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Magic: The Gathering Drive to Work Podcast

#472: 20 Lessons: Designing Components

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7801 Ratings

🗓️ 22 September 2017

⏱️ 37 minutes

🧾️ Download transcript

Summary

This is the fifteenth podcast in my 20-podcast series "20 Years, 20 Lessons." In this podcast, I talk about the importance of designing a component for the audience it's intended for.

Transcript

Click on a timestamp to play from that location

0:00.9

I'm pulling out of the parking lot.

0:02.3

We all know what that means.

0:03.8

It's time another drive to work.

0:06.1

And I dropped my son off at camp.

0:08.0

Okay, so today is another in my series, 20 years, 20 podcasts.

0:13.8

Or sorry, 20 lessons, 20 podcasts.

0:16.2

Where I talk about 20 different lessons I learned

0:19.2

over 20 years of making the same game.

0:21.6

This is based on the speech I gave a GDC back in 2016.

0:24.6

And we're up to number 15.

0:28.6

So design the component for the audience it's intended for.

0:33.6

So for each one of these, I start by explaining an example from magic, and then I'll dive in.

0:41.3

Okay, so to understand my story for the magic, I first have to explain something.

0:44.7

So in magic, way back when I created something called the Psychographic.

0:50.7

There's a whole podcast on this.

0:52.2

If you want more detail, you can go listen to it, but I'll give you the brief version.

0:55.6

I borrowed it something that I learned from in advertising, which is when you are trying to advertise to somebody,

1:02.3

you want to understand not just who wants to buy your product, but why? Why do they want to buy it?

1:08.6

Because when you're trying to advertise, you're trying to understand what you're appealing

1:11.6

to.

1:12.6

So one of the things I was interested in when I got to Wizards was trying to think about the

1:18.2

psychology of design.

...

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