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Magic: The Gathering Drive to Work Podcast

#405: Evaluation

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7801 Ratings

🗓️ 27 January 2017

⏱️ 35 minutes

🧾️ Download transcript

Summary

Part of the iterative process is using feedback to improve upon your design. This podcast talks about how to best evaluate what you've done and use feedback to make your design better.

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 another drive to work.

0:06.0

Okay, so today's topic is an interesting one, a very design-centric topic.

0:10.0

One of the questions I get a lot when I talk about my design process is people saying,

0:14.0

okay, I get the iterative process, I get the idea that you come up with ideas, you playtest them,

0:20.0

and then you do feedback.

0:21.9

But how do you decide what the good mechanics are?

0:25.1

How do you figure out what the good stuff is?

0:28.2

And so today's podcast is all about figuring out how do you tell what the good stuff is.

0:33.3

So there's a bunch of different metrics and stuff I use.

0:35.2

So I'm going to talk today.

0:36.3

Today's a design-oriented topic. You like use. So I'm going to talk today. Today's a design

0:37.9

oriented topic. You like design, like good crunchy design topics. That is today. Okay, so once again,

0:44.2

just to refresh here, ideally any kind of design, but magic design specifically isn't iterative

0:50.4

process. We're constantly trying to figure things out. So, okay, I, usually the way we get ideas in the beginning is we do a lot of brainstorming

0:59.2

is, you know, we try to, sometimes we're trying to match flavor, sometimes we're trying

1:05.2

to match some mechanical identity.

1:07.1

But the reality is, early on, we, I always want to create a bullseye for my team, meaning there's something driving us.

1:14.2

There's something we're trying to do.

1:16.3

So, for example, Innesrod was like, okay, we're doing a gothic horror set.

1:21.7

You know, we're going to play into the genre, the horror genre, and we're going to have vampires and werewolves and zombies and such.

1:29.7

Okay, so I had some identity and the team tried to create something.

1:34.1

Now, the big question is trying to figure out how, what works.

...

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