Game Complexity

Game Complexity Concerns

New 29 Feb 2024 Asked by theadonalsium 72 Comments

Echoing what that other guy said, I have felt a rise in complexity recently. With so many new cards that not only make you read and remember what they do, but what the tokens they make do, then what the tokens that that token makes does, it really adds to the mental load. Some examples would be Ring Tempts You, daybound/nightbound, initiative, Venture into the dungeon, stickers, attractions, and many more.
For instance, had a vindicate, and was debating between killing Frodo, sauron’s bane and Nahar, selfless paladin, I would have to read a total of 6 cards. Each of the original creatures, plus the 3 dungeons and the Ring card. And this problem gets worse the more effects you add on, many of which don’t go away as the game continues. If someone introduces the initiative, I now have to worry about nahar exploring the underdark. This scaling complexity as the game continues now means there’s an insane amount layers of the game, which while fun, is also very daunting, and somewhat of a headache.If nothing else, I’d really like if “reading the card explains the card” was true, not “reading the card, then the three different extra cards that it makes explains the card”I do appreciate your listening, and generally a lot of the new stuff has been cool. However, this push for many “outside the game” mechanics is not great for paper play, and I would prefer less of it.


Here’s the core problem. A huge part of Magic is that we keep making new cards. When we do that, the audience wants new mechanics. (Market research shows again and again that one of the biggest draws to new sets is new mechanics.) We’re thirty years in. We’ve made a *lot* of mechanics, so we have to go to new spaces to make new things. It’s not as if there’s lots of simple, elegant, non-complex design space that we’re actively choosing not to do.What this means is if you want to play constructed formats that don’t rotate, complexity will rise with time. There’s literally no way around this. Every new card we create, every new mechanic we make, every set we put out adds complexity to the system. So if you’re finding the mental load too much, there are ways to play Magic where this isn’t an issue. Limited formats and rotating constructed formats limit complexity. Or you can choose to build your decks such that you focus on less mechanics you have to track.That said, I don’t think there’s a way for me to do my job (aka keep designing new things) that isn’t going to raise complexity. We can look at how many things we add to any one set. Maybe slow down the rise in complexity a little. But can we do so in a way that the audience is getting what they want? I’m not sure.One of the mechanics I get asked most to bring back is mutate, and that’s confusing even without the rest of Magic, so there are many forces pulling in different directions.I do like hearing the specific things that cause you all problems, because it’s possible I can figure out the style of designs that cause people problems. But the idea that we just stop making mechanics that reference things not on the card is a tough one given where Magic design technology is currently at.I do appreciate all the input, and I hope the dialogue helps me better understand what specific things are causing problems.

Commander Game Complexity

New 27 Sep 2023 Asked by ambrosehaunt 54 Comments

Is there any concern about the current complexity of Commander games?Cards like Crystalline Giant, Wheel of Misfortune, and dozens of recent legendary creatures with 2 paragraphs of text, as well as relatively complex mechanics used only in a single set (connive, enlist, casualty, training) have lead to some games in which I've spent more time reading than playing. It comes up most often when I play with strangers and against unfamiliar decks. Thanks in advance, and I really admire your dedication to and involvement with the community :)


Formats that use cards from all the sets are inherently complex.

Game Complexity with Mutate

New 02 Apr 2020 Asked by ibhalfheart 38 Comments

Hi Mark, I must say the mutate mechanic looks rather fun, but it also seems to carry some rules complexities. I personally like complexity, can I hope MTG is moving into a direction where it allows more complexity again?


Mutate is testing some Standard-legal boundaries for complexity.

13+ Rating Reason

New 21 Nov 2018 Asked by scaryerik-blog 60 Comments

My friends and I had an interesting discussion about the 13+ rating for Magic. Is it recommended for 13+ because of images or because of game complexity? The last stuff I saw (dated 2005) indicated it was images, but didn’t know if that has changed since.


It’s for a much more boring reason. Product classification. The US makes you define your audience and then makes certain rules based on the audience. One of the classification breaks is between 12 and 13.

Game Complexity Query

New 18 Nov 2016 Asked by infantofatocha 54 Comments

Is magic the most complicated non-electronic game?


Why are you restricting it to non-electronic? : )

Game Complexity Considerations

New 16 Jan 2015 Asked by aazadan 22 Comments

Recently I was reading the game complexity entry on wikipedia and then I used the methods in that article to rate Magic. It's score was very very high. Do you try and use the methods they mention when measuring complexity for any given set or block?


I haven’t read it, but we are very conscious of complexity especially at common. And yes, in the spectrum of gaming, Magic is on the complex end of the spectrum.

Game Complexity

New 20 Jul 2014 Asked by aazadan 29 Comments

Do you think Magic would be a better or worse game if the power/toughness scale were 10x larger so that you could have 11, 13, 15, and 19 power for example (equal to 1.1, 1.3, 1.5, and 1.9 today or... 1 and 2)?


I think it would make the game a lot more complex.

Toning Down Complexity

New 19 Feb 2014 Asked by orewafiripin-jindesu 18 Comments

I've been a Magic player since the first Mirrodin Block and I do love the game complexity back in the days. What is the reason to tone down MTG's complexity?


The game has gotten more complex over time. We’ve been trying to toe the line of the overall complexity so it doesn’t spiral out of control. The biggest thing of the last five years complexitywise is New World Order which moves a bunch of the complexity out of common.


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