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"The Write Stuff"
Paul's Perspecttive
11/24/2010
Greetings readers since the Great Designer Search 2
is underway I thought I should play along, I was
knocked out but my essay fortunately made it through
the round so I thought I would share it with
you for your constructive criticism. Here I offer a
brief glimpse of what contestants had to go through.
Any criticism should be send to
PlatinumFUBU5@hotmail.com thanks and I will
continue to show my perspective on the Great
Designer Search 2.
------------------------------------------------------------------------------
Paul W.
1. Hello my name is Paul W. I
believe I would be a good fit for the internship
because of my extensive experience playing casual
Magic and understanding of what casual players love.
I routinely play with a large group of players each
who represent the various Magic psychographics. I
would bring extensive knowledge of what casual
players truly enjoy in the game and strategies that
would be successful marketing towards them. I love
reading as well as poetry and understand the
importance of flavor and its role in building a
world players can immerse themselves in, Magic is a
game but also escapism closely tied to film and
literature. The worlds Magic builds and the
characters that inhabit them are important to
getting the players not only excited about new cards
and mechanics but emotionally invested in the story
and existence of the game as a whole. I would do my
best to get players interested in the multiverse and
each planes place within it and the conflicts that
drive the stories in the multiverse. I am a team
player and open to contributing heavily to a group
for the overall good of the game, I am easy going
and prone to cracking jokes even when they may not
be as funny as I expected them, I would lighten up
the atmosphere of a work environment and be pleasant
to work around. Overall I feel I would be a good fit
for the internship because of my willingness to
contribute to a game I love passionately and the
emphasis I place on literary and storytelling
aspects of Magic the Gathering
2. I would shift damage prevention
from white to blue. My reasoning for this is that
blue is the color of manipulation and planning. What
would a blue mage hate more than having an army of
creatures ruin his day. Traditionally blue just
bounces meddlesome creatures by adding damage
prevention to its repertoire it plays into blues
manipulative tendencies. Mist and illusions can be
utilized to confuse attacking creatures preventing
them from damaging the blue mage. Time a commodity
associated with blue can also be tied to damage
prevention by slowing creatures so they are unable
to deal damage. Blue can be tied to damage
prevention also by its incentive to punish rash
players who don’t think but rush straight into
combat playing on blues tendencies to think and plan
rather than rush into combat. Blue is a color that
values knowledge, in order to collect a vast amount
of knowledge blue mages need time to study and
reflect, damage prevention fits this bill. It allows
blue to live long enough to see its quest for
knowledge fulfilled. I feel this is a natural shift
in abilities as it gives blue another way of dealing
with creatures other than bouncing and taking
control of creatures. It also allows blue to have
more relevant combat tricks to keep the other colors
on their toes, blue would then have the ability to
more evenly meet aggressive strategies head on and
allow blue buy time against creature oriented decks
without relying on the practice of countering
spells.
3. The block I felt did the best
job of integrating design with creative would have
to be the Kamigawa block. Kamigawa nailed everything
from a creative perspective, a world based on
mythology with ties to the real world, a conflict
and a massive back story to set the stage for the
actual playing of the card game. Kamigawa introduced
some of the most beloved cards in Magic as well as a
large variety of chaff. Integrating a creature type
that was relevant in the story and making it a large
part of the actual mechanics of the set was a
largely unparalleled feat. No other block that I am
aware of had such a close connection between the
flavor and setting of the set and the mechanics that
were implemented within it. The downsides of
Kamigawa were evident; splice was a highly parasitic
mechanic that functioned isolated within the
Kamigawa block. The downside to the strong emphasis
on the flavor and construction of the world was that
players may have felt that they were watching grand
battles ensue between the humans and kami, not that
they were directly involved with the war. There was
no incentive to build a deck a certain way aside
from flavor considerations. Legendary figures also
served to further isolate players. To have made the
block even better and tie it creative, having
players choose a side in the war ala Scars of
Mirrodin could have been implemented and mechanics
more resonate of a conflict between man and spirit.
Overall Kamigawa is a home run concerning
creativeness and flavor but implementation of
mechanics was lacking.
4. If I had to remove an existing
rule from the game of Magic the Gathering I would
have to remove the fact that creatures you gain
control of from other players are affected by
summoning sickness while this seems like a small
rule compared to something such as mana burn, it has
profound implications. On one hand it makes sense
flavor wise, a goblin now has a new master and must
take time to understand its new mission namely
bashing opponent’s faces in. The problem with this
lies in the fact its unintuitive to newer players,
if your opponent has controlled the creature for the
entire length of the game it may seem awkward that
it can’t attack just because you gained control of
it a rule that limits the amount of fun a player is
never a good approach. If you manage to steal a
gigantic creature its no fun having to wait smash a
player with their own creature. For a contrary
flavor example, if a warrior is unleashing his
bloodlust and is in a fit of rage I don’t think a
change in targets will slow it down considerably.
Removing this would remove player confusion around
this issue as well as strengthen the ability of
gaining control of creatures. This rule change would
assist in making the game more resonant with casual
players and eliminate a flavor issue with players
resulting in a net win for newer players as well as
those looking for a powerful fantasy world in Magic.
5. Naming a card in the current
standard environment that does not fit from a design
standpoint is a daunting task as sets for the most
part are highly balanced. A prominent example that
comes into my mind is Hornet String from Magic 2011.
Hornet Sting is an aberration and left more than few
players myself included scratching their heads.
Green from a design standpoint has not received a
direct damage spell since Time Spiral, which
happened to be a tribute to direct damage spells in
greens past. From a design standpoint it’s a flavor
stretch and could be considered heavily breaking the
color pie for green to have a direct damage spell,
even one as weak as Hornet Sting. The card allows
green to kill creatures something from a flavor and
design standpoint green does not do. Hornet Sting
sends the wrong impression to the player base
throwing the color pie into chaos, while this type
of design is rare it has its place, namely that
place was in Time Spiral block. While the flavor of
Hornet Sting allows it to tie in to the design of
the card as a whole it’s a far stretch that design
history and well as the color pie fail to support as
a whole. While an interesting design and experiment
a core set is not the place to do this, I feel it’s
a card in the current standard environment that does
not work from a design, flavor, or game play
perspective.
6. In order to make the game more
accessible to newer players I feel design should
focus heavily on creatures as well as the areas that
have been ignored from a design standpoint namely
combo decks, discard, land destruction. While the
majority of players have problems with these aspects
they are an important area of the game of Magic and
can serve to attract certain subsets of players to
the game. Powerful creatures obviously apply to the
most number of players and have received the lions
share from a design standpoint lately. Combo decks
are a double edged sword interaction is an important
aspect of Magic the Gathering, but nullify combo
decks to an extreme you upset a substantial amount
of the player base by neutering an entire aspect of
deck design, therefore I feel more powerful but
limited combo cards should be designed. Discard and
land destruction are an even touchier subject, most
of the player base feels they are “unfun” strategies
but once again this can vary greatly from player to
player if a definition can even be reached. There
should exist powerful discard strategies as well as
a limited amount of powerful land destruction cards
to keep other archetypes of decks in check and
introduce newer players to aspects of the game they
may not like, but must be aware exist and are used
by a wide variety of players. Overall emphasizing
often neglected aspects of the game can do more to
strengthen areas of the game and overall bring a
wider variety of players to the game.
7. I feel that to make the game
more accessible to experienced players continued
support of the eternal formats as well as printing
cards with these formats in mind recognizing that
standard makes up a small portion of the Magic
experience and card pool. A strong step in retaining
a loyal and experienced player base is offering
incentives to stay in the older formats; with the
popularity of legacy format for example reprinting
of staple cards is impossible due to the reserved
list. While I am not favoring abolishing the
reserved list you can create reprints of classical
cards by simply tweaking the mana cost and or simply
renaming the cards’, thus giving older players
incentive to purchase new product as well as
demonstrating support of older formats and insuring
the health of these formats. Another way to continue
to make the game accessible to experienced players
is to have more opportunities on voting on cards
that are in core sets, more you design the card
opportunities and more experiences such as The Great
Designer Search to get the Magic community actively
involved with what is currently going on with the
game and reward them for contributing not only their
time and money but emotional investment into the
game we love as players, designers, as well as
players who have seen the different dimensions of
Magic over the years. These are the ideas I would
implement in order to make the game more rewarding
and enjoyable for longtime players.
8. Currently in extended there is
a great number of mechanics to choose from, I feel
that the best designed of which is Tribal. Looking
beyond the surface of how Tribal impacts creature
heavy decks, flavor wise Tribal is a home run. A
mage summoning the power of Tarfire is not only
summoning the power of a spell but spell aligned
with a certain race, in this case Goblins and their
love for burning things. The idea that a spell can
be aligned to a certain creature type opens new
areas of design for creators of cards. For example
spells of a certain creature type that actually has
affinity for that creature type. This would not only
allow it to see play in decks based on a creature
type it reinforces the play me with a certain tribe
appeal of Tribal cards. Having a spell with a
creature type is not only a powerful tool for
deck builders looking to raise the consistency of
their creature tribe interactions but provides a
must needed aspect of flavor for players who are
heavily into the mythos of Magic. Tribal is
successful because from a design and flavor
standpoint it’s a modular mechanic as it interacts
with cards as far back from the beginnings of Magic
allowing players to find the perfect home for cards
such as Tarfire in their goblin decks and Merrow
Commerce in merfolk builds, anytime a mechanic can
interact with the block it exists in, as well as
appeal to not only casual players but tournament
players as well it’s a successful mechanic from a
design standpoint.
9. The worst designed mechanic
currently in extended would have to be Chroma. The
abilities on most of the premiere cards, Umbra
Stalker, Phosphorescent Feast, and Fiery Bombardment
have no correlation between them, other than the use
of colored mana symbols. While this may have been
the designer’s intent it’s poorly executed. Having
the abilities have no correlation amongst each other
is bad enough and leaves players scratching their
heads as to why this ability was key worded, but for
each card to only care about their respective
colored mana symbols that pushes this mechanic into
nearly unplayable territory. Chroma failed from a
design standpoint, the only noteworthy card that saw
play was Sanity Grinding. On the complete opposite
end of the spectrum Chroma is both a modular and
parasitic mechanic, its modular in the sense it can
fit in any deck utilizing the Chroma’s cards color
making it quite open ended and a boon to deck
builders. It is parasitic in the fact you need to
maximize the number of mana symbols, this leads to a
heavy color commitment which may hurt a players mana
base if they are running multiple colors, or worse
yet it leads to games where players have expensive
spells in their hands which they are unable to cast,
which is not fun. Chroma failed because it asks
players to modify their decks for such a small
amount of payoff it was not worth it. The narrow
nature of the mechanic combined with its low power
level makes it the worst mechanic currently
available to players in extended.
10. Choosing a plane of the multiverse to
revisit is a daunting task, given the ability to
revisit any plane, Ravnica is at the top of my list.
Players fell in love with Ravnica and its one of the
most beloved blocks in Magic the Gathering. There
must be a compelling reason to return to it unless
player’s memories are tarnished by a subpar sequel.
Ravnica had a resonant flavor and something for
every player due to dual colored nature of the
guilds, reinforcing these aspects by portraying how
guilds rose to power, as well as a potential joining
of guilds whose philosophies are in line as well as
how these guilds interact with one another as well
as how others oppose the ideals of guilds, such as
creating tri colored guilds white/ blue/ green as an
example. Not only does this reinforce the
traditional guild structure but it allows for
extensive designs that were not visited during
Ravnica block. The tri guild structure or merging of
guilds as a mechanical twist may be easily
comparable to the shards in Alara, but the ability
to focus on the three colors Alara did not addresses
such as White/Black/Green leaves plenty of room open
for new design space. Revisiting certain planes is
something that must be done with great care and
precision in order to foster positive memories of a
certain period, as well as accentuating these new
areas. Human beings enjoy sequels and its striking
to me that it has taken this long to revisit planes
in the multiverse. Ravnica is the ideal setting for
another revision.
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