Magic: the Gathering: Twenty Years, Twenty Lessons Learned
Magic the Gathering head designer Mark Rosewater shares twenty lessons learned over twenty years of designing one of the world’s most popular collectible card games.
The lessons
- Fighting against human nature is a losing battle
- Aesthetics matter
- Resonance is important
- Make use of piggybacking
- Don’t confuse “interesting” with “fun”
- Understand what emotion your game is trying to evoke
- Allow the player to make the game personal
- The details are where the players fall in love with the game
- Allow your players to have a sense of ownership
- Leave room for the player to explore
- If everyone likes your game, but no one loves it, it will fail
- Don’t design to prove you can do something
- Make the fun part also the correct strategy to win
- Don’t be afraid to be blunt
- Design the component for the audience it’s intended for
- Be more afraid of boring your players than challenging them
- You don’t have to change much to change everything
- Restrictions breed creativity
- Your audience is good at recognising problems and bad at solving them
- All the lessons connect
See also
- Making Magic — Mark Rosewater’s Magic design blog, which includes the written version of this talk (part 2, part 3).
- Blogatog — And Mark’s Tumblr blog where he answers questions.
- The Mystical Universe of Magic: The Gathering
He knows what he’s doing to keep it going for as long as it has!