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Magic: The Gathering Drive to Work Podcast

Drive to Work #270 - 10 Things Every Game Needs: Flavor

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7802 Ratings

🗓️ 16 October 2015

⏱️ 33 minutes

🧾️ Download transcript

Summary

Mark continues with part 8 in his series on 10-things every game needs.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm pulling away from the curb. We all know what that means. It's time's rather drive to work.

0:06.0

And I had to take my daughter to the bus stop today.

0:08.0

Okay, so today is another series in my 10 Things Every Game Needs series.

0:14.0

Okay, so this is number nine. I've already talked about why your game needs a goal or goals,

0:19.0

why it needs rules, why it needs interaction, why it needs needs a goal or goals, why it needs rules, why it needs

0:21.9

interaction, why it needs a ketchup feature, why it needs inertia, why it needs strategy, why it

0:27.6

needs surprise, and why it needs fun.

0:30.0

So today we're going to talk about why it needs flavor.

0:33.9

Okay, so when you boil it down, flavor does three really big things for your game.

0:40.4

Number one is it makes your game easier to understand and relate to.

0:45.4

Number two, it makes it easier to enjoy and to relate with other people.

0:50.7

And number three, it makes players more likely to want to buy it.

0:55.0

All those are really important things.

0:56.7

So I'm going to walk through the major things that flavor is going to do for you.

1:00.8

So we're going to start with making your audience understand your game better.

1:04.6

What's going on here?

1:06.1

Okay, so one of the things I had a whole podcasting on a concept called piggybacking.

1:10.4

So what piggybacking.

1:17.4

So what piggybacking is, is the idea that when you are making a game, or anything really, but I'm applying this to games,

1:20.4

the idea that your audience doesn't come in a blank slate.

1:21.8

They know things.

1:28.5

And you taking advantage of what your audience already knows can make it easier for them to learn your game.

...

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