State of Design 2016

General forum

Posted on Aug. 29, 2016, 5:45 p.m. by GoldGhost012

Head Designer Mark Rosewater talks about the lessons the last year of Magic (Battle for Zendikar and Shadows over Innistrad blocks) has taught him and R&D Design.

Link

PartyJ says... #2

"There were too many Eldrazi" ... tell me something new ;-)

Glad he marked it on his whiteboard; let them go away for a loong time.

August 29, 2016 6:08 p.m.

Phaetion says... #3

A third visit to Zendikar sounds nice. Adventure time, people! Now with 500% less Eldrazi!

August 29, 2016 6:11 p.m.

AgentGreen says... #4

It's refreshing to know that MR acknowledge that overall; BFZ was largely a bust and that the team will learn from that

August 29, 2016 7:56 p.m.

iBleedPunk says... #5

At least he is honest in saying they should have waited to resolve the Eldrazi arc

August 29, 2016 9:26 p.m.

ChiefBell says... #6

Yes. He realizes the huge problem with the two set per block design. We're getting too many mechanics, too quickly and most importantly, each one is very poorly explored.

Investigate is a very interesting mechanic. We saw about 20 cards worth of it and nothing that was very interesting and powerful. Escalate could have been huge but we saw about 5 cards with it on. Again - a wasted opportunity. Colorless matters - too shallow in use. Again a wasted opportunity.

I feel like from a game perspective what we're getting now is the very shortened whistle stop tour of everything. It's shallow. It's easy. It's dull. The lack of continuity isn't just a story telling issue, it's a gameppay issue. We get all the broad brush strokes of mechanics - the obvious and essential implementations of investigate for example. But none of the weirder implementations are seen, the kind of stuff it takes a set or two to build up to simply because we're not given multiple sets of a mechanic to play with.

August 30, 2016 5:11 a.m.

This discussion has been closed