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Innehåll tillhandahållet av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.
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The Joy of Gaming with Richard Garfield

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Manage episode 425326585 series 2778740
Innehåll tillhandahållet av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

Andy and Anthony are joined by Richard Garfield, legendary game designer and the creator of Magic: the Gathering. Richard talks about how he got interested in modifying and tweaking games, his concept that players can be loosely understood as either ‘honers’ or ‘innovators’, and why some games with great mechanics have no soul as a result of overdevelopment. Andy and Anthony also take advantage of this opportunity to ask Richard about his relationship to Cube, getting insight into how he designs his own and what he values about the format. They cover all the most salient Cube topics, including handling feedback from players, how to approach power level outliers, and how to manage complexity.

⁠View all cards mentioned in the episode →⁠

Timestamps

0:00 - Introduction

1:49 - Welcoming Richard Garfield to the show

3:31 - How Richard got started modifying games

11:12 - How do you know when a game has gotten too complex?

17:37 - Honers vs. Innovators

22:48 - Richard’s relationship to Cube

28:46 - On “Overdeveloped” Games

31:22 - The virtues of a wider power level band

43:09 - How to process feedback from players

46:58 - Is getting into nature an important part of Richard’s creative process

49:15 - The role of visual and narrative elements in games

55:00 - Designing a meta vs designing a game

58:10 - Richard’s current favorite games

1:02:56 - Richard’s game design book recommendations

Discussed in this episode:

Check us out on Twitch and YouTube for paper Cube gameplay.

You can find the hosts’ Cubes on Cube Cobra:

If want us to do a pack 1, pick 1 from your cube submit it on our website. You can find both your hosts in the MTG Cube Talk Discord. Send in questions to the show at mail@luckypaper.co or our p.o. box:

If you’d like to show your support for the show, please leave us a review on iTunes or wherever you listen.

Musical production by DJ James Nasty.

Lucky Paper
PO Box 4855
Baltimore, MD 21211

  continue reading

226 episoder

Artwork
iconDela
 
Manage episode 425326585 series 2778740
Innehåll tillhandahållet av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox. Allt poddinnehåll inklusive avsnitt, grafik och podcastbeskrivningar laddas upp och tillhandahålls direkt av Andy Mangold and Anthony Mattox, Andy Mangold, and Anthony Mattox eller deras podcastplattformspartner. Om du tror att någon använder ditt upphovsrättsskyddade verk utan din tillåtelse kan du följa processen som beskrivs här https://sv.player.fm/legal.

Andy and Anthony are joined by Richard Garfield, legendary game designer and the creator of Magic: the Gathering. Richard talks about how he got interested in modifying and tweaking games, his concept that players can be loosely understood as either ‘honers’ or ‘innovators’, and why some games with great mechanics have no soul as a result of overdevelopment. Andy and Anthony also take advantage of this opportunity to ask Richard about his relationship to Cube, getting insight into how he designs his own and what he values about the format. They cover all the most salient Cube topics, including handling feedback from players, how to approach power level outliers, and how to manage complexity.

⁠View all cards mentioned in the episode →⁠

Timestamps

0:00 - Introduction

1:49 - Welcoming Richard Garfield to the show

3:31 - How Richard got started modifying games

11:12 - How do you know when a game has gotten too complex?

17:37 - Honers vs. Innovators

22:48 - Richard’s relationship to Cube

28:46 - On “Overdeveloped” Games

31:22 - The virtues of a wider power level band

43:09 - How to process feedback from players

46:58 - Is getting into nature an important part of Richard’s creative process

49:15 - The role of visual and narrative elements in games

55:00 - Designing a meta vs designing a game

58:10 - Richard’s current favorite games

1:02:56 - Richard’s game design book recommendations

Discussed in this episode:

Check us out on Twitch and YouTube for paper Cube gameplay.

You can find the hosts’ Cubes on Cube Cobra:

If want us to do a pack 1, pick 1 from your cube submit it on our website. You can find both your hosts in the MTG Cube Talk Discord. Send in questions to the show at mail@luckypaper.co or our p.o. box:

If you’d like to show your support for the show, please leave us a review on iTunes or wherever you listen.

Musical production by DJ James Nasty.

Lucky Paper
PO Box 4855
Baltimore, MD 21211

  continue reading

226 episoder

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