All podcast content by Mark Rosewater
Okay, I’m pulling out of my garage. We all know what that
means. It’s time for another episode of Drive to Work.
Okay, today, I’m going to do Part 3 of the Lessons Learned.
So for those who have not heard the first two, it’s a—it’s a series I’m doing
where I’m looking at all the sets that I have done and evaluating them to see
what lessons I can learn from their design.
So today—previously, previously on… Drive to Work—the first
time I talked about Tempest, Unglued, and Urza’s Destiny. Last time I talked about
Odyssey, Mirrodin, and Fifth Dawn. So we are up to Unhinged.
So Unhinged was a very valuable lesson. Unhinged was
interesting. So what happened was, a little history here of silver-bordered
products. So we made Unglued, Unglued came out. At first it looked very
successful, and so they—we—right away rushed into an Unglued 2. It was
tentatively called Unglued 2: the Obligatory Sequel.
And then it turned out that Unglued, we had misjudged how
much demand there was, and we had overprinted it, and anyway, it ended up not
doing well compared to what we had printed. And so they put it on hiatus. But
many years later, Randy Buehler—who at the time was my boss—came to me and
said, “I think it’s time to make another Un set.”
And it had been a while, I think there was a gap of six
years between the two sets? And so the first Unglued was mostly me with lots of
people suggesting things. There was sort of—it was not a traditional design
team. It was more like I was there doing things and getting a lot of input from
lots of different people. Unhinged was a much more traditional design group.
And I think the lesson I learned from Unhinged—there’s a
couple lessons. The first one is, the mistake that is the gotcha mechanic. So
for those that might not know Unhinged, gotcha—gotcha said, “If I’m in your
graveyard, and your opponent does this thing, and this thing could be all sorts
of things, you may say “Gotcha!” and you get it back.
Some of them were verbal, they said certain things. One of
them was laughing, one of them was saying numbers or flicking your cards.
Or—just different things. And the problem with gotcha mechanic was, and I
talked about this a little bit in my Lessons 2 podcast, so we played with it.
And it was fun. It was a fun mechanic.
But when someone—the problem was, the team that was playing
with it—we weren’t playing it as a Spike, essentially. We weren’t—we weren’t
trying to min-maxing, we weren’t trying to like, you know, win at all costs. We
were trying to have fun. And so what happened was, the gotcha mechanic, when
you’re just kind of goofing around and having fun, you know, it’s like “I’m
going to keep talking, but I’m going to try not to say this thing.”
But the reality is, the actual way to win if your goal is to
win, is “Oh, I get punished for saying things? I will not talk.” “Oh, I get
punished for laughing? Well, I better never laugh.” You know. So what happened
was, the mechanic made people clamp down, and sort of not participate as much.
And not have as much fun.
And so I’ve talked about this many times, but I mean this is
kind of what I really learned this lesson, which is “You can make players do
whatever you want. But you have to think about how they’re going to do it.” You
know. You have to assume people are going to try to win at all costs, and like “Okay,
well what happens when I put my mechanic through that grinder? What does it
make people do?”
And the gotcha mechanic basically made people have less fun.
It’s like, “You want to win? Have less fun.” And that was a huge problem. And
so—I mean, one of Unhinged’s biggest mistakes was that it—I think we relied on
the gotcha mechanic which sucked a lot of fun out of it. That was in my mind
the biggest mistake.
Another thing that we had done, and we did this on purpose
is, Unglued was a little more silly. And so we tried on Unhinged to be a little
more sophomoric. To cut the fine hairs of comedy. And so it was a little more,
you know, like, that’s where the ass jokes came from. So in the set there was
donkeyfolk. And all the donkeyfolk had “ass” in their name. You know, “ass” as
in “donkey,” but they were all puns, you know, “Smart Ass,” “Dumb Ass,” “Fat
Ass.”
And it… in retrospect, I mean I kind of feel like Magic is a little better than that,
like that style of humor. I mean, there
were people obviously who enjoyed it, and I mean it was fun. But I feel that,
like, it wasn’t really Magic’s sensibility,
that it was a little—I mean I love Un sets, I think Un sets have a really good
place in Magic, but I feel like we
kind of lowered the humor a little bit more than we needed to, and I felt like
that didn’t work out great.
We also had a mechanic that—the half mechanic, where I had
fractions, and the reason I included it was I thought that I was trying to find
some simple things that we could do, like Little Girl for example was—cost half
a white, and was a (1/2)/(1/2) creature. Well, that’s pretty simple. That’s a
vanilla creature, in a—you know, in a—a silver-bordered vanilla creature. Those
are hard to come by.
The problem was, it turned out that tracking fractions was a
lot harder than people realized, and so what I had included to be something
that was just simple, to, you know, make things a little easier, actually
caused—caused it to be a little more complicated. And not necessarily in a fun
way. It’s like, you know, “You have eighteen life, and you get hit by three and
a half damage. What are you at?” Like,
“Uh… uh…” You know.
And, I mean, yes, you can get there, you have to stop and
think for a second, you’ll figure it out. But t’s just something that kind of,
your brain doesn’t naturally process super-easily. Unless you’re super-mathy.
And so it ended up having the negative—the opposite effect of what I wanted.
Now that said, I—things I did learn about Unhinged that I
was very happy with, is we messed around with sort of doing more minigames, we
definitely—I like a lot of the stretching I did of sort of taking known
mechanics like, you know, super-haste or things where I’m trying a different
version of them. I mean obviously the slug went on to be the pacts from Future
Sight. The—Old Fogey and Blast from the Past, which were cards that mixed and
matched old mechanics, both were created by Mark Gottlieb, that clearly
inspired, you know, the mix and match from Future Sight. In fact, it’s funny
because we joke that Future Sight was Un 3, and a lot of Un 2 influenced Un 3.
And the other thing that I learned about Unhinged was that I
feel that where Unhinged thrived, I think—we tried hard to connect some stuff
and mechanics, because when Unglued was made, it was just like a hodge-podge,
and I wanted it to—I mean, Unglued wasn’t made for Limited, where Unhinged was
very made for Limited. And I was trying to give it a little more cohesion.
I think some of the stuff I—worked, I actually liked how the
“artists matter” stuff worked, and the thing I most enjoyed about Unhinged was
there was very solid card-by-card designs, that there was a lot of very neat
things.Now, not all of them necessarily were understood, and part of doing a
silver-bordered set is messing in an area that’s fuzzy a little bit, so people
have to kind of figure out what’s going on, but I was really happy that there
was a lot of just really cool individual cards in Unhinged.
And so that—I mean, the lesson I walked away from is, that
when you’re trying to go outside the box, when you do something a little
different, that you have to be careful to allow it its own movement. That
sometimes what you do is, when you’re trying to make something, you follow the
things you’ve done before. And like “Okay, I’m making a Magic set. What are the rules about a Magic set?”
And I think in Unhinged, I tried very hard to adopt the
rules of how Magic are done to
Unhinged, and I think some of it was successful, but some of it kind of made
the set not do what it wanted to do because a silver-bordered set works
differently than a black-bordered set. And one of the big lessons for me was,
you had to learn to let things be what they wanted to be.
And I feel like—like I said, one of the trickiest things
about doing a silver-bordered set is, that the constraint of “You can’t do this
in black border,” which is one of the main constraints of a silver-bordered
set, is very challenging. Yu know. That at common, you want to be able to do
things that make sense at common. But, you know, what’s simple enough that it
makes sense at common, but different enough that it is a silver border and not
a black border? And so, like I said, I—Unhinged for me is, it’s not a complete
miss, but I definitely made some huge mistakes that I learned from.
Okay. Next we got—Ravnica. The lessons of Ravnica are
interesting. So, I think Ravnica is where—I mean, what happened was, had taken over as Head Designer, in the
middle of Kamigawa block, but that had already
really—the momentum of that had already happened. And so Ravnica block was
where I got to start fresh.
And I went into Ravnica block wanting to have more cohesion.
And so I think the lesson of Ravnica block—well, there’s a couple lessons. One
was that the audience very much connects to cohesion. You know. That once you
make a structure that the audience understands it’s a structure, that—I mean, I
talk about this a lot, but humans not only like structure, they crave
structure. The human brain just wants to structure things.
In fact—here’s an interesting thing I learned. When I went
to Communication school, I had to take a class in aesthetics. And what that is,
is the brain—I used to call it “the science of beauty,” but what it means is,
there’s this idea that, you know, art is completely subjective. You know. That
each person likes a different thing.
And what science kind of said is, no no no, the brain is
hard-wired so that certain things are just attractive to the brain. There’s
certain things that humans crave, and that if you’re going to understand sort
of the appeal of things, look. Let’s study how the brain works because there
are certain aesthetics that just will feel more natural to humans. You know.
And that one of the tenets of aesthetics is, humans crave
balance. That they—sorry. They crave completion. They do crave balance. But
they crave completion. And that they want order to things. So the idea is, if
you take a picture and you just randomly splatter dots on the picture, and then
you show it to a human, the human brain wants to see something in those
splatters of dots. Is it a face? Is it a—it’s like looking at clouds, you know,
the humans just want to see something. You know.
And it’s funny that how we look at random patterns, your
brain will just connect the patterns. You know, it will find ways to make the
things mean something. And that one of aesthetics is saying “Look, that’s—the
brain is going to try to make things matter. It’s going to look for structure.
So when it finds structure, it latches on, because the brain craves structure.”
And Ravnica
really—it’s funny, because when I went to school, I went to Communications
school, Boston University, college of communications, class of ’89, and one of
the things that they really communicated to us was that, you know,
communication is about understanding how humans function. That if you want to
be good at communicating, you better understand how humans receive information.
And, you know, the Aesthetics class was like “Look! People like, you know,
synergy and balance and completion and structure and—there’s things humans just
need. And if you are going to do your
job as a communications person, you need to be using those tools to help you.”
And so a lot of block structure, when I sort of took over as
head designer, I said “Look. I want to embrace it.” You know. For example, when
I started the website, well—I did a whole podcast on this, I think, where I
talked about how the website—or I did an article on it. How the website
started. And essentially, you know, the high end said “Magic doesn’t really have a good website. We need a good
website.” And that got passed down to
Bill, who was the VP, and Bill passed it down to me because I had the
Communications background.
Well the way I made the website was, I said, “Let’s just
apply every rule to Communications that I know, you know, and do stuff like
have regular schedules so people can, you know, expect things, and just play
into the nature of how humans function.” And one of these days I will do a
Communications podcast because it’s a cool topic.
I did the same thing when I took over as Head Designer, I
said “Okay, let’s apply the same technology to how sets are structured.” You
know. And if you notice, one of the things that we’ve been getting better at,
and Ravnica was like the big lesson of this, is “Look.” You know, “If you build
a structure, they will come.”
And that when I first proposed it—I mean, if you think about
it in a vacuum, what I proposed during Ravnica was a little radical, I said
“There’s ten color pairs. We’re going to have a set. We’re going to do four of
them.” “How about the other six?” “No.” Now, at the time people were like “What
do you mean,” and what I would say is “No no no. You’re thinking too much of
the sets. If all we made was that Magic
set, yes, players would be screaming from the rooftops “What do you mean
there’s no other colors? Where are the other six colors? How did we not include
them?”
But that’s not what we did. What we did was present it to
them as a whole block. And by presenting it as a whole block, what we say to
them is “Okay, you understand that you’re not getting it here, but that means
you’re getting it later.” You know. And that using that—I mean, taught me a lot
about how, you know, if you want to build something, like once upon a time,
blocks were just a collection of things. Like you made a set. And then you made
another set. And then you made a third set. And you would evolve what came
before it, but you weren’t planning it out.
Here’s another way to look at it is that when you write soap
operas, and by soap operas I mean any ongoing storyline in which—I mean, comic
books are soap operas in this regard, just an ongoing storyline where there’s a
big—different people, and the story never really ends. That’s the key to a soap
opera. It just keeps going. I mean, comics are the same way, where, you know,
Superman’s been in the comics for eighty years, ninety years, and like, it’s
not like he solves his problems and things are done. No, no, the same cast of
characters keeps coming back.
When you plot episodic, soap-opera-ish things, there’s two
ways to do it. One method is, that you make a lot of open-ended things. You
just keep going “I’m not sure what’s going to happen, but I’ll keep—oh my God,
somebody kidnapped… his uncle! Who is it?” And, you know, we’ll leave it—and
you make hooks. So that later on you can come back and you can connect on to
the hooks. And when you have an incident happen, you know, when, you know,
something happens, you don’t necessarily always know the results of it. But you
laid hooks down so that later you can tie onto those hooks.
A second way to do it is the plotting method, where
it’s—when, you know, when Joe’s uncle gets kidnapped, you know who kidnapped
his uncle. You know exactly, you know, you know the outcome of that. Now the
reason hook plotting is very popular is, it takes less work up front. You know.
It’s like, “I plan it, leave hooks, later on I’ll solve it later.” And if
you’re trying to do something quickly, it allows you to do it faster.
But, the downside is, the plotting version has a lot more…
it just feels better. You know. And the thing I talk about, so like—I love when
you’re watching something and something happens and you’re like “Oh, wait a
minute. Four years ago, they said this! This is this!” You know. Now, you can
do that same event with backward plotting with hooks. Sometimes.
But the best stuff—like, one of the things I loved about
Scars of MIrrodin was, we knew in Mirrodin that the Phyrexians had invaded. And
we laid down very subtle clues, not enough that it drew much attention, but
when we were able to go back, people could go “Oh my God, they were there the
whole time.” You know. That was awesome. I love doing stuff like that. And, I
mean, what Ravnica said is, “Let’s do more plotting. Let’s kind of think out
where things are going.” And that got us to start doing that way intra-block,
within the block, it got us to start to do that way between blocks, where we’re
more conscious of where things are coming and we’re working ahead and knowing
what’s coming next and trying to make things work together. So Ravnica taught
me that.
Ravnica also taught me another thing, which is if you look
at the mechanics in Ravnica, I’m not saying there aren’t some good mechanics.
But they are what I think of as Tier 2 mechanics, meaning they don’t need to
take up as much space. A Tier 1 mechanic has to fill a lot of space. And
usually in Magic, before Ravnica,
like, the key mechanics were the Tier 1 mechanics. You had a couple mechanics
where they filled a lot of space.
So along comes Ravnica, and I’m like “Well, let’s try a
different approach.” Because I needed to do 4-3-3, I knew I needed to do ten
mechanics. So I said, “Okay, I can’t do big mechanics, let me search for
smaller mechanics.” And what I found was, I got to find a whole different set
of mechanics that had a different, like, set of criteria. You know.
For example, there are a lot of mechanics where you’re like
“I can do, you know, eight to twelve maybe of a card, maybe fifteen if I
stretch it, but I can’t make a major mechanic. I can’t make a Tier 1 mechanic.
But oh, it’s an awesome Tier 2 mechanic.” And that finding the spaces for that
really helped.
The other big thing that I really learned from Ravnica was
that—before, before, if you go back in Magic,
the focus was always on mechanics. And, like, it was always about what the
mechanics were. And what I realized is not that the mechanics weren’t good, not
that I didn’t like the mechanics, but the mechanics served a higher purpose.
The set wasn’t about the mechanics, the set was about the theme, and you know,
it was about the guilds. And the mechanics served the guilds. The mechanics
weren’t the forefront, they were down the road. They served another purpose.
You know.
And something I think—I think that is fascinating, in that
the idea—like, I think that shifting mechanics from being the forefront
marketing to being one of the tools. Now, obviously we market with mechanics.
But literally once upon a time, “What’s the new set?” “Here’s the two
mechanics.” That’s how we sold sets. And now, it’s about “What’s the set?”
“It’s about this thing. It’s about the guilds. It’s about a war between the
Phyrexians and the Mirrans. It’s about, you know, a world torn by, you know,
monsters, eating away at the humans.” You know, like you’re trying to set some
structure that it’s about something. That it’s not—the mechanics serve a
purpose, and they’re not just there to be there.
So—what else did I learn from Ravnica? The other thing I
learned from Ravnica was—I think that, it’s funny, that I’ve always definitely
been one to sort of go with my gut. But Ravnica’s also the set where—I think
what happened over time was, I more and more embraced sort of being what the
set was, and I think that Ravnica was the first set where, like, I went full
throttle. Like, I look at something like Odyssey, and I’m like “Yeah, it was a
graveyard set, and it definitely committed to being a graveyard set, but I
wasn’t so defined what it was.”
And Ravnica was the set where, like, “I know what this set
is. I know what it’s about. I—like, it was very crystal clear the essence of
what it was. And I think that it taught me—like, once I saw the reaction, it’s
funny, at the time when I did Ravnica, that Time Spiral was coming up next. And
I thought Time Spiral was going to be the be-all, end-all, like the set to end
all sets.
And Ravnica I was like “Oh, well, I think this is good, but,
you know, you know, I mean I don’t (???) Time Spiral, and Ravnica just, you
know, went gangbusters, and I think that I, it made me realize that, you know,
identification is important, that giving people sort of something to connect
to, it made me realize even more the power of the color wheel, that like the
colors were so powerful that all you had
to do was get two colors together, and that like meant something. And it
had a relationship. And it had a feeling. You know. And that—the power of that.
The potency of that. You know, the idea of saying…
Because one of the things that we had done is, we’ve
committed very hard to making the colors mean something. You know. And like I
said, I am a color pie guru. I love the colors. And I want the colors to have
identity. And what Ravnica set is, “You know what? The colors are so awesome
that there’s a next layer that you can go to. That you can say ‘Okay, red means
this, and green means that. But what happens when red and green get together?
What does it mean?” You know. “What if red’s with white, or with blue, or
black?” You know.
And that each one of those, each one of those ten
combinations took on its own identity. Which was, I mean, very potent. And I
think—the funny thing is, like what happened during Ravnica was, I had dictated
two-color pairs. But Brady brought to the table the idea of this guild
identification. Of the guilds. And that once we went down that path, that’s
like ‘Oh, well let’s apply color philosophy to color pairs,” I was like “Bam!”
It was exciting.
And the thing that was funny is that I was really excited—this
is what happens sometimes when you’re a designer, which was it was playing
right into my wheelhouse, which was I love color pie. I love color pie
philosophy. So it’s like “Oh, oh my goodness,” it’s like “Figuring out what red
and green do together? What black and white do together?”
I was like fascinated. And I was a little worried, I’m like
“Well, I’m fascinated, but… well, will other people be as fascinated? Is it
just me?” You know, because I love the color wheel. Is this just, like, you
know, because sometimes you second-guess yourself, because you’re like “If I…
is it something that I personally love that wouldn’t be general?” You know. Because
like I’ve talked about this before, that one of the things you have to be very
careful about is understanding your biases. Because your biases will influence
you, and that’s okay, but you need to offset them, you need to understand them.
So that your biases are checked, essentially.
And that was the set where definitely I was trying to check
against my own bias because I loved the concept. But it turned out that, the
very thing I loved was really what people loved, that self-identification is an
important part of the game, I mean the color wheel has always done that. But like the guilds allowed it in a little
more fine-tuned way, that having ten, that had a little more nuance to them. A
little better.
I mean obviously down the road we’ll have shards, and we
started experimenting with three-color, but I don’t think three-color ever
quite had the passion of two-color. I think two-color… three-color has a lot of
leaders going on, where two colors it’s pretty clear. Like what each two-color
represents is very clear. Where three colors, it’s a little muddier. I mean,
what we did in three-color world was we made a center color, so it was about
the center color and how the allies shared the essence of the center color.
It’s a little bit different. Meaning a three-color in which they’re all equally
shared.
What else can I say about Ravnica? I mean Ravnica also
taught me—it kind of taught me the, the idea of using things as glue. This is a
concept I haven’t talked too much about. Which is, when you’re building a set…
maybe glue is a bad metaphor. So I’m going to use a Lego metaphor. So… although
Lego doesn’t quite do the job…
So imagine you’re building something in which some things…
some things you can attach to, and some things need to be attached. So
essentially the way to think of this is, some things stand as a base. And that
you can—that they’re… okay, I’ll use my glue metaphor. That they’re sticky.
That you can… you can stick things to them. And other things, they themselves
aren’t sticky. They need to be stuck to a sticky thing. I guess this metaphor’s
not necessarily going the way I want it.
What I’m trying to say is, certain elements of a design
essentially work well with other things, and other things need something to
work with. And that, in a set, you need to make sure that you have the glue
within the set. Which is, in a design, that there are… I’m not doing the best
job explaining this! In the design, there are… okay. I’ll change my metaphor.
Imagine… okay. I’m an architect. And I… I, the lead designer
of the set, am crafting my building. Now Development will later have to
actually, you know, assemble everything, but right now I am crafting what it
is. And so, some things are decorative, and some things are bearing. So we look
at walls, there’s decorative walls and bearing walls.
What a bearing wall is, is this wall is holding up the
building. You know, if some person goes, “I want to move a wall,” and they move
this wall, that would be bad news, the building comes tumbling down. Other
walls are decorative walls, which means they’re there, they have a purpose,
they’re separating a room, but they’re not doing the job of holding up the
building. And what you—what’s important is, when you are building your set, you
need to understand your bearing walls from your decorative walls. You know.
Some mechanics bear the weight of the set design, and others do not.
And this is something I talk about a lot with Development.
Because what will happen is, when you take a set and you turn it over to Development,
they will goof around with it and try to figure out how to improve it. You
know. You have your blueprints and they’re going to try to improve it.
Sometimes, what they’ll say is “Oh, oh, oh, this wall’s in
the wrong place, it’s too confined, we need to open it up, or whatever, and we
need to knock down this wall.” And my job as the lead designer of the set is to
either say “Yeah, no problem, you can knock down that wall,” or “No, no, no,
no, no, don’t knock down that wall. That’s a bearing wall. Don’t knock down
that wall.”
And that what Ravnica really taught me was to get a good
sense of where—to separate what were the decorative walls from the bearing
walls. And that I think early on when I designed, I—I mean, I might have intuitively
understood it, but I… I didn’t intellectually get it as much. And
Ravnica helped teach
me this, is the idea that—understand what your bearing walls are. You
know. And that a lot of what happened in Ravnica was, I was defining everything
by the guild, and so I said “Okay. Well what must I have to define the guild?
How do I make sure there’s a set, that the guilds come across.” And the guild
mechanics were decorative in the sense that if one guild mechanic didn’t work,
I could swap it, but the existence of the guild mechanics as a structure, that
was a bearing wall.
I mean, I couldn’t not give Dimir a mechanic. You know. If
transmute had not worked out, I could have changed something else. We had
another mechanic, and we changed it to transmute. You know. And that—I think
Ravnica did a very good job of making me understand the idea of what is bearing
from what is decorative. And—and that has served me immensely.
Especially with—I talk about this a lot. Magic is an interactive creative
experience. You know. That—interactive is the wrong word, but it’s a group
experience. It’s not one person making something. You know. I’ve written
stories before, and when you’re writing a story, especially something that’s
going to be read, like, I have control of everything. You know. And I might
have an editor read it later, but I am crafting the story, and the story I want
to tell is the story that will be told. You know.
And that’s not true in Magic
card design. In Magic card
design, I have a vision, but once I pass it along to Development, their job is
to make the vision the best—is to fine-tune. You know. Keep to my vision, but
fine-tune the execution of the vision. You know, how it’s going to be done. And
that—a big part of doing that is understanding so I can explain to Development
when there’s a bearing wall and when there’s a decorative wall. Meaning when
they want to change something, I have to understand when changing that thing
will be problematic or not. Because as the architect, I have a much better
understanding of the infrastructure of what’s going on. You know.
And that—anyway, like I said, one of the lessons of Ravnica was
getting a better sense of understanding infrastructure. Because—because I used
the guilds as my infrastructure, and the guilds are a little more noticeable. I
mean what happens sometimes is, sometimes your bearing walls are bright and
loud. In Ravnica, the bearing walls were the guilds. It was loud. You know what
I’m saying? It was hard for the Development team to miss that. It was very loud.
Sometimes your bearing walls are much subtler. You know, what’s important is
much subtler. And so starting with Ravnica where I had very vocal and clear
sort of bearing walls to see, it was a very good teacher because it helped me understand
that. So.
But anyway, I am now at work, and I’ve gotten through two!
This will go on forever! So I got through two this time, so there will be some
future—not next week, but there will be some future lessons I’ve learned. So
anyway, this was Lessons I’ve Learned #3, I hope you enjoyed it, and it’s time
to go make the Magic.
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