O TYM ODCINKU
One of the important parts of doing Magic design is coming up with things players haven't seen before, but how much innovation is the right amount? In this podcast, I talk all about that issue.
Język angielski
Stany Zjednoczone
TRANSKRYPCJA 🔗
Are you the producer of this podcast?
Add a podcast transcript
Need Audio-to-Text?
Transcribe with Listen411 in Just 60 Seconds
WYSZUKAJ MINIONE ODCINKI
Wyszukaj minione odcinki Magic: The Gathering Drive to Work Podcast.
INNE ODCINKI W TYM PODCASCIE
In this podcast, I sit down with Meris Mullaley, the creative lead for Reality Fracture, to talk all about its creative elements.
Magic has had three different evergreen keywords to express that a creature is scary (fear, intimidate, and menace). In this episode, I walk through the history of all three.
I talk a lot about our enfranchised players. This episode covers the other end of the spectrum.
This is the start of a new series I'll do from time to time called "What Went Wrong?" In it, I examine something we made that didn't work out. I'll explain why we made it and examine the problems it had. I begin by discussing March of the Machine: The Aftermath.
Four years ago, I recorded a podcast episode where I talked about all the things we were working on at the time. Everything I talked about has been released, so it's time for a new concurrency podcast where I talk about things we're working on right now.
Zastrzeżenie: Podcast i grafika osadzone na tej stronie pochodzą z Mark Rosewater, który jest własnością jego właściciela i nie jest powiązany ani wspierany przez Listen Notes, Inc.
EDYTUJ
Dziękujemy za pomoc w aktualizowaniu podcastowej bazy danych.