Rumor: Richard Garfield and other people associated with magic are out.
There was an anonymous email on the Giant bombcast that says Richard Garfield is no longer working with Valve. This hasn't been verified, so there is no real confirmation, but it seems within the realms of possibilities.
Here is the link with the discussion, they are good at putting in in context. There might be a lot of reasons why he is out, if this turns out to be real.
Posted Jan 23, 2019, 1:23 PM UTC · edited
Richard Garfield usually just births the idea and the initial offering then moves on and collects royalties. He can't stop creating new things. Wouldn't surprise me. He'll come back from time to time just like in MTG.
If this is true that's my take on this. Some will interpret this as "oh he's abandoning ship because the game is not performing well" but I see it more as "he did his job and now he's moving on."
Yup. Dude has made like 20+ card games, he can't sit in on them all for the rest of their lives. He creates and then hands it off.
Yep, 3 successes in 30 years yet people keep employing him dunno why.
You should look up how venture capital actually works.
How many card games are actually successful?
How many you got that thousands and thousands of people play?
That's a lot of success.
Player count is at 2000 peak at the moment. But I am sure there is no problem, the game is still awesome and staff.
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I wouldn't be surprised if most people think he just created magic and nothing else. But if you go to the guy's BGG page he's a serial creative; he doesn't stay in one place for very long
Magic wasn't even his first design, Roborally is what led him to Wizards of the Coast.
He created roborally? That’s a great game.
Such a great game.
Yep, and of the dozens of games he's had a part in creating maybe 3-4 at most could be described as successful.
That's how it is in most creative professions. Most of what you make won't be a huge hit.
Yeah but he's not even the one responsible for MTG being popular.
What are you talking about? He was working on the game up to Ravnica and that was a time that the game saw a lot of its growth.
All you ever need is 1
He has had a few too, so he is deservingly a legendary designer. Magic is his crowning piece but other games are beloved too. King of Tokyo, Netrunner, Roborally and the now selling out Keyforge.
Jyhad (Vampire: the Masquerade card game) may be one of his best designs ever, but because it was meant as a multiplayer game and also a very long game on top of that, it basically floundered after a few years.
It is also a testament to people that say that the only thing he knows is RNG. It is a game with very limited RNG outside of card draw.
Ask Alan Moon if he would rather have a few decent successes or one big success like Ticket to Ride.
Nah, to have 2-3 in 30 years after tons of tries means you got lucky. That also means companies should not be paying him because his name isn’t worth the chance of yet another flop.
You really are a hateful little man. Good luck with that.
1- Bullshit argument, as said by other replies to this comment
2 - A game being successful or not has maybe 20% to do with game design. The rest is balancing (not the role of a designer), art, marketing, community, ....
I was huge in to Star Wars TCG as a kid. Didn't even know he created it. In terms of concept and game design I think he hit it out of the park with Artifact. A lot of the fails come from selling an unfinished version of the game, poor marketing, etc. I would never expect him to really be in charge of fine tuning balance changes either, which is another issue here. He can't do ALL of that.
Very much this. He likes to create new games. But that doesn't mean he hates his old creations or the people he worked with. After many years away from Magic, he recently helped create a set recently.
He actually has returned quite a few times besides Dominaria. Notably, he was on the design teams for Ravnica and Innistrad, two of the most beloved sets in Magic's history.
His work on Dominaria is great example of his design style. He came up with Sagas, but originally he wanted them to be 7+ turns long with requirements for each effect to trigger. Interesting, sure, but completely unrefined and unfun. Just like most of his projects.
I wish I could remember where I found this info.
Making Magic: The Saga of Sagas
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