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Switch to Forum Live View 02/14/2011 MM: "Fight Club, Part 2"
2 years ago  ::  Feb 11, 2011 - 12:53PM #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  ::  Feb 13, 2011 - 9:56PM #2
willpell
Date Joined: Feb 26, 2004
Posts: 4,840

I guess hypothetically we could make a creature that triggered     off of  not attacking but my designer instinct feels it's probably     design space  best left unexplored.




This is a typically depressing example of MaRo's aversion to    intelligent  design.  A creature that can either do the trick for which    you selected  it for your deck OR progress you toward winning the  match  -  that's  interesting, as it gives you choices and tension.   Instead,   modern Magic  consists mostly of cards that are utterly  useless in one   situation and  stupidly overpowered in another.   Metalcraft creatures   are a typical  example - huge if you turn  metalcraft on and worthless   otherwise.  This  kind of no-brainer  design is bad for making a game in   which every card  is relevant - not  that Wizards actually wants that,  of  course.

Also, the rules  could easily handle last strike - either add another   step in between  "normal damage" and "end of combat", or just use the   beginning of "end  of combat".  Honestly, you need to stop listening to   rules managers  when they say something can't work; they're just being   excessively  linear in their thinking as usual.  Any rules problem can be   solved by  adding some loopholes; that little nebbish Melvin may think  the result  looks inelegant, but if it leads to a more fun game then who  cares  about the person who would rather read the rulebook than actually  play.

Lastly, game design is NOT about putting obstacles in the way of the  player's ability to play and enjoy the game.  And claiming that sorcery  status is an obstacle to overcome is not very valid because there are  very few ways of overcoming it.

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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  ::  Feb 13, 2011 - 10:17PM #3
RecurringSearch
Date Joined: Oct 15, 2007
Posts: 273

Mark, I would love to get your opinion on something.


I was designing my own game a while back, and I was working with my friend.  I told him, "I don't want too much life gain."


We had a long debate about it, but I believe the best way to sum up my side would be something you've written in today's article:


"This is another example of the designers pushing the game towards completion. Strong defensive abilities tend to stall the game where strong aggressive ones make the game progress."


I feel life gain can ruin games.  He and I have essentially promised to not play Loxodon Warhammer against each other.


Comments on life gain = game-ruining?


 

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2 years ago  ::  Feb 13, 2011 - 10:31PM #4
willpell
Date Joined: Feb 26, 2004
Posts: 4,840
Life gain can stall games, but it can also open new avenues for how to  end them - see Test of Endurance or Necropotence .  And  there are ways around it; the existence of life gain makes strategies  like milling and poison viable and valuable.
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  ::  Feb 13, 2011 - 10:58PM #5
ROBRAM89
Date Joined: Oct 4, 2007
Posts: 766
I like life gain because my decks are naturally slow to get up and running. "Stalling" in small doses is only a bad thing for aggressive strategies.
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2 years ago  ::  Feb 13, 2011 - 11:31PM #6
WotC_MattT
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Date Joined: Aug 9, 2007
Posts: 537
In my completely unbiased view, not listening to a rules manager is among the worst things a designer can do.

Sheesh, next thing you know we'll be letting members of the creative team design cards!
Magic: The Gathering Rules Manager
Wizards of the Coast

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2 years ago  ::  Feb 13, 2011 - 11:57PM #7
keiyakins
Date Joined: Jun 20, 2010
Posts: 424

Feb 13, 2011 -- 9:56PM, willpell wrote:

I guess hypothetically we could make a creature that triggered     off of  not attacking but my designer instinct feels it's probably     design space  best left unexplored.




This is a typically depressing example of MaRo's aversion to    intelligent  design.  A creature that can either do the trick for which    you selected  it for your deck OR progress you toward winning the  match  -  that's  interesting, as it gives you choices and tension.   Instead,   modern Magic  consists mostly of cards that are utterly  useless in one   situation and  stupidly overpowered in another. 




I think you're both kinda right. I wouldn't want to see a set with "when CARDNAME doesn't attack" as a big thing, but I do think it could create some interesting scenarios if it showed up occasionally at uncommon or rare.

Actually, that's one problem I have with MaRo's stuff in general. He seems to think oddly black-and-white with regards to the vaiability of a mechanic. There are lots of areas of Magic that would suck as a major mechanic, but would be fun in low doses sprinkled here and there, and I'm not sure he considers that.

Edit: OH! I just thought of one good reason not to bother: it really wouldn't be all that different from a tap ability.

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2 years ago  ::  Feb 14, 2011 - 12:02AM #8
fractal
Date Joined: Oct 23, 2003
Posts: 2,225

Feb 13, 2011 -- 9:56PM, willpell wrote:

I guess hypothetically we could make a creature that triggered     off of  not attacking but my designer instinct feels it's probably     design space  best left unexplored.


This is a typically depressing example of MaRo's aversion to    intelligent  design.  A creature that can either do the trick for which    you selected  it for your deck OR progress you toward winning the  match  -  that's  interesting, as it gives you choices and tension.   Instead,   modern Magic  consists mostly of cards that are utterly  useless in one   situation and  stupidly overpowered in another.   Metalcraft creatures   are a typical  example - huge if you turn  metalcraft on and worthless   otherwise.  This  kind of no-brainer  design is bad for making a game in   which every card  is relevant - not  that Wizards actually wants that,  of  course.


I think you're reading too much into his statement.  A simpler reason not to go there is that Magic already has a major mechanic that does basically this, in a much cleaner way: Activated abilities with in the cost.  Creatures (without vigilance) can only activate such an ability if they don't attack.

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2 years ago  ::  Feb 14, 2011 - 12:12AM #9
Oporaca
Date Joined: Jan 20, 2002
Posts: 20
I read the section on banding and I thought, "Hmm, I always thought the en-Kor mechanic was a pretty good reinterpretation of what banding was trying to do, though I suppose there may have been some comprehension problems with it that I never personally encountered."

Then I saw that the next two card pictures were both Kor. Heh.
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2 years ago  ::  Feb 14, 2011 - 12:47AM #10
Mizzle25
Date Joined: Oct 13, 2010
Posts: 18

Feb 14, 2011 -- 12:02AM, fractal wrote:

A simpler reason not to go there is that Magic already has a major mechanic that does basically this, in a much cleaner way: Activated abilities with in the cost.  Creatures (without vigilance) can only activate such an ability if they don't attack.


Also Johan if you want a more literal example. While there are a couple of things that can't be done with tap abilities, it probably isn't worth it.

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