My friend Sean entered into the Great Designer Search 3, but unfortunately he didn't get past the testing round.
Their loss is your gain, though, as he decided to publish the answers to their essay questions on his blog.
Since he's employed as a game designer, it's pretty cool to get a window into what he thinks of as Magic's biggest strengths, weaknesses and hurdles.
Reading his essay, I can't help but come up with a couple points of agreement and contention, for example: yes, vehicles are quite intuitive and a great way to amplify the visual aspect of a new plane. Vehicles on Ixalan do not resemble anything on Kaladesh.
On the other hand: expanding artifact capabilities helps two colors: white (which can sometimes use a boost) and blue (which perpetually needs to be kept in check), while creating a greater demand for artifact destruction that is generally lacking in the density or utility required in red and green, and absent in black.
Then there are other points that only someone with his expertise could actually articulate, such as the response to Magic's greatest weakness.
All in all, I dig it, so check it out.
No comments:
Post a Comment