Last time in Lenses for Friends, we introduced the lenses of gameplay and experience. Today, we're introducing the lens of interest, and sharing a story about helping a friend with it. I've seen more designers struggle with this lens than any other.
Also: check out Episodes 59 and 60 of the Beacon of Creation custom Magic design podcast, to see these lenses used in action. I made a guest appearance helping Bradley Rose, Adam Victor Klesh, and Juliet Louis with their community set, Castmire!
Thursday, February 21, 2019
Tuesday, February 19, 2019
Lenses for Friends: Making Mechanics Play Well and Tell Stories
As some may know, I recently had the pleasure of being a guest on the Beacon of Creation custom Magic design podcast, discussing their community designed set Castmire with Bradley Rose and Adam Victor Klesh. On that podcast, I mentioned something I called "mechanical lenses", which I use to evaluate the mechanics of game designs, especially for custom Magic design. Today, I'd like to begin a series where I formally introduce these mechanical lenses, by telling some stories about how I've used them to help fellow designers with their design troubles. In this part, we'll introduce two lenses which most designers think they're very familiar with already...
Labels:
activity analysis,
experiential design,
game design,
mechanics
Friday, February 15, 2019
Weekend Design Challenge 021519 - Out-of-Guild Ravnica Keywords II
Hey Artisans. Click through to see the requirements for this weekend's design challenge, due Monday morning. Every submission warrants feedback, so once you've got your great idea down, give some thoughtful critique to some of your peers. Revise your submission any number of times, and, time permitting, I'll review the most recent submission from each designer.
Labels:
design challenge,
keywords,
Ravnica,
stolen tech,
weekend
Thursday, February 14, 2019
CCDD 021419 - Some More More Interesting Slivers (Part 2)
Yesterday I showed off some more off-beat sliver designs for white, blue and black. Today I'll cover red and green, and maybe talk about some more color interactions.
For those looking for Valentines Day content, rest assured that Slivers are very near and dear to my heart.
For those looking for Valentines Day content, rest assured that Slivers are very near and dear to my heart.
Labels:
CCDD,
Cycles,
sliver,
time spiral
Wednesday, February 13, 2019
CCDD 021319 - Some More Interesting Slivers (Part 1)
Last week I gave myself the challenge of making a cycle of slivers that incorporated the five clan mechanics from Khans of Tarkir into their designs. I had fairly strict design parameters for myself - the mechanics had to be the Khans ones, not the Fate Reforged or Dragons of Tarkir ones. I wanted to get the execution as clean as I could, and not gunk up the individual slivers with additional rules beyond the core of the clan mechanic. Unfortunately, as Nich Grayson rightfully pointed out, this resulted in some relatively unexciting Sliver designs.
Labels:
CCDD,
Cycles,
sliver,
time spiral
Monday, February 11, 2019
The 8 Kinds of Fun
Understanding our audience is one of the holiest grails of game design. Mark Rosewater's psychographics are famous in this community, but he's not the only one thinking about this. A couple years ago, BGG users will remember Quantic Foundry's motivation profile going around. There's the Bartle taxonomy of players types. And I recently encountered another older analysis called The 8 Kinds of Fun.
Here's the oldest post I've found about it, the firstest, and the bestest.
Here's the oldest post I've found about it, the firstest, and the bestest.
Labels:
game design,
psychographics
Friday, February 8, 2019
Weekend Design Challenge 020819 - Faction Ascendency
Hey, Artisans! Click through to see this weekend's design challenge, submissions due Monday morning. Every submission warrants feedback, so after you've come up with your idea, tell people what you like or dislike about theirs. Also listen to what they had to say about your card, and armed with that critique, revise your submission any number of times. I haven't been the best about reviewing recently, but I will attempt to review the most recent submission from each designer sometime at the beginning of next week.
Labels:
ascendancy,
design challenge,
enchantment,
weekend
Thursday, February 7, 2019
Of Other Multiverses
Hi everyone! I'm Luke. I comment on Goblin Artisans as lpaulsen and occasionally post my own custom Magic design projects at mondaymorningmaro.blogspot.com.
Here's a little known fact about me, though: I have a fictional alter ego who's a planeswalker.
Labels:
Community Spotlight,
lands,
mana,
planeswalking
CCDD 020719 - Slivers of Tarkir
It looks like I may have inadvertently backed myself into a tribal theme this week. Oops. Anyway, here's the very beginnings of an idea I had last night. May I present, the Slivers of Tarkir:
Tuesday, February 5, 2019
CCDD 020519 - Distortion Sentinel and Eldrazi Design Principles
Good morning, Artisans. I was thinking about Eldrazi today, so I decided to come up with one. Unfortunately, I've internalized a number of Eldrazi design principles, some of which I extrapolated from Rise/Battle for/Oath/Eldritch, some of which I just made up, but they do make our friendly unfathomable extraplaner weirdos difficult to make.
Labels:
control,
design principles,
eldrazi,
Zendikar
Monday, February 4, 2019
CCDD 020419 - Goblin Mail Carrier
So we did the Goblin Game a couple weeks ago on Twitter. The first round every year is to design a common Goblin, and this year I offered up this art:
Labels:
common,
counters,
Goblin Game,
Rarity
Friday, February 1, 2019
Eternal Analysis 016—Spark
Spark is Eternal's bloodthirst/spectacle mechanic, opened up to do anything when your opponent has taken damage. What it does most often is suck.
Labels:
blood,
CCG design,
Eternal Card Game,
mechanic
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