Giltonio_Santos
Hero
Wizards produces some great games that I enjoy, not only D&D. One of them is Magic: The Gathering, which has a weekly column, written by head designer Mark Rosewater, about the making of the game. It's really an interesting read, and I'd like to share this week's column with you, for what I believe may be a worthy thread.
Disney Magic : Daily MTG : Magic: The Gathering
For those who won't read it, Mark talks about how creating a magic set connects with his experience on a Disney cruise with his family.
What I find really interesting about the article, though, is how he talks about the things they're aiming at while creating the game, and I see such a great difference between that and the strategy that seems to be used by the D&D team. The same company, two real different ways to look at things!
I'd like to highlight some of his points, as I connect them to discussions we saw here in enworld about the making of D&D:
- Mark talks about how it's important to have something for each one in your audience. I find this interesting, because we know that some of us felt like D&D left us behind with the focus on creating the best tactical experience possible. While one of the games tries to suit all its fanbase, the other made a crystal clear option.
- He also writes about how details really matter. Now, not everybody is connected to details, but I remember seeing a discussion around here about spine colors in books and how they were a mess for someone who cared about it. One more time, what seems to be an important part of making magic means nothing to the D&D team.
- Another interesting point is the "find solutions for problems, not reasons", which I connect with another recent discussion around here: the problem of magic items that are not cool at all, and why Wizards cannot publish cool magic items because they'll mess with the careful balance achieved in the tactical aspect of the game.
Well, I cannot recommend it enough, since Mark has a lot of insight into the general aspects of creating a great gaming experience. What I'd like to know, though, is: do you believe those things should apply do D&D?
I know that what is good to Magic is not always good to other brands of the company, but some of those pieces of advice seem generic enough to apply to D&D. What do you all think?
Cheers,
Disney Magic : Daily MTG : Magic: The Gathering
For those who won't read it, Mark talks about how creating a magic set connects with his experience on a Disney cruise with his family.
What I find really interesting about the article, though, is how he talks about the things they're aiming at while creating the game, and I see such a great difference between that and the strategy that seems to be used by the D&D team. The same company, two real different ways to look at things!
I'd like to highlight some of his points, as I connect them to discussions we saw here in enworld about the making of D&D:
- Mark talks about how it's important to have something for each one in your audience. I find this interesting, because we know that some of us felt like D&D left us behind with the focus on creating the best tactical experience possible. While one of the games tries to suit all its fanbase, the other made a crystal clear option.
- He also writes about how details really matter. Now, not everybody is connected to details, but I remember seeing a discussion around here about spine colors in books and how they were a mess for someone who cared about it. One more time, what seems to be an important part of making magic means nothing to the D&D team.
- Another interesting point is the "find solutions for problems, not reasons", which I connect with another recent discussion around here: the problem of magic items that are not cool at all, and why Wizards cannot publish cool magic items because they'll mess with the careful balance achieved in the tactical aspect of the game.
Well, I cannot recommend it enough, since Mark has a lot of insight into the general aspects of creating a great gaming experience. What I'd like to know, though, is: do you believe those things should apply do D&D?
I know that what is good to Magic is not always good to other brands of the company, but some of those pieces of advice seem generic enough to apply to D&D. What do you all think?
Cheers,