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Magic: The Gathering Drive to Work Podcast

Drive to Work #146 - Restraint

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

🗓️ 8 August 2014

⏱️ 31 minutes

🧾️ Download transcript

Summary

Mark talks about how restraint is important to design.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling on my driveway. We all know what that means. It's time for another drive to work.

0:07.0

Okay. So today, I'm going to talk about something, a design topic that I think a lot of beginning designers aren't particularly good at.

0:18.0

In fact, if you ask me, if you said, okay, you know, I've been doing

0:22.5

magic design now for almost 19 years, if you said to me, what is the thing you've most learned,

0:28.6

the biggest difference between when you started as a magic designer and where you are now,

0:32.9

what skill have you picked up? That is the largest differentiation, you know, different...

0:37.5

Different...

0:38.4

Different...

0:39.3

The largest difference between when you started it in now.

0:43.6

I'm sure there's a better word for that.

0:45.8

Anyway, the answer is restraint.

0:49.9

One of the things I find with new designers...

0:52.2

And I was this way, by the way.

0:53.7

When I say new designers, when I was a new designer, and I was this way, by the way, when I say new designers.

0:54.8

When I was a new designer, I did this completely, which is the, I think when, like, for example,

1:01.4

I'll use myself, when I first started designing magic sets, the question I would ask myself is,

1:06.7

how much could I fit in? Like when I turned over Tempest, Tempest was my first design.

1:12.1

I had, it was just overloaded with stuff.

1:14.8

For example, the two keyword mechanics

1:16.9

from the following year,

1:17.9

from Erza Saga Block,

1:19.0

which were Echo and cycling,

...

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