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Magic: The Gathering Drive to Work Podcast

#1246: Why Mechanics Don't Make It

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

🗓️ 30 May 2025

⏱️ 34 minutes

🧾️ Download transcript

Summary

We design a lot of mechanics. Most don't make it to print. Why? That's my topic for this podcast.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling away from the curb because I dropped my son off at school. We all know what that means.

0:05.6

It's time for their drive to work. Okay, so today's topic, I've talked about before that when we make a magic set,

0:14.5

there are some number of mechanics in the set. Usually, you know, three to six mechanics, maybe named mechanics. Maybe there's a couple

0:22.4

more unnamed mechanics. But there's only so many mechanics that actually end up in the printed

0:26.8

set. We make a lot more mechanics. I don't know the exact number, but for every mechanic we make,

0:32.9

we probably try five to ten, maybe more than that, depending on the the set but we try a lot of things that we

0:39.6

don't put so today the topic is why do mechanics not make it all these mechanics that we try

0:47.7

how come they don't get in the set what happens to those mechanics why why didn't they make it

0:52.9

that's today's topic why didn't they make it? That's today's topic. Why didn't they

0:54.8

make it? That's the topic. Okay, so let me go back a little bit to exploratory design. There's

1:00.6

the concept that I use in exploratory design that will be my framework today. So when we do

1:06.8

exploratory design, the idea for those, I've done a whole podcast on exploratory design, but for those that have not listened to those podcasts, the short version of exploratory design, the idea for those, I've done a whole podcast on exploratory design,

1:11.1

but for those that have not listened to those podcasts, the short version of exploratory design

1:14.9

is we are going wide, not deep, the idea is we are exploring space and we are trying to sort

1:21.1

of figure out what potential exists for whatever theme or whatever game design focus we have.

1:29.1

And we have what we call the three buckets, which I like to call the good, the bad, and the ugly.

1:35.5

So whenever we're doing a mechanic, after we play it, it goes into one of three buckets.

1:41.3

The first bucket, the good, that is a good mechanic. Vision design should

1:45.6

consider that mechanic. We vetted it. It's good. The bad is, this is a bad mechanic. Let's not

1:52.5

waste anybody's time. You can ignore this. This is not something you want to explore. And the

1:58.1

ugly. And most of what this means is there's potential there, but it's not quite there yet.

2:04.8

That there's something about it that we, it's not a good mechanic.

...

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