'Magic: the Gathering': 20 Years, 20 Lessons Learned

1.1M views · 10 years ago · talk · intermediate · evergreen

Mark Rosewater, head designer of Magic: The Gathering, gives a GDC talk with twenty lessons from twenty years of designing the game. They cover how to design for players, with examples from the game.

HN recommends it as a strong talk on game design whose lessons carry over to other kinds of design and software.

“Here's a pretty good talk by Mark Rosewater with some lessons that don't just apply to games”

7 comments from Hacker News

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@haunter2020 · in “Magic: The Gathering: Twenty Years, Twenty Lessons Learned (2016)”
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@chmod7752019 · in “How Magic: The Gathering card sets are designed”
Here's a pretty good talk by Mark Rosewater with some lessons that don't just apply to games: ▶ this video For those with PTSD: There are no mentions of 3/3 elks. /s
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@banannaise2019 · in “My Kid Lost a Game of 'Magic' to Its Creator But Scored a Piece of Its Art”
Cheatyface is great because it's intentionally illustrative of bad game design. It's no fun to be constantly on guard for your opponent to cheat! MaRo actually went into this in a fantastic talk at GDC [0] a few years ago. [0] ▶ this video
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@gpderetta2018 · in “Magic: The Gathering: Twenty Years, Twenty Lessons Learned”
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@johan_larson2017 · in “Magic: The Gathering: Twenty Years, Twenty Lessons Learned (2016)”
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@MrJagil2017 · in “Magic: The Gathering: Twenty Years, Twenty Lessons Learned”
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@oehtXRwMkIs2023 · in “That people produce HTML with string templates is telling us something”
This is lesson #1 in ▶ this video