An Example of Good Game Designer to Community Communication

By mdc273, in 1. AGoT General Discussion

Randomly found this browsing some of the forums for games I play. This is a good example of how a company that issues a ruling should communicate to its community. The ruling in question is not subjective, so it may not apply to some of FFG's rulings, but I thought it might be a good example of what another company does to communicate to their player base.

http://na.leagueoflegends.com/board/showthread.php?p=33131171#post33131171

You can even find a better example than this: MtG main site (since MtG is also a card game and pretty much a predecessor of AGoT). Explanation of rulings during disqualification:

http://www.wizards.com/Magic/Magazine/Events.aspx?x=mtgevent/worlds06/ddq

They also have ridiculous amount of articles written by pretty much everyone important in game development and design (about 7-10 articles per week), e.g. there is series of articles (which have about 100-300 articles) that explain why MtG designs certain cards, what they are trying to improve and avoid and how they are trying to keep them balanced, etc.:

http://www.wizards.com/magic/Magazine/Article.aspx?x=mtg/daily/mm/132

and my favorite: explanations of how they invented a mechanic and how it was updated, improved over the design cycle

http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/mm/228

Oh yes, Making Magic is by far my favorite column over at The Mothership these days (ever since Ben Blenwiess or however you spell it left Building on a Budget). I'd kill to have that level of insight over here.