Drive to Work #280 - Bad Cards Revisited
Magic: The Gathering Drive to Work Podcast
Wizards of the Coast
4.7 • 802 Ratings
🗓️ 20 November 2015
⏱️ 45 minutes
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| 0:00.0 | I'm pulling out the parking lot. We all know what that means. It's time for the drive to work. |
| 0:06.3 | And man, I took my son to school today. Okay. So, last time I talked, I referenced an article I |
| 0:13.8 | done a long time ago called When Cards Go Bad. That was all about why we make bad cards. It was one of the earliest articles I'd ever written. And then 10 years later, I wrote an article that was all about why we make bad cards. It was one of the earliest articles I'd ever written. |
| 0:22.9 | And then 10 years later, I wrote an article called When Cards Go Bad, Revisited. |
| 0:28.3 | And what I did was, I approached the same topic, but from a completely different vantage point. |
| 0:33.9 | The previous time, I had talked really nuts and bolts of why we did it, like why design |
| 0:38.4 | and development have to make bad cards, and then I sort of took a step back, and my next column, |
| 0:44.1 | my revisiting column, was saying, hey, why are bad cards actually part of good design? And so |
| 0:50.3 | that whole article sort of just said, let's talk about major design principles and talk about why bad cards fit in those. |
| 0:56.5 | So I thought I would do a follow-up podcast on my follow-up article. |
| 1:00.8 | So this is my bad card revisited podcast where I'm going to talk about my article through that lens. |
| 1:08.5 | And so what I'd done is the very first article, I explained seven reasons why bad cards existed. |
| 1:13.4 | So in my follow-up article, I talked about seven principles of design and why they mean that bad cards are part of good design. |
| 1:21.8 | So today, I'm going to talk about those. |
| 1:24.2 | Okay. |
| 1:24.9 | So number one, games are supposed to challenge the player. |
| 1:29.4 | Okay, so let's talk a little bit about what games are supposed to be. |
| 1:32.6 | Once again, a topic I've talked about a bunch of times in this podcast, but it's important. |
| 1:37.0 | Games are meant to challenge their user. |
| 1:40.4 | The example I gave in the article was, let's say you're a designer of lamps. |
| 1:44.8 | You're making a lamp. |
| 1:46.2 | Well, the goal of a normal lamp is you want to be very, how do I turn the lamp on? |
... |
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