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Some interesting insight from Mark Rosewater (Magic's Head Designer)
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<blockquote data-quote="Vyvyan Basterd" data-source="post: 5047302" data-attributes="member: 4892"><p>You misunderstand. Disney has made a crystal clear choice of who their audience is. They cater to families. A young single guy looking to hook up would *hate* a Disney cruise. The creators of 4E had to decide which audience they wanted to cater to. Trying to cater to fans of all previous editions in addition to their new target audience would create an unfocused mess of a game. And would be redundant. If you are already a fan of an older edition and not in the overlap of the audiences of said older edition and 4E, you don't need a new game, you already have the game you love.</p><p> </p><p></p><p></p><p>They should be more aware of the details. But, as I undertsand it, the Magic R&D teams are given more time and manpower to focus on each set of cards. And even they make missteps along the way. For example, the design teams are dismayed that their choices have allowed a single deck type to dominate tournament play. They wish that they had designed sets that allowed for more variety. Given what the D&D teams have to work with I would say they do a slightly above-average job of paying attention to detail, but I would love to see them do much better.</p><p> </p><p></p><p></p><p>"Cool" is a nebulous term. Magic items are a good point and hard to peg down for the target audience. Many factors feed into this topic. 1) Many gamers feel that magic used to be cooler due to nostalgia. 2) Much of the "magical feel" of magic items was destroyed by 3E Wealth By Level design and could only be restored through means considered "stingy" by many players. 3) Magic items could be cool again by proper use of fluff (search Piratecat's posts for many great examples). 4) Part of the audience wants more fluff, part of it wants less fluff. 5) I see constant complaints that the fluff that does exist "sucks." 6) Etc.</p><p></p><p>I agree with your overall premise that D&D designers could benefit from the customer service skills of Disney. Disney gets alot of flak for its priciness, but they have <strong>the best</strong> customer service model I have ever seen and truly believe in empowering every single one of their employees to follow through in making sure that their geusts are kept happy.</p></blockquote><p></p>
[QUOTE="Vyvyan Basterd, post: 5047302, member: 4892"] You misunderstand. Disney has made a crystal clear choice of who their audience is. They cater to families. A young single guy looking to hook up would *hate* a Disney cruise. The creators of 4E had to decide which audience they wanted to cater to. Trying to cater to fans of all previous editions in addition to their new target audience would create an unfocused mess of a game. And would be redundant. If you are already a fan of an older edition and not in the overlap of the audiences of said older edition and 4E, you don't need a new game, you already have the game you love. They should be more aware of the details. But, as I undertsand it, the Magic R&D teams are given more time and manpower to focus on each set of cards. And even they make missteps along the way. For example, the design teams are dismayed that their choices have allowed a single deck type to dominate tournament play. They wish that they had designed sets that allowed for more variety. Given what the D&D teams have to work with I would say they do a slightly above-average job of paying attention to detail, but I would love to see them do much better. "Cool" is a nebulous term. Magic items are a good point and hard to peg down for the target audience. Many factors feed into this topic. 1) Many gamers feel that magic used to be cooler due to nostalgia. 2) Much of the "magical feel" of magic items was destroyed by 3E Wealth By Level design and could only be restored through means considered "stingy" by many players. 3) Magic items could be cool again by proper use of fluff (search Piratecat's posts for many great examples). 4) Part of the audience wants more fluff, part of it wants less fluff. 5) I see constant complaints that the fluff that does exist "sucks." 6) Etc. I agree with your overall premise that D&D designers could benefit from the customer service skills of Disney. Disney gets alot of flak for its priciness, but they have [B]the best[/B] customer service model I have ever seen and truly believe in empowering every single one of their employees to follow through in making sure that their geusts are kept happy. [/QUOTE]
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Some interesting insight from Mark Rosewater (Magic's Head Designer)
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