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Magic: The Gathering Drive to Work Podcast

#515: Building New Worlds

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.8743 Ratings

🗓️ 2 March 2018

⏱️ 38 minutes

🧾️ Download transcript

Summary

This is a companion podcast to one I did about designing sets that revisit worlds we've been to before. In this podcast, I talk about designing for a new world.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out the driveway. We all know what that means. It's time from the drive to work.

0:06.4

Okay, so a while ago, I did a podcast on Returns, so how to design a world when you're going back to it.

0:13.8

So I thought it only fair to do a companion podcast on designing new worlds. So how exactly, what do you have to do when you have

0:23.5

a set where you're going to the new world for the first time? Turns out that this part is harder.

0:29.3

I mean, returns have their own challenges. I'm going to say returns are easy, but returns at

0:35.3

least you walk into it with something defined.

0:39.3

So the big thing with making a new world is that you have a lot of undefined space.

0:45.3

So the first thing you have to figure out is one of two things.

0:50.3

Sort of the top-down versus bottom-up issue, which is, is this world you're building

0:55.8

based on some pre-existing thing that's going to be sort of a top-down influence?

1:01.7

Are you trying to capture some pre-existing thing?

1:05.5

Examples of that would be like, Inestrade, we were trying to get a Gothic horror feel,

1:09.4

Theros, we were trying to get a mythology feel,. Theros, we were trying to get a mythology feel.

1:11.9

Amuncate, we were trying to get an Egyptian feel.

1:13.9

Those were examples of worlds where they were new worlds, but we were trying to sort of,

1:19.5

there was a certain amount of resonance we were trying to get out of them.

1:22.8

Then other worlds are more what we call bottom up, and that there's some mechanical element

1:27.3

that you're starting with. some mechanical element that you're

1:27.7

starting with. There's something that you're trying to capture. So Tarkir, for example, the original

1:32.6

point of Tarkir was we had an interesting draft strategy where it was large, small, large, and you

1:38.1

drafted the small with both larges, but the two large sets didn't get drafted together.

1:43.3

So the first thing, when you have a new world, the first thing you're trying to figure out is

...

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