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Magic: The Gathering Drive to Work Podcast

#1064: Inclusion over Exclusion

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 25 August 2023

⏱️ 35 minutes

🧾️ Download transcript

Summary

In this podcast, I talk about the meaning and philosophy of "inclusion over exclusion" from a game design standpoint.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not putting my driveway. We all know what that means. It's time for the drive to work at home edition.

0:07.2

Okay, so today's podcast is based on something I wrote on my blog. And I just wanted to go in more detail.

0:13.9

It's a really interesting topic. So something I talked about, an R&D philosophy is what we call inclusion over exclusion.

0:23.1

And so the point of today's podcast is to explain what that means and just go in greater depth of understanding sort of the philosophy behind it from a game design standpoint.

0:33.2

Okay.

0:33.6

So my first question is, what do demons and murfolk and walls all have in common?

0:41.6

And the answer is they were all something part of magic.

0:44.4

In fact, I believe all of them were in alpha.

0:46.8

And all of them for a period of time, it got removed from the game.

0:51.3

So demons in early magic, there was a worry that it was upsetting, you know, there's a certain audience that's upset that demons were in the game and we were...

1:01.0

Wizard was sort of anticipating something.

1:03.4

So there's a period of time we remove demons from the game, or at least we removed the word demon from the game.

1:09.3

I guess we just called them something else.

1:12.5

We called them beasts or horse or something.

1:14.9

But we didn't refer to them as demons specifically.

1:19.2

And Murfolk, there's a period of time where the creative team,

1:25.3

I think it was led by Brady Dominoff at the time,

1:27.5

just felt that like water-based fights are weird

1:31.2

when we're summoning things to have a land-based conflict

1:34.0

and felt like, you know, murfolk and other water-based things

1:37.9

were just kind of in a weird state.

1:40.4

And it's weird to sort of pluck this murfoke from the sea

...

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