there. The second
22:43
thing, so learning from my daughter, I'll
22:45
give you a great example. So we have a game
22:47
out there called I want my teeth
22:50
back. And designing this game
22:52
with her was, for me,
22:54
probably the most interesting game. There's
22:57
two versions of the game, one that's out there right
22:59
now, which is great. I love
23:01
it. It's tested so well. But there's another
23:04
version that we actually changed after
23:06
the first one went out the door for a very particular reason.
23:09
And for me, it was learning, I wasn't listening to listening
23:11
to her closely enough until after
23:13
the game shipped. So I'll
23:16
give you the example. I want my teeth
23:18
back has a spinner in it.
23:20
And it's kind of like a Wheel of Fortune like spinner,
23:22
the kids get to spin the spinner, it
23:24
lands in a certain place. And in version
23:27
one, it was either jackpot or no
23:29
jackpot. So the jackpot areas on the
23:31
wheel were very small, everything else was just blank.
23:34
And you had to buy the right
23:37
to spin the spinner. So the whole game is collect
23:39
cards, when you think you have enough cards, when you think
23:41
the jackpot is big enough, use
23:43
your cards to spin the spinner and maybe when the jackpot
23:46
first one to get 10 of these teeth wins
23:49
the game. It was really fun.
23:52
But she kept complaining about something in
23:54
this game that I kept ignoring, she
23:56
kept saying, I want to win more.
23:58
And
23:59
I kept saying
23:59
But don't worry, you know, that's that's
24:02
actually this game. This game is all about
24:04
odds, right? You're computing when do
24:06
you spin the spinner? What you're not all
24:08
you're usually gonna fail at the spinner so the more
24:11
spins the better when are you going
24:13
to spin the spinner and She
24:15
kept saying like but I want to win more and
24:19
The game went out just like that and it's really
24:21
fun. It's actually one of our top sellers. It's a really fun
24:23
game
24:24
but That
24:27
that noise kept echoing
24:29
in my head like what do you mean? You want to win more?
24:31
What do you and suddenly I realized
24:33
like The idea that
24:35
the spinner has any spaces at all
24:37
on it that aren't when is
24:40
a problem for a kid Because for
24:42
me as an adult I can understand the difference between win
24:44
and a loss and I'm gonna actually compute
24:46
those odds but for her more
24:48
valuable is Win a
24:50
little versus win a lot but no
24:52
such thing as win zero And
24:55
so we changed the game so that every
24:57
space on the spinner is a win but
25:00
there's very small spaces that are huge
25:02
winners and now
25:05
instead of using your cards to spin the spinner you
25:07
use your cards to upgrade the spinner to
25:09
take a new overlay put It on top of the
25:11
spinner and now the giant wind conditions
25:13
are even bigger Spend more cards
25:16
and you can put another overlay on top of that and now
25:18
they're gigantic. It's actually 50 50 massive
25:21
jackpot and That
25:24
little change Making it so that I'd
25:27
listen to her when she says I want to win more
25:29
because what she's actually saying is losing is no Fun
25:31
as long as losing is part of this game. I'm actually not
25:34
interested in it That doesn't mean you have
25:36
to break the game. That doesn't mean the game is a non-starter
25:38
what it means is I had to
25:40
train myself to really listen to her and learn from
25:42
her
25:43
that
25:44
I can get everything I need out of this
25:46
game from the game mechanics if
25:48
I change it from win versus loss to
25:51
Big win versus small win and as soon
25:53
as I made that change
25:55
Oh my god, that game is absolutely
25:57
of all the games. Absolutely our favorite
25:59
one
25:59
Of the bunch now, but it
26:02
took that little tweak in order to get there
26:04
Yeah So often it's all about how
26:06
you frame the mechanism Right
26:09
and how you make people feel based on the framing
26:11
and you don't even necessarily have to change the mechanism Which
26:14
is like you're saying you didn't change the mechanism. You just kind of like
26:16
put a different overlay You like you just kind of changed
26:18
how it felt. Yeah, I was talking
26:20
to Jeff Anglestein Recently and he
26:22
has a racing game where the original
26:25
design was things that you could
26:27
happen during the game and it would cause your your car
26:29
on the board to go back spaces and
26:33
People hated it. They're like, oh it just feels so
26:35
bad And so he flipped it and he
26:37
reframed it and when those exact same moments
26:39
happen Instead of your car going back spaces
26:42
every other car on the board goes forward
26:45
spaces. So smart It's
26:47
the same same nothing has changed mechanically.
26:49
Yeah, but the feeling yeah totally different
26:52
Just yeah, just having into that especially with kids because
26:55
kids are really good at telling
26:57
you their emotion, right? They're though.
26:59
They can't explain why they have no idea what's
27:01
going on. They can't articulate, you know I'm
27:03
angry because but they can now articulate
27:06
angry Really well and
27:08
listening to that. What are some other things? You noticed
27:10
as far as your daughter's emotions and
27:12
you could kind of maybe watch her or listen to her
27:15
During play that you could kind of pick up on
27:17
and then turn that into design. Yeah
27:21
We had one of the games
27:23
that didn't make the cut which also
27:25
really required me to pay close attention to
27:27
her emotions was it
27:30
was a last player standing game and It
27:33
kind of functions. It was sort of like exploding
27:35
kittens jr. So exploding kittens is also a last
27:37
player standing game last player
27:39
in the game wins the game and we we we
27:41
worked on a very very simple version of
27:44
that for kids and That
27:46
game frustrated her like nothing
27:48
else and I was like
27:50
What
27:51
what is it about like tell me what and she's
27:53
like I just I just hate it when
27:55
somebody else wins this game And I said
27:58
that doesn't make sense to me all the games that
28:01
we've made. Sometimes you win, sometimes you lose.
28:03
And you said, no, but in this one, somebody else wins.
28:05
And I said, that
28:08
doesn't make sense. That's, that is true for literally
28:11
every game we're working on. And
28:13
after a lot of discussion and me trying
28:16
very hard to train myself, like I need to pay
28:18
attention. She's not going to be able to articulate
28:20
the source. So I'm going to have to do that work. Let
28:22
me figure out the work. What I realized
28:24
is there's a difference
28:26
between a someone
28:29
winning the game
28:30
versus somebody winning the
28:33
game and everyone else losing.
28:36
And that difference means
28:39
for kids, you can never have a last
28:41
player standing game.
28:42
You can have a winner, someone can suddenly win.
28:45
But everyone else has to think,
28:47
I am not a loser. Because if they think
28:49
I am a loser, that's when they get frustrated.
28:53
And for kids, that is a really
28:55
visceral response. Like, they
28:57
can't tell you why they can't tell you the difference.
29:00
Me as the grown up designer had to figure out the difference.
29:03
But it was so eye opening. Like, that
29:05
was one of the ones I wrote into our mantra
29:07
for all games. Like there can be a
29:09
winner, but there can never be losers. That's
29:11
really interesting. How would you approach it from
29:14
like a like a Jenga style game, where
29:16
you kind of have one loser and
29:18
then everybody else at the table wins? How do
29:20
you think that would would work? Yeah,
29:22
I think what you would have to do to make that like
29:24
truly like a four and up game.
29:28
I think what you would have to do is say,
29:31
when that tower collapses,
29:35
nobody loses, but
29:37
maybe the last person before you who
29:40
successfully removed a piece wins. Right?
29:42
And it's just that it's the same game, same
29:45
events happened. It's just a slight reframing
29:47
to say, you didn't lose, nobody
29:50
lost. But little Timmy won.
29:52
Let's all celebrate. Let's clap for him. Let's reset.
29:54
Let's play again, because probably next time somebody else
29:56
is going to win, but nobody lost.
29:59
And that's...
29:59
Such an important difference for four-year-olds.
30:02
Yeah, that's interesting I wonder also if you could just
30:05
reframe it not in winning or losing But
30:07
just in an action right so for instance whoever
30:09
knocked down the tower they have to pick up
30:12
the pieces Yeah, there's a great.
30:14
There's a consequence right, but it's not because you lost It's just because
30:16
you knocked over the tower You know if you make a mess you clean
30:18
it up That's just you know again skill building that we're
30:20
talking about but you know not even framing
30:23
a game winning or losing We're just playing we're just
30:25
having fun here this leads into one of
30:27
our other games called my parents might
30:29
be Martians and This
30:32
one had a very complicated history
30:34
with us as we tried to figure out
30:36
what it means to win what it means to lose So
30:39
this game actually started out as an
30:41
exploding kittens game It's
30:43
a we have a game out there called poetry for Neanderthals
30:46
Simplest game team based game two teams when
30:48
it's your turn you draw a card You're trying to
30:50
get the other people on your team to guess the word on
30:53
the card The only rule is you can
30:55
only speak using single syllable words
30:57
so immediately you sound like a caveman You
30:59
have no choice your grandma sounds like a caveman no
31:02
no say in the matter. It's funny It's
31:04
ridiculous, and I thought okay. Well. Let's play
31:06
this with kids like what if we don't
31:08
change anything I'm gonna sit down with my daughter We're gonna
31:10
play this game, and it was horrible
31:13
like she couldn't figure out what a syllable was she couldn't figure
31:15
out when she violated The rules she couldn't figure out when she was
31:17
following the rules that That
31:19
notion of speech was just
31:22
a little bit beyond her grasp and so
31:24
at first It was like well. This just isn't gonna work
31:27
We're not gonna play this game, and then my
31:29
daughter said you know what if
31:32
I don't have to Speak
31:34
like what don't I what if I don't have to guess see
31:37
any of the clues What if you just do the clues
31:39
daddy because you're really good at that and I'll just be the
31:41
guesser I'll be the guesser for the whole game because
31:43
that's really fun
31:45
And then I started thinking about that like oh
31:47
wait a second. There's something really really
31:50
powerful here So I got my wife
31:52
and we sat down and we said okay new game
31:55
There are three teams There's
31:58
your mommy. She's one team There's me, I'm
32:00
another team, and Avalon, the kids, we
32:03
actually had two of her friends over at the time, all the kids
32:05
are on one team. The kids are the human
32:08
team, the adults are the alien team, but there's
32:10
two different alien teams, and we're all competing. Here's
32:12
what we're gonna do, one by one, the aliens,
32:15
the adults, are gonna draw a card and
32:17
try to get the kids to guess
32:19
these words. And then when mommy
32:21
alien is done, then daddy alien is gonna
32:23
get to go. And I'm gonna try to get through as many cards as I can,
32:26
and then it's mommy, and then it's daddy, and the aliens are gonna
32:28
go back and forth, but the kids, they're guessing,
32:30
they're nonstop. Spotlight is always
32:33
on them, guess, guess, guess, guess, guess, and we'll see who
32:35
wins. Well, guess what? You know who
32:37
wins? The kids always win, because they're earning double
32:39
the points. They're earning for both mommy and daddy.
32:41
They only earn points. This
32:43
game is actually a game between
32:45
the two grownups, or the three grownups, or however
32:47
many grownups you have. And what they're doing is they're hacking
32:50
the kids. They're trying as hard as they
32:52
can to say, the word is broccoli.
32:54
The best way for me to hack my kid into saying
32:56
the word broccoli, using only single syllable words, I'll
32:59
say like, this thing you ate for meal
33:03
last night. It's green, it's
33:05
green, you eat, you not like, you eat, right,
33:07
and she's, oh, last night, dinner, broccoli, broccoli,
33:10
right? And she says broccoli. But, so
33:12
my wife looks at me, right, and then she's like, well,
33:14
I'm gonna have to do better than that. And so when she looks
33:17
at her card now, she's trying to hack the kids in a completely
33:19
different way. The parents are
33:22
competing for second place. We're
33:24
actually competing to win the game. We're playing our own completely
33:27
separate, non-symmetrical game.
33:30
It's an asynchronous game with the kids, right?
33:32
The kids are playing their own game. They're always gonna
33:34
win. The adults are competing in this other thing.
33:37
We don't mind if one of us loses, because
33:39
we know we're playing this other game. The
33:42
kids want to win. They're always gonna win. They're
33:44
earning the double points. It was this really,
33:47
really beautiful moment when we realized
33:50
we could put two different games in this box,
33:52
and the kids are never gonna realize it's two different games.
33:55
They're just gonna think, oh, we're really good at this. We
33:57
always win. Yeah, I think that's something that a
33:59
designer can really take. tap into in the
34:01
notion of do you do
34:03
you need just different rules for adults versus
34:06
kids like is that one way that an adult
34:08
can play as hard as they can like play to win
34:11
but the game still be fair because they're
34:13
on different rule sets it's almost like root
34:16
or you know it's like some of these really you know asymmetrical
34:18
games but then you have one game or
34:21
one player one team one faction that's
34:23
just so simple that a child
34:25
can play it but at the same time they still have
34:27
you know an equal chance to win it's something to think
34:30
about lately I've got a game coming out soon called card clash
34:32
and it's a very simple 1v1 you know
34:34
I've got my hero and playing cards very
34:37
simple game but there's a rating
34:39
system of one star up to five and
34:42
I like the five star characters I like the complicated
34:44
the combos the crazy stuff that's going on
34:47
but my you know ten-year-old twelve-year-old
34:49
fourteen-year-old they can play the one to two
34:51
three star characters have a great time right
34:54
it's simpler you know but there's an even
34:56
playing field and they can beat me and I can beat them and we all
34:59
we don't need nobody feels like they have to just like yeah
35:01
whatever I'll let them win love it so love it I'm gonna
35:03
think about I love that yeah I've
35:07
the the the sophisticated
35:09
the hidden sophistication
35:13
in game design is what just makes me so
35:15
happy and this
35:17
was the first time I'd gotten to apply it to a kids
35:19
game so that made me doubly happy because I didn't even
35:21
think that was possible any any other thoughts on
35:24
ways to do this or maybe some of the other games that
35:26
you've been working on that had
35:28
this idea where you've got these kind of two different
35:30
rule says two different things I'll tell you about one
35:33
that we haven't actually released yet you're that you're the
35:35
first person I will tell about this because
35:38
I'm very excited about it we we
35:41
wanted to build a game my
35:44
daughter like all kids is
35:46
obsessed with candy and
35:49
we wanted to build a game that involved candy so
35:52
there's no food in the box we're not gonna go down
35:54
that crazy route but there is a really clever
35:56
mechanism by which you
35:59
are trying to get the most candy. Whoever
36:01
can get the most candy wins
36:03
the game and gets to eat the candy, which
36:05
is a nice thing for kids. What
36:08
I realized in designing
36:10
this game is we
36:14
can tweak this in a really clever way.
36:17
I worked with a very good friend of mine, a designer
36:19
at our company named Ken Gruel, who the
36:23
more we test it, he's got kids as well, right? And so the more
36:25
we keep testing this with our kids and collecting feedback,
36:28
we realized that we can start tweaking the candy.
36:31
It doesn't have to be gummy bears anymore,
36:33
right? It can now be almonds and they're just
36:36
as excited. We're starting to experiment
36:38
with like carrot sticks and they're just as excited.
36:41
And we can kind of tweak
36:44
the props in the game, the
36:46
rewards in the game, because they're so
36:48
hooked on the actual gameplay and
36:51
doing better and achieving mastery. And there's a very
36:53
clever physical aspect to this game where
36:55
they have to, it's a reflex game, right? How
36:57
quickly can you press this thing? Can you press it faster
36:59
than anybody else? And that's the way you steal snacks.
37:03
If you can get better at that than anybody else,
37:05
you'll earn faster than anybody else and you'll win the game.
37:08
Our kids are now so obsessed with
37:10
this game that they no longer care that
37:12
it's candy. They will now play for anything
37:15
at all, including carrot sticks and broccoli,
37:17
just so that they can win this game, get better
37:20
at it and look forward to playing again. Man, that's a heck
37:22
of a hook. When you talk about marketing to parents, this
37:25
game gets your kid to eat vegetables. Like what? Yeah,
37:27
seriously. Yeah, we're still working on the name. I think
37:29
we're going to call it snack face, which I'm so
37:32
though the spinners, the little mechanical thing
37:34
and is going to be this rotating face that I'm very
37:36
excited
37:37
about. Nice.
37:38
Along the same lines. I was working on a game
37:40
years ago that my thought was
37:42
I want to play like a dungeon crawl game with
37:45
my kids. Right? So candy makes sense.
37:47
And so it was called candy crawl and all the enemies
37:49
were like, you know, these evil gummy bears. Like there's all this kind of
37:51
like candy related things, but
37:53
then your health, you would play
37:56
it with red M&Ms. And
37:58
whenever you took damage, you would eat. M&M
38:00
right so damage was delicious, so you didn't get
38:03
as upset. You know if that's good thing like you didn't
38:05
lose because you got to eat You know
38:07
your character beautiful Beautiful
38:10
and so coming up with those little things again to
38:12
make kids Or anybody not
38:14
feel as bad for losing
38:16
or you know getting damaged or whatever
38:19
But also just finding ways to intersect
38:22
okay What do kids enjoy like
38:24
we already talked about kids are ridiculous so these games
38:26
are ridiculous They have ridiculous names ridiculous themes,
38:28
and they're kind of out there and crazy and
38:30
and speaking of which let's talk about the other one On the
38:32
list hurry up chicken butt so
38:35
Again a funny title got funny
38:38
art funny mechanics things like but tell me about that game
38:40
And kind of where or how it came to you to be all
38:42
right, so have you all right? Here's how you play hurry
38:44
up chicken, but this one
38:48
was So
38:50
I designed this as me my daughter and
38:52
Brian Spence who also designed a thrift
38:55
rope Rito and The
38:57
challenge here was can we come up with a game?
39:00
that is essentially hot
39:02
potato like how do we make hot potato more interesting
39:04
and After
39:07
so many iterations what we finally came up with was
39:09
all right. There's this cute little chicken
39:12
That's a translucent plastic and inside
39:16
is a dye and the dye. There's
39:18
no words It just has six different colors, and
39:20
we're gonna deal out some cards in the middle
39:23
of the table in each card has a different
39:25
color Chicken clucks clucks
39:28
faster and faster and faster and faster until eventually it
39:30
screams You don't want to be holding the chicken
39:32
when it screams because then the player
39:35
right before you wins the game So don't
39:38
have the chicken when it screams in other words pass the
39:40
chicken as fast as you can The only rules for passing
39:42
the chicken are while it's clucking in your hand shake
39:45
it and now the dye is gonna land
39:47
on a color Look at the cards in the middle you
39:49
have to do the activity with that color
39:51
on it five jumping jacks run around
39:53
the circle twice Run away and touch a
39:55
spoon and come back whatever the ridiculous
39:58
silly funny challenges You
40:00
have to do it as fast as you can, and when you've completed
40:02
it, you pass the chicken to the next player. This
40:04
continues until the chicken screams,
40:07
whoever's holding it, the player right before them wins
40:09
the game. That's it. It's really, really
40:11
simple. What we've
40:13
figured out about this game in such
40:16
a delightful way is... This,
40:18
by the way, is right now... Oh,
40:21
it's our absolute number one selling
40:24
kids game. It is the number
40:26
one selling kids game in Canada.
40:28
It is the number one new
40:30
kids game at Target. It is out
40:35
of this world. It is just doing so, so
40:37
well, and I think there's really three
40:39
important reasons. One is it's a great game
40:41
and people are talking about it. Two, it has a really
40:44
silly name that feels a little
40:47
bit forbidden to kids.
40:49
Am I allowed to say butt? It's hurry up, chicken. But it's
40:51
right there, so I guess I'm allowed to say it. That
40:54
feel is really nice for kids. And then three
40:57
is it
41:00
has a window on the
41:02
front of the box so that you can see the
41:04
chicken. And you can see, yes,
41:06
it's a game, but there's a toy in here
41:08
as well. And it's physical and it's adorable
41:11
and it's going to be so much fun. And when you flip
41:13
over the box, we can explain to you how to play in five
41:15
seconds. And that's it. And
41:19
that kind of combination of things,
41:22
on top of being my daughter's now second
41:24
favorite game, she still likes I want my teeth back
41:26
as her favorite. But on
41:29
top of it being just a really, really good
41:31
game, those things
41:33
have come together in this really beautiful
41:35
way that is making this game just fly off of shelves.
41:38
And as you're describing it, it also sounds very
41:40
talkable, so to speak, where it's
41:42
easy to do a very quick video
41:45
online of people of influencers doing
41:47
ridiculous things. And it's funny and it's cute
41:49
and it's charming. And also, also, by
41:51
the way, you can go buy it here, right? Like most
41:53
board games don't lend themselves to that. Most board games
41:56
are kind of gray or beige,
41:58
you know, they're on a table. There's all this. stuff going on
42:01
the players look like they're in pain as they play
42:03
because they're their brains are contorting and Jim that
42:05
you know through a minimal gymnastics and
42:07
it's not twitchable it's not tick-tockable
42:09
it's just not interesting from a
42:12
visual you know video standpoint versus
42:14
what you just described which like leans
42:16
right into that yeah it's just joy in a box
42:19
it's just so so lovely and
42:21
yeah we've just found
42:23
that you know I say that one of our mantras here
42:26
one of our rules for kids games is you should
42:28
not cheat to lose right you can't let
42:30
your kid win and at first I was really
42:32
worried about that I was like well I can probably do five
42:35
jumping jacks faster than my kid I can really run around the
42:37
circle fast in my kid no I can't
42:40
holy crap can I not do that
42:42
they are so much faster they are so
42:45
much better a lot of it is just because they
42:47
can get up and sit down faster than my creaky knees
42:49
can but like jumping jacks
42:52
kid will kick your ass at that activity you
42:54
go try it is nuts how good they are
42:56
that's a good thing to think about is like what our
42:58
kids naturally better than adults
43:01
at and then how do you lean into that and make kids games based
43:03
on that like give them the advantage right
43:06
you know don't get them to do algebra yeah like
43:09
them stand up sit down real fast like that makes a lot
43:11
of sense I'm proud to say I have
43:14
never won that game ever not
43:16
even what I like about it is I can also get my
43:18
steps in yeah like so I
43:21
try to I try to exercise pretty much every day but
43:24
I've been coaching my oldest
43:26
two daughters soccer they're doing rec
43:28
league soccer I'm coaching and I found
43:31
that I can I can get like 20,000 steps
43:33
in a day because during practice I am running
43:35
and moving and do I do all the
43:38
stuff they're with them like when they do sprints at
43:40
the end of practice I'm out there running too you
43:42
know which helps me like
43:45
get some exercise in and so I think that's the thing think about is
43:47
like how can you help parents feel
43:49
good about the weight as opposed
43:51
to what we're talking about at the beginning where I feel like I'm
43:53
wasting my time like this experience
43:56
is draining to me I do not
43:58
want to do it again versus Experience
46:00
at a table right this where some really cool happiness
46:02
comes from and for her to be able to identify that Right,
46:05
which is kind of a long-term thing, you know, that's tomorrow
46:08
and again my son tomorrow could be 12 years
46:10
from now He didn't know tomorrow is just like a
46:12
morphous blob out in the yeah, you
46:14
know, yeah, but to identify a long-term
46:17
The what's it called when you have to delay gratification,
46:20
right? So there's another skill that we're talking about that
46:22
is so vital for young people and children to learn
46:24
So we're talking about delay gratification because tomorrow
46:27
or you know, sometime later this week We're gonna take this game to your
46:29
friends and we're gonna have to have fun with them Versus
46:32
here's a bowl of ice cream right now, right?
46:35
That's an interesting its thing really interesting
46:37
Yeah, the other so cool the other the side effect
46:40
of that which is also quite beautiful is
46:43
when it comes to game design As
46:45
soon as we got out of like prototype and
46:47
we could actually like build versions
46:49
of this She got to give those versions
46:52
to her friends, right? She got to leave them at
46:54
their house and say this is this is a present
46:56
It's yours forever. Enjoy it. Every time I
46:58
come over I want to play you know, but but it's yours
47:00
and She got so
47:03
much delight out of that process of
47:05
giving things to her friends Especially things
47:07
that like she made and she could say like I made
47:09
this for you. It's yours. I
47:11
hope you love it Like it was just beautiful.
47:14
Just beautiful. That's awesome. And that's that's universal
47:16
man you know, I spent years working with people
47:18
experiencing homelessness in Atlanta and The
47:21
number of times where you'd sit down and
47:23
you know You're bringing a meal to somebody or you're bringing
47:25
clothing or shoes or something like that you and
47:27
you you know You're providing a need that that
47:29
they have right? They don't They got a lot
47:32
going on throw some mental health stuff probably some drug addiction
47:34
whatever And so you're providing for something that they need you're
47:36
giving to them, which feels good. It feels good But
47:38
then they want to give to and so I can't tell you
47:40
how many amazing artists on the street Withdraw
47:43
just a quick sketch and give it to the volunteer
47:45
and say hey, you know, thank you for what you're giving You're
47:47
giving me I want to give you this or they make a bracelet
47:50
or they you know, hey, let me tell you a story Let me tell
47:52
you a joke, but they wanted to give as
47:55
well, right? You know, it's better to give than receive but that's
47:57
everybody, you know, and so tapping into
47:59
that for kids and helping
48:01
them to understand. Man, that's awesome
48:03
because I mean, it's again,
48:06
it's universal. It's everybody. It's so beautiful. I'll
48:08
tell you, there's one interesting side effect
48:10
of that of designing games with
48:13
her, which is I'll watch
48:15
her play games with her friends
48:18
and she'll say at the end of it,
48:20
she'll say, okay, wasn't that fun? Okay, now
48:23
what game did you design? Let's play because
48:26
in her brain, everybody's doing this.
48:28
When you walk to Target, yeah, there's
48:31
our games with your name on the shelf,
48:34
but in the next shelf over is your next
48:36
friend. That's where their games are. In the next shelf,
48:39
that is her expectation now is this is
48:41
normal. It's
48:43
going to be an interesting process to break her of that. Not
48:47
exactly sure how to approach it yet. Well, not everybody has a
48:49
day like you, man. That's
48:53
what it is. But I tell you what, though, kids
48:56
naturally are game designers. If you go to any
48:58
playground in America, any after school,
49:00
recess type of situation, whatever, kids are out
49:02
there designing games and the rules are ridiculous
49:04
and everybody's cheating and we're justifying
49:07
all these different things, but they're designing games.
49:09
Then somewhere along the way, though, as we get
49:12
adultified, a lot of us lose it.
49:14
I feel like one thing that as game designers, we
49:16
are tapping back into is maybe something
49:19
we never should have lost. We have to
49:21
go back and remember, this
49:23
is who we are naturally as humans. It's
49:26
so cool that you're seeing that on the ground
49:28
floor with a four year old, with a five year old. You
49:31
know what I think it is? I've never thought about this before
49:33
you said that. I think the difference
49:35
is we lose our audience. I think when
49:37
we're kids and we design games, we've
49:39
got a playground full of other kids reacting
49:41
to it. We change the rules and little
49:45
Johnny is cheating, so let's change
49:47
the rules to make that harder. We
49:49
have an audience for, you know, what is
49:51
it, 30 minutes or 20 minutes. As
49:54
we get older, I think
49:57
because we lose our audience, you start to design
49:59
in a vacuum. And that's much less satisfying
50:02
and much less rewarding. I
50:04
tell you what too. Now you say that the
50:06
game, we still play games though, don't we? But the,
50:09
the incentives change now it's, it's a business game.
50:11
It's a money game. I'm the winner because
50:13
I have the more, the most stuff in the best car
50:15
in the nicest house and we're still
50:17
cheat and we stood, you know, so maybe,
50:19
maybe it's the outcome is
50:22
different. It's not joy. It's not joy.
50:24
It's stuff. Yeah. Yeah.
50:27
That doesn't feel better than other people. Yeah, I know. Right.
50:29
We just got a little existential, but I feel like it's something to
50:31
think about as game designers is like, how
50:33
do we, how do we get people to tap back into
50:36
while we play games from the beginning
50:38
and it wasn't to have the biggest
50:40
house on the block or have, you know, a bunch
50:42
of followers on tick or Twitter
50:45
or whatever it is or X or whatever you say now, um, like
50:47
that wasn't it, we played for the love. We
50:49
played for the joy and the, the just
50:52
enjoyment of the moment. We got
50:54
to make more joy. Yeah. Right.
50:57
All right. That's another podcast, man. That's a whole new episode. And
51:00
I'm going to be thinking about this for days now. All right.
51:02
Thank you for that. That's awesome. Here's
51:04
the service, man. Let's, let's
51:07
let that rest for a minute. Let's go. Let's
51:09
talk about business. Let's talk about the money side. Um,
51:12
let's talk about, first of all, there's different things
51:14
to think about designing or excuse me, manufacturing
51:17
games for children versus kid, you
51:19
know, people that are 14 plus. So what
51:21
are some of the interesting things you've been learning? Maybe
51:23
some of the things that you ran into
51:25
that you had to go back and it costs you extra money, anything
51:27
like that. Cause I know there's extra test testing, like
51:29
safety testing, but what else manufacturing
51:32
wise? Uh, manufacturing wise, well,
51:35
seeing as how we started this business,
51:37
me and my partner, uh, Matt Inman,
51:40
uh, having no idea what we were doing,
51:43
uh, we have made all kinds of exciting
51:45
mistakes. Um, I'll tell you a
51:47
few of the highlights for me. Uh,
51:51
one, uh,
51:52
the term full bleed cards.
51:55
Um, we thought
51:58
when you look at the back of an exploding. the card
52:00
ah it's a it's read if elo
52:02
logo in the middle better to read back garden it goes
52:05
edge to edge that called full bleed means the
52:07
ink when all the way to the edges we thought that
52:09
was the most beautiful thing let's go with
52:11
that the problem is the reason
52:13
you never see full bleed cards when
52:15
you buy a deck of poker cards bicycle whatever
52:17
they are they're never full bleed else
52:20
have a white border around
52:22
the whole thing in the reason is because as
52:24
you manipulate cards that
52:26
think chips and it starts
52:28
to chip right around the edge where the cards
52:31
are coming in contact with other cards and
52:33
goes right to the edge when that edge it's another edge
52:35
that's where it chips the
52:37
problem with that in exploding kittens
52:40
is if a card starts to chip
52:42
in any kind of recognizable way you
52:45
can start to make predictions about what that carter's
52:47
without turning it over and in a press your luck game
52:49
where you need to know before
52:52
you turn a card over what it is ah
52:54
that makes the game unplayable so
52:57
we thought okay cool ah well
52:59
we've done full bleed for two years
53:01
we've now learned that it's a huge problem
53:04
should have known that before but we didn't ah
53:06
so now we'll just go and change it will just change
53:08
the backs of our cards which means none
53:10
of our cards are compatible with anything anymore
53:13
he can't play with expansions the expansions
53:15
you bought which version of the
53:17
expansion did you buy which version of your
53:19
core said you have it became a nightmare
53:22
so after like six months of printing
53:25
updated card backs we eventually had
53:27
to come back to full bleed just
53:29
so that our offense wouldn't murder us
53:32
or for the investment that they had already made in
53:34
the games member on kickstarter we
53:36
had we shipped seven
53:37
hundred thousand copies
53:39
of the game in food
53:41
and to basically go back and say yeah
53:43
all of those are now obsolete
53:46
a was just a nonstarter so ah
53:49
full believe those a huge manufacturing
53:51
lesson for us ah i'll
53:53
tell you another fun one which was on
53:55
our our
53:57
third game yeah or sir
54:00
I'll tell you what, the second game. Our
54:02
second game was a game
54:04
called Bears versus Babies. And that
54:06
game was unique because the box
54:09
was covered in fur. You know, it's
54:11
the first fur covered box. It was so
54:13
beautiful, so incredible. And
54:16
then we got it to Amazon.
54:19
And not only did they refuse
54:21
to process any of those boxes, but
54:24
they sued us. And the reason they sued
54:26
us is because a fur covered box on
54:28
their conveyor belts, the fur falls off and
54:31
plugs up their conveyor belt, like literally clogs
54:33
up the spinning gears
54:35
and mechanism and makes it so they have to shut
54:37
down their whole factory. So
54:39
our beautiful, lovely
54:42
fur covered box then had to be shrink-wrapped, which
54:44
defeated the entire purpose. And
54:47
so that was another very important lesson
54:49
learned. Wow. Yeah, what
54:51
a terrible mistake. And I'll tell you one more, just because
54:54
now I'm going down memory lane here. We
54:56
had another game called You've Got Crabs, and
54:59
we released an expansion for that game.
55:02
The game itself was a card
55:04
manipulation game. You had a hand of cards and you had to
55:06
also pass secret signals to your
55:08
teammates using your hands and feet and nose
55:11
and whatever you wanted to use. And so we had
55:13
an expansion which made it
55:16
much easier to manipulate, to collect
55:18
the cards you wanted, but you had to
55:21
wear these giant rubber crab
55:23
claws, which made all that signal passing impossible.
55:26
It made it impossible to hold your cards. And it was
55:28
hilarious. And we thought it was the funniest thing ever.
55:31
However, those
55:32
crab claws, the first hundred
55:35
thousand off the line smelled
55:38
horrible. In a way that just
55:40
didn't show up in prototyping, didn't show up in any
55:42
of our early tests, but as soon as they went into
55:44
mass production, there was this stench to them
55:46
that was just, you
55:48
just couldn't have the thing in the house with you. So
55:52
we had to hire an entire warehouse to
55:54
hold, I don't even remember, let's
55:56
call it 100,000 orders. That's 200,000.
56:00
in the crab claws, we had to wash
56:02
them and hang them up on laundry
56:04
lines for a week
56:08
to try to get the smell out of those things. So
56:12
that was a good lesson too. Wow.
56:14
Yeah. And things that, I mean, these are, unfortunately,
56:17
these are things you don't know that you don't know. Yeah. Right.
56:19
Exactly. Now the card, the border around
56:21
the cards, okay, maybe that one, but it's like so often,
56:23
this is the challenge, right? When you're pushing down
56:25
below, when you're trying to do things that other people aren't
56:27
doing or haven't done before, well, one,
56:30
there might be a reason, but on
56:32
the other side of that, like it's
56:34
frustrating because you're going to, you're going to fall into holes that no one else
56:36
is, no one else can even tell you about necessarily.
56:39
Right. Because you're pushing the envelope so much and that's just kind
56:41
of the natural state of things. When
56:44
it comes to the kids' games in particular,
56:47
did you notice you had to do anything because
56:49
the, because you have kids, right? You
56:51
know, so sticky fingers and clumsy hands
56:54
and you know, durability wise, like I've played
56:56
kids' games, the plastic was so cheap that
56:58
like, this is not kid ready. This
57:01
is, you know, so anything
57:03
else like that? Yeah. Well, durability
57:05
was a huge thing. Like we use really,
57:07
really high quality materials so that they could resist
57:10
just the abuse that kids put them through. But
57:13
the new thing that
57:15
I've never really seen much, maybe
57:18
ever in kids' games was, let's
57:21
look at, I want my teeth back. Really
57:24
any of our games, they all start with the
57:26
kid gets a play mat,
57:28
right? If I want my teeth back, you're trying to collect
57:30
teeth and put them on your play mat in
57:33
your monster's mouth and the first one to fill it up wins.
57:35
In the case of the best worst ice cream, you're collecting
57:37
those ice cream scoops and putting them on your cone, but
57:39
your cone is your play mat, starts out empty.
57:43
For whatever reason, kids
57:46
started to care a lot about
57:48
those play mats. Each
57:50
one was a different color. That's it. Really no difference
57:52
than that. Just a different color. But my
57:55
daughter always had to have the pink one.
57:57
You know, her friend Harper always
57:59
had to have the blue one, right? And
58:02
so what we realized is, okay, if kids are going
58:04
to care so much about these playmats, why
58:06
don't we just lean into that? And we
58:08
made a place on every playmat for
58:10
a kid to permanently write their name
58:12
and put stickers and draw all over them
58:14
and decorate them so that every time you play the
58:17
game, this one is yours permanently.
58:20
And that was this incredible
58:23
milestone for us. When kids
58:25
would open up the box, they would dive in
58:27
there and grab their playmat.
58:30
Really simple manufacturing trick, right? There's
58:32
nothing to it. But
58:34
it was something that would never be
58:36
important in an adult game, never be
58:38
important in a party game. But
58:41
we had to learn, like, let's sacrifice
58:43
in the manufacturing process, let's sacrifice
58:45
some real estate for them to
58:47
write their name,
58:48
for them to decorate for them to put
58:50
stickers, so that this thing can
58:52
be there as permanently. And they feel that sense of
58:55
pride and ownership every time they see it. Yeah,
58:57
that's awesome. Also, now you have,
58:59
I don't know what it is. I don't know what it is about kids and stickers.
59:01
It is just a match that
59:04
made in heaven. Like, I don't know, there's some deep
59:06
thing going on. But now you can lean into that.
59:09
And so you could potentially put a little sticker sheet in there
59:11
with stars or trophies or whatever. And every time
59:13
a kid wins, they get to
59:15
get a sticker, you know, they
59:18
were first place and they get to put it on there. And now they can keep track.
59:21
I've won this game five times. Dad, you've only won it twice.
59:23
What's going on? Sorry. Sorry
59:25
for you. What's wrong with you, dad? Come
59:28
on. But from a manufacturing standpoint, that's
59:30
a penny. I mean, it's so cheap. It's basically
59:32
free to put a little sticker sheet in there. But
59:34
then the moments that you get the experience,
59:36
right? And now a kid doesn't only get to win,
59:39
they get to go through
59:41
the process. One thing about the Olympics is so cool.
59:43
Or anytime you win a championship or something like that, like you
59:46
have the trophy ceremony, right? The presentation
59:48
of the medal where you get to get on stage
59:50
and everyone looks at you as the winner of this thing. Like
59:52
that's a cool moment. And now the kid gets to do that on a very
59:54
small scale with a sticker, which they
59:56
love stickers, probably more than a trophy. Anyway, here's something
59:58
we have not solved yet. or
1:02:00
going to a birthday, buying a gift for a kid, this
1:02:03
is gonna make you the cool
1:02:05
uncle. This is gonna make you the most popular
1:02:07
aunt ever, right? Like that kind of message
1:02:11
is one that we're leaning heavily into. For parents,
1:02:13
we're trying to say like, look, your
1:02:15
kid is going to have fun and I
1:02:17
promise you secretly, they're gonna learn
1:02:20
something too. And you should feel
1:02:22
good about game time. You should feel excited
1:02:25
to put this thing in front of your kids because they're gonna
1:02:28
have fun and they're gonna become a
1:02:30
better person. And the other
1:02:32
message we're pushing forward is like, games
1:02:35
for kids don't have
1:02:37
to suck. And that
1:02:40
simple message, I think resonates
1:02:42
with a lot of people. A lot of grownups who
1:02:45
have tried kids games and are forced to
1:02:47
play them, know that it's
1:02:49
a special kind of torture. And if
1:02:52
there was a better way, we think
1:02:55
that would make your life and your kid's
1:02:57
life a lot better. And here's the solution to
1:02:59
that. So those are the marketing
1:03:01
messages we're putting out there in the games
1:03:04
themselves. We're doing things like
1:03:06
we separate the instructions into two sections,
1:03:09
a section for the adults to
1:03:11
read when the kids are not in the room. We're like,
1:03:13
listen, mom, dad, grownup, you're gonna
1:03:15
have, take 10 minutes, read
1:03:17
these to yourself. They're really easy,
1:03:20
but your poor kid, don't read this
1:03:22
out loud to them, they don't care. At the end of
1:03:24
the instructions, we have another section. It's
1:03:26
two paragraphs long, and there's pictures and
1:03:29
make funny sounds. That's the part you read
1:03:31
out loud to your kid. And it's gonna explain
1:03:33
the game to them, but it's gonna be missing a whole bunch
1:03:35
of details that you are then gonna verbally
1:03:37
explain as you go through the game the first time. And
1:03:41
that became really important too. Just
1:03:44
trying to figure out like, this is a game
1:03:46
for two different audiences. They're gonna have two different
1:03:48
experiences, and we have to accommodate both of them
1:03:50
for this to be successful. I like that. I
1:03:52
like the idea of the parent becoming the tutorial.
1:03:55
You become the guide. Kinda like a video game. That's one thing
1:03:57
video games have better than board games.
1:04:00
And just it's so hard the tutorial you
1:04:02
learn while you play right you
1:04:04
you run you're doing the actions you're shooting You're jumping
1:04:07
all that kind of stuff as you as you you're
1:04:09
kind of giving your Your parent
1:04:11
player the opportunity to do that to be
1:04:13
the one that says, okay now that we're this part of the game Here's
1:04:15
how this works as we're doing it versus all
1:04:17
right. Let me front load all these All these
1:04:19
rules and you're gonna forget 90 of them. Anyway,
1:04:22
that that makes that makes a lot of sense I also
1:04:24
like the idea of a game That's
1:04:27
a perfect gift, you know that you
1:04:29
you get it just makes sense, you know, it's from
1:04:31
a price point on it I mean, that's what?
1:04:34
Grownups walk into retail with that exact
1:04:36
problem Nobody nobody I don't
1:04:38
think many people do their homework in advance.
1:04:41
What kids game should I buy? They walk into the store. They
1:04:43
look at the shelf and they're like I'm overwhelmed,
1:04:46
but I gotta choose something. Uh This
1:04:48
one a long time can delay in a monopoly because that's
1:04:50
all they know. That's right They just default
1:04:52
to it because that's what they grew up with and that's kind of what
1:04:54
we're fighting against And that's let me tell you you
1:04:57
buy candy land and you give it to a kid You
1:04:59
are hurting those parents as a mean
1:05:01
thing to do to the adult from the house so
1:05:05
uh So I we're trying very
1:05:07
hard at retail on the store shelf
1:05:09
to craft a message and just say like It
1:05:12
doesn't have to be that way. Here is a better
1:05:14
solution. Give this a try instead. Yeah, that
1:05:16
makes a lot of sense one thing i've seen some companies do
1:05:20
Not with kids though Just a different thought is
1:05:22
on the back of the box They'll kind of tell you the skills you
1:05:24
need to understand or the things that you're going to deal
1:05:26
with during the game, right? Whether it's the mechanism or whatever
1:05:29
one thing I maybe maybe could work with kids games on
1:05:31
the back of the box. It says, you know Builds
1:05:34
problem solving helps with color matching Helps
1:05:38
with uh physical activity like whatever it
1:05:40
is like whatever the skills are. Yeah. Yeah Do
1:05:42
you do you put those on the back do that? We do exactly
1:05:44
that. Yeah, three or four bullets And
1:05:47
they're the things we learned in testing. We
1:05:49
work really closely with
1:05:52
a lot of very talented testers talented
1:05:55
teachers parents who have just got
1:05:57
a ton of experience working with kids and
1:05:59
we say like, look, here
1:06:02
are the things we think you
1:06:04
and your kid are going to get out of this, and then
1:06:06
go try the game. And then they come back and they say, well, these
1:06:09
three definitely these two, not so much. But
1:06:11
here's three more that you missed that were emergent
1:06:13
and amazing. And we've worked over months to refine
1:06:16
those lists, narrow them all down to just
1:06:18
three or four bullets, but say like, you're going
1:06:20
to see this happen, you're going to see your kids dexterity
1:06:22
improve, you're going to see your kids, the
1:06:25
logical side of their brains start to sharpen,
1:06:28
we promise you're going to see this as
1:06:30
it's going to be pretty magical when it happens. Yeah,
1:06:32
very cool. I mean, this has been excellent. Anything else,
1:06:35
maybe that we didn't talk about or anything else you want to bring
1:06:38
up either designing or manufacturing
1:06:40
anything else you want to kind of leave listeners with?
1:06:42
The last thing for me is just like, you know,
1:06:44
you opened with how,
1:06:48
how weird it has been for someone like
1:06:50
me to get into this industry, knowing
1:06:52
nothing about it. And it's so true. And
1:06:55
it's, it's been the weirdest
1:06:58
journey. But I
1:07:00
am very proud to say we've got our
1:07:02
little company now we got 85 people working there.
1:07:05
We've sold more than 25 million
1:07:07
games. And we're
1:07:10
launching this year, we're launching 13
1:07:13
new games. And
1:07:16
it has just been the weirdest
1:07:18
journey ever. It's the best job I have
1:07:21
ever had. And I'm just
1:07:23
so I feel so lucky to have stumbled into this
1:07:25
thing because I get
1:07:27
to literally put
1:07:30
joy in boxes and then give
1:07:32
those boxes to people. It's the best thing
1:07:34
ever. That's awesome, dude. Well, I'm so glad you
1:07:37
jumped in way back when and had an idea for a
1:07:39
little card game that literally
1:07:41
exploded. And so man,
1:07:43
it's so cool. And I'm just excited for what's next. Right?
1:07:46
Like I said, I've got a bunch of your games already on my shelf in there. My
1:07:48
kids love to play them. They play them without me, you know,
1:07:50
they'll get them out and play them perfect themselves. And
1:07:53
I need to I need to get these new ones and try
1:07:55
with my younger kids and I'm looking forward to
1:07:57
that. So you said people can find them in Target anywhere
1:08:00
else people can can find these games? Oh, there's
1:08:02
it's, you know, it's getting to the point where they're hard
1:08:04
to find places where they're not target
1:08:07
a problem to have Walmart, Amazon, Barnes and
1:08:09
Noble, indigo, you name
1:08:11
it. It's really, we
1:08:13
have our problem is producing
1:08:15
enough games, not finding distributors.
1:08:18
So yeah, it's an incredible problem. It
1:08:20
is man. Yeah, kind of problems you
1:08:22
you want to have. Thank you. Yes, very
1:08:24
much. So well, Elon, this has been excellent.
1:08:26
Really appreciate your time. Thank you so much for being here. Thank
1:08:29
you. It's such a pleasure. Thanks for chatting with me.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More