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Magic: The Gathering Drive to Work Podcast

#1353: Emotional Response

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7806 Ratings

🗓️ 19 June 2026

⏱️ 37 minutes

🧾️ Download transcript

Summary

In this episode, I cover one of the main goals of game design: to create specific emotional responses in the players.

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 other drive to work.

0:06.0

Okay, today, a complex topic today. Today we're going to talk about emotional response.

0:13.0

So one of the big questions in game design is what are you up to? What are you doing? What is the goal of all your work?

0:28.7

And I would argue that game design is a form of art. And what is the purpose of art?

0:34.7

But to create responses in people. And I would argue an emotional response in people.

0:43.3

That the core of the gameplay experience is that you want the player to experience something, you know, something emotional that is impactful to them.

0:47.3

And if you guys know about the psychographics, that's just sort of saying, hey, there's psychology.

0:52.3

What do people want? You know, how do you

0:54.6

provide the thing that people want? And different people need different things. The idea of

0:59.4

emotional response is not that everybody necessarily has the same emotional response, but you

1:04.2

want to make sure that people, like the ultimate goal is if someone plays a game, you want them

1:10.7

that game to evoke something

1:12.2

out of them.

1:13.9

You don't want to make a game that after the fact you're like, well, I spent time doing

1:17.2

it but I don't, I have no memory of it, it had no impact on me, that you clearly want it

1:21.5

to have an impact.

1:23.8

And that, so we're talking about emotional response, What I mean is, I want to make a situation,

1:29.8

to make a game where things happen where it impacts the person playing it. In a way that, like,

1:36.1

that is memorable and that is something they want to share. Like, one of the big things is

1:42.2

the reason you do something at all is you gain something from

1:46.4

it, right?

1:47.2

That there's a benefit to doing things.

...

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