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)
I summarized the initial rules for the implementation of lair in Magic 2013 in this article, but I didn't get into great detail and more importantly, we didn't come up with final answers. Note that a 'final answer' can still be changed until the deadline if we discover a good enough reason to warrant making the change, considering the large ripple effect that will have on other cards. We at least need to agree to what we're doing for now or else different designers will submit (have submitted) different implementations and we're wasting energy designing in different directions.Sunday, November 27, 2011
M13 Playtesting Has Limits?
I've learned more than a few things during this project, and I hope those following along have gleaned a nugget here and there as well, but I've come to accept an unusually large lesson very recently: There are some design decisions that you can't rely on playtesting to help you make. I'm not sure I would have ever stated the counterpoint (that every design decision can be based upon playtesting) but solidifying the concept of what can and can't be handled this way took me the better part of two months.
Labels:
design,
m13,
playtesting
Wednesday, November 23, 2011
CCDD 112311—Goblin Grifter
Cool Card Design of the Day11/23/2011 - 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
I'm not going to lie, I couldn't find a way to make this post interesting or educational. It's more for the collaborators to discuss logistics than anything truly exciting. The upshot is that we've done some footwork and are ready to get knees-deep into the card file again. You're more than welcome to read on, but I promise it will be boring. Fair warning.
Labels:
m13
Thursday, November 10, 2011
Tuesday, November 8, 2011
M13 Party with Top Down (2)
It's been two weeks since I made the call for top-down submissions and the activity has leveled off so it's time to identify the best. What follows is my list of cards that stood out to me as fun, flavorful and appropriate (at least potentially) for a core set. Click for full-size.
Labels:
m13
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