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Magic: The Gathering Drive to Work Podcast

#974: Unfinity Design, Part 2

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

🗓️ 7 October 2022

⏱️ 31 minutes

🧾️ Download transcript

Summary

This podcast is part two of a four-part series on the design of Unfinity.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling out of the parking lot. We all know what that means, or we might not.

0:04.7

But I dropped off Adam in college today, and I'm on my way to work. So this is the beginning of Drive to Work.

0:11.0

So last time, I started talking about the design of Unfinity, and I did not finish. I went

0:17.4

unfinished. So I will continue talking about that. So last we talked about,

0:21.4

we were talking about stickers. And I said we experimented with a lot of different ways to use

0:26.8

stickers. And in the end, we realized there were four ways that seemed the most useful, which was

0:33.0

names, art, ability, and power toughness.

0:45.3

Now, meanwhile, so one of the things about this is there are different aspects of the set going on at once, obviously.

0:51.6

Stickers were something that we were interested in very early on, that we explored very early on.

0:54.4

So stickers started quite early.

1:01.0

But something else that also started, not quite as early stickers, but I think it came out of exploratory and then we started working with it in vision design was attractions.

1:07.6

So the reason I'm going to talk about both of these is they intertwine at a point.

1:12.3

So the story between them connects.

1:15.1

So I thought about just telling the sticker story and then just telling the attraction story.

1:20.4

But one of the neat things about design is how things don't live in a vacuum and things can affect each other.

1:28.1

So I want to talk a little bit about attractions

1:30.9

and then get to the point where stickers and attractions kind of overlap,

1:34.7

because there's an interesting point where they feed each other.

1:38.8

Okay, so what happened with attractions was,

1:41.3

we figured out very early on that if we wanted to be doing top-down,

1:48.2

we wanted to do top-down amusement park.

1:50.7

In order to do that, amusement park slash carnival slash circus, there was basically what

...

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