Wednesday, September 29, 2010

GDS2 Chronicles: Vision

Today we got our first taste of the Great Designer Search 2.

The contest hasn't even properly started, and it's already blown my mind and completely defied my expectations. In retrospect, it was silly of me to assume that Maro would want to run the same contest twice - he's a sucker the unexpected.

The biggest change is that instead of discrete design challenges for random set concepts, each contestant has to design their own world/Magic set and develop it over the course of the contest. Moreover, they have provided a wiki on which we can discuss and share our ideas, and receive input and ideas from other people online.

Maro said the most important sentence in the article was "If GDS1 was about furniture building, then GDS2 is about interior design." I think the most important concept is one word: Vision.

We can't just think up a silly new keyword or new template for a cool ability. We are essentially being asked to step into the roll of Lead Designer, conceptualizing a set from the ground up and adapting the ideas of others to fit our core vision. It goes without saying that this is no small task.

Designing a compelling and mechanically-relevant world will be key to advancing in the GDS2, and we don't know how much time we have to do it. Gentlemen, start your creative engines.

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