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Magic: The Gathering Drive to Work Podcast

#483: Ixalan, Part 3

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 October 2017

⏱️ 31 minutes

🧾️ Download transcript

Summary

This is part three of a three-part series about the design of Ixalan.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out of the parking lot.

0:02.3

We all know what that means.

0:03.8

It's time for another drive to work.

0:06.2

And it dropped off my son at camp.

0:08.4

Okay, so the last two podcasts, I've been talking about the design and development of Ixelon.

0:14.4

Okay, so when the last we left off our story, Ken Nagel, so Ken Nagel and I were the co-designors, code lead designers of Ixelon. So we worked on

0:26.6

for a year. First six months, I had the reins. Second six months, Ken had the reins. And then

0:31.3

we handed it off to Sam Stoddard and Eric Lauer. So they could develop it.

0:40.0

So now we're going to talk about development.

0:43.2

Okay, so when Ken handed off the file,

0:45.2

Explorer was in the set.

0:48.3

The double-faced lands,

0:51.5

you know, the non-lands that turn into land,

0:55.0

the treasure map becomes the area with the treasure.

0:59.4

And we had vehicles.

1:05.0

But we did not have a dinosaur mechanic or a pirate mechanic.

1:06.2

We had slots for them.

1:10.0

We decided in the end, in order to sort of stay within our... We were trying other than the deciduous mechanics, so not counting transform or crew.

1:15.6

We were trying to stay at three mechanics.

1:18.6

We liked the idea of explore as a general mechanic that helps smooth things.

1:23.6

And then Ken had made the conclusion that we wanted to have a dinosaur mechanic and have a pirate mechanic.

1:30.3

And the idea was that both vampires and Murpholk would have a theme.

...

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