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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Art Waring" data-source="post: 9431718" data-attributes="member: 7037141"><p>Thank you for your insight, I agree 100% about FIRE design, and that is part of why I avoid new MTG stuff (just look at that new Nadu card jeez). It is also why the Distraction Makers are often critical of MTG's recent designs, as they realize that it is harming the long term life of the game for short term profit (as you say, cultural vandalism for the sake of profit).</p><p></p><p>One of the problems Wotc faced with FIRE design was that the most popular format (commander/EDH) is an eternal format where the cards never rotate out. Their attempted solution was to power creep cards to replace older cards (something that I am not fond of). If you look at the current meta, they have essentially forced rotations to formats like EDH. I am not a fan to be sure, as many of my old cards tend to become increasingly obsolete.</p><p></p><p>Fire design is hurting the game, but I think that there are still a lot of things we can learn from different games and different approaches to game design. MTG in particular is a very complex game (& getting more complex by the day), and I think understanding how it is (or was) designed can help to avoid the same pitfalls.</p><p></p><p>As for the channel, I enjoy their conversations because they are both being critical of games (that they still enjoy playing), and applying honest evaluations of how games work. For example. a lot of their video's discuss how game systems incentivize certain types of play. This helped me to analyze how my own game I am designing incentivizes certain types of playstyles over others (for example my game incentivizes close combat as part of simplified zones instead of range/ distance).</p><p></p><p>P.S. Here is another channel I follow, the Architect of Games. I tend to study various types of game design (& just general game design theory) to get little bits of wisdom as I find them, as the ttrpg world of youtube is often times just not helpful (as they are typically focused on particular things like "5e only" optimized class builds or "top ten lists" or other things that have little relevance to the nitty gritty bits of game design). </p><p></p><p>Furthermore while I am very familiar with the dnd system (and have been discussing things like linear fighters and quadratic wizards for decades), I am now finding that other types of game design can expand upon what I have learned (often in ways that I didn't expect). For example, countless threads have been made here & elsewhere discussing the difference between fighters & wizards, but I have never seen a discussion on how the <em>system</em> itself incentivizes this, and its effect on player behavior.</p><p></p><p>Hope you have a good day.</p><p></p><p>[MEDIA=youtube]X93QY7hLaQU[/MEDIA]</p></blockquote><p></p>
[QUOTE="Art Waring, post: 9431718, member: 7037141"] Thank you for your insight, I agree 100% about FIRE design, and that is part of why I avoid new MTG stuff (just look at that new Nadu card jeez). It is also why the Distraction Makers are often critical of MTG's recent designs, as they realize that it is harming the long term life of the game for short term profit (as you say, cultural vandalism for the sake of profit). One of the problems Wotc faced with FIRE design was that the most popular format (commander/EDH) is an eternal format where the cards never rotate out. Their attempted solution was to power creep cards to replace older cards (something that I am not fond of). If you look at the current meta, they have essentially forced rotations to formats like EDH. I am not a fan to be sure, as many of my old cards tend to become increasingly obsolete. Fire design is hurting the game, but I think that there are still a lot of things we can learn from different games and different approaches to game design. MTG in particular is a very complex game (& getting more complex by the day), and I think understanding how it is (or was) designed can help to avoid the same pitfalls. As for the channel, I enjoy their conversations because they are both being critical of games (that they still enjoy playing), and applying honest evaluations of how games work. For example. a lot of their video's discuss how game systems incentivize certain types of play. This helped me to analyze how my own game I am designing incentivizes certain types of playstyles over others (for example my game incentivizes close combat as part of simplified zones instead of range/ distance). P.S. Here is another channel I follow, the Architect of Games. I tend to study various types of game design (& just general game design theory) to get little bits of wisdom as I find them, as the ttrpg world of youtube is often times just not helpful (as they are typically focused on particular things like "5e only" optimized class builds or "top ten lists" or other things that have little relevance to the nitty gritty bits of game design). Furthermore while I am very familiar with the dnd system (and have been discussing things like linear fighters and quadratic wizards for decades), I am now finding that other types of game design can expand upon what I have learned (often in ways that I didn't expect). For example, countless threads have been made here & elsewhere discussing the difference between fighters & wizards, but I have never seen a discussion on how the [I]system[/I] itself incentivizes this, and its effect on player behavior. Hope you have a good day. [MEDIA=youtube]X93QY7hLaQU[/MEDIA] [/QUOTE]
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