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Magic: The Gathering Drive to Work Podcast

#1096: Why Restrictions?

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

🗓️ 15 December 2023

⏱️ 32 minutes

🧾️ Download transcript

Summary

This podcast was inspired by a number of blog posts asking why we've been adding more restrictions to cards lately.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out of the driveway. We all know what that means. It's time for their drive to work.

0:06.0

Okay, so today's topic comes from my blog, and not just my blog actually, from social media in general.

0:13.0

One of the things that's been going on is R&D has been using restrictions a little more. Only play this as a sorcery. Only play this on your turn.

0:24.2

Only activate once per turn. We've been using a little more of restricting how often or when you can

0:30.3

do something. And the response I've gotten from numerous places is why are you doing this? I want to do what I want to do and why are you

0:39.5

taking away my fun. So today, today's topic is why do we do restrictions? Why? Why?

0:46.6

Why? So I'm going to explain the philosophy behind restrictions and why it's important.

0:53.0

And why we do it secretly for you, not secretly, but why in the end it's good for you.

0:57.8

So that is my topic today.

1:00.4

Okay, so I think to start with, let's talk a little bit about game design in general, not

1:06.8

specifically magic design, although we'll get to that, but just talk about game.

1:10.7

What is the purpose of game design?

1:14.0

Got to go big.

1:15.7

So the idea is that games are a mental challenge.

1:20.7

So the idea is I give you the game player,

1:23.3

I, the game designer, give the game player a goal or goals.

1:29.6

I give them a bunch of rules.

1:32.3

And then usually built in those rules are obstacles.

1:35.5

And the idea is they have to overcome those obstacles to meet that goal or goals.

1:41.8

And that's what makes a game dynamic.

1:44.4

But what's important to understand is it is the job of the game designer to make it not

1:50.6

easy to do that.

...

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