#which again was clearer in the first draft cause he was smaller
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purgatory fanart of that one scene where phil loses his wings for the second time
#bolas rojas my beloved#also phil destroying his wings to save someone and proceeding to be completely unbothered by it makes me laugh#didn't come out as originally intended but i like it anyway#especially tubbo#i like how he came out even if originally we were meant to see his face#fanart#art#drawing#mcyt#mcyt fanart#qsmp#philza#philza minecraft#bolas rojas#purgatory qsmp#qsmp fanart#Phil's wearing a gas mask btw I don't think i made it very clear given the lack of detail#he was originally sketched to not have one and i drew it in within the last 20 minutes of finishing this#quackity smp#he's also dive bombing like a bird does#which again was clearer in the first draft cause he was smaller
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GDS3 Trial 1 Post Script
I went into this challenge with a general strategy in answering the questions overall. I also had a plan in how to go about answering them in the time given. I will first tell you my plan for answering them, then the strategy I was working under to help guide my answers overall, and finally thoughts on the answers I have and how well I did on each question. I mostly won't provide my answers here yet (I will do that either after the contest ends or at least if I know I am no longer in the running).
My plan to answer them worked as follows. First I read each question and then noted them on my phone. I spent the next day just considering each question and talking to myself about it. That night I made notes of possible answers for each as well as a few bullet points of how I could defend those answers. The next day I recorded myself talking about my best potential answers (it was a point where I was stuck in my car for about an hour, so I channeled Drive to Work and talked about Magic). When I got home I listened to that stuff and took some more notes, then set to work writing essays.First draft done, I went to bed.
The next day I reread my answers and then reread the questions, and then reread my answers. Then I rewrote my essays from scratch after considering what about them should change. I was very happy with the second draft I had for each of the essays and I made more minor revisions and corrections on the next day before submitting them. I'm quite pleased with the overall answers.
My strategy in answering them was to showcase a wide range of abilities; I touched on design and development issues, the integration of creative, player reception, and the larger (standard) environment created that each set is a part of (barring supplemental products of course). Some questions naturally focused on individual mechanic and card design, while others allowed me to talk about bigger concerns with a design (for better or worse, and with one answer in particular I definitely dropped the ball in pursuing this strategy).
Question 1
I sought to emphasize my design skills though they are all currently “amateur.” I don't and have not had a career as a professional in any aspect of design, though my hobbies and passions all revolve around it. I also put great weight on my ability and desire to work with a team in collaborative processes. I'd love the opportunity to expand on these things during a face to face interview.
Question 2
I don't think any non-evergreen mechanic currently satisfies the demands of being made evergreen. Due to that, this was the hardest question of the ten from my perspective. I made the argument for skulk, shifted into green to act as evasion on green's smaller creatures where trample doesn't make sense. I'd make it primary in green and tertiary in black and blue, only to be used there when none of their other evasion makes sense somehow. This would hopefully allow the mechanic to see some good use despite its small design space.
Question 3
This felt like the easiest question to answer. Defender is strictly a downside mechanic, there are no issues with writing out the effect defender has since walls are never crowded with text, and mimicking Propaganda text on cards that lose defender actually saves space and simplifies cards that currently have defender. For example I'd drop defender from Hightide Hermit and write its rules text as “Hightide Hermit can't attack unless you pay EE.” Even in a world where defender remains evergreen, that's a good change to make to cards like that.
Question 4
I've taught a few people to play Magic so I feel really good about my answer with this. I even write it out as a bit of a story to help them see how that first game with a stranger would go. I defined the best possible outcome as the stranger wanting to play Magic after I taught them and that the best way to ensure they want that is for them to have fun. I'd grab two planeswalker decks and we'd start playing. First game open handed so I can look at their cards and advise them directly and they can ask questions without feeling like they're giving up information that should remain hidden. I explain just rules relevant at the time and stay away from any complicated stuff or technical terminology that might trip them up or overwhelm them. When we're done with that first game I ask if they want to play again and then we play a normal game with hands hidden. I haven't always taught players this way, but my methods for teaching the game improve each time I do it (one of the first people I taught was my fiancee and I regret that because I did not do a good job at all, but it gave me a better idea of how to teach Magic by making what not to do clearer).
Question 5
The answer to this question is fun, no doubt in my mind. People come to the game because it's fun and they stick with the game because it's fun. You have to make sure it remains fun. Making a fun experience isn't easy, but I also touched on how there are a lot of different players and each of them gets something different from Magic. So the real trick is learning about all the different ways people enjoy Magic and then making some aspect of the game for each of them. In other words, you aren't just designing for yourself.
Question 6
My answer to this question is complexity. I clarify that complexity isn't all bad; some of it is absolutely needed to make the game as enjoyable as it is. But too much complexity or complexity employed the wrong way, ruins the game. Complexity needs to be watched and it always needs to be in service to a fun experience. I think this answer is solid but it felt a bit rote to me as well. I've read and listened to a lot of Rosewater's stuff on design and I never set out to rehash his ideas here, but he has an incredible understanding of design philosophy and since I'd consider myself a student of his in many respects, that comes through in my answers anyway.
Question 7
I wanted so much more from Cipher. I think its shortcomings are that it was difficult to develop, confined mechanically (it couldn't be used on combat tricks and they chose not to use it on instants due to confusion), and it used weird terminology with encode. My solution is a mechanic I called Spellstrike which I believe has more tools to develop it fairly, works on instants and sorceries and as combat tricks, and used only existing and commonly used Magic terminology. That's all I'll say about it here as I hope to design some of these cards in a challenge later.
Question 8
This is where my strategy in answering really bit me. I've talked about specific card and mechanic design in previous questions so I thought this was a good space to expand to block and larger environment design, as well as creative. I answered that I loved Eldritch Moon but that its reception by the larger player base was soured because it followed Battle for Zendikar block. I didn't touch so much on design issues in the set itself here, nor on what I would change because it would have made the set better for me. Instead I focused on how design and creative failed to recognize that the general flavor of Eldrazi would cause fans to conflate Innistrad and Zendikar Eldrazi as being essentially the same thing even though the designs are literally worlds apart. Delaying Shadows Over Innistrad block I believe would have resulted in better reception of it. Still, my answer here is the biggest miss I had among these questions though I still believe it showcases an ability to learn from every aspect of a design.
Question 9
I considered Aether Revolt and Dragons of Tarkir for this. Dragons of Tarkir took away the best mechanic part of Khans of Tarkir, the clans, but introduced a lot of cool dragons. Ultimately I decided I had more to defend in talking about Aether Revolt instead and could better showcase an eye for design with a specific circumstance I'll mention below. Aether Revolt for me just didn't do much that Kaladesh wasn't already doing and better. I didn't include this in the question as I didn't think of it at the time, but now I wonder if that's because it suffered from the blob problem where decks could too easily just play good stuff so not as many cards had the chance to shine in constructed. In limited it just wasn't doing enough to change draft to make it more enticing to draft this than it was to draft triple Kaladesh. I'm not clear on what could have changed that.
But for the actual question, the aspect I think worked best, was the mechanic Revolt. I went on to discuss how it's not simply a Morbid clone and specifically that it forces you to reassess how you play something as simple as Evolving Wilds. Any mechanic that makes you rethink an aspect of the game that you usually take for granted is doing good work.
Question 10
This is the question I had the most potential answers for: use they/their instead of gendered pronouns in rules text, introduce “discard” to red in the form of “impulsing” cards out of opponent's hands, use draw as terminology to describe moving a card (not permanent) from any zone to a player's hand and discard to describe moving a card from any zone to a player's graveyard, getting rid of the legend rule, making enchantment creatures evergreen, and probably a few others I can't think of now.
I opted to defend removing the legend rule. It allows more fun and I believe it's the one design decision that you can most directly connect to a financial business decision because of the huge market evidenced for Commander players. Again, the answer here played into my goal to show a breadth of vision in my design abilities.
Overall I'm really happy with my answers despite the errors I see now. In the short time available to answer them I believe that I provided strong answers backed up with reasoned judgment and examples, even in the case that I didn't quite answer the question at hand in number eight. I also now feel that I should have worked an explanation for my strategy in answering the rest of the questions into my answer for question one. That would have better explained why 8 missed the mark a bit (though I would have answered differently if I thought at the time I wasn't really answering the question provided). I hope it's enough to get my foot in the door and afford me the opportunity to answer more questions or further elaborate on these as well as perhaps offer up other ideas. You could get a really good idea of what a designer is like just by finding out their reasoning for their answer and I want to be able to share a lot of what I said here with the folks at Wizards of the Coast if the opportunity arises.
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