![]() ![]() Unfortunately, it’s a hard font to read from a distance. It was selected because it had a very fantasy feel to it. The Font – The original font for Magic card titles is called Goudy Medieval. This, of course, leads us to the next question: Question #2: What Was Wrong With The Old Frames? (aka Why Fix It If It Isn’t Broken?) To continue the evolution of the game that has been continuing since the game’s creation. So why did we change the card frames? To make them more functional. But we don’t push flavor at the sake of the game. This doesn’t mean that we don’t want flavor. Designing the rules to let each card do what was individually the coolest increased flavor but at the cost of an unwieldy set of rules.Īt each fork in the road, R&D has taken the path of functionality. Having lots and lots of creature types was more flavorful, but it made creature types matter less in play. ![]() It’s more flavorful to add an extra line on every card, but it added game complexity without much payoff. ![]() Next, R&D starting looking at how they did design. Yes, it’s more flavorful to let players have access to every card, but the game suffers. The earliest implementation of this came when Standard was first announced. The game, essentially, had to come first. While flavor was important, it wasn’t as important as function. But as the game became more popular, R&D made an important realization. Alpha was clearly designed to be as flavorful as possible. When flavor comes in conflict with function, who should win? When the game was first created, the answer was flavor. The problem is that from time to time the two bump heads. Function makes the game the best it can be. Flavor wraps you in the metaphor of the world. Flavor makes things cool function makes it fun. Function strives to make the game as smooth as possible. Flavor strives to make the game as rich as possible. There are two major forces in the game of Magic, flavor and function.
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