Jun
17
9/22/17 Episode 472: Twenty Lessons, Part 15--Designing Components
All podcast content by Mark Rosewater
I’m pulling out of the parking lot! We all know what that means! It’s time for another Drive to Work. And I dropped my son off at camp.
Okay. So today is another in my series, Twenty Years, Twenty Podcasts. Or sorry, Twenty Lessons, Twenty Podcasts. Where I talk about twenty different lessons I learned over twenty years of making the same game. This is based on the speech I gaveback at GDC back in 2016, and we’re up to number fifteen! So, “Design the component for the audience it’s intended for.” So for each one of these, I start by explaining an example from Magic. And then I’ll dive in.
Okay, so to understand my story for the Magic, I first have to explain some things. So, in Magic, way back when, I created something called the psychographics.
I’m pulling out of the parking lot! We all know what that means! It’s time for another Drive to Work. And I dropped my son off at camp.
Okay. So today is another in my series, Twenty Years, Twenty Podcasts. Or sorry, Twenty Lessons, Twenty Podcasts. Where I talk about twenty different lessons I learned over twenty years of making the same game. This is based on the speech I gaveback at GDC back in 2016, and we’re up to number fifteen! So, “Design the component for the audience it’s intended for.” So for each one of these, I start by explaining an example from Magic. And then I’ll dive in.
Okay, so to understand my story for the Magic, I first have to explain some things. So, in Magic, way back when, I created something called the psychographics.