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Magic: The Gathering Drive to Work Podcast

Drive to Work #209 - Iteration

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7802 Ratings

🗓️ 13 March 2015

⏱️ 41 minutes

🧾️ Download transcript

Summary

Mark talks about how iteration changes design and the importance of it.

Transcript

Click on a timestamp to play from that location

0:00.0

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

0:06.0

Okay, so today I'm going to talk about an important concept of design, iteration.

0:13.0

So, creative things are what they call an iterative process.

0:18.0

So I'm going to talk today about what exactly that means and then how to make your design better through using iteration properly.

0:25.6

Okay, so what iteration is, is the idea that every act of creation is lots of small acts of creation that you go through a process of improving things.

0:35.6

So a normal, here's how iteration works.

0:37.9

And this is true of almost any creative endeavor, is you start and you do something, and then

0:44.8

you sort of learn from that, and then you do a little more, and that you keep sort of advancing

0:50.5

the thing you're doing, improving it along the way.

0:53.6

That it's not like you sit down to write a book, and the first draft is the book.

0:58.1

No, you write a draft, and then you go through, you rewrite the draft, and then you rewrite, and you rewrite, and you rewrite, or if you're an artist, you know, you don't start just by painting the painting, you first figure it out, and you sketch it, and you, you know, you spend time and energy slowly figuring out, and with each iteration, you get better.

1:16.1

Now, it depends on the medium how much iteration there is.

1:19.9

In game design, especially in magic design, there's a lot of iteration.

1:24.7

So what that means is the, and I've talked about this before my podcast,

1:27.9

but today I'll go a little more in depth. So essentially the way it works is, in design,

1:32.8

you come up with cards. I mean, you come up with ideas. You then have to come up with cards

1:37.5

to represent the ideas, meaning that one of the things, people often ask about the difference

1:42.5

between exploratory design and design. And exploratory design, our job is to figure out sort of the questions at hand. What

1:50.5

is the design team going to have to solve? What are the questions to solve? And so, um, the only

1:55.9

reason that we make cars in exploratory design is just to test out theories of what we're doing,

1:59.9

to see if we see if new mechanics

2:01.5

show any promise. In design, you have to build a file. That the act of design is built around

...

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