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Monday, February 7, 2011

M:TG.COM - Developing a Battle Plan

02-07-11 - Development, Battle Cry, and Mirrodin Besieged - Battle Cry Week - Feature Article - Zac Hill


What Does Development Do?

One of the things that surprised me the most after I started working at Wizards was how much of a set's identity is determined by the developers. This ought to have been obvious, I suppose—after all, there are five full-time paper Magic developers (Erik Lauer, Tom LaPille, Dave Humpherys, Mark Gottlieb, and myself) and only one full-time paper Magic designer (Mark Rosewater). But I had gotten a sense from reading the website and from thinking about the process of building a set that Design did most of the heavy-lifting and Development made sure that things didn't get too crazy from there.

That's not really how it works. - Zac Hill
Article review after the break:


I thought the exact same thing.  He was wrong, I was wrong, and he tells us why, and then how those philosophies led to the creation of Battle Cry, and how they had to approach limited and standard.

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