BU BÖLÜM HAKKINDA
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.
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Amerika Birleşik Devletleri
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SON BÖLÜMLERİ ARA
Magic: The Gathering Drive to Work Podcast için geçmiş bölümleri ara.
BU PODCAST'IN DİĞER BÖLÜMLERİ
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.
In this podcast, I sit down with Meris Mullaley, the creative lead for Reality Fracture, to talk all about its creative elements.
I talk a lot about our enfranchised players. This episode covers the other end of the spectrum.
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.
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.
Feragatname: Bu sayfaya yerleştirilmiş podcast ve sanat eserleri, sahibinin mülkiyetinde olan ve Listen Notes, Inc.'e bağlı olmayan veya tarafından onaylanmayan Mark Rosewater'e aittir.
DÜZENLE
Podcast veritabanını güncel tutmaya yardımcı olduğunuz için teşekkür ederiz.