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Magic: The Gathering Drive to Work Podcast

Drive to Work #93 - Top Down Design

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

🗓️ 31 January 2014

⏱️ 31 minutes

🧾️ Download transcript

Summary

Mark looks at how we design when we start from the flavor.

Transcript

Click on a timestamp to play from that location

0:00.0

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

0:06.8

Okay, so today's topic is something that I've talked a lot about in my column, what we call top-down design.

0:16.3

Okay, so let me start by answering the question I get a lot, which is, why is top-down

0:22.2

design called top-down design? Oh, real quickly, let me define what it means. So top-down

0:27.3

design is when we start with the flavor, and it's the jumping-off point for the set,

0:34.7

starts from a flavor bent. Theros and Indistrarian examples of recent top-down designs.

0:39.0

Like, oh, we're going to do a Gothic horror world.

0:41.2

Oh, we're going to do a world inspired by Greek mythology.

0:44.0

A bottom-up design is when you start from a mechanical place.

0:47.8

So, for example, Zendikar started as the land set.

0:51.9

Ravnikov started a set where we're going to represent the two colors, make people play

0:56.2

two-color gold.

0:58.9

Now, no matter which direction we go, we intermingle flavor and mechanics.

1:03.0

So if our job is done well, Zendikar feels very flavorful.

1:06.7

Ravenica feels very flavorful.

1:08.1

But what I'm talking about is,

1:13.8

technically, when you're building the design,

1:15.5

which direction did you come from?

1:17.1

So anyway, people always ask me,

1:19.6

where in the world do the term top-down design come from?

1:22.6

Now, at first, well, sorry.

1:27.7

Sorry, I've traffic car coming right at me.

...

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