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Magic: The Gathering Drive to Work Podcast

#1216: How to Make Losing Fun

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

🗓️ 14 February 2025

⏱️ 34 minutes

🧾️ Download transcript

Summary

One of the truisms of game design: make sure your players enjoy losing your game. How do we do that? This podcast walks listeners through six key lessons.

Transcript

Click on a timestamp to play from that location

0:00.0

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

0:06.0

Okay, today's topic, making losing fun.

0:10.0

This was a request for my blog.

0:14.0

So, obviously, winning is fun. People like to win.

0:19.0

But especially with the fact that a lot of magic games have more than two people.

0:24.7

The majority of people playing magic don't win. They lose. So it's important. Part of one of the things about game design, there's a lot of ways to sort of talk about the roles of game design.

0:36.4

But one of them that I always liked is good game design is making losing fun, right? That you want the experience of

0:44.0

playing the game to be fun regardless of the outcome of the game. Yes, it is fun to win the game.

0:50.6

And obviously you want to set up your game so people have a chance to win and we'll walk through that today.

0:56.5

But one of the key elements of good game design is making sure that the game, regardless of the

1:03.6

outcome of the game, is memorable and fun for the people playing it.

1:08.7

So today, I'm going to walk you through six principles of how to

1:13.9

make losing fun. That's what we're doing today. Okay, number one, let the

1:19.8

people play. So early magic definitely played around with just exploring the

1:26.6

space that is magic.

1:28.5

And there are three strategies in particular that were very frustrating for most players.

1:35.4

That is land destruction, what we called permission, and card denial or hand denial.

1:42.7

Discard.

1:43.7

Okay, so when magic first came out,

1:45.6

let's start with land destruction, the most evil

1:47.9

of them. When magic first came

1:50.0

out, there were a lot of very aggressive land instruction

...

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