Making <strike>Manaclash</strike> Magic
October 28, 2009 10:09 AM
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Sixteen years ago, Dungeons and Dragons aficionado
Dr. Richard Garfield had an idea for a game. He mocked up a few black and white cards and then he and a friend played the
very first game of Magic: The Gathering. The first modern collectible card game, Magic was a runaway success and within five years
Wizards of the Coast, a company with Magic as almost its sole product, purchased
TSR Inc, the publisher of Dungeons and Dragons.
Today,
Magic is still a tremendously popular game with an
active community, a
robust online offering and a
highly competitive Pro Tour. This longevity can be attributed in no small part to the fact the Magic is one of the most heavily and meticulously
designed and
balanced games ever made. No new card gets added to the game without careful consideration of it's interactions with the
more than 10,000 previously printed cards. In fact,
the card commonly considered to be the most powerful ever printed (selling on eBay for
over $500) hardly seems impressive at all until you know the game well enough to understand the way it wreaks havoc on game balance.
All of this is by way of introduction to the fact that Magic Head Designer
Mark Rosewater has been posting a column a week on the subject of game design
since January 2, 2002. Mark's columns almost always deal to some degree with Magic, but the observations and lessons contained within them are of universal application in not only game design, but any creative endeavor. Some gems:
The Space Between the Notes |
Resolutions |
As Good as It Gets |
Timmy, Johnny and Spike |
If I Had a Nicol... | and a
comprehensive self-rated look at his first four hundred columns
posted by 256 (177 comments total)
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posted by Horace Rumpole at 10:12 AM on October 28 [1 favorite]