Lenticular

Phyrexian Invasion Impact

New 21 May 2024 Asked by americanlantern 7 Comments

I would like to add my voice to the group that wanted more visible and lasting consequences of the Phyrexian Invasion. If the consequences aren't visible on the cards without digging for more than a couple of references (liike the Virtue enchantments in WOE) most players IME are just going to miss it. Most players around me don't seem to read the story but still seemed surprised at MOM'S lack of fallout into the next few sets. I think I'd have liked to see that impact clearly on like 20-30 cards to make it loud enough without being a focus of the set, but that's just a gut feeling. It just seems like wanting to do the apocalyptic invasion without giving its fallout similar focus is just destined to limit the perceived impact of doing that story in the first place.


It is on 20+ cards, but if you don’t have the context, it’s hard to see.I often use the word “lenticular” to describe a mechanical component, one where it has advanced strategy, but only to the players that have enough understanding of the game to see it. We also make many “lenticular” flavor cards. If you’re following the story, you can see the references, but if story isn’t your thing, then the story doesn’t get in your way. You can just enjoy the cards in a flavor vacuum.

Whirler Rogue Trivia

New 23 Nov 2023 Asked by murmuringmystic 35 Comments

It's my birthday today! Do you have any trivia on my favorite card in all of Magic- Whirler Rogue? If not, can you talk about your favorite recent example of lenticular design?


When we were designing cards from Kaladesh in Magic Origins, we were walking a tightrope. We wanted to introduce Chandra’s home world in a way that felt complete (it was in blue and red), but also didn’t cause a problem when we visited the world two years later. I think we ended up in a good space with Whirler Rogue being a great example. Happy Birthday!

Lenticular Design Principle

New 27 May 2023 Asked by trifas 31 Comments

I love the lenticular design concept. I shared your article with my coworkers and use the idea all the time. Basically I design monitoring systems with users ranging from high corporate to operational personnel, so we have to make things easy for corporates wanting quick summarized info, but allow full control to operations staff.


Of all my design principles, lenticular design has really taken off the most in game design circles.

Resource Systems Complexity

New 20 May 2023 Asked by crazedporcupine 56 Comments

Having read your answer to a question about removing mana screw, this is my response to you. Being a big fan of both MtG and riot games' Legends of Runeterra, and having played Mojang's Scroll (may it rest in peace) I've found that resource generation and designing around the cost of creating that resource can be interesting. I find that LoR's system, by also using a region system similar to the color pie, but maxing out with 2 regions means it's more about resource management of cards in hand, and tools to use to advance the game plan of reducing your opponent's life to 0, and Scrolls was unique in that you had to give up scrolls to add to your mana cap to generate a resource, so it was interesting design. Overall, I've found that in games that use a universal mana system in which everyone gets an additional mana to spend each turn, it becomes a challenge of "how do we maintain a level of variance that ensures the game doesn't get stale?" I think that magic as it is designed now could never be changed to prevent mana issues. The game was always designed around the variance that lands provide. Games like hearthstone and LoR went with deck building restrictions and other systems to ensure enough variance is maintained. If a game is designed to provide mana to each player each turn, other design choices must be made to ensure variance is maintained. I personally think each system has its pros and cons, and each game I've played has done well to design around the pros and minimize the cons.


I think I forgot to make an important point in my answer. I was talking about making a trading card game that was designed to appeal to both enfranchised and non-enfranchised gamers. If you’re aiming at a more enfranchised gamer, like yourself, you do have more options open to you because that type of gamer is much more comfortable handling complex decision trees and tension. That style of gameplay though can drive away less enfranchised gamers. One of the big reasons players exit a game early on is being overwhelmed by it. They get too caught up in the choices they’re asked to make to enjoy the fun of the game. This gets into what I call lenticular design, where you create your game in such a way that the more complex decisions are hidden to the less experienced player. The mana system does that really well. I hope this clarification helps.

Design Contributions Highlighted

New 11 Jan 2023 Asked by pancakemisery 108 Comments

Hi Mark,I've been seeing some pockets of the online community being rather focused on making snide remarks about you, in particular, about what people see as design mistakes. Honestly, I think a lot of it, even if the criticisms have valid points, are just needlessly mean spirited and not trying to come from a place of good faith criticism. I think part of that is people focusing on the more obvious mistakes but not knowing the things you've spearheaded that have been perceived widely as great changes for the game. What would you say are some of the biggest changes for the game that have been as close to universally accepted as good that you played a significant part in having made happen? Because I think people would be surprised about what they love that you helped make happen.


Some of the things which are popular that I had a major hand in:Bonus SheetsChangelingColored ArtifactsConstellationCreature Types as a Set ThemeCursesDevotionDouble-Faced CardsEnchantment CreaturesEnergyEquipmentFaction SetsFlashFlashbackFocus on Top-Down DesignHybrid ManaImprintKeywording of Deathtouch, Lifelink, Reach, and “dies”LandfallMorphMuch of R&D Lingo (”French Vanilla”, “Lenticular”, etc.)Planeswalkers (the card type)Player Psychographics (Timmy/Tammy, Johnny/Jenny, Spike)Poison ReturningPopulateProliferateProwessRace/Class RaidReusing of Named Nonevergreen Keyword MechanicsSagasSplit CardsSquirrelsVehiclesThe Weatherlight Saga

Digital Play Considerations

New 08 Jan 2023 Asked by mrmoustachemm 45 Comments

Personally, I'd like to see cards designed without worrying about misclicks or extra clicks. Lenticular design gets cut off when cards specify "an opponent controls". And there were rare times when not putting a counter on my Ajani's Pridemate was the right decision; now that strategic depth has been lost. (These are just two examples of lenticular design and strategic depth, which I don't want to lose.)


Digital play is a large percentage of overall play, so it’s something we have to be conscious of. Having a chance to do something 0.0001% of the time is often not worth all digital players having to have an additional click every time they play the card.

Lenticular Cards Possibility

New 12 Feb 2020 Asked by lordpringle 24 Comments

Could you make lenticular cards in an unset?


Do you mean actual lenticular cards or what I refer to as “lenticular” when talking about design? For the former, maybe, but it probably has cost issues. For the latter, I already do that.

Lenticular Design Impact

New 25 May 2019 Asked by dunharrow-le-dingue 26 Comments

Your article on Lenticular Design made me understand many things about day to day life. One realization it gave me is that there are films adapted from books that in some cases are successful with enfranchised fans, but not with people new to the franchise. And sometimes it is the opposite. I realized that the franchises that are popular with both groups of people have a lenticular aspect to them. To appeal to the most people you need to have different layers of complexity.


My lenticular design article is one of the ones that’s been embraced the most by the game design community. I’m very proud of it.

Lenticular Design Impact

New 03 Apr 2019 Asked by badatcommander 60 Comments

Could you discuss lenticular design in the context of War of the Spark? As an enfranchised player I "get" a card like Single Combat without an indication of who these characters are or what they're feuding about, but it seems like it would be tough for new players to parse all of these references to past lore.


There is a scale of how much creative referencing there is in a set. War of the Spark is the highest we’re willing to do in a Standard-legal set. The idea is that hopefully the characters and events are cool enough in a vacuum, but yes, War of the Spark was not built as the easiest entry point to the game, creatively. It is after all a giant completion of a three-year storyline.

Synergy in Game Design

New 07 Mar 2019 Asked by gman-003 91 Comments

Not quite a Magic-in-pop-culture sighting, but something I think will make you smile: this week's episode of Game Maker's Toolkit, a youtube series on game design by Mark Brown, was about synergy. He explicitly mentioned you as the source when explaining lenticular design, complete with a fake Mark Rosewater card and some Arena in the background for that segment. You know your ideas are good when other people start teaching them!


Always happy to hear other game designers share my ideas. : )

Design Choices

New 11 Sep 2018 Asked by lustranapirates 90 Comments

Hi, Mark, why have we been seeing a shift to things like "Destroy target permanent an opponent controls," on Assassin's Trophy? Doesn't excluding the "opponent controls" clause give the card that elusive Lenticular Design that established players love and new players don't notice?


It prevents you from accidentally destroyed your own permanents in digital.

Advanced Player Sets

New 20 Aug 2018 Asked by vaezarek 31 Comments

Reading your article about Lenticular designs, I came across a point which lead to a question. These designs could be flipped, in which the design very, very complicated to new players but fairly easy to experienced players, such as the suspend mechanic. Since there's a set for beginners, could we have a set, probably in the winter, for advanced players so we could return some mechanics like suspend?


Supplemental sets are where we can make sets focused just on very enfranchised players.

Cuteness in Magic

New 02 Aug 2018 Asked by unforgetabill 97 Comments

Re: Cuteness. Don't blow this off, my daughters have a hard time finding merch and gear that they like. Cuteness can be done in a lenticular fashion and I challenge you to do so.


I’m pro-cute things in Magic.

Advising Lenticular Design

New 18 Jan 2018 Asked by su92 28 Comments

I can't comment on posts for some reason, but I can't recommend enough "Lenticular Design" for aspiring game designers of any kind.


FYI

Watermark Mechanics Explanation

New 14 Nov 2017 Asked by taitaikou 16 Comments

How do watermark mechanics work for non-unset cards? I'm more curious about cards such as Crux of Fate and the Siege cycle from FRF where the premium version has a lenticular watermark.


It works for any card with a watermark even in black border.

Family Prerelease Experience

New 24 Sep 2017 Asked by paxaqua 47 Comments

Another prerelease in the books. This time I brought my daughter, making 3 kids playing. All the kids had some wins and losses and all got prizes. Definitely some quality dad time with the bonus of some teachable parenting moments. Ixalan lines up great to introduce kids. The lenticular design is there, with both obvious and less obvious lines of play. I certainly learned some things, and I didn't even play. Thanks for the design!


You’re welcome. Thanks for introducing Magic to a new generation.

Dealing With Mediocre Cards

New 20 Aug 2017 Asked by howdidigethereimnotgoodwithmagic 64 Comments

How do you deal with mediocrity? Say you design a cycle and 3 of the cycle are home-runs. Elegant, clear, lenticular, hitting multiple player psychographs, the dream. But one of them is kind of clunky and the other one is barley passing the exam. You've tried dozens of versions, so have others, and you can't seem to get better than "adequate" for those slots. Everyone is okay with it getting published, but only okay, not excited. Does this happen often? What do you do?


It happens from time to time. We set a bar for the worst piece of a cycle to clear. I’m willing to take an “okay” to get a bunch of “Awesome!” The trick is to know when you have one amazing card and not a cycle.

Template Design Philosophy

New 16 Jul 2017 Asked by bfbonatto 45 Comments

Personally I much prefer the old O-Ring template, I understand the reasoning for the new template, but to me its about the discovery of something new and very cool that you can do with a card you've been playing with for years, while also making the card stronger in context, to me it feels like lenticular design. As for newer players feeling cheated, many interactions can feel "cheap" or unintuitive, that doesn't mean we should remove all of them.


Think of it this way. Imagine we were making a video game that had a glitch. Players would take advantage of the glitch while it exists, but when we discovered it we would remove it as soon as we’re able.

Defining Complexity

New 10 Jul 2017 Asked by spiritkhan 24 Comments

How does R&D define complexity? The amount of thing that can go on at once?


There are three types of complexity. Read this article: http://magic.wizards.com/en/articles/archive/making-magic/lenticular-design-2014-12-15

Lenticular Design Insight

New 03 Jun 2017 Asked by zanmor 24 Comments

I think the user asking about complexity might benefit from your lenticular design article where you talk about comprehension complexity, board complexity, and I think one other type.


Good suggestion. Here you go:http://magic.wizards.com/en/articles/archive/making-magic/lenticular-design-2014-12-15


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