4.8 • 743 Ratings
🗓️ 20 June 2014
⏱️ 34 minutes
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| 0:00.0 | I'm pulling on my driveway. |
| 0:02.0 | You know what that means. |
| 0:04.0 | It's time for another drive to work. |
| 0:06.0 | Okay. |
| 0:08.0 | So last time I talked about the story of the story. |
| 0:12.0 | So I explained how through the years we found different ways to tell the magic story. |
| 0:18.0 | So today is kind of part two. Today I'm going to talk about how we've |
| 0:23.2 | told the story through the design, because I'm in charge of design. And so, um, clearly the pictures |
| 0:32.2 | and the names and the flavor text are all very, very good vehicles for us communicating some sense of story and flavor. |
| 0:39.8 | But I'm not in charge of any of those things. |
| 0:43.6 | And so the thing that I've always been focused on |
| 0:45.6 | is how can the game itself tell the story, |
| 0:49.3 | the gameplay tell the story? |
| 0:52.0 | Because one of the things... |
| 0:52.9 | So let me walk you through something of the history, and you'll see that it evolves |
| 0:56.2 | over time. So in the beginning, |
| 0:58.6 | there was |
| 0:59.8 | Alpha. |
| 1:01.8 | So the first set that I worked on was |
| 1:03.8 | Tempest. The best |
| 1:06.1 | way to explain this is, the people that |
| 1:08.1 | made the sets were also |
... |
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