Nobody understands playing cards — not even the experts

00:18:53
https://www.youtube.com/watch?v=kY6DmPs4klU

Sintesi

TLDRThe video discusses the current prominence of card games such as Marvel Snap, Pokemon TCG Pocket, and Balatro, and explores why these games are so captivating. It delves into the mathematics of card games, the probability involved, and the psychological hooks that make them addictive. The narrative also touches on the history of card games, tracing their origins from China and the Middle East to Europe, and eventually worldwide popularity. Experts like mathematician Persi Diaconis and developer Arvi Teikari share insights into the randomness and strategy involved in card games. The functionality and appeal of digital card games, with their unique tactile and auditory experiences, are also examined.

Punti di forza

  • 🃏 Card games are experiencing a resurgence in popularity.
  • 🔄 The randomness in card games makes each game unique.
  • 🧮 The math behind card combinations is vast and complex.
  • ♠️ Solitaire has variations that introduce new challenges.
  • 🎲 Historical card games have evolved into modern forms.
  • 🧐 Mathematicians study the probabilities in card games.
  • 🎮 Digital card games emulate tactile experiences.
  • 🃟 Card games often rely on strategies with incomplete info.
  • 💡 'Aha' moments in gameplay create rewarding experiences.
  • 🃏 French card designs became globally standard.
  • 🎧 Good sound design enhances digital card games.
  • 📜 Card games have a rich historical and cultural heritage.

Linea temporale

  • 00:00:00 - 00:05:00

    Card games are trending, with Marvel Snap and Pokemon TCG gaining massive popularity. The speaker shares a personal obsession with a variant of Solitaire named Sawayama Solitaire by Zachtronics, noting its addictive nature despite being simple. The appeal stems from the unpredictability of card arrangements, underscored by insights from Persi Diaconis on the complex probability mathematics inherent in card games. This unpredictability is similar to the 'jerk' sensation in games, balancing certainty and uncertainty, which maintains player engagement.

  • 00:05:00 - 00:10:00

    Professor Khalid's study highlights how card games, characterized by short, repeatable rounds and strategies, are both entertaining and potentially addictive. Developers strive to balance difficulty and satisfaction in these games. Arvi Teikari, inspired by Zachtronics Solitaire, discusses designing his own solitaire games to offer unique twists. Variants include Tap Solitaire and Chaotic Solitaire, which add new challenges and maintain interest. Acknowledging varying levels of challenge, the speaker humorously blames Teikari for their solitaire addiction.

  • 00:10:00 - 00:18:53

    The history of playing cards is explored, highlighting their uncertain origins due to physical degradation over time. They are known to exist from as early as 1294 in China, and the various evolutions of cards in different cultures, including Persia and Europe, are discussed. The standardization by the French led to global ubiquity. Arvi Teikari comments on the tactile familiarity of cards enhancing their digital incarnations' appeal. The universal familiarity across cultures, connected with the sounds and feel of handling cards, contributes to their timeless attraction, providing continuity from tactile to digital play experiences.

Mappa mentale

Video Domande e Risposte

  • What is the main focus of the video?

    The video explores the popularity, addictive nature, and historical evolution of card games.

  • Which card games are mentioned as being popular?

    Marvel Snap, Pokemon TCG Pocket, Balatro, and Solitaire are highlighted as popular.

  • Why are card games considered addictive according to the video?

    Card games are addictive due to their randomness, short and repeatable rounds, strategic depth, and the engaging unpredictability of outcomes.

  • What historical information about card games is provided?

    The video discusses the evolution of card games, tracing their origins back to China and the Middle East, and their spread through Europe and beyond.

  • How does the video explain the mathematical aspect of card games?

    It discusses the vast number of permutations a deck of cards can have and how this randomness contributes to the uniqueness of each game.

  • Who are some of the experts mentioned in the video?

    Mathematicians Persi Diaconis and Arvi Teikari, a game developer known for 'Baba Is You', are mentioned.

  • What unique element does Sawayama Solitaire introduce?

    Sawayama Solitaire offers a spin on Klondike, with a focus on satisfying card arrangements and diverse game difficulties.

  • How does the video connect modern and historical card games?

    It shows that many modern card games use similar decks and principles to historical games, providing a continuity and shared cultural touchstone.

  • What are some challenges in digital card game development mentioned?

    Ensuring solvable games and maintaining the balance of difficulty without player frustration are challenges faced by developers.

  • What is a 'jerk' in the context of games as explained in the video?

    In games, 'jerk' refers to sudden changes in informational balance, keeping players engaged by shifting certainty and uncertainty.

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Scorrimento automatico:
  • 00:00:00
    Card games are having a huge moment. Marvel  Snap is so big that everyone who plays it hates
  • 00:00:05
    it. Pokemon TCG Pocket is introducing  thousands of people to the card game,
  • 00:00:10
    and raking in hundreds of millions of dollars.  Balatro, one of the best games I’ve ever played,
  • 00:00:15
    is hooking people and winning GOTY awards with  its crazy synergy and repeatable runs.
  • 00:00:20
    And this year, I got addicted to Solitaire.
  • 00:00:23
    Why. Why. Why me? Why? WHY? Whyyyyyy
  • 00:00:26
    I wish I could tell you I was  hooked on a weird Solitaire.
  • 00:00:29
    Like, Regency Solitaire 2. Right up my  alley. I love historical romance! And,
  • 00:00:34
    apparently, Solitaire! Or something  High Concept, like Mike Bithell’s The
  • 00:00:38
    Solitaire Conspiracy. It’s got espionage and  FMV cutscenes — nothing could be more me.
  • 00:00:45
    But no. The game I got
  • 00:00:46
    addicted to is a spin on Klondike, the most  famous — and basic — kind of Solitaire,
  • 00:00:53
    at least for kids who grew up using  Windows computers in the 90s.
  • 00:00:55
    It’s called Sawayama Solitaire,  from developer Zachtronics.
  • 00:00:59
    I’ve beaten… hang on a moment.
  • 00:01:02
    934 GAMES!!!!
  • 00:01:05
    — of Sawayama Solitaire  since I downloaded this app in late September.
  • 00:01:08
    Some games feel impossible. Some are absurdly  easy. Most of them are a satisfying detangling of cards
  • 00:01:15
    that has me immediately pressing that  new game button once I get the win.
  • 00:01:19
    How is the most basic card game on  earth owning my ass like this?
  • 00:01:23
    I think it’s because —
  • 00:01:24
    [groovy synth music]
  • 00:01:28
    “One of the embarrassments of applied
  • 00:01:30
    probability is that we cannot analyze  the original game of solitaire.”
  • 00:01:34
    “What’s the chance of winning, how to play  well, how do various changes of rules change
  • 00:01:39
    the answers? Surely you say, the computer can  do this. Not at present, not even close.”
  • 00:01:47
    That’s a quote from mathematician Persi Diaconis.  Professor Diaconis is one of the coolest people
  • 00:01:52
    I have ever heard of, and that is undoubtedly why  he did not reply to my interview request. He and
  • 00:01:57
    fellow mathematician Dave Bayer are the people who  proved that it takes 7 riffle shuffles to truly
  • 00:02:04
    randomize a 52-card deck. He also ran away from  home when he was 14 to become a magician. I think
  • 00:02:09
    that was normal in 1960 but the point stands. For Diaconis, card tricks were a slippery slope
  • 00:02:15
    to an interest in probability, which led to a  sad, but inevitable fate: taking a degree in
  • 00:02:20
    statistics and becoming a world-renowned  mathematician. You hate to see it.
  • 00:02:24
    But it’s not hard to see the relationship  between magic… and math. Cards contain limitless
  • 00:02:30
    possibilities. In fact, math tells us there are  more combinations of cards in a 52-card deck,
  • 00:02:35
    than there are atoms on earth.
  • 00:02:38
    Hey what?
  • 00:02:39
    What does THAT mean? But atoms are the little… the little ones.
  • 00:02:43
    Writing for Quanta, Erica Klarreich asked  mathematician Ron Graham what that means in
  • 00:02:48
    practice. He told her, “If everyone had been  shuffling decks of cards every second since
  • 00:02:53
    the start of the Earth, you couldn’t touch 52  factorial,” the number of possible arrangements
  • 00:02:58
    of a 52-card deck. Klarreich goes on: “Any time  you shuffle a deck to the point of randomness,
  • 00:03:04
    you have probably created an arrangement  that has never existed before.”
  • 00:03:10
    So that’s nuts.
  • 00:03:11
    Card math is also useful for
  • 00:03:13
    game devs simulating randomness in prototypes —  even if they’re not making card-based games.
  • 00:03:18
    This randomness is probably one of reasons I  can’t stop playing Solitaire. No two decks of
  • 00:03:24
    randomized cards are the same. No two  rounds of Solitaire are alike.
  • 00:03:29
    It’s difficult for the human mind to  comprehend the mathematical probabilities
  • 00:03:33
    at play in card games. However: one thing  we can understand is why that gameplay can
  • 00:03:38
    keep us hooked. It’s called the jerk. In a study from the Japan Advanced Institute
  • 00:03:43
    of Science and Technology, a team of  researchers described the jerk as a
  • 00:03:48
    “sudden change in acceleration.” It’s mostly  used to describe physical sensations — your
  • 00:03:53
    elevator dropping suddenly, a theme park  ride jolting you around a corner.
  • 00:03:57
    But in games, it’s informational:  “the balance between certainty and
  • 00:04:01
    uncertainty in reaching a goal.” For example, when you start a round
  • 00:04:05
    of Overwatch you don’t have a lot of  information about the other players:
  • 00:04:09
    what characters they’ve chosen, where they’ll  attack from — whether you’re facing a bunch of
  • 00:04:13
    randos, or a coordinated team. One second you’re  setting up — the next second Pharah is bombarding
  • 00:04:19
    you with rockets. You have information. And  now you need to do something about it.
  • 00:04:24
    That’s an example of the jerk. But it’s  certainly not relegated to action games.
  • 00:04:29
    - Arvi Teikari: Puzzle games by default require  having some kind of an insight, like some kind of
  • 00:04:33
    a realization. It can be possible  to make that realization in a puzzle into kind of an "aha" moment.
  • 00:04:40
    - Simone: That’s Arvi Teikari, and  you’ll hear more from him later.
  • 00:04:43
    Almost all card games tend to center around  these “aha” moments that come when you start
  • 00:04:48
    to have a bigger picture of the deck.  Think, the next card being flipped in
  • 00:04:52
    Texas Hold’Em. Filling your hand in Balatro,  and getting the exact card you need.
  • 00:04:57
    There are other factors that contribute to  games being hooky: like how frequently you’re
  • 00:05:01
    successful, and how difficult it is to win. Card  games tend to sit in a sweet spot on this scale.
  • 00:05:08
    One of the researchers in the JAIST study,  Professor Mohd Nor Akmal Khalid, called them,
  • 00:05:13
    “typical incomplete information games.” “Short, repeatable rounds, chances,
  • 00:05:18
    and strategizing make them among the most  entertaining, even addictive, games.”
  • 00:05:23
    This study focused on Chinese card games like  Big Two, Winner, and FIGHTING THE LANDLORD,
  • 00:05:29
    which sounds awesome. I’m not a scientist so take  my analysis with a grain of salt here, but I can
  • 00:05:34
    see how Solitaire fits this description. It’s incredibly easy to repeat a round,
  • 00:05:40
    and while you start with some information  with the cards face-up on the board,
  • 00:05:44
    you’re constantly getting little hits of more. The  moments when you flip exactly the card you need,
  • 00:05:50
    setting off a chain reaction of moves to  organize your board, feel so good.
  • 00:05:55
    But that feeling is not easy to manufacture.
  • 00:05:58
    - Arvi Teikari: By default, I don't enjoy the idea of when you deal a deck of cards to play a solitaire,
  • 00:06:06
    you might get an impossible hand, and you can't know that.
  • 00:06:11
    I'm Arvi Teikari, alias Hempuli,
  • 00:06:13
    I'm a Finnish game dev based in Helsinki  and I've been making games since, basically
  • 00:06:20
    since childhood, let's put it that way.
  • 00:06:22
    - Simone: Arvi is best known as the developer
  • 00:06:24
    behind Baba Is You, a fiendishly clever  block-pushing puzzler that netted a ton of
  • 00:06:29
    accolades in 2019. Arvi brought that same humor  and puzzling sensibility to A Solitaire Mystery,
  • 00:06:35
    his collection of Solitaire games that  came out on itch.io this year.
  • 00:06:39
    AND HE’S THE PROBLEM. IT’S HIS FAULT  THAT I’M ADDICTED TO SOLITAIRE.
  • 00:06:44
    Why! Why’d you do this to me?
  • 00:06:47
    - Arvi Teikari: My main interest in making games is kind  of to surprise the player — to create
  • 00:06:52
    some reaction of amazement or  amusement or something. I played the
  • 00:06:57
    Zachtronics Solitaire collection and noticed  myself enjoying it and noticed myself getting
  • 00:07:03
    ideas for, oh, what if I tried to design my  own solitaire where you had this kind of a
  • 00:07:08
    gimmick in it or this kind of detail in it.
  • 00:07:12
    - Simone: I was diligently doing my research
  • 00:07:14
    before our interview and I saw that Arvi had  been inspired by Zachtronics Solitaire — a
  • 00:07:20
    collection of all the solitaire minigames  that were originally tucked away in each of
  • 00:07:24
    the developer’s past releases. So I bought the Collection
  • 00:07:29
    and I bought A Solitaire Mystery, and now I have a  mental health crisis. So thanks, Arvi.
  • 00:07:35
    As he mentioned, the solitaires of Mystery  all have a twist to them. In Chaotic Solitaire,
  • 00:07:41
    every time you move a card, two random  cards swap spots. Or Tap Solitaire,
  • 00:07:47
    where you can start temporary stacks by “tapping”  cards like in Magic: the Gathering. One of my
  • 00:07:52
    favorite variants lets you tear cards in half.  And 52-Card Solitaire… drops all the cards
  • 00:07:59
    in a pile and you have to pick them up in order. This is one of the solitaires that demonstrates
  • 00:08:04
    how challenging the math behind digital  solitaire can be for game developers.
  • 00:08:09
    - Arvi Teikari: Something like Zachtronics  Solitaire Collection actually has systems
  • 00:08:13
    in place to make sure that every game  you play is possible to be beaten.
  • 00:08:19
    - Simone: It does?
  • 00:08:20
    - Arvi Teikari: I don't know how to do that,
  • 00:08:21
    but when trying to balance my Solitaire games, it  was interesting to notice that inevitably making
  • 00:08:29
    a more difficult solitaire does usually  mean that I'm also making it more likely
  • 00:08:36
    that the player can get stuck in it.
  • 00:08:38
    - Simone: The 52-Card pick-up solitaire is
  • 00:08:41
    conceptually perfect. I love it and it’s so  funny. But boy is it difficult. Conversely,
  • 00:08:48
    you can go too far in the other direction.
  • 00:08:50
    - Arvi Teikari: It feels more exciting to solve
  • 00:08:52
    a solitaire if you know that you might not have  solved it. There's currently one solitaire in
  • 00:08:58
    A Solitaire Mystery that people have reported  is always solvable no matter what. Like, you cannot
  • 00:09:04
    get truly stuck. It does feel like like a bug, even though technically, like yeah — you can play it.
  • 00:09:09
    It's a working solitaire, you  can get to the end, but it lacks kind of
  • 00:09:14
    that something. Tap Solitaire is  maybe the most solid of the solitaire in terms
  • 00:09:21
    of being a traditional solitaire. You can play  it with a normal deck of cards, and the way it
  • 00:09:27
    works is something that you can very easily  simulate in the real world.
  • 00:09:30
    Royal Flush Solitaire is satisfying, because it feels like one of those, "what if this other thing, but recreated as a solitaire,"
  • 00:09:38
    that ended up working really well. Like, it's basically  making poker hands in a solitaire context. And I
  • 00:09:45
    think it worked really nicely and people have  commented that they like it quite a bunch.
  • 00:09:50
    - Simone: So many kinds of solitaire. Depending on your definition of solitaire,
  • 00:09:54
    this year’s biggest game is a solitaire. Balatro  has sold millions of copies, and made millions of
  • 00:10:01
    dollars, and that was before it came out on mobile.
  • 00:10:03
    It’s just a single-player card game  — but it’s got incredible complexity because
  • 00:10:07
    of the different ways the cards can interact with  each other, and decks can be built.
  • 00:10:11
    52 factorial, baybeeeeee!!!
  • 00:10:14
    Probably even more, 'cause  there's jokers and tarot cards.
  • 00:10:16
    One of the interesting things about Balatro is  that while it’s widely described as a poker game,
  • 00:10:21
    its gameplay owes more to Big Two — one of the  Chinese card games mentioned in that study.
  • 00:10:26
    Any card game can become a new,  even more addictive one with just
  • 00:10:30
    a twist — the possibilities might be infinite,  and that’s something we simply don’t know about
  • 00:10:36
    playing cards. But also.
  • 00:10:38
    [groovy 80s synth music]
  • 00:10:41
    We don’t know where playing cards came from. One of the things that makes games a tricky area
  • 00:10:45
    of study is that up until very recently, they’ve  been physical objects that get a lot of use. Dice
  • 00:10:51
    and game boards are sturdier and might last the  test of time… cards are not. Think of how grubby
  • 00:10:57
    your most-used deck of playing cards is. You  might not think twice about tossing it for a
  • 00:11:02
    new one — and future historians are wailing and  gnashing their teeth about it, because oh my god,
  • 00:11:07
    an extant 2024 card deck, depicting popular  figure Shrek and his companion, the Donkey?? What
  • 00:11:13
    an important and unique historical object! Often the game pieces that get preserved are the ones
  • 00:11:19
    that are fancier and decorative. Or ones that were  owned by notable people, whose random toy might
  • 00:11:25
    be considered historically significant. In her book Gaming the Stage: Playable Media
  • 00:11:29
    and the Rise of English Commercial Theater, Gina  Bloom writes that playing cards were mentioned in
  • 00:11:34
    Spanish antigaming regulations as far back as  1332, but the oldest preserved, complete set,
  • 00:11:40
    where no cards are missing from the deck,  is this one from the Netherlands in the
  • 00:11:44
    late 1470s. The Met says the cards were  “hardly used, if at all. It is possible
  • 00:11:49
    that they were conceived as a collector’s  curiosity rather than a deck for play.”
  • 00:11:53
    A tradition we should uphold today. BUT! More important for understanding card
  • 00:11:58
    evolution, is this deck from the Mamluk  sultanate in what is now Egypt. Even though
  • 00:12:03
    it’s younger than the Dutch deck — it dates  from around 1500 — this Mamluk deck contains
  • 00:12:08
    some potential clues towards the origins of  playing cards. As Tor Gjerde points out on this
  • 00:12:13
    immaculate personal website, these cards mark  the high card of each suit, similar to Chinese
  • 00:12:19
    money-cards and Persian ganjifa cards. Andrew Lo’s “The Game of Leaves: An Inquiry
  • 00:12:24
    into the Origin of Chinese Playing Cards” puts  1294 in China as the earliest reliable date that
  • 00:12:30
    the existence of cards has been recorded, ever,  in all of history, but we don’t have anything
  • 00:12:35
    left of the cards themselves. Some researchers  point to very old Chinese tile-based games like
  • 00:12:40
    dominos and mahjong as precursors: carved tiles  are a hop skip and a jump to cards once we get
  • 00:12:46
    over ourselves and invent paper already.
  • 00:12:48
    (actually people probably made cards from like,
  • 00:12:50
    wood and leaves and cloth before they  jumped to paper but. ANYWAY.)
  • 00:12:54
    There are LOTS of different kinds of cards in  China: They’ve got domino, they’ve got chess,
  • 00:12:59
    they’ve got money, they’ve got number! The  money cards are the ones that historians point
  • 00:13:04
    to as potential precursors for our modern  playing cards, since money cards eventually
  • 00:13:09
    developed four recognizable suits. On the other hand, ganjifa cards came from
  • 00:13:14
    what was then Persia, and are recorded as far  back as the 14th century. They originally had
  • 00:13:19
    a lot more suits, and fancy versions of these  cards were popular in the Mughal courts of
  • 00:13:24
    India during the 1500s, where they would’ve  been made of shells or ivory. Which is so
  • 00:13:29
    cool. They must’ve made really good noises. Whether or not the ganjifa
  • 00:13:32
    cards were based on Chinese cards originally,  cards came to Europe through the Middle East.
  • 00:13:37
    Throughout the uhhh most of time until  quite recently, Christian Europe and the
  • 00:13:41
    Islamic Middle East and North Africa were  passing a conquering baton back and forth
  • 00:13:46
    across the Mediterranean. One day the Franks are  sacking Tripoli, the next day the Saracens are
  • 00:13:50
    conquering Sicily, it’s a whole thing. I know I’m  oversimplifying it please don’t yell at me.
  • 00:13:55
    Obviously this led to a lot of bloodshed,  but it also led to a beautiful sharing of
  • 00:14:00
    knowledge. As you probably know, chess  came to Europe via Persia and Arabia,
  • 00:14:05
    and so did um…
  • 00:14:07
    Huh, MATH.
  • 00:14:08
    So too playing cards. The first cards that came to Europe weren’t
  • 00:14:12
    uniform like our now-standard deck. As playing  cards traveled north, European countries developed
  • 00:14:17
    custom suits, and decks with varied numbers  of cards. This part is actually kind of funny,
  • 00:14:22
    like they spread from Italy to Germany, and  Germany was like “oh no icky we want our own.”
  • 00:14:27
    Thanks to an already robust printing industry,  Germany became the hub of playing card production
  • 00:14:32
    in Europe during the 14th century. But then!!!!!
  • 00:14:36
    The French.
  • 00:14:36
    In an ancient display of branding prowess, the  French developed the card iconography that has
  • 00:14:42
    taken over the world. They standardized  the suits, and simplified the colors,
  • 00:14:47
    paring the designs down to red and black,  which made printing them much easier.
  • 00:14:52
    Due to their simplicity and the ease of  production, French playing cards took over
  • 00:14:56
    Europe. And much like how the original playing  cards came West through commerce and colonization,
  • 00:15:03
    French playing cards went back East — through  commerce, and colonization. For example,
  • 00:15:08
    Portuguese sailors took them to Japan in the  16th century before Japan went into isolation.
  • 00:15:12
    And developed its own dope-ass playing cards.
  • 00:15:15
    Now, maybe you’re wondering "WHERE DOES THE UNITED
  • 00:15:17
    STATES COME INTO THIS,” I’M AMERICAn.
  • 00:15:20
    We invented jokers.
  • 00:15:23
    The one you take OUT of the deck.
  • 00:15:25
    No matter where you place the origin of
  • 00:15:27
    playing cards geographically, or how much you  understand about their weird math, one thing is
  • 00:15:32
    true: they’ve been around a long-ass time. And that adds a dimension to the question of why
  • 00:15:37
    playing cards are so compelling.
  • 00:15:39
    [mysterious synth music]
  • 00:15:41
    For all of my lifetime, the Bicycle playing card deck has been
  • 00:15:45
    functionally unchanged. For 400-something  years, the four suits and the 52-card deck
  • 00:15:51
    have only become more globally ubiquitous.  All those popular Chinese card games that
  • 00:15:56
    were part of the study on addictiveness  — they’re played with that deck.
  • 00:16:00
    As Gina Bloom wrote: “We can know something of
  • 00:16:03
    what it felt like for early moderns to play or  watch others play these games because we use
  • 00:16:08
    essentially the same gaming materials they did.”
  • 00:16:11
    - Arvi Teikari: It mostly comes down to
  • 00:16:15
    playing cards being something that almost all  people are kind of intimately familiar with.
  • 00:16:22
    They are also fairly flexible, they have a surprising number of both  mathematical and otherwise kind of utilities.
  • 00:16:33
    But I would maybe say that that simplicity is — or  not simplicity — but the familiarity would be the
  • 00:16:39
    kind of major thing that might draw people.
  • 00:16:43
    - Simone: I grew up playing Spoons, and War,
  • 00:16:45
    and Speed, and Go Fish, and Bullshit, and  yes, Solitaire with these cards. Back in the
  • 00:16:52
    16th century they were playing Maw, and Romestecq,  and Noddy, and Gleek. Really, it was called Gleek.
  • 00:17:00
    I guess it still is.
  • 00:17:01
    The universality of playing
  • 00:17:02
    cards has resulted in a seemingly limitless number  of games to play. But we’re all using — more or
  • 00:17:09
    less — the same deck. That’s kind of magic. One quality shared by most of the card-based
  • 00:17:14
    video games that I’ve played, is that they  evoke the physical act of touching cards.
  • 00:17:19
    - Arvi Teikari: When it comes to cards, digital  implementations of cards games, and video games
  • 00:17:25
    that use card games, can manage to recreate  some of the tactile feel or the like, satisfyingness
  • 00:17:32
    of playing cards that exist in real world.
  • 00:17:36
    - Simone: You can’t make a digital card game without good card sounds.
  • 00:17:40
    [Balatro cards fwipping and plunking]
  • 00:17:43
    Or good card feel. The intimacy and familiarity is kind of a cheat
  • 00:17:47
    code. You’re already connected to the game  — because you’re connected to the cards.
  • 00:17:53
    - Arvi Teikari: I've seen people comment on A  Solitaire Mystery of like, yeah, the sounds
  • 00:17:57
    that play when you move the cards around  are satisfying. So they get some of that
  • 00:18:00
    kind of enjoyment of moving cards around.
  • 00:18:03
    - Simone: One of the things that tickled me most
  • 00:18:04
    about A Solitaire Mystery is that Arvi  indicates whether or not each solitaire
  • 00:18:08
    can be played with a physical deck. For  a lot of them… yeah, it’s possible! You
  • 00:18:13
    might be tearing your cards in half and you can  really only do that once but… it is possible!
  • 00:18:17
    Playing cards are associated with everything  from clownery, to gambling, to magic,
  • 00:18:22
    to childhood play. So, one thing we do understand  about them… is that their appeal is infinite.
  • 00:18:29
    [zippy synth music]
  • 00:18:32
    - Simone: I feel like I'm doing weird shit with my hands. Do YOU feel like I'm doing weird shit with my hands?
  • 00:18:36
    HAAAAAAAAAAAH!
  • 00:18:37
    It's disgusting, I have carpal tunnel...
  • 00:18:39
    ... from Solitaire!!
  • 00:18:41
    - Pat (very low, off-screen): Card-pull tunnel.
  • 00:18:43
    - Simone [falsetto]: nya ba ba ba haaaah! HOO HOO!
  • 00:18:46
    [accidentally speaking weird high] So!
  • 00:18:47
    One thing we —
  • 00:18:47
    [mockingly tiny mouse voice] So! So!
  • 00:18:49
    Playing — big fart noise?? Not me.
Tag
  • card games
  • addiction
  • probability
  • Mathematics
  • Solitaire
  • history
  • strategy
  • digital games
  • Balatro
  • Marvel Snap