Okay, I’m pulling out of my driveway! We all know what that
means—it’s time for another Drive to Work.
Okay, last time, I started doing something called Lessons I
Learned, where I looked at the sixteen sets that I have led, and I was going
through chronologically and talking about what I learned from each set that I
did. And I—I originally thought maybe this would be, you know, a one or two
part series, and then I got through three of the sixteen last time. So I now
believe it’s a little longer than that.
But the plan is that I—I think I will do some more today,
then I will take a little break and will come back. I won’t do this
continuously. I know Innistrad had a three-parter, but that was a little more
cohesive. So, this is—somehow, I know when I first started this podcast I was
worried like I wouldn’t have enough to talk about, and now I have like three
different meta-series running on, so clearly there’s lots to talk about. So
that’s the good news.
Okay, so when last we left, we were up to my fourth lead
design, which was Odyssey. Which could possibly be a podcast all on its own.
The lessons of Odyssey. So one of the things I explained, I’ve talked about
this in my column a couple times, is that mistakes are great teachers. Because
mistakes really encourage you to learn what went wrong. And Odyssey in some
ways was one of my biggest mistakes, but I learned some very, very important
lessons.
So let’s walk through the most important lesson. The one
that almost shaped me as a designer. So, when I first made Odyssey—I have not
yet done my Odyssey podcast, which I will do at some point. But when I made
Odyssey, I was very intrigued by the idea of taking a staple concept of Magic
and turning it on its ear. And the concept that I wanted to play around with
was something called card advantage.
A real quick card advantage primer, for those who don’t know
what that means—the idea in Magic is, often I’m trading my resources for yours.
And the idea is we each have so many cards. And cards mean both cards in hand
and cards on the battlefield, and the idea is, if I can use one card to get rid
of more than one card of yours, I will eventually—I have this advantage over
you in that I—you know, there’s no longer parity if I go up. So if one of my
cards destroys two of your cards, then I’m up ahead of you. I have more
resources than you do.
And card advantage is a lot more complex than what I’m
explaining here, but the basic principle of it is that if you think of each
player as having sort of just raw advantage based on their cards, then you can
play cards that give you advantage by getting you ahead. And it’s a pretty
important part of Magic. Like I said, it’s a lot more complex. Maybe one day
I’ll do a card advantage podcast. It’s a super complex idea. And what gains you
card advantage is not always super clear.
Because for example, spending one card to draw more than one
card, you know, that can net you card advantage. Which is a very different
thing than I blow up to of your creatures with one of my cards. They’re
different animals there. They mean different things. But they all (???) back to
this same basic idea of card advantage.
And early in Magic, the players had slowly figured out the
importance of card advantage. And so I got in my head, I said “You know what
would be kind of cool? Let’s make a set where card advantage doesn’t work the
way it normally works.” And so what it did was, I ended up creating a set that
had a very strong graveyard theme, and that the importance of Odyssey was that
the graveyard took on a relevance that it really hadn’t before.
Now, Weatherlight had a graveyard theme, that (???)
Weatherlight, and The Dark had a little bit of a graveyard theme. So those two
sets had definitely played around in this area. But Odyssey just took it to the
nth degree. You know, Odyssey introduced flashback, it had a mechanic called
threshold that like if you had seven or more cards in your graveyard things
turned on, and there were a lot of ways to get cards in your graveyard.
And one of the most famous whenever I talk about it is,
there was a little hound that you could sacrifice a card in your hand—you could
discard a card to give it first strike. And there were times when you were
playing where the correct move was discard your entire hand to give it first
strike when you didn’t need it to have first strike. Like just throw away your
hand. That was the correct play.
And what I found was, I made a set that—I mean, I think to
this day it is one of the Spikiest things I ever made. And when you talk to
players, there is a subset that loves Odyssey, because Odyssey is in some ways
the Spikiest the game ever got. That it’s all about this resource management
and understanding the board and understanding your graveyard. And having all
these things and like being able to monitor them all and understand them. You
know. And the block later would have
madness—it is a very complex system that, if you got it, it was very cool. But
if you didn’t, it was just very confusing, and it made you do things that
didn’t make any sense.
So one of the things in game design in general—and I learned
this from Odyssey, which is—you the game designer have a lot of power. Tons of
power. You can make your game players do anything. And how do you do that? You
just incentivize. You know, when a game player plays a game, they’re like
“Okay, I’m in for a fun time. Tell me what to do, I’m going to do that and win.
And that—most game players don’t think about if what they’re being told to do
is the fun thing to do, they just trust the game maker and do what they’re
being told.
And, that means you the game designer have a lot of
responsibility, because they are putting the trust in you to make it fun. And,
you can make it not fun. This is a really important thing for game designers to
understand. Players will go wherever you lead them. You know, and I know
there’s this inherent idea that, well, you know, players look out for their own
fun, and if something’s not fun then they just won’t do it.
And no. That is not true. That is not true. I have (???)—I
mean, Odyssey is one of these examples, where I will watch players go down the
path and do things they don’t want to do and purposely not have fun because
they’re like “Well, that’s what I’m supposed to do.” And, you know, as a game
designer it made me realize that, like, I have a responsibility to the player.
You know, and that this thought exercise of “Let’s take this concept,” you
know, “and let’s say ‘hey, this thing that you want to do, players, I’m going
to make it so it’s not good,” was a dangerous—it was me kind of intellectually
playing in space that was kind of fighting what my job was. You know, my job is
not to make Magic this intellectual thing to think about as much as it’s
supposed to be “make a game that’s fun to play.”
So one of the things that we talk about in R&D is the
difference between interesting and fun. And it’s a common mistake that game
designers make. Because interesting means as a thought procedure, as something
that you can stand back and sort of analyze, detached, it is interesting. “Oh,
it is very cool that, you know, normally the game does this but in this
situation it does that.” You know, and a lot of game designers confuse
interesting for fun. It’s not always the same thing. Things can be interesting
and be not fun. In fact, a lot of things that are interesting are not fun.
And that one of the things we talk about in R&D is,
sometimes you go “Your game is veering toward interesting, which means that it
is—what we mean in R&D is that you are making decisions that are
intellectually based rather than emotionally based.
I mean I talk about this a lot, that—you know, I believe—and
I said, I talked about this in my article on synergy, that as a writer one of
my big themes is the idea that people like to function intellectually, but
really function emotionally. That we as humans like to think we’re intellectual
creatures, but when you get down to it I honestly believe we are much more
driven by our emotions than we are driven by our intellect, as much as we like
to think otherwise.
And in games—I apply that to games, and what that to me says
is, people seem to think what people want from games is intellectual
stimulation, which is partially true, but more important than that is emotional
stimulation. People want to emotionally feel. And I think game
designers—because smart people tend to like playing games. You know, game
playing definitely leans toward a smarter demographic.
But even the smarter demographic is still looking for an
emotional—I mean, they want intellectual stimulation, but not at a cost of
emotional stimulation. You know, when I design a Magic set, I need it to be
fun. I need it to be something players want to do. You know, in Odyssey, the
lesson of Odyssey was I didn’t do that. I mean, I did it for a subset—I
understand there were Spikes that enjoyed it.
But for a lot of the players it’s like “Hey, throw away your
hand.” Like, “I don’t want to throw away my hand.” You know. I don’t care if
that’s the best play. I don’t want to do that. I want to play my cards. You
know. And, I mean the lesson of Odyssey really hammered home to me that my job
is not to stimulate thought as much as it’s to stimulate emotion.
Now, I want to stimulate thought. I’m not saying you can’t
both stimulate thought and emotion, and I definitely—Magic is a thinking game
and (???) that it’s a thinking game. But the lesson here is, it can’t be a
thinking game at the sake of not being an emotional game. Because game playing
at its core is about people having experiences they want to have that’s fun for
them. You know.
And like I said, by the way. Conquering something
intellectually has emotional outcome. You know, when you figure something out,
you feel good about that. So I don’t want you to feel like--I’m not saying
ignore intellect. But what I’m saying is, be careful that you interweave your
intellect with the emotion. That intellect without emotion leads to gameplay
that might be on the surface interesting, but it’s not fun and that’s
important.
The other things I learned from Odyssey was—and this was a
good thing, not all bad things—Odyssey was really the first set where I
hammered home on a theme. And the funny thing was, I made a set that was a
graveyard set, and then put lots of other trappings into it. And then when I
turned the set over to Development, Randy Buehler was the lead developer, he
said to me “Okay, I sense you’re doing a set about the graveyard, but you’ve
got a lot of other stuff in here,” and what it made me realize is, the need to
focus.
Because here’s another common designer problem. You don’t
have enough faith in what you’re doing, so you stack other things on top of it.
You’re like “Well, here’s what’s supposed to be the interesting thing, but just
in case they don’t find this interesting, I’ll put this other thing in.” You
know, and what happens is, you dilute what you’re doing. You dilute your
experience. And that, Randy wisely said, “Hey. You’re making a graveyard set.
Let’s make it a graveyard set. Let’s take out this other stuff you’re doing and
focus.”
Because—and the best way to think about this is, imagine
like you’re going to the movies, and it’s, you know—you’re going to go see an
adventure movie. And they go “Well, yeah, it’s an adventure movie, but we want
to make sure there’s some romantic comedy mixed in, and—oh, also, we want to
make sure there’s some suspense mixed in, and oh also we want to make sure
there’s some comedy mixed in. Oh, and also we want to—and you get a muddled
movie. Like give me my action/adventure. I want people running around, bombs
exploding and stuff, you know.
And obviously you can mix genres and stuff. But I mean, the
thing is, you have to figure out what you are and be that. The game has to
figure out what it’s going to be and be that. Odyssey was a graveyard set. It
needed to be a graveyard set. If you start adding things in that have nothing
to do with that, it pulls away from it.
And I think one of the big things—I mean, as I look at my
later designs, the things I’ve gotten a lot better at is—I believe that the job
of a designer—maybe the most important job of a designer, especially the way
that we do it at Wizards, is bullseye-setting. It’s to say to your team, “This
is our goal, this is what we’re trying to accomplish,” and then you get everybody
moving in the same direction.
And a good design from a Development standpoint is something
that has clarity to what it is doing, so the developer goes “I got it. I see
what you’re doing.” You know. Innistrad, for example, won the Rosewater Rumble,
and one of the reasons I think it did was, it had a focus that was frickin’
razor-sharp. We were doing a horror set. And even though, for example, some of
the things I turned in, Development needed to make changes, it was because “Oh,
they understood my vision, they needed to fine-tune it, make it better match
what my vision was.” But I had a clean vision. They understood what they needed
to do.
And Odyssey, I think—I mean, I clearly learned this lesson a
little bit in Tempest, but Odyssey really hammered it home. Because Tempest did
not have a theme that’s quite as strong as Odyssey did. Odyssey was a graveyard
set. You know, the year before had been Invasion, Invasion was a multicolored
set. And so, we were starting down the path of what I refer to as the “Third
Age of design” in which themes became important. Ravnica was the first set to
do it with the multicolor theme, Odyssey was the second with the graveyard
theme.
Okay, let’s continue on, so that I’m not—I get there and
I’ve talked about one set. So the next set after Odyssey was Mirrodin. So, now,
I first need to point out that Mirrodin had its problems. But, the vast
majority of Mirrodin’s problems were development problems. Now there was one
big problem that design made, that I think hampered Development significantly,
and let me walk through that a little bit.
So, I was not head designer when Mirrodin got made. I was the lead designer of the set, but Bill
Rose was the head designer. And when I put together Mirrodin, I had a lot of
color mixed in. I had a lot of, you know, things activated for different
colors—now, I had a theme that said any artifact was usable in any deck, but I
believe that certain decks could—certain colors could better use them. So for
example, if you had an artifact creature that had an activation, well you could
still use the artifact creature, but if you wanted the activation you needed to
be in the right color.
And so, I put that in the set. I didn’t even at the time
understand exactly why it was so important to me, because as a designer I’m
very instinctual, like it felt right but I didn’t understand it. And at the
time, Bill thought I was muddling the message. Because he thought like, you
know, if I had too much color stuff it didn’t feel artifacty enough.
And I didn’t understand why I wanted it, so I didn’t fight
for it enough. And later, in retrospect, it’s like “Oh, I recognized the fact that
the inherent danger of artifacts is that it’s drifting from the color wheel.
And in fact, one of the huge problems that the Mirrodin block had was, we
called it the blob, the problem was there was no one piece that was crucial. It
could use whatever it needed. And so it was very hard to kill the blob. If you
took one piece away it just used another.
And I feel like if color had been more ingrained in that,
that it would have said “Oh, well this card is good and that card is good, but
this card really needs red and that card really needs blue, well if you’re not
committed to red and blue you can’t use both cards in the same deck.
And the lesson there, internally for me, was learning how to
listen to myself as a designer. That if something’s important, if you feel
something’s important, you’ve got to stick by your guns. And I—I think my big
kind of regret is that I didn’t understand why I felt so strong, and then I
didn’t stick up more for something I felt was important.
And like I think what Mirrodin taught me was, I mean, I’m
very happy with Mirrodin, I did a lot of work with Brady Dommermuth, with Tyler
(???), with a bunch of people that shaped what the world was, the idea of doing
a metal world and an artifact thing was pretty cool.
And I was very proud of how I was able to take something
and, like, the set did not—New World Order didn’t happen at the time, but it’s
funny. If you go back and look at Mirrodin, Mirrodin in my mind was kind of this
weird precursor in that it had a lot of simple things. That I found a lot of
ways to evoke what I needed to evoke with a very simple set of commons.
Also, Mirrodin did a very good job of reprints, of taking
things that were cards you had seen before, but used them in the set that gave
them context. I mean, the famous one was I put Terror and Shatter in, and the
idea was in this environment, you took Shatter over Terror most of the time in
a draft. Where before that was never true. And I was trying to show you how
cards that value based on circumstances, like “Well normally, Terror’s better
than Shatter. But in this world, Shatter’s better than Terror.”And I enjoyed
sort of using reprints to help people re-educate and show a shift.
But anyway, I thought Mirrodin did a lot of early work that
we would later use for New World Order, and use for a lot of our philosophies
of how to reprint things. I… the other thing that I guess I think about is, I
fought hard for things that ended up biting us. I learned that I—I have to be
careful.
Development for example advised we take out the artifact
lands, and I fought very hard. Because what I said was “Yeah, I understand that
they can be dangerous, but there’s so much good that comes from them. There’s
so many people that won’t try to abuse them that I wanted to keep them in.” And
I think that the—the answer was, “Maybe make them legendary at higher rarity?”
I needed to do something.
Like I think my instincts of “Here was a cool tool that
could be fun” were good, but I had to be careful that, as we’ll see when we get
to Unhinged, I have a tendency and one of the things in general, this is true
of any designer, which is you enjoy
playing the game in a certain way. And Magic particularly. Magic has so many
different ways to play that your experience of the way you play is merely one
way how to play. And you have to be aware of other players and other play
styles.
And I think sometimes my Johnny sensibilities get the best
of me, where I look at things that are dangerous and go “Oh, no no no, those
will be fun.” And like, not recognize that “Well, they might be fun for players
that aren’t trying to do things with them, but they’re dangerous in the hands
of players who are.” And, well, on some level it’s Development’s job to check
power level, I’ve got to be careful to sort of respect what’s going on and say “Oh,
maybe this would be fun, but it causes problems.” You know, just because it’s
fun for some players doesn’t mean it’s not dangerous for others and you have to
kind of look at everybody.
The other thing about Mirrodin that I learned is, it’s the
first set where I really had a sense of the environment creating a feel. I
think one of the things that happened over time is, like I talked about this
idea of believing how important emotion is in game design, and that’s always
been a big part of who I am, and I think it took me a while to sort of
understand that what made environments really shine was that they had a feel to
them.
And Mirrodin did this really well. Mirrodin felt like a
place and it had a sense to it, and that—you know, Mirrodin, in a lot of ways,
was a precursor to a lot of stuff that was coming, because it was the first set
in some ways where it just had a tangible-ness to it. The world felt like a particular
world. And that—the sets before it, like I was playing in space and I was doing
mechanical things, but the set didn’t—didn’t hold together emotionally as well,
and Mirrodin was the first set where I—I think I understood the impact and the
need to have an emotional anchor to what I was doing, and having an emotional
pull through on the theme. And that’s what Mirrodin taught to me.
So Fifth Dawn. Fifth Dawn—so I did both Mirrodin and Fifth
Dawn, Fifth Dawn was the third set. Fifth Dawn was interesting. I seeded Fifth Dawn
16th in my—in the Rosewater Rumble, which meant that I thought it
was one of the weakest sets I’d designed. I mean—that and Eventide are my two
lowest, I think. I mean, Unhinged is in there too. But Unhinged did some things
right that these two sets did not.
Fifth Dawn was in a weird place. What happened was, Mirrodin
broke, and we hadn’t figured it out until the design of the third set was about
to start, but we did by then, and so basically Development came and said, “Can’t
do this, can’t do this, can’t do that,” and like “Okay…” and I think the lesson
of Fifth Dawn was, by necessity—and also because it was the third set, and once
upon a time before block planning we tended to do the following. This was the
block plan back then because we didn’t really have one: “Do something, do more,
crazy turn!”
And I tried to fix the problem with a crazy turn, and what I
learned was, and like I said this is kind of what taught me the importance of
block planning, I mean like I said, your greatest mistakes are your greatest teachers,
is like I made this crazy change where I care about artifacts and all of a
sudden care about colors. And there just wasn’t any support for it. I mean we,
we were able to stick a few things, because we knew about it, into Darksteel,
but nothing other than the Myr I guess, nothing was in the first set. And like
it just became a lot harder to do that. To make the color matter when we didn’t
set it up.
And the lesson of Fifth Dawn is, if you want to do something,
look if you want to have a third act turn that’s okay, but you have to know in
the first act. Like in writing, one of the things that I talk about is, that
whatever your solution is in the third act, you have to introduce it in the
first act.
There’s a famous thing in playwriting called Chekhov’s Gun,
where—Chekhov was a playwright, and he has a famous quote I’m going to
paraphrase, I don’t remember exactly, but basically it’s like, you know, “If
you see a gun on the mantle in the first act, it will be fired in the third
act.” And what he’s saying is, you know, you need to set up where you’re going
because when the audience gets to the third act they want to feel like there’s
some investment in it. And my example there is, like, sometimes as a writer you
see things in film plays that give away things because you recognize the
structure of what the writer does.
And so my famous example’s in Batman Begins, there’s a scene
early in the film where young Bruce Wayne’s riding with his dad on the subway,
and his dad has a line about how “Hey, Bruce, do you know the subway goes
directly into City Hall?” And, as a writer I’m like “Okay, does that line have
anything to do with the scene it’s in?” “No, it has nothing to do with it.” “Oh,
obviously that’s going to be important for the third act, the writer needed to
get it in.”
And so, while I’m a big fan of Batman Begins, it was a
little clunky, it kind of gave away—it showed its Pavlov’s Gun a little too
simply. Usually when you do it better, it’s like you introduce something that
feels like it has a purpose, and then later it also has a purpose of setting up
your third act, and that didn’t do a good job of it, it just sort of said, I
mean I, a writer, was able to go “Oh, I guess the third act, it matters that
the subway goes to the city hall.” Which it did.
And I think the same is true of block structure, which is
understand where your third block is going to go, and make sure your first
block sets up for it. Now, if you’re doing your job, the same rule applies. The
way your first act sets it up is not necessarily obvious. Like, how you’re
going to use it or what you do in the third act is hidden, but that it’s set up
to support it. And Fifth Dawn really did a good job of trying to teach me that,
of trying to hammer home the idea that you can’t just pull things out of
nowhere.
In screenwriting and in playwriting, there’s something called
(Deus Ex Machina), it’s Greek. And it means… I think it means “from the heavens”
or “from the gods.” And the idea is, in a lot of Greek plays, you know, there
would be a problem. Some mortal would have a problem. And things—just when
things looked horrible, the gods would come down and solve the problem for
them. And so what happened was, what it means in plays is, when you have an
outside source come solve the problem. You know.
And that’s very unsatisfying for the person watching the
story. That they want the character to solve the problem, not some outside—like,
you know, it’s like, you know, you don’t want to watch the Die Hard movie and
then at the end the police come in and stop Hans Gruber. Like that’s—no. You
want Bruce Willis to stop Hans Gruber. Like, he’s the guy that’s invested in—you’re
following. You know, he is supposed to be the one who solves the problem, not
some outside person.
And the way that applies to Magic is, that you want to make
sure that what the third act’s about, it feels like it comes out of the first
act of the thing. And that, like I said, for example. Future Sight has all this
wacky things going on, but it paid off because it came out of where the block
was coming from. You know, the first block examined the past, and the second
block looked at this alternate present, and like it sort of set you up for “Okay,
now we’re going to look at the future.” You know, and each one of them had a
future-shifted sheet to set up what you could do with that.
And that—like, Future Sight, it worked because a lot of
things set it up to be there. And then of those things, it would—I mean, it
works—I mean, for the people it needed to work for, it did. Of the people it
really connected with. I mean obviously, I’ll talk about Future Sight soon, but
like the structure was set up because it meant something. The future, you know,
a set about the future was ground in the fact that the first set was about the
past. And the second about the present.
But I mean, Fifth Dawn really hammered home that idea of “I
needed to set up.” The other thing Fifth Dawn hammered home, the other lesson
of Fifth Dawn, in fact one of the most important lessons of Fifth Dawn, is we—when
we were putting the set together, we—Randy and I—came up with the idea of having
Aaron Forsythe on the team, because at the time he was running the website. And
we thought it might be really neat to have this complex series of articles
about what it’s like to be on a design team.
And we knew Aaron was a very good writer, and we knew Aaron
had some, you know, some good insights, he was a former pro player, and so we
brought him on the team. And what happened was, he just shined. He was awesome.
And what I learned there was, I kind of got out of his way. Like, he was doing
awesome work and I just wanted him to do awesome work. And, you know, one of
the big lessons that I learned, and Fifth Dawn was kind of where I learned it
is, one of my roles as the lead designer is to make my team shine. And to give
my team every possibility they have to meet their potential.
And so—and to this day it’s something I feel really—I feel
strongly about, which is being the lead is not—you’re not supposed to draw
focus, you’re supposed to make the whole team get invested, and have all of
them do is want—to be part of what they’re doing. And I want everybody to leave
the team feeling like they have maximized their capability of what they could
do for the set. You know.
And that—I was really happy that I was able to let Aaron take
the ball and run with it, because from that we discovered Aaron. You know, and
Aaron would go on—from that very experience, we realized that we wanted him in
R&D. And then from that he became Head Developer. And then he became
Director of Magic, you know.
And another important lesson of Fifth Dawn was kind of like,
the—one of the values of Design is the resource of designers. And that—hey,
that’s why you want to try out new people. One of the things we constantly do
is we call them the fifth slot. But the—usually we try to on a design team, we
have five people on a design team traditionally, that I like to have a fifth
person that’s someone who doesn’t normally do Magic design. You know, that’s
not a normal designer/developer. Someone from elsewhere in the Pit or elsewhere
in the building, and sort of A. it brings in a different sensibility, and B.
sometimes you discover things and you see people’s potential that you would not
know. And I think that’s very important.
Anyway, I am now sitting in the parking lot, so I managed to
get through three more. I see where this is going. So here’s what I’m going to
do. I will continue the series, I think the series—I’m very happy with how the
series is going. But I am not going to do five parts back to back to back to
back.
So, I’m going to do with this what I’m doing with my color
series, and what I’m doing with my card type series, where I think I’m going to
revisit it and keep doing it, but rather than make it back to back it’s something
I’m going to spread out a little bit. I might not spread this one out quite as
much as I’m spreading the other ones out, because these ones are a little more
tied together, but next week will not be part three, I’m going to do something
different.
In fact, I think next week, I’m going to do—we just had the
Rosewater Rumble, winning was Innistrad, I’ve done an Innistrad podcast, #2 was
Ravnica, I’ve already done a Ravnica podcast, tied for third was Zendikar and
Future Sight, I’ve done a Zendikar podcast, I’ve not yet done a Future Sight
podcast. And that is a very controversial set, I’ve already set up Future Sight
by doing both the Time Spiral and the Planar Chaos, so next week a little tease
for what I’m going to do next week is, next week will be Future Sight. And I
think it will be some fun stuff to talk about.
But anyway, I’m happy you joined me today, (???) lessons learned is always interesting, and I hope you guys are enjoying it. I think it has a lot of wider applications beyond just Magic design. Anyway, that is all for today, so I got to go to work, and it is time to make the Magic.
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