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Magic: The Gathering Drive to Work Podcast

#421: Strengths and Weaknesses

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7802 Ratings

🗓️ 24 March 2017

⏱️ 36 minutes

🧾️ Download transcript

Summary

In this podcast, I talk all about the importance of elements in your game having strengths and weaknesses.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm Pongame driveway. We all know what that means. It's time for another drive to work.

0:06.0

Okay, so today is a game designer talk. I'm going to talk... this is a podcast... this is a topic that I got from my blog.

0:15.0

The importance of strengths and weaknesses in your game. So I'm obviously going to use magic a lot to explain this, but this is a general principle

0:23.3

I'm going to explain that's true for all games, not just magic.

0:27.4

So why do games want to have strengths and weaknesses?

0:32.9

The strength part probably isn't too hard to explain, although it is part of the bigger picture.

0:37.3

The weakness is a little trickier, but I'm going to explain it all.

0:40.3

Why? Why should things be good at things and bad at things, you know?

0:43.3

Okay, so first off, let's explain a structural thing.

0:46.3

So I've talked before about what the purpose of a game is.

0:50.3

The purpose of a game is not to make things easy for the game player.

0:56.0

I've often talked about how if you made, you know, when you make a lamp, if someone makes a lamp, the goal of the lamp is to turn the lamp on.

1:04.0

And you want to make sure it's as easy as possible to turn on the lamp.

1:07.0

That the switch to turn it on is the most obvious place and, you know, how to turn it on and off, it's obvious.

1:13.3

That normally when you design something, the whole goal of the design is to make it as easy to use, as functional as possible.

1:19.9

But that's not what games do. The goal of a game is to challenge you. The goal of a game is to put up some resistance because it's the act of

1:29.8

overcoming the obstacles that is the point of the game. That it's not like I'm supposed to make

1:34.7

a set of rules for you. Like the goal of the game is to push this red button. Okay, go. I push the

1:40.4

red button. Oh, I'm done. Eh, not a very compelling game. The push the red button game,

1:45.1

probably not a big seller.

1:49.7

So what we want in the game is we want to make sure that there are obstacles built in.

1:54.6

We want to make sure that the act of achieving what you're achieving is not easy to do.

...

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