WEBVTT

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Have you ever found yourself sitting on your

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couch, maybe, you know, clutching a bowl of popcorn

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just a little too tightly, absolutely shouting

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at your television screen, because some game

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show contestant just couldn't guess a seemingly

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obvious word. You are sitting there completely

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exasperated, yelling, it's a toaster. How do

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you not get toasters from hot bread device? It

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is, uh... a universally humbling human experience.

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Yeah. I mean, we all sit in the comfort of our

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living rooms, completely convinced we'd be linguistic

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geniuses under the studio light. Oh, I'm positive

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I would sweep the board. Right, of course. But

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today, we are diving deep into the absolute masterclass

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of that exact feeling, that specific tension

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between what your brain knows and what your mouth

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can actually communicate. We're looking at the

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iconic game show franchise, Pyramid. It's absolute

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classic. It really is. And we have got a massive

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stack of source material today, primarily a really

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highly detailed Wikipedia article that tracks

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this show literally from its inception in the

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early 1970s all the way to its modern iterations.

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Which, you know, when you look at the timeline

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is a surprisingly sprawling and fascinating history.

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for what is fundamentally a very simple parlor

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game. Right. And that is our mission for this

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deep dive. We want to uncover how a simple word

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association concept birthed in the era of shag

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carpets and bell bottoms evolved into a global

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television juggernaut. Yeah. We're talking about

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a franchise that secured nine daytime Emmys and

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survived over 50 years of shifting pop culture,

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desperate network panics and totally changing

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audience tastes. So grab your imaginary buzzer.

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Okay, let's unpack this. To really understand

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the longevity, we have to look at the engine

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of the show itself, because the mechanics of

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Pyramid are just, well, they're a master class

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in behavioral game design. They really are. The

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core concept is ingeniously simple, almost entirely

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stripping away the trivia aspect of most game

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shows. You have two teams, and each team pairs

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an everyday contestant with a celebrity. Right.

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And they are seated in front of this massive,

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imposing, pyramid -shaped board containing six

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categories. And those categories always have

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those slightly punny wordplay titles. Like, if

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the category on the board is called playing footsie,

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the hidden theme the players are actually going

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to be dealing with is things you do with your

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feet. Precisely. And the gameplay loop creates

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an immediate pressure cooker. One person sees

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a list of mystery words or phrases belonging

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to that category, and they have to describe them

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to their teammate. But here is the kicker and

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the source of all that living room shouting.

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They usually only have 30 seconds to get through

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up to seven words. Which is incredibly fast.

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It's so fast. If you actually break down that

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math, 30 seconds for seven words is roughly four

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seconds a word. Wow. That includes the time it

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takes to read the word, formulate a clue, speak

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the clue, have the partner process it, guess,

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and for you to confirm it. And you can't just

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blurt out whatever comes to mind either. The

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rules for the clue giver are incredibly strict.

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You cannot use any part of the answer in your

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clue. Right. So if the word is height, you can't

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say how high something is. and you have to pivot

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instantly. If you accidentally say hi, that word

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is disqualified. Exactly. But famously, you know,

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the hardest rule is that you cannot use gestures.

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Which is so funny to me because the source points

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out that the gesture rule wasn't actually there

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from the very beginning. Oh, really? Yeah. Gestures

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were totally permitted until 1974. Right. The

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creators initially thought of it as like a hybrid

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communication game. But they quickly realized

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that allowing gestures broke the core tension

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they were trying to build. It led to some amazing

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rule breaking later on, though. The source mentions

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this incredible moment in 1982 with the actor

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Charles Siebert. Oh, I know this one. He's trying

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to get his partner to guess the word lasso, and

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the clock is ticking down, and his brain just

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short circuits. He completely loses it. He completely

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breaks down and starts fully pantomiming, swinging

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a rope over his head. You can just imagine the

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producer's heart rate spiking in the control

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room. Oh, absolutely. because the moment you

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allow pantomime, it stops being a cerebral word

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game and devolves into a game of charades. The

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strict prohibition on gestures is actually what

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forces the brain to work so incredibly hard.

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It's like a linguistic straight jacket. You are

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strapping the players into this deeply restrictive

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mental box. I mean, is playing this game basically

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like trying to describe a color without using

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its name? That's a great way to put it. You know

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what it is. Your brain sees it perfectly. But

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the most obvious tools to communicate it have

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been surgically removed. If you're listening

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to this right now, just try to think of how you

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would describe a mirror to someone without using

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the word shiny glass or reflection. It is incredibly

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frustrating. It really is. But what's fascinating

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here is that the restriction itself is the secret

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sauce of the entire franchise. From a cognitive

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science perspective, when you take away the easy

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direct paths of communication, the obvious synonyms,

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the physical gestures, you force the brain's

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lexical retrieval system into overdrive. Right.

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You have to find another way around. Exactly.

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Players have to use creative lateral thinking.

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You have to find the side doors to a concept.

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That lateral thinking is what makes the game

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endlessly watchable. As a viewer, you're not

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just waiting to see if they know a trivia fact.

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Oh no, not at all. You are marveling at the weird,

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convoluted, often hilarious paths the human brain

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takes to get to an answer under severe stress.

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So if that main game is a pressure cooker, the

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bonus around the legendary winner circle is basically

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a linguistic minefield. Oh, totally. You win

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the main game, you go to the winner circle, the

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clock is now 60 seconds, you still have six categories,

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but the mechanics are entirely inverted. Yes,

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and this inversion is brilliant game design.

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Instead of guessing the words within a category,

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the clue giver is shown the broad category itself,

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and they have to list specific things that belong

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to it to get their partner to guess the category

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title. The source gives a perfect example of

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this. If the hidden category is things that clean,

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the clue -giver has to start listing items. They

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might say soap, a vacuum, or a maid's broom.

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And they just keep rattling them off, hoping

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your partner connects the dots and yells out,

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things that clean. But the guardrails in the

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winner circle are brutally strict. You cannot

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use a direct synonym. You can't use any part

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of the keyword. And perhaps most difficult for

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the human brain to process in real time, you

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cannot use descriptive prepositional phrases

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or adverbs unless the category implicitly allows

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it. Wait, explain that prepositional phrase rule

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because reading the source, that seems like the

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number one reason people lose. Oh, it absolutely

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is. So if the category is where you keep your

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keys, you're allowed to say in my pocket or on

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a table. Because the category explicitly asks

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for a location. OK, that makes sense. Right,

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a prepositional phrase like in my or on o fits

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the logic. But if the category is just things

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that are shiny, you cannot say on a car bumper.

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Oh, wow. Yeah, you have to just list the nouns.

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A mirror, a diamond, chrome. It requires an unbelievable

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amount of mental discipline to stop yourself

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from speaking in natural descriptive sentences.

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Because. Giving an illegal clue instantly removes

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that category from play, which costs the contestant

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the top prize. Yep, it's over. The tension is

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incredible because the stakes are completely

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binary. One slip of the tongue, one rogue preposition,

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and the money is gone. Coof. to add a little

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texture to the main game before you even get

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to that point, they also sprinkled in these incredible

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in -game bonuses over the years. Like, in the

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70s, they had the big seven. By 1982, they introduced

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the mystery seven, where a bonus prize was hidden

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behind a category. Right. And then there is my

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personal favorite piece of game show math, the

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7 -Eleven bonus introduced in 1983. The 7 -Eleven

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is a fascinating psychological experiment inserted

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right into the middle of the show. It really

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is. If a team covered this hidden 7 -11 bonus

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in the first game, they had a choice. They could

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play the category for a guaranteed $50 cash per

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word solved. Which was decent money back then.

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Yeah. Or they could risk it all, go for all seven

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words in the 30 seconds and win $1 ,100. It's

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this tiny micro drama right in the middle of

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the episode. Do you take the guaranteed lunch

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money or do you swing for the fences? It gives

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the audience a miniature climax before they even

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get to the winner's circle. It breaks up the

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pacing perfectly. But you know, having this perfect

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high tension engine isn't enough to keep a show

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on the air for 50 years. To keep people watching

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that same engine for decades, the networks realized

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they had to continually up the fuel. They did.

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Which brings us to the ridiculous inflation of

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the prize money and really the arms race of daytime

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television. Right. Well, to understand that escalation,

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we have to look at the origins. Television producer

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Bob Stewart originally developed a pilot called

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Cash on the Line. That pilot didn't sell, but

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he knew the core mechanics were solid. He had

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the formula. He did. He retooled the format,

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and on March 26, 1973, it debuted on CBS as the

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$10 ,000 pyramid. And we cannot talk about pyramid

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without talking about the face of the franchise,

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the legendary Dick Clark. He hosted that network

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daytime version from 1973 all the way to 1980.

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He was the absolute anchor of that show. And

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the show was an absolute tank in the ratings.

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The source notes a crazy detail. It even sustained

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its high ratings when episodes were preempted

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or delayed by the massive Watergate hearings.

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Which is wild to think about. Think about the

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cultural context of that. The political scandal

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of the centuries unfolding live on television,

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the government is in crisis, and people are still

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making sure they tune in to see if someone can

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guess types of cheese in 30 seconds. It speaks

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perfectly to the kind of escapism daytime game

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shows provided in the 1970s. The real world was

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chaotic and unpredictable, but Pyramid was clean,

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it was rigorously structured, and the rules were

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absolute. But the prize money starts getting

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a little chaotic. It starts as the $10 ,000 pyramid.

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By 1976, it moves to ABC and doubles to the $20

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,000 pyramid. Right. Then it goes into syndication

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at $25 ,000. Then there's a $50 ,000 version

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and eventually the Holy Grail, the $100 ,000

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pyramid. I have to ask you, looking at this timeline,

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was this rapid inflation of the prize money just

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pure network greed? Like, were they just dangling

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shinier and shinier keys to distract the audience?

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Or was there an actual strategic reason for this?

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an arms race, but I wouldn't call it greed or

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a cheap distraction. I'd call it a necessary

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evolution in the economics of daytime TV. First,

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you have to understand syndication. Okay. When

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a show is syndicated, it's not being broadcast

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by one central network. It's being sold show

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by show directly to local TV stations across

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the country. Which means it can actually be far

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more profitable because you are in hundreds of

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individual markets. Exactly. And with that wider

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reach and different revenue model, they could

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afford bigger prizes. But psychologically, you

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also have to remember the context of the late

00:11:04.269 --> 00:11:07.909
1970s and 1980s. Right. The economy was crazy.

00:11:07.970 --> 00:11:10.389
Exactly. Inflation was skyrocketing and the psychological

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threshold for what constituted life changing

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money for a viewer at home was rising. $10 ,000

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in 1973 was incredible. But by the mid -80s,

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viewers needed to see much higher stakes to feel

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that same level of vicarious, heart -pounding

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thrill. You needed a bigger explosion to get

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the same gasp from the audience. That's a great

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way to put it. And the strategy paid off brilliantly.

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The underlying game was so mathematically strong

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that the escalating prizes didn't feel like a

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gimmick. They just elevated the inherent drama

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of the mechanics. Yeah. It's why the franchise

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won 9 Daytime Emmys for Outstanding Game Show.

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To put that in perspective, they are second only

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to Jeopardy, which is 113. Pyramid is undisputed

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daytime royalty. That's true, but keeping that

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royalty alive through the late 90s and into the

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2000s required more than just throwing more cash

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at the contestants. The TV landscape was fracturing

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and the source details some absolutely wild failed

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mutations of the format as networks scrambled

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to keep it relevant. Television formats are essentially

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living organisms. They have to adapt to their

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changing environment or they go extinct. And

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in the late 90s, the television environment was

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getting incredibly weird and highly competitive.

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The source lists some pilots that sound like

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fever dreams. In late 1996, Sony Pictures Television

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tried a pilot hosted by Mark L. Wahlberg, and

00:12:30.210 --> 00:12:32.370
they completely bloated the format. Oh, this

00:12:32.370 --> 00:12:35.000
was a disaster. Instead of the classic intimacy

00:12:35.000 --> 00:12:38.539
of two celebrities and two contestants, they

00:12:38.539 --> 00:12:41.840
crammed in six celebrities, assigning each one

00:12:41.840 --> 00:12:44.620
to a different main game subject. It's just too

00:12:44.620 --> 00:12:46.840
much. Then the very next year, they tried it

00:12:46.840 --> 00:12:49.679
again with Chuck Woolery, keeping that same six

00:12:49.679 --> 00:12:52.000
celebrity motif. Which fundamentally dilutes

00:12:52.000 --> 00:12:54.919
the entire appeal of the original format. The

00:12:54.919 --> 00:12:58.139
magic of pyramid is the intimacy. It's the mind

00:12:58.139 --> 00:13:00.820
meld between two specific people trying to get

00:13:00.820 --> 00:13:03.750
on the same wavelength. When you add six celebrities,

00:13:04.250 --> 00:13:06.490
it becomes a chaotic circus. But wait, let me

00:13:06.490 --> 00:13:08.649
push back on that for a second. If you're a network

00:13:08.649 --> 00:13:10.850
executive in the 90s, isn't variety the whole

00:13:10.850 --> 00:13:13.730
point of television? Wouldn't adding more comedians

00:13:13.730 --> 00:13:16.070
or actors just increase the odds of someone saying

00:13:16.070 --> 00:13:18.149
something hilarious or creating a viral moment?

00:13:18.490 --> 00:13:21.269
Why did having more stars bomb so hard? Because

00:13:21.269 --> 00:13:23.649
it disrupts the viewer's investment. When you

00:13:23.649 --> 00:13:25.210
only have two celebrities for the whole half

00:13:25.210 --> 00:13:27.470
hour, the viewer gets to learn their communication

00:13:27.470 --> 00:13:30.429
style. You watch them struggle, adapt, and build

00:13:30.429 --> 00:13:33.210
a rapport with their civilian partner. You rue

00:13:33.210 --> 00:13:35.789
for that specific partnership. If you cycle through

00:13:35.789 --> 00:13:37.789
six different celebrities, it's just a revolving

00:13:37.789 --> 00:13:40.110
door. You never get the satisfaction of watching

00:13:40.110 --> 00:13:42.009
two people figure each other out. That makes

00:13:42.009 --> 00:13:44.470
so much sense. You lose the emotional narrative

00:13:44.470 --> 00:13:48.269
of the episode. And then, in 1999, it gets even

00:13:48.269 --> 00:13:51.549
weirder. Bill Dwyer hosts a pilot called Pyramid

00:13:51.549 --> 00:13:54.370
Rocks, where they try to awkwardly shoehorn music

00:13:54.370 --> 00:13:57.269
trivia into the classic word association format.

00:13:57.419 --> 00:13:59.480
Right. Here's where it gets really interesting

00:13:59.480 --> 00:14:03.100
to me. Why take a perfectly elegant, mathematically

00:14:03.100 --> 00:14:06.179
beautiful logic format and try to smash it into

00:14:06.179 --> 00:14:09.320
a music trivia show? Why do networks always try

00:14:09.320 --> 00:14:12.139
to fix what isn't broken? If we connect this

00:14:12.139 --> 00:14:14.019
to the bigger picture of the television industry

00:14:14.019 --> 00:14:16.419
at the end of the 90s, it makes perfect cynical

00:14:16.419 --> 00:14:18.779
sense. Networks aren't operating in a vacuum.

00:14:19.460 --> 00:14:22.639
Sony had just seen massive demographic shifting

00:14:22.639 --> 00:14:25.409
success with Rock and Roll Jeopardy. on VH1.

00:14:25.429 --> 00:14:27.809
Oh, of course. They saw that music -themed trivia

00:14:27.809 --> 00:14:30.590
was hitting a younger, highly coveted audience.

00:14:31.250 --> 00:14:34.110
So the executive logic is purely formulaic. We

00:14:34.110 --> 00:14:36.289
own the rights to Pyramid. Let's sprinkle some

00:14:36.289 --> 00:14:39.190
of that rock and roll Jeopardy magic dust on

00:14:39.190 --> 00:14:41.149
it and see if we can capture that same youth

00:14:41.149 --> 00:14:43.990
market. Ah, so it's format Frankensteining. They're

00:14:43.990 --> 00:14:46.049
just taking the shiny pieces of different hits

00:14:46.049 --> 00:14:47.870
and clumsily stitching them together, hoping

00:14:47.870 --> 00:14:50.649
it comes alive. Precisely. And it fails because

00:14:50.649 --> 00:14:53.230
a viewer tuning in for a logic puzzle doesn't

00:14:53.230 --> 00:14:55.549
necessarily care about music trivia and vice

00:14:55.549 --> 00:14:58.429
versa. It fundamentally misunderstood why the

00:14:58.429 --> 00:15:01.090
original game was fun. Right. But while they

00:15:01.090 --> 00:15:03.750
were failing to reinvent the game, there was

00:15:03.750 --> 00:15:06.389
another massive tectonic shift happening in daytime

00:15:06.389 --> 00:15:09.470
TV that was forcing Pyramid back to the drawing

00:15:09.470 --> 00:15:12.309
board. And that was the slow death of the daytime

00:15:12.309 --> 00:15:14.409
soap opera. This detail in the source notes completely

00:15:14.409 --> 00:15:16.629
blew my mind. Pyramid wasn't just competing with

00:15:16.629 --> 00:15:18.929
other game shows. It was actively being eyed

00:15:18.929 --> 00:15:21.570
as a cheap life raft for dying daytime dramas.

00:15:22.029 --> 00:15:24.690
Yes. You have to look at how daytime television

00:15:24.690 --> 00:15:28.669
blocks are scheduled. In April 2009, CBS canceled

00:15:28.669 --> 00:15:30.649
the legendary soap opera guiding light after

00:15:30.649 --> 00:15:34.269
a 72 -year run across radio and television. Wow.

00:15:34.730 --> 00:15:37.590
Suddenly, the network has a massive gaping hole

00:15:37.590 --> 00:15:40.330
in its daily schedule. and Pyramid was put into

00:15:40.330 --> 00:15:43.110
deep consideration as a replacement. They even

00:15:43.110 --> 00:15:45.750
shot high -stakes pilots with Dean Cain and Tim

00:15:45.750 --> 00:15:49.190
Vinson, floating a potential $1 million top prize.

00:15:49.529 --> 00:15:52.870
A million dollars on a daytime word association

00:15:52.870 --> 00:15:55.309
game. I know. They ultimately went with Wayne

00:15:55.309 --> 00:15:57.190
Brady's revival of Let's Make a Deal to fill

00:15:57.190 --> 00:15:59.850
that slot. But the soap opera Bleeding didn't

00:15:59.850 --> 00:16:03.049
stop. Just months later, CBS cancels another

00:16:03.049 --> 00:16:06.169
absolute institution as the world turns. And

00:16:06.169 --> 00:16:08.330
once again, Pyramid is on the short list to replace

00:16:08.330 --> 00:16:10.309
it, this time looking at Andy Richter as a host.

00:16:10.679 --> 00:16:12.759
The networks were desperate because game shows

00:16:12.759 --> 00:16:14.799
are relatively cheap to produce, they can be

00:16:14.799 --> 00:16:17.539
filmed in massive batches, and they provide reliable

00:16:17.539 --> 00:16:20.379
daily programming to fill the massive voids left

00:16:20.379 --> 00:16:23.240
by these expensive, dying soap operas. It's wild

00:16:23.240 --> 00:16:25.700
to think of Pyramid as the eternal understudy,

00:16:25.720 --> 00:16:27.779
just waiting in the wings for these massive soap

00:16:27.779 --> 00:16:30.500
opera tragedies to occur. It really is. But it

00:16:30.500 --> 00:16:32.700
eventually found its footing again, and surprisingly

00:16:32.700 --> 00:16:35.559
not in daytime, but in prime time. The Michael

00:16:35.559 --> 00:16:39.720
Strahan Renaissance. Yes. In 2016, ABC brought

00:16:39.720 --> 00:16:43.419
the $200 ,000 pyramid back to life, packaging

00:16:43.419 --> 00:16:45.919
it as part of their summer Sunday Fun and Games

00:16:45.919 --> 00:16:48.580
primetime block. And it was a massive hit. It

00:16:48.580 --> 00:16:50.980
actually returned the show to its aesthetic roots,

00:16:51.279 --> 00:16:53.220
originally taping in New York City just like

00:16:53.220 --> 00:16:55.659
the 1970s version. Yeah, the nostalgia factor

00:16:55.659 --> 00:16:58.200
was huge. Strand brought this incredibly warm,

00:16:58.379 --> 00:17:01.419
modern energy to it. But you can also trace recent

00:17:01.419 --> 00:17:03.559
world history through its production notes and

00:17:03.559 --> 00:17:06.460
the source. Season five had to implement massive

00:17:06.460 --> 00:17:09.180
COVID -19 protocols. They completely eliminated

00:17:09.180 --> 00:17:12.019
the studio audience. The crew was entirely in

00:17:12.019 --> 00:17:15.000
PPE, mandatory temperature checks. And then for

00:17:15.000 --> 00:17:17.299
season six, they packed up and moved the whole

00:17:17.299 --> 00:17:19.519
production from New York back to Los Angeles.

00:17:19.839 --> 00:17:22.680
And its endurance is staggering. The source confirms

00:17:22.680 --> 00:17:24.619
that the show was renewed for an eight season,

00:17:24.880 --> 00:17:27.920
which just premiered very recently on March 9,

00:17:28.079 --> 00:17:31.900
2025. Over 50 years later, that pyramid is still

00:17:31.900 --> 00:17:34.660
standing. And it isn't just standing in America.

00:17:35.579 --> 00:17:38.240
One of the most fascinating aspects of this source

00:17:38.240 --> 00:17:41.880
is how this format achieved absolute global domination.

00:17:43.019 --> 00:17:45.660
We're talking about a television export that

00:17:45.660 --> 00:17:48.660
crossed borders and languages seamlessly. Which

00:17:48.660 --> 00:17:50.779
makes total sense when you think about the underlying

00:17:50.779 --> 00:17:54.359
mechanics. At its core, it isn't reliant on American

00:17:54.359 --> 00:17:57.380
pop culture trivia. It is just about the mechanics

00:17:57.380 --> 00:18:00.700
of language. Every single culture on earth has

00:18:00.700 --> 00:18:04.839
words, synonyms, categories, and the shared frustration

00:18:04.839 --> 00:18:06.839
of trying to communicate them. The international

00:18:06.839 --> 00:18:09.980
list is amazing. The UK had the pyramid game

00:18:09.980 --> 00:18:13.019
hosted by Steve Jones in the 80s. Germany had

00:18:13.019 --> 00:18:15.119
Die Pyramide hosted by Dieter Thomas Heck, and

00:18:15.119 --> 00:18:18.200
that ran for 15 years. Wow. There were wildly

00:18:18.200 --> 00:18:20.859
successful versions in Australia, Chile, Indonesia,

00:18:21.299 --> 00:18:24.680
Egypt, and even Vietnam. But as this format was

00:18:24.680 --> 00:18:26.700
effortlessly traveling the globe and translating

00:18:26.700 --> 00:18:28.799
into all these different languages, there was

00:18:28.799 --> 00:18:31.079
one frontier that proved surprisingly difficult

00:18:31.079 --> 00:18:33.829
to conquer. the American living room. The home

00:18:33.829 --> 00:18:35.950
board games. This is one of the most revealing

00:18:35.950 --> 00:18:38.089
footnotes in the show's entire history because

00:18:38.089 --> 00:18:40.910
of what it says about human behavior. So Milton

00:18:40.910 --> 00:18:43.890
Bradley releases the first home board game version

00:18:43.890 --> 00:18:48.220
of the $10 ,000 pyramid in 1974. Over the years,

00:18:48.319 --> 00:18:50.799
they released eight different editions, diligently

00:18:50.799 --> 00:18:52.920
updating the title on the box to match the TV

00:18:52.920 --> 00:18:56.380
show's inflation, $20 ,000, $50 ,000. Right.

00:18:56.539 --> 00:18:59.099
But the designers ran into a massive dilemma.

00:18:59.599 --> 00:19:01.980
The creators realized they had to fundamentally

00:19:01.980 --> 00:19:04.299
change the rules of the board game's winner circle.

00:19:04.660 --> 00:19:07.000
They literally could not mirror the TV show's

00:19:07.000 --> 00:19:09.539
mechanics. Right. And the reason why is a perfect

00:19:09.539 --> 00:19:12.720
case study in the psychology of play. Think about

00:19:12.720 --> 00:19:15.119
the television environment. A contestant plays

00:19:15.119 --> 00:19:17.960
the winner's circle exactly once. Right. They

00:19:17.960 --> 00:19:20.039
are under intense studio lights, they have no

00:19:20.039 --> 00:19:22.119
idea what the categories are beforehand, and

00:19:22.119 --> 00:19:24.200
there is a ticking clock. But a board game is

00:19:24.200 --> 00:19:25.940
played over and over on a living room table.

00:19:26.279 --> 00:19:28.359
If the winner's circle cards worked exactly like

00:19:28.359 --> 00:19:30.819
the show, where one player has to guess the category,

00:19:30.920 --> 00:19:33.579
things that are shiny, players would simply memorize

00:19:33.579 --> 00:19:35.420
the physical cards after a few playthroughs.

00:19:35.519 --> 00:19:37.539
They would completely break the game. To me,

00:19:37.660 --> 00:19:40.380
it's like watching a modern video game speed

00:19:40.380 --> 00:19:42.859
runner who just completely breaks the mechanics

00:19:42.859 --> 00:19:46.119
of a game. It's like, even in the 70s, you couldn't

00:19:46.119 --> 00:19:48.019
trust people not to game the system in their

00:19:48.019 --> 00:19:49.819
own living rooms? No, you couldn't. It's like

00:19:49.819 --> 00:19:52.759
watching a magician. On television, you only

00:19:52.759 --> 00:19:55.240
see the magic trick performed once, so the illusion

00:19:55.240 --> 00:19:57.740
is perfect, and you're amazed. But when you buy

00:19:57.740 --> 00:20:00.319
the board game, you're bringing the trick into

00:20:00.319 --> 00:20:02.380
your living room where you can inspect the hat,

00:20:02.720 --> 00:20:05.319
look up the sleeves, and do it 20 times. in a

00:20:05.319 --> 00:20:07.799
row. Exactly. The game designers had to build

00:20:07.799 --> 00:20:09.759
a version of the trick that worked even when

00:20:09.759 --> 00:20:12.400
people knew how it was done. So in those early

00:20:12.400 --> 00:20:14.859
games they changed the board game's end game

00:20:14.859 --> 00:20:17.700
to just be another round of the main game. This

00:20:17.700 --> 00:20:19.700
raises an important question about game design

00:20:19.700 --> 00:20:22.960
and adaptation. When you adapt a high -stakes

00:20:22.960 --> 00:20:25.759
television experience for the relaxed environment

00:20:25.759 --> 00:20:28.619
of a living room, you fundamentally change human

00:20:28.619 --> 00:20:31.920
behavior. The TV version relies entirely on the

00:20:31.920 --> 00:20:34.589
pressure of the studio to prevent cheating. The

00:20:34.589 --> 00:20:37.630
lights, the live audience, the massive cash prize

00:20:37.630 --> 00:20:40.869
on the line. That immense pressure prevents players

00:20:40.869 --> 00:20:43.710
from stopping to memorize patterns. But the home

00:20:43.710 --> 00:20:47.029
version is relaxed. It requires structural guardrails

00:20:47.029 --> 00:20:49.029
against human nature. Which they didn't figure

00:20:49.029 --> 00:20:51.630
out right away. No. It wasn't until the Cardinal

00:20:51.630 --> 00:20:55.250
games release much later in 1986 that they finally

00:20:55.250 --> 00:20:57.529
figured out a way to include the actual winner

00:20:57.529 --> 00:21:01.319
circle format by providing a massive varied booklet

00:21:01.319 --> 00:21:04.420
of categories to prevent instant memorization.

00:21:04.779 --> 00:21:06.720
It's just so funny that the biggest threat to

00:21:06.720 --> 00:21:08.910
the pyramid board game wasn't that the linguistic

00:21:08.910 --> 00:21:10.690
puzzles were too hard, but that human beings

00:21:10.690 --> 00:21:12.990
are just too exceptionally good at finding shortcuts

00:21:12.990 --> 00:21:15.089
when they're comfortable. So true. So we've gone

00:21:15.089 --> 00:21:17.609
from Bob Stewart's unsold cash on the line pilot

00:21:17.609 --> 00:21:19.950
in the early 70s through the iconic Dick Clark

00:21:19.950 --> 00:21:23.450
era. We survived the failed six celebrity mutations

00:21:23.450 --> 00:21:26.930
and Frankenstein music trivia pilots of the 90s,

00:21:27.089 --> 00:21:29.089
weathered a global pandemic with Michael Strahan

00:21:29.089 --> 00:21:31.890
and exported the pure mechanics of language to

00:21:31.890 --> 00:21:34.160
dozens of countries around the world. So what

00:21:34.160 --> 00:21:36.279
does this all mean? I think it means that stripped

00:21:36.279 --> 00:21:38.599
of all the bright lights, the revolving door

00:21:38.599 --> 00:21:41.119
of celebrity guests and the constantly escalating

00:21:41.119 --> 00:21:44.880
prize money, Pyramid is enduring because it taps

00:21:44.880 --> 00:21:47.319
into something deeply fundamental about how we

00:21:47.319 --> 00:21:50.900
interact. It is a testament to the chaotic, frustrating,

00:21:51.599 --> 00:21:54.299
but ultimately beautiful nature of human communication.

00:21:54.599 --> 00:21:56.539
Which leaves us with a final thought for you

00:21:56.539 --> 00:22:00.029
to chew on today. We live in an era of infinite

00:22:00.029 --> 00:22:03.109
digital distraction. We have incredibly high

00:22:03.109 --> 00:22:05.630
definition graphics, complex branching video

00:22:05.630 --> 00:22:09.170
game narratives, and endlessly scrolling algorithmic

00:22:09.170 --> 00:22:11.630
social media feeds designed to hack our attention.

00:22:12.130 --> 00:22:14.089
But isn't it incredible that one of the most

00:22:14.089 --> 00:22:16.829
enduring, most universally successful forms of

00:22:16.829 --> 00:22:19.269
entertainment is just watching two human beings

00:22:19.269 --> 00:22:21.470
desperately trying to understand each other before

00:22:21.470 --> 00:22:23.710
clock runs out? It really makes you think. It

00:22:23.710 --> 00:22:26.069
makes you think about how often we struggle to

00:22:26.069 --> 00:22:28.099
accurately communicate our own thoughts and feelings

00:22:28.099 --> 00:22:30.400
in daily life, and we don't even have $100 ,000

00:22:30.400 --> 00:22:32.720
on the line. Think about that the next time you

00:22:32.720 --> 00:22:34.700
find yourself struggling to describe a toaster.
