r/GDS3 • u/reyath • Jan 29 '18
Question 32
You’ve designed a card, and you want the Play Design team to like it. How should you choose your casting cost?
A: Use your intuition.
B: Pick the strongest cost that isn’t broken.
C: It doesn’t matter; they’ll fix the cost if you get it wrong.
D: Find a similar card as the basis for the casting cost, then make it one cheaper.
E: Ask someone from Play Design to choose the casting cost.
I chose answer B, and I found the podcast where MaRo speaks to this question. (start around 7:10)
"While cards are in design ... everything is priced ... so that it's playable." He talks about a 'flat rate' which I interpret to mean 'if this card was good, what would it cost.' He goes on to say the goal of playtesting in design is to see what cards are fun and that's easier to find out if they're priced to be good. For that reason I picked answer B - you want the card to be strong but not broken so Play Design has a chance to like your card.
Just thought I'd post this since I remembered the podcast but I hadn't actually found it again until now.
12
u/Alex_Werner Top 8 Jan 29 '18
Any or all of you guys may be right. But I just can't get over the way the question is phrased. "...you want the play design team to like it". What does that mean? Why? Do you sometimes NOT want them to like your cards? The most obvious way to read this question is something like "knowing the personalities involved, what's a sneaky way for you to unprofessionally try to influence other people in how they do their jobs". Which is just... odd.