This post was inspired by MaRo's recent column, "10 Things Every Game Needs," (you can read part 1 here and part 2 here if you missed them). It got me thinking about my effort a few years ago to learn Go, and what I could learn about game design from it.
Wednesday, November 30, 2011
Monday, November 28, 2011
M13 Designing Lair (1)
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Sunday, November 27, 2011
M13 Playtesting Has Limits?
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Labels:
design,
m13,
playtesting
Wednesday, November 23, 2011
CCDD 112311—Goblin Grifter
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11/23/2011 - There's not much to talk about the inspiration for Goblin Grifter. I was reminded by the last Rosewater article that rewarding a player for having no spells in hand is better than rewarding them for having seven (or even just a bunch) because it promotes playing your spells more instead of less which is kind of what we all sat down to do in the first place.
We will absolutely see hellbent again. It was perfect for the black-red Rakdos guild in Ravnica, but it's a simple mechanic that's fun to play and only the tip of its designberg has been explored. Here's one now:
Labels:
CCDD
Tuesday, November 15, 2011
M13 Back on Task
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Labels:
m13
Thursday, November 10, 2011
Tuesday, November 8, 2011
M13 Party with Top Down (2)
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Labels:
m13
Thursday, November 3, 2011
Shroud Vs Hexproof: Interactivity
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Today I continue the debate between shroud and hexproof. For context, here're part one and part two.
What draws a player to play a game rather than read a book or even watch a movie with friends? Both of those media can be fun and challenging, but they're not interactive. The ability to make choices and see the results of those choices is primary in drawing players into single player games and the effect is multiplied in duels and group games because now you're not just interacting with the game environment, but with other players which can be deeply satisfying.
Labels:
hexproof,
magic design,
shroud
Wednesday, November 2, 2011
Shroud Vs Hexproof: Downsides
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Today I continue the debate between shroud and hexproof. For context, here's part one.
The only reason we're having this discussion is because they key-worded hexproof. It existed alongside shroud on Sacred Wolf in Magic 2011 non-italic text, but when they key-worded it in 2012 that's where we got the issue we discussed last time. Why keyword it? Why promote it over shroud? Because it's an all-upside version of shroud.
Labels:
hexproof,
magic design,
shroud,
WotC safe
Tuesday, November 1, 2011
Shroud Vs Hexproof: Mindspace
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This last Friday, Aaron Forsythe tweeted a question which apparently earned the largest response he's ever seen. It's a qood question: Which of shroud and hexproof should be used in Magic going forward? It sounds simple but it's actually a compound question with an answer that depends on more than one factor.

Labels:
hexproof,
magic design,
shroud,
WotC safe
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