Drive to Work #274 - Fate Reforged, Part 2
Episode Date: October 30, 2015Mark continues with part 2 of his five-part series on the design of Fate Reforged.
Join Magic: The Gathering Head Designer Mark Rosewater as he shares stories, insights, and more while driving to work. Listen and learn more about how Magic is made!
1174 episodes transcribedMark continues with part 2 of his five-part series on the design of Fate Reforged.
Mark begins a five-part series on the design of Fate Reforged.
Mark taks about an idea that Wizards tried to expand TCGs to a broader audience.
Mark talks about being the rules manager for silver-bordered Magic.
Mark continues with part 8 in his series on 10-things every game needs.
Magic is a game that often breaks its own rules. Today's podcast talks about when, why, and how you should break the rules in game design....
Wizards pulled out all the stops with Magic at the Penny Arcade Expo held in Seattle this past August. This podcast talks all about it, inclu...
Finally, I've gotten to my tenth and final (and possibly most requested) two-color podcast. I talk about the colors green and blue, what they...
Scars of Mirrodin,-Return to Ravnica,-Battle for Zendikar. We've begun to revisit worlds we've already been to. What design issues are there...
Mark concludes his two-parter about the creative process.
Mark begins with part one-of-two podcasts about the creative process.
Mark continues his 20 years in 20 podcasts with the year 2012.
Mark concludes his seven-part series on the design of Khans of Tarkir.
Mark continues with part 6 of his seven-part series on the design of Khans of Tarkir.
Mark continues with part 8 in his series on 10-things every game needs.
Mark continues with part 4 of his seven-part series on the design of Khans of Tarkir.
Mark continues with part 4 of his seven-part series on the design of Khans of Tarkir.
Mark continues with part 3 of his seven-part series on the design of Khans of Tarkir.
Mark continues with part 2 of his seven-part series on the design of Khans of Tarkir.
Mark talks about the things that a game designer must be on the lookout for.