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Editors Note: Due to some technical difficulties on site our audio recording of this interview was extremely difficult to listen to, so we transcribed it for our readers. Please enjoy this exclusive interview with Drew Nolosco, Brand Manager for the Transformers TCG at Wizards of the Coast. Thank you Drew for taking the time to sit with us at Pax Unplugged and we look forward to speaking with you again in the future. I also wanted to give a special thank you to both the Wreck ‘N Rule Crew (Brian and Joe) for helping to put us in touch with Drew and to John Schork, the Associate Communications Manager for the Transformers TCG at WOTC for helping set this up…enjoy!
VIN: Welcome back ladies and gentlemen, bots and cons to Tech Talk the officially unofficial Transformers TCG podcast. I’m here joined as always by Scott of Vector Sigma. But we do have a special guest today for you. As you can tell from the ambient noise in the background we are on-site at PAX Unplugged. And the special guest is Drew!
DREW: Hi Everyone
VIN: I think everybody in the community probably knows who you are at this point. But just in case anybody is tuning in new, or you know maybe they have been living under a rock can you tell us who you are.
DREW: I am the global brand manager in charge of the Transformers TCG project.
VIN: Awesome! Well we definitely appreciate it, I want to give a quick shout-out to the Wreck-n-Rule crew for helping grease the wheels a bit and get some of your time since I know your time is very valuable.
DREW: Oh, I am here to say hi to you guys and be on your show.
VIN: We do have a whole bunch of questions, but I know we need to cut it short because as Scott was just saying before the recording we do tend to get long-winded. Scott do you want to lead us off with one your questions?
SCOTT: Yeah Drew, what exactly is the job of a brand manager and can you explain what exactly it is you do on a daily basis?
DREW: Sure, that’s actually a super interesting question because it varies from company to company. In the Transformers trading card game everything that’s not game design rolls up into the brand manager. Underneath there’s product development, making sure the project is profitable, making sure that marketing and public relations are serving the product and community effectively and I work with a number of organizations product engineering, the people who physically design the product some of the art department is with other parts of the organization some of the art department is with me. For example, character and card art that falls under me. That’s a little unusual at Wizards, usually that’s a separate organization but Transformers is a very unique project because of the fact that the Transformers IP is super big and also it’s a Hasbro IP. So we organized it so that there would be a little more control so that people know what’s going on from a coordination point of view. Not control but coordination point of view and collaboration point of view with Hasbro.
SCOTT: How does that relationship work, I know peripherally years ago what happened, but I don’t know if one company bought another or they merged, and I don’t know exactly what the status is or how that effects the relationship you have when it comes to Transformers.
DREW: The relationship is super easy Scott. Wizards of the Coast is a fully owned subsidiary of Hasbro so for most intents and purposes we are Hasbro. We operate as a separate company but with a subsidiary relationship so what that means is it’s a collaboration between coworkers and not a business relationship between separate companies. So we work with the Transformers brand, creative, and toy teams on a weekly basis. Chris Nadeau who is the creative director, John Borden, Tom Warner, Matt Clark have been absolutely fantastic collaborators with us and they have helped in everything from picking the characters, to talking about who and which characters are best to work with one another, also choosing art it’s been fantastic. And then on the brand management end the Transformers global brand team has been fantastic as well and we work with them on thing like coordinating marketing.
DREW: I actually have a question for you two, so of the characters not represented in the Transformers Trading Card Game, who would be number 1 on the request list?
VIN: Ooooh, Scott do you have one off the top of your head because I actually have 2.
SCOTT: For me it would be Galvatron. So I’m of the age where the 1986 movie had a serious effect on my life.
SCOTT: So to bridge the gap between I guess you would call it early generation 1 and later generation 1 I would like to see that character bridged. I guess in the original way as compared to later one where he is a completely separate character.
DREW: So when you’re talking about Galvatron for you is it just Galvatron, or does Galvatron and his special little group of friends move as a unit for you.
SCOTT: I would assume they would be released at once but it wouldn’t matter to me.
DREW: Particularly Galvatron then. The slightly more effective version of Megatron.
VIN: Hah, I guess that depends who you ask and what timeline.
DREW: I think in the newer continuity he gets an upgrade in leadership and efficiency pretty clearly there.
VIN: For my part the obvious one is Soundwave he has been my favorite on the Decepticon side. On the Autobot side it is a little bit more obscure the IDW comics have drawn me to Ironfist as a character.
VIN: . As I said, a little bit more obscure but the Last Stand of the Wreckers story from IDW gave life to him and now he is near and dear to my heart.
DREW: So let’s do those in reverse order. As you probably say from some of our character choices from the Wave One boosters we are really embracing going deep, Demolisher, Flamewar, those are fairly obscure characters.
DREW: And that was intentional, we wanted to signal right from the start that it’s not just going to be the most well-known characters to a general audience but also in addition to those we are going to start pulling out awesome characters from any point in the generations universe.
DREW: For Soundwave, I think I’ve said this before but we want to make sure Soundwave is done right. Soundwave is not specifically the complex part there, it’s the cassettes
VIN/SCOTT: Of course
DREW: I am happy to say that there will be multiple versions of Soundwave in 2019. But none of those are in Wave 2 which has a completely different theme.
VIN: I think that’s completely reasonable. I think a lot of us had seen how Metroplex worked and obviously it wasn’t that far of a logical leap to think I can surmise what we are gonna see. But it is exciting that we are gonna get the big man himself coming out next year.
DREW: Yeah, it was a rough decision. The decision point is we know how we wanted to do Soundwave and his cassettes, and that game mechanic system didn’t fit inside what we were doing for Wave One. So we could’ve released an inferior version of Soundwave in Wave One, to meet expectations of the big six all being in Wave One or we could wait and take a little bit of time. We valued getting the character correct.
VIN: I can appreciate that.
DREW: So we’re waiting which means we are taking a little heat for that, but I think it is the correct decision because when people see Soundwaves, plural, they will understand ‘oh, Wizards cares about hitting the core of that character matching that game design, matching that product design’.
VIN: Well “Soundwave Superior” so you gotta make sure you do it right when you do it the first time. I can get behind that.
DREW: Fun fact, so every once in a while, we do these informal polls within the Transformers team, and invariably one of the questions is ‘who is your favorite character’ and we’ve done this so many times, there’s you know inside of this box time period whatever, who is your favorite character? But most of us like Soundwave the best.
VIN: I would imagine, he seems to be a perennial powerhouse in a number of fashions.
SCOTT: Speaking on the Wave system, do you have a theme going on as you point out the future? Is it based on iconic moments of the IP or just characters you want to include, is it “top-down” or “bottom-up” from that perspective? Or from a gamplay side “I want to introduce new keywords” or things like that and that’s how I want the Wave to work?
DREW: Well the slightly unsatisfying answer Scott is, “Yes to all of those.” I’m gonna dive into it a bit on that one. How we choose what happens in a particular trading card game release is complex, and I think you mentioned the 2 most important components of that: what is the top-down, which is for the listeners who may not have heard the term, that means what is the creative and character element that drives what the core thinking of the gameplay is, and bottom-up is the opposite: what are the game mechanics that inspire us to find certain characters.
So top-down, those choices inspire us to find game mechanics that match the characters, but we also have designers who create these fantastic game mechanics and then the creative team matches the mechanics with the characters. So the answer is both of those, but they frequently happen simultaneously. The full answer to your question, how do we wrap that together into a Wave, is going to vary over the life of the product. Sometimes we are going to say here is this creative thing from the Transformers Generations universe, whether it is a toy line theme, it’s a storyline theme, it could be one or the other and sometimes those matchup really nicely. Then that may be the theme for one of our products, and then on the other hand there may be mechanics that we want to introduce into the game to broaden design space, to evolve the metagame, sometimes those will bubble up to the product.
Wave One was very much establishing the mechanics of the game and the design space, and then matching characters to it. It is the first set, we have to draw a box. Things like Cosmos for example and Nemesis Prime, those were a little bit out there in terms of game designs and that was an intentional inclusion to signal, we are big on signaling. Demolisher and Flamewar are signals we are going to bring in more obscure characters. Cosmos and Nemesis Prime’s game mechanics are signals that the box of game design is bigger than just the foundational elements that are in the first set of the trading card game.
SCOTT: You’ve mentioned in other interviews that you felt that additional Waves that you’re working on are more complex for lack of a better term
DREW: I think the complexity goes sideways, so they branch out into other areas of complexity, stuff that we haven’t touched on in Wave One. That’s natural with Transformers since Transformers has that wide range of things that toys and characters do and where storylines go so it has been super exciting to plunge into these depths.
VIN: Well signal received to your earlier point, because that was one of the things that I told a lot of people when we first starting getting things. Speaking at stores, or to other players, or even my wife because I talk her ear off about Transformers all the time. Everyone I spoke with got the point that they are willing to push these boundaries and these rules. It simultaneously setting those…creating the box that you described but also breaking it where you can and punching some holes in the box.
DREW: The Metroplex deck was also intentional as when we released it, a month after the Wave One boosters, as well as what it contained and what it did, showing that we’re embracing the fact that the character cards don’t get shuffled. Which means we can do different things. The size dimension aspect of Metroplex that was another signaling aspect. But the deployment aspect, that was also a signal for the 25-star team building system is the default and we are not afraid and are in fact embracing that there may be other possibilities for how teams are constructed and how characters interact with one another.
SCOTT: I know the game was initially a mass market release, at the same time of local stores. Where do you see the game currently as far as where it is positioned currently within the trading card game market, and how did that meet your expectations or exceed them?
DREW: It’s been really, really good. We really have a multiple demographic game. There are a number of different types of gamers and fans who enjoy this game on different levels. So what we do has to fairly seamlessly serve each of those audiences.
One audience for example is Transformer fans who may or may not be gamers and the advantage we have as a Transformers Trading Card Game medium is we print so many cards that we can start grabbing, as we talked about before, obscure characters, very niche versions of characters and that’s exciting. We’ve gotten a lot of praise about the art. You may have seen we started showing some of the Wizards generated art. Scamper, Slammer, Six-gun are all new art for the game. The new Windblade we showed on Thursday and Friday. You’re going to see a lot more of it. I just finished commissioning something like 160 new pieces of art. And you know that’s one way we serve that audience. But that audience when they come in, we need to have a runway, so those folks who may not have played games specifically may not have played trading card games can ease right into it, if they want.
Another audience is tabletop gamers. When we talk about signaling with cards like Cosmos or Nemesis Prime we had to from the get-go show tabletop gamers that, yup foundational set, but there are a lot of great places those gamers can exercise their interests in and their ability to strategize at the metagame level and the tactical level. So that’s why we did that.
The third aspect of this is for people of my age who grew up with the original property, watched the first show, collected the first toys, are now of an age where we are raising the younger generation of Transformers fans. What this game offers is the opportunity for parents to share a tabletop game experience with their youngsters and share their love of the characters in a way the youngster can get something off of that and the parent can get something from it.
I’ve just described an enormously complex system and the weird Venn-diagraming there is really crazy. That’s one of the reasons we released simultaneously in mass market stores and core stores because the tabletop gamers go to core stores or local game stores. Lots of people eventually drive to local game stores which is fantastic, but a lot of the audiences we anticipated serving when we created this, and we are really about serving audiences - creating entertainment for people, and a lot of Transformers fans frequently buy their figures not at local game stores but at other stores. So we had to make sure we were present in those other stores. Overall this has worked out really well. We have seen a really, really great response from Transformers fans, tabletop gaming fans, trading card game fans and for the audience here Scott and I had an alignment moment earlier of ‘Where do we know each other from?’ so we sort of recited our history with tabletop gaming. I’ve done a lot of games that are in the kids game spaces so it is enormously satisfying to me to watch parents play this game with their children. Does that answer your question?
SCOTT: Yeah, I think so. As a follow-up, do you feel that any one of those segments has out performed your expectations or are they all vectoring upwards?
DREW: They are all doing very well! I think the thing that surprised me is, and it shouldn’t have surprised me in retrospect, but how immediately Transformers fans took to this. As a collectible, as an integral part of the Transformers franchise. That was extremely gratifying.
VIN: I appreciate all that Drew. One of the things that I wanted to ask you and this is on the sillier end but, a hypothetical if you will. Let’s say there is a world championship for the Transformers Trading Card Game. What sort of trophy would the winner get, and why is it Starscream’s coronation crown?
DREW: [Laughs] I think you are absolutely and completely off base. It obviously, will be the Matrix of Leadership.
VIN: It is a close #2…but I guess
DREW: The crown literally gets crushed underneath Galvatron’s foot.
VIN: Touché, you got me there
SCOTT: And some would say parts of Generation One died with that foot crush
DREW: In the hypothetical if you are talking about something specifically for a World Championship, The Matrix of Leadership is extremely apt as a metaphor because it gets passed from one generation of leader to another. If we are talking about a World Championship, again hypothetically, that seems like the best way to do it. Once again super hypothetically.
VIN: That’s why I wanted to lead off with that so as to not paint you into a corner. So another sillier question, and I believe you’ve mentioned this in some other interviews, but you asked us earlier if there was someone we wanted to show up in a future set, is there one that you have or do you love all your Cybertronian children equally?
DREW: Well there is the easy brand manager answer which is “Yes I love all my Cybertronian children equally,” but that’s not mine. I love all the Cybertronians, but really it isn’t just Cybertronians..there are also Junkions and Sharkticons, there’s Camarians, all the Titans found on the colonies. But the real answer is, and I have said this before so I am repeating myself a bit, I still have an original Grapple minus hands and arm missiles. And I would be very happy to see a Grapple.
VIN: This next question I have is a little more serious but still a little silly. One of the questions I had when the full set was released was, what went into determining the super rares themselves? For example I feel it is good that there are multiple versions of Optimus and multiple Megatrons because those are the iconic characters along with Starscream and Bumblebee. So someone picks up a booster or starter you can play with your favorite Transformer, and immediately. I can certainly see not stashing them away at super rare, but for example Nemesis I feel could have been Megatron potentially. What goes into that decision for this character is going to be a super rare?
DREW: You hopefully answered the first part of that question which is who are the iconic characters. You noted correctly, and absolutely in line with our thinking that we wanted the pack and set opening experience to reward players with well known characters right from the get-go. That is absolutely vital.
That immediately precluded us from doing solo versions of really critical characters at higher rarities. Then after that some of it was mechanics, Nemesis Prime’s design needed to be super rare. He is also an incredibly weird and cool character but for people who are only semi-interested in Transformers we didn’t want the cognitive dissonance of a Decepticon Optimus Prime at lower rarities. A lot of people don’t know who Nemesis Prime is, fans know exactly who he is and are tracking down his masterpiece figure.
The second answer is that Bumblebee is really big right now, so we wanted to create a version of Bumblebee and this is kind of a tangent here, you can kind of see it with the different versions of a character here. We wanted to create this vision of Bumblebee that when the chips are super, super down Bumblebee pulls through. Bumblebee’s tenacity is kind of legendary, so there were some really interesting designs and one of them led to ‘what happens if Bumbleebee is your last character?’ and that ended up absolutely not being something that was appropriate on a lower rarity card because we knew we were going to be doing things like 2 pack sealed.
That’s the other reason why Nemesis is a super rare. Both of those abilities are something you absolutely don’t want showing up all the time if you have a limited environment. Because they are destabilizing. No trading card game can get away from that if it using this random card pack opening system, but those 2, legendary Bumblebee are kind of busted.
SCOTT: We represent most of the tabletop and strategy gaming audience, and I know you’ve been asked this question again and again surrounding organized play as well as different aspects of that. I’ve defined it for my audience basically to be, “if your local area is having tournaments that is organized play. I don’t need the overarching company to have some type of system,” but I understand that in today’s trading card game market a lot of newer players flock to that sort of system to make sure, I guess you would say their investment is paid back in some type of way where they can use their cards on a regular basis. I know it has been a difficult question to answer in the past, and that you’ve said it is being worked on, do you have any additional information or do you agree with my definition of it?
DREW: I do have a little bit of a more philosophy on what we are doing. I’m going to go back to serving multiple audiences. One of the things we have noticed is that when you have a game system or IP that pulls in significantly wider than core tabletop fans there is a very difficult hurdle that some people feel and I think is justified in the form of ‘that game is too competitive’. Because we have Transformers fans who no gaming experience it was incredibly important to us for the long-term success of this product that we create a strong foundation of gamers in each of those three areas.
Which is why we have been saying, local game stores do what’s right for you. If you have the demand for constructed tournaments, do it. If have the demand for limited, do that. If have the demand from parents and kids to play Transformers, leagues are great. During the establishment period of Transformers Trading Card Game we are taking some heat, even though we are taking that heat it is still the correct decision to create the base that is strong and sustainable and will get us into a period where engagement systems like organized play are what keeps people coming back and it is a difficult decision.
From my point of view there is a part of it where just because everyone does it, doesn’t mean it is the right decision. The size of the Transformers IP and the number of potential people coming in made that decision be a little bit weird compared to what other people see happening in the marketplace. For the launch period that is still absolutely critical. That doesn’t mean there won’t be any OP as it is commonly thought of in the future.
For you guys here playing the tournaments, congratulations by the way Scott, one of the things you’re gonna start seeing is a little more presence at places like this, sort of destination events like this. Then we are going to continuously reevaluate over time. That’s one of the awesome flexibilities we have is the ability to iterate over time. Figure out what’s best at this point in time, this point in time, this point in time and make the correct decisions at each of those periods.
SCOTT: You mentioned the Launch Phase, I’m just curious from a gaming perspective how long is that considered for you in the industry?
DREW: Honestly the Launch Phase lasts until we see that solid foundation that signals sustainability over time. Given the scope of this project it is something we will keep evaluating over time. So far signs are good.
VIN: I have a question about the artwork that you mentioned. You’ve mentioned on other podcasts, I believe specifically WTF@TFW as well as with us earlier about bringing in new art pieces, obviously for new sets and other products. As a huge IDW comics fan, I love that the artwork was showing up again. What goes on behind that made you say we need to bring in more? Obviously, there are years and years of comics, so what drove you to say hey, you know what? We want to do this other thing?
DREW: It’s a combination of things. One is just volume, we print lots and lots of cards. In the trading card business, I would say art is super important to a significant number of players, and for Transformers that ratio goes up significantly. As we explore new game mechanics space we want to make sure the art matches what is going on on those cards, so it is going to be a mix of stuff you’ve seen before in other places and newly generated stuff so we can satisfy the creative aspect and the mechanical aspect. Also there are characters that since we are pulling from weird places may have not shown up in the IDW comics we want them represented on the battle cards too.
SCOTT: Is it coincidence that in 2018 that you have a Machinima series, a new movie coming out, the end of the run of the IDW comics, and the launch of the trading card game all at once. Were you all at the same table?
DREW: No, from our end it was more of a looking at what the Hasbro team had to do for Transformers, and with Transformers still flourishing and its massive success how we could translate that into a game. So I would say that ultimately it was driven by the success of Transformers as a worldwide IP. Really we were sitting in a meeting one day, and someone was kinda not paying attention and blurted out, ‘hey we should do a Transformers trading card game!’ Then started making the case for it. Then we ended up pitching that up to Hasbro after we did a lot of work. Growing the idea and sketching out what it’d look like.
VIN: Well I want to give a quick shout-out to whoever wasn’t paying attention at that meeting! Being able to sit here with physical product in front of us, and Scott I’m sure you feel the same way, it is something I’ve been dreaming about having played card games for a little over 20 years. I’ve always wanted a Transformers card game, and sometimes I take a step back and think wow this is really a product that exists, that I can own and play.
SCOTT: From a design perspective, I’m used to playing games that come in booster packs that are normal trading card size. How difficult was it, and how long did the decision take to make the characters within the boosters have their own rarity and also with battle cards with a different size, is it difficult to package or are sheets cut weird?
DREW: Nope! We have been doing trading card games for 25 years, scaling up was a little bit of work but that size we use for character cards is already a standard card size. It was originally used for things like Planeschase and oversized commander cards. So the company was already familiar with, as well as all our systems and vendors. It was intentional that we picked a card size that we were familiar with but accessories that would work with it right off the bat.
VIN: One of the other things I wanted to ask you about, as I mentioned earlier and everyone listening to this is a huge Transformers fan. I have a basement full of plastic right now. Do you foresee in the future any sort of cross promotion pack in thing where we will see trading cards showing up with toys, because we have trading cards in many of the new toys but not necessarily Transformers TCG cards with the toys?
DREW: I’m gonna throw that question back at you guys. Would you want to see a Transformers Trading Card Game card as a pack in?
VIN: As in replacing the trading card? Personally yes. I would like to see it, from the business side of things there are more people getting eyes on it. But also if there is any potential that even it is a common Transformer with a slightly different set of artwork going back to our earlier discussions, I think that’d be an interesting way to get those things out there. What about you Scott?
SCOTT: Yeah, I sort of agree. If it was an alternate art aspect where you could get it on a regular basis but if you got it in another package it would have different art but mechanically be the same as another card that existed, I have no issues with it. I don’t personally collect the toys, but it might drive me to buy some of them. I think you’d agree that is one of the measures of success: if one medium of Transformers benefitted from the other. I would assume that cross-promotion, that cross-sales would be to everyone’s benefit. As long as mechanically that wasn’t the only way to get that card.
DREW: So that’s where the line is for you Scott? You wouldn’t want a mechanically unique card showing up in a toy package as opposed alt art or even a regular common card.
VIN: Did you have any other questions Scott?
SCOTT: Not specifically no.
DREW: I actually have one for you. How can we make the game or help the community to improve the experience?
VIN: I’ll take the point on this one. Obviously, Scott and I coming from the competitive side I’d love seeing the organized play piece, but let’s put that aside for the moment because that’s an entirely different discussion.
DREW: Have you tried drafting? You should absolutely try drafting.
VIN: Not yet, but it something I am excited to do. It seems like it’s going to be a lot of fun.
DREW: I think that’s going to scratch some of the itch.
VIN: Even aside from the competitive side, even just to our most recent point regarding pack-ins. I do want to see the game grow, to be in more people’s hands, it doesn’t have to be playing the game for big prizes to me. Compare it to say a small FNM [Friday Night Magic], local store is a few miles away, go sling some cards for a while. You guys have already done a great job on the lore side of things, not to beat a dead horse on the comics but there are characters out there that people love. Well maybe love to hate like the DJD, Lug and Anode are some of my favorites, Ironfist I’ve already mentioned. The more lore end of things because again I have a basement full of plastic, I love the property and I’m a sucker for anything with a Transformers stamp on it.
DREW: I am happy to say that you are going to see over the course of 2019 a ton of new characters including ones from IDW. I think you are going to be very pleasantly surprised as you open booster packs.
VIN: I’m excited, I’m ready to crack more packs. What about you Scott?
SCOTT: I guess for me, one of the desires has been answered right here. Your openness to meet with us and other tabletop content creators over the weekend.
DREW: I love it.
SCOTT: Especially ones who focus on THIS game, and taking time to try to promote THIS game because we love it.
DREW: You guys are conduits not just your own personal point of views but also your community listeners and viewers. So, by meeting with you I am sort of meeting with them as well. So, you are conveying in some way what they want and that is part of the job as brand manager.
SCOTT: Only thing I think should be done, if you are able, is some sort of high-level road map or one page document because we deal with a lot of people who are “hungry for information on a daily basis in a medium that technically has information available to it on a daily basis on the internet where people are always hungry.” I guess the one thing would be a roadmap where things are going.
DREW: I think we will be talking again in early January, where things like that are the appropriate time. We hear the need. At that point we can take about the fact that there are things coming.
VIN: I am definitely looking forward to that. When people look at say Magic which has already had this long-storied history there is a repetition, expectation, and rhythm of how things work. Here everything is new, Wave One and the supplementary just came out, so it is people learning how the Transformers TCG will handle things.
DREW: I’ll be honest, part of the reason we are waiting until this early January period is so we can gather early data and iterate. Rather than lock ourselves into a plan, because once you talk about it then it becomes real, and change becomes super difficult. I use the word iterate a lot because that’s the only way we can get better over time. What are we doing, how is that being received, how can we do it better the next time? That’s core to establishing a new card game. It isn’t a bullet that you fire and hope to hit a target, it’s a guided missile that you constantly add new data to in order to get where you need to.
VIN: That is super exciting, definitely looking forward to additional details. That kinda taps me out for what I had lined up, anything additional you wanted to add Scott?
SCOTT: No, just as a data analyst myself I can appreciate that last response.
DREW: Right, this is not 20 years ago. In some ways a lot of the things we are doing are challenging for folks looking at it from the outside because many people have done a lot of things in roughly the same way over and over again but we know we cannot do that in the modern world. It has to be this constant communication between fans, content creators, the company, the brand manager, the overall community and if that doesn’t happen then your chance of success is lessened.
SCOTT: I think the way you put it earlier with the multiple audiences, a lot of people don’t appreciate it fully.
DREW: And the onus is on us, on Wizards. On me to communicate it out and on Wizards to satisfy those audiences. I have no expectations that anyone understands or even needs to understand anything other than the cards in their hands. That’s our responsibility.
VIN: To that end, one last thing. If the general Joe Public wanted to reach out to communicate any of those things, any of those concerns, where should people be going?
DREW: Any of the official social media. The thing you probably see us most frequently interacting with are rules questions, but we are constantly interacting with folks across all spectrums and those social media platforms are the timeliest way to get in touch with us.
VIN: I’ve seen that interaction already as to how responsive the team is. I mentioned this before but as Transformers fan in general but also as a card game fan I wanted to say thank you all this, both today for your time but also creating this game.
DREW: It has been a professionally satisfying experience which is ultimately what drives me to do this. I’ve been working in tabletop gaming for a long time and seeing the fans enjoy this game enjoy this a as collectible has been lovely.
VIN: I believe that does it for this episode of Tech Talk, we’ll be back to our regular schedule. Thanks for listening!
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