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Switch to Forum Live View 01/10/2011 MM: "Let's See What Develops"
2 years ago  ::  Jan 07, 2011 - 1:27PM #1
Garmichael
Date Joined: Jun 24, 2008
Posts: 1,572
This thread is for discussion of this week's Making Magic, which goes live Monday morning on magicthegathering.com.
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2 years ago  ::  Jan 09, 2011 - 9:29PM #2
Pegaweb
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Date Joined: Mar 22, 2004
Posts: 2,938
That holiday card clearly hasn't been looked at by development yet.

<| :>
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2 years ago  ::  Jan 09, 2011 - 9:48PM #3
ElTaco
Date Joined: Oct 11, 2009
Posts: 82
'I have probably been responsible for more innovations in Magic design than any other designer in history.' 

..

Also, the new mechanics aren't hugely exciting, but seem solid enough.
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2 years ago  ::  Jan 09, 2011 - 9:58PM #4
willpell
Date Joined: Feb 26, 2004
Posts: 4,833
Wotta revoltin' development.  (Sorry, couldn't resist.)

One of the biggest problems I see in young designers is the  desire to  get too tactical in the design. They get very focused on  what's supposed  to be the good cards. In design playtest I purposefully  try to put the  cards at around the same level because I want all the  cards to get  played.




I for one would really prefer that you kept it that way.   Having Development turn some cards into what Spike thinks is "good" is  what allows Spike to dismiss everything else as "bad", and I think  that's awfully disrespectful of him.  You have to pay money to  commission art and flavor text for every card, and you have every card  communicate some meaningful concept, either a factoid about your  fictional universe or a meaningful metaphor for real life (eg goblins as  a metaphor for stupid, self-destructive people, who we all too often  have making our decisions for us in politics, at work, and so forth).   Attaching any of this information to a card, and then allowing  Development to make that card bad, means that the message fails to get  across, and the money was wasted.  If you adhered to a consistent power  level for every card, so they were all equally good in a vacuum, all  equally good at any level of combination, all containing some  combination of "usefulness in situation regardless of situation's  commonality" and "commonality of situations containing usefulness  regardless of its degree" which totals the same value, no card would  ever be "bad", no card would ever be ignored and dismissed, and the work  of everyone who has ever worked on any of those cards would be  validated.

Don't ignore that little voice that feels sad when Development calls  your baby ugly, MaRo.  If you accept that your baby is ugly, you stop  loving it, and its presence in society becomes destructive.  Printing  bad cards wastes cardboard and frustrates players.  You should make  every card a masterpiece, even if that means you don't make very many of  them and have to charge more for them - the important thing is that  everyone who buys a card gets what they paid for.

My New Phyrexia Writing Credits
My M12 Writing Credits

As far as the benefit of the rest of Magic is concerned, gold cards in Legends were executed perfectly. They got all the excitement a designer could hope out of a splashy new mechanic without using up any of the valuable design space. Truly amazing.
--Aaron Forsythe's Random Card Comment on Kei Takahashi

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2 years ago  ::  Jan 09, 2011 - 10:32PM #5
Helliord
Date Joined: Jan 20, 2009
Posts: 1,065
You do realize that Maro wrote an article on why we even have bad cards, right?
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2 years ago  ::  Jan 09, 2011 - 10:48PM #6
Skibo_the_first
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Date Joined: Mar 13, 2004
Posts: 11,640
This article was inevitable. And i'm glad it's out of the way.

And if Maro's writing articles about people he portrays as antagonists, he'll need to do one about Ken next.
… and then, the squirrels came.
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2 years ago  ::  Jan 09, 2011 - 11:14PM #7
benbuzz790
Date Joined: Aug 28, 2009
Posts: 40
For the rest of the posts on this thread, add an ingredient to Rosewater's holiday card in addition to whatever you want to say.  Go.

1 Box Awful Jokes
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2 years ago  ::  Jan 10, 2011 - 2:26AM #8
TobyornotToby
Date Joined: Mar 7, 2006
Posts: 2,280

Me: And that's why this will be a perfect fit for the set.
Developer: I see why the set wants that element but that isn't how the players are going to use it.
Me: What do you mean?
Developer: Well, because of [Reason A], the card won't be used as you want them to use it but rather as [Use B].
Me: I never thought of that. What can we do to avoid [Reason A]?
Developer: I've been thinking about that ...




Where was development to say Mindslaver should've exiled itself?


Ehm, 1 soopspoon of flexibility?


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2 years ago  ::  Jan 10, 2011 - 5:22AM #9
Rotary_Fist
Date Joined: Mar 18, 2004
Posts: 195
Two bricks of cheesiness.
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2 years ago  ::  Jan 10, 2011 - 5:24AM #10
lathspel
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Date Joined: Sep 22, 2003
Posts: 881

Jan 10, 2011 -- 2:26AM, TobyornotToby wrote:



Where was development to say Mindslaver should've exiled itself?

Ehm, 1 soopspoon of flexibility?





Maybe the way Mindslaver works, is the way it was intended to work.  It's a Johnny card as it is; if it were a one-shot then only Timmy would care.

If anything, players should be congratulated on figuring out a way to repeatedly pay 10 mana a turn, plus some regrowth effect, to win or stalemate the game.

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