All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway! We all know what that
means! It’s time for another Drive to Work.
Okay. So today I’m doing another part of my meta-series on
card types. So I have talked about planeswalkers, I’ve talked about artifacts,
I’ve talked about creatures, I’ve talked about instants and sorceries, so today
I’m going to talk about land.
So I did an entire podcast talking about the
mana system. So a few of the things that I need to talk about really were
talked about there. So I’m not going to get too much into why land was used. A
lot of times I start these by talking about “Why does this card type exist?”
Well, lands exist because it’s needed for the mana system, I did a whole
podcast on the mana system, I think the mana system’s really important, and so
I don’t feel a great need to repeat that. Go listen to my podcast on the mana
system if you don’t understand why land exists.
But today I want to talk about sort of—what is required?
When we make land, you know, how are—how is land designed? And what is the role
of land? I’m going to borrow a lot today from an article I wrote called “This
Land is My Land,” that I wrote during Nonbasic Land Week many years ago. I
have a few things I’ll add to it, so there’ll be some extra stuff there, and as
always for the podcast I will go deeper in explaining things. Because I have a
little extra time.
Okay. So. Let’s start. Land. So, lands in my mind, I should
say—other than maybe planeswalkers, land has the narrowest design space. And
part of the reason for that is there’s a bunch of restrictions. “Oh,” you say,
“A bunch of restrictions? Let’s talk about those.”
Okay, so, in the article I listed five restrictions. I
actually believe there’s a sixth, which I will get to today. So okay. Number
one—okay, the most important rule about—about land is that it is not allowed to
be strictly better than a basic land. So what, my friends, is strictly better?
It’s a term that we use in R&D that I think gets used out by the public but
not necessarily the way that R&D uses it.
What R&D means by “strictly better” is two cards that
have the same mana cost, in which one of the cards just has more function than
the other card. And in the vast, vast majority of normal play, that added bonus
is just—just good. It’s just—you know, it just does more. So for example, if I
had a 2U 2/2 creature, and then I had a 2U 2/2 flying creature, the 2U—the 2U
2/2 flier is considered strictly better. Now, yes, there are things that
wouldn’t kill the ground 2/2. But if—Magic
always has exceptions. If you—if you say “Oh, but…” you’ll never have anything
mean anything. So “strictly better” means “in most cases.” Not that it—you
know, yes, I can come up with a scenario where the 2/2 ground creature’s better
to have than the 2/2 flier, but I’m working to get there. That is not normal Magic. In normal Magic, the 2/2 flier is better. Having evasion is better.
So when I say that no card can be better than a basic land,
what that means is basic lands come into play untapped, and can immediately tap
for a color. So if you can do that, if you come into play untapped and
immediately tap for a color, you need to have some drawback if you're doing
something in addition to doing that. And obviously if you’re just doing that,
then you’re a basic land.
And so—now, once again as I make these rules, I will say the
caveat I always say, which is “We break our own rules. When I say it’s a rule,
you can give examples where we’ve broken the rule. We break our rules. But I’m
giving you the default rules.” Every once in a while we will break our own
rules. But we do it for a purpose and a reason, and so when I explain the rules,
I explain our defaults. You know. Magic—Magic is definitely the kind of game
where if there’s a reason, sometimes we will break our rules. And we have made
lands that are strictly better than basic lands, but it’s not something we
normally do.
So number two. Number one was that it can’t be strictly
better than a basic land. Number two is it must produce mana. So let me explain
that one before I get into—I realize that these might have been out of order,
now that I think about it. Lands have to have an identity. It is important that
lands have an identity. And what happened was, when Magic first came out, Alpha fifteen lands. It had the five basic
lands, and the ten original dual lands. And the dual lands really were just
extensions of the basic lands, right? Basic lands were “Hey, I tap for a
forest—I’m a forest. I tap for green.” You know. And the dual lands were like
“I’m a Bayou. I tap for a green or a black. I’m both a forest and a swamp.”
But I think what happened was, he played around so much that
it started to lose identity. And one of the things that we realized is, it’s
important. In design, it is very important that you’re able to maintain and
keep a sense of identity. And the reason is, is things will blur together. When
you start getting really technical and looking at the game, you can—you can do
a lot. You know.
One of the—the habits of designers that I have to warn them
about is, it is very easy to get clever and to do things with one mechanic that
just make it look like another mechanic. For example. During Onslaught block we
brought back cycling. And one of the things we came up—we figured out was, that
you could do cycling triggers from the hand, and that “Ooh, those cycling
triggers can be larger effects!” So you essentially could create something
where there was a smaller effect, but you could pay more to get a larger
effect. “Hey, that’s kicker!” It’s like “Look what we can do! We can make
cycling look like kicker!”
And that important part of any game—especially Magic, a game in which we are trying to
sort of constantly reinvent itself, is that if you don’t have strong
identities, you will lose yourself. That part of the restraint of designing Magic is not just doing things because
you can do them. But doing them because there’s a reason to do them. “Just
because” is not a reason to do something.
And it’s a dangerous—it’s a bright light. It attracts—it
attracts the designer. It’s like, “Oooh, something we haven’t done before!” Or
“something we have done before, but not in this way.” And I work really hard to
say to them, “Look. Things have a definition. If you break your definition…”
It’s why I’m a color pie purist, it’s why I’m very much a purist about card
types and what they mean, but anyway, I was one of the people that laid down
the law that says “Lands produce mana.”
So first downside, or however you want to think of it, is
tapping for colorless mana. That means I’m not strictly better than a basic
land because I’m not tapping for a colored mana, and that tapping for colorless
means that I have room to do extra on it. So if you think of basic lands as a
baseline, it’s like, if I make a land that taps for a colored mana, well that’s
the baseline. If I go above that, I need to have a drawback because I can’t be
better than a basic land. If I’m below that, I’m allowed to have an extra
ability without needing a drawback because there’s a little extra room.
Okay. So number one drawback, you cannot tap for colorless.
I mean, you can tap for colorless and not a colored mana. Number two drawback
you can have is you can enter the battlefield tapped. EBD--EB—ETBT. As we call
it. ETBT. Which sounds like itty-bitty. Which is cute.
So enter-the-battlefield-tapped just means that you can come
into play tapped. The reason that that is such an awesome drawback—in fact, our
favorite drawback—is it’s very simple, doesn’t take a lot of words to explain
what it does, and it happens right away and you’re done.
One of the things about Magic
in general is—and I’ll get to this later, but I’ll bring it up here in this
part, is that lands have this problem of—people tend to think of their lands as
separate from the rest of their cards. In fact, people clump their lands
together and play their other cards separate from their lands. And the reason
they do that is that lands mostly—the only function of lands is mana. So you
just sort of keep them together.
What happens is, if the lands have function beyond just
mana, it can be dangerous because it’s easy to forget they’re there. Especially
if it has a global effect or something where you have to constantly remember
it. And so we’re careful about that. The enter-the-battlefield-tapped is nice
that you get it out of the way right away. One of the things about drawbacks in
general is, one-and-done drawbacks are the best, they’re the cleanest, they
happen when you play them, you’re conscious of it when you play it, you do it,
and then done. It just does its thing. You know. An ETBT land is like “I pay up
front, my cost, and then it’s fine.”
The biggest drawback with an enter-the-battlefield-tapped
land is that it is bad for aggro
decks. For decks that want to be faster.
Because the drawback really is you get to use the mana more slowly, and for a
deck that’s trying to be fast that’s really bad. And so while those decks
are—while the drawbacks are very clean drawback design-wise, there’s a style of
cards that it doesn’t work well on, in that if you were intending the land to
be used for more aggressive means, it’s not a good drawback.
Next. Life payment. This is another pretty easy drawback.
And then there’s a couple ways to do this. The simplest one is just “You pay
some life when you play it.” You know, the lands from Ravnica block and o Ravnica block definitely, like—I mean, they have an option, you don’t have
to pay them, but if you want to have them untap, well then you pay the mana—the
two life, and they come in untapped. And that’s pretty straightforward,
it’s a life payment, you know, you change your—change your life total. It’s
very fast and simple.
Also there are cards that have a cost when played other than
life payment. Most common that is either saccing or bouncing a land, that’s
pretty flavorful and those lands sometimes can tap for multiple amounts of mana
because you’re going down a land—I’ll get to that one in a second. I’m talking
about how much mana your lands produce.
Anyway, there’s a whole bunch of land drawbacks. I mean, one
of the challenges of making lands is that there’s not a lot of clean drawbacks.
I mean, the reason we constantly go to enter-the-battlefield-tapped is, it’s
such a nice clean drawback. I mean, life payment is really only—and tap for
colorless are the other ones that are at least pretty clean.
And like I said, it’s tricky. Because you don’t want lands
to be complicated. You know. Part of the appeal of lands is that you have your Magic deck, you have your sixty cards,
or, you know, forty if you’re playing Limited, and sixty percent of your deck
basically is spells and, you know, those are complicated. There’s a lot going
on. And so forty percent, roughly, gets to be your land, and then most of the
time your land, you don’t—I mean, you have to think about it when building your
deck, and obviously you have to worry about what colors you have and stuff
sometimes. But pretty much like, I get my land, I use my land to play my
spells.
And that—we don’t want the land—the fact that the land
doesn’t have a lot of baggage on it, a lot of things you have to remember, we
consider to be a good thing. You know. We definitely could pile a lot more onto
the lands, but I feel that would do a disservice. I feel like the lands being
simple and easy is a big part of the lands. You know.
And one of the things that I love about lands, this is one
of the things that’s awesome about land, is we talk about variance of play, and
I love the fact that there are tiems when you are just begging. You are
begging. You’re—you’re calling to the gods and saying “Please, please let it be
a land!” You know. And other times you draw a land you’re like “No, not a
land—anything but a land!” The fact that this card type can go from like—you
desperately need it and you’re just wishing it to be there to times where
you’re dreading it showing up. It’s kind of awesome. That the land—land does a
very good job of creating that kind of variance. I mean, I’ve talked about this
already. But I think that’s important.
Okay. So number one is you can’t be strictly better than a
basic land. Number two is you have to be connected to land in some way—to mana
in some way. Number three. Lands cannot produce more than one mana. Now,
there’s exceptions to this, I talked about earlier that if you have a drawback
where you have to bounce or destroy other lands, sometimes we let you tap for
two mana. But that’s only when we create equity so you’re not going up in mana.
So why—why does this rule exist? Yes, yes, we broke this
rule in the past. The reason this rule exists is, mana is the—what’s the word I
want to use? It is the safety net of the game, if you will. That it’s a very
important tool to say “You know what? You can’t do too much too fast.” That we
sort of regulate how quickly you can sort of evolve as a planeswalker during
the game. And when we start letting you break that, and in the past we have
many times, it just causes problems.
And that just—one of the lessons we’ve learned time and time
again is, if you let people have mana quicker than they’re supposed to, it just
gets degenerate. And so once again, all these rules and we can break them for
proper reason, but this is the rule that says “Hey, we get burned every time we
do it, be really, really careful. Playing with fire.”
Okay, number three—that was number three. Number four. Lands
that make colored mana tend to come in cycles. And once again—I guess even
Teferi’s Isle was part of the Mega Mega Cycle. So. We do them occasionally without a cycle. But pretty much what
happens is, we like to have balance in the game. Which is, you know, we roughly
like to have as many red cards as green cards as blue card.
Now, in the last five years we’ve loosened that up a little
bit at higher rarities. You know, mythic rare doesn’t always have exact even.
And part of that is just the numbers. It’s hard to always make it even so we
sort of said “Okay, well we’ll—we’ll try to average it in the larger scope of
the game, but, you know, any one set…” But at lower rarities, at common and
uncommon, there’s the same number of everything—you know, of red cards and
green cards and such.
And the thing about lands is, usually if we have a land that
produces red, we’re like “Well,” you know, “It’s not really fair to have a land
that produces red.” And we’ll balance it out. So most of our land, when we do
them, come in cycles of five. Meaning that the lands—if it’s a single color, it
produces for all that color, and if it’s a dual color it tends to follow some
cycle, either, you know—Ravnica had a large ten-card cycle, sometimes we’ll do
five-card cycles with allies or enemies or—every once in a while we’ll do a
four-card cycle that hinges around the same one color like we did in Torment.
And there’s a couple different ways to do that. But it is true that when you’re
making lands and you’re thinking about colors, you tend to have to think about
cycles.
Next. Lands cannot do things—cannot do colored abilities
without requiring colored mana. So one of the things to remember about lands,
and artifacts too, is that they do not require colored mana to get into play.
Any land and any artifact can be played in any deck.
Now, the reason you don’t often play all lands in all decks
is a lot of times they have a function for one deck. If I tap for a red, well I
kind of want to go in a deck that needs red. I’m kind of wasting—I’m kind of a
waste if I’m in a deck that doesn’t need red. And so land—the mana part of it
tends to self-regulate.
And so one of the things we have to be careful about with
lands is, to make sure that we respect the color pie with the lands. It is very
easy with lands and artifacts to mess with the color pie. And so one of the simple
rules is, “Okay. Let’s say I want to do direct damage on a land. Fine! Require
red mana.” You know. If red mana’s in the activation cost, it’s like “Well, I
can’t use that unless I have access to red mana. If I have access to red mana
then I am fine.” And so we’ve got to be careful when making lands to make sure
that you are not—you know, you’re not exceeding the role of—of the colorless
domain.
Okay. Now rule number six. This was not in the article. Because
you get added bonus here on Drive to Work. Don’t require too much focus. Okay,
so this rule I explained a little bit earlier but I’ll go into detail. Which is
that lands by their general nature don’t have as much scrutiny. You tend to keep
them separate from the rest of your cards, you tend to clump—literally you lay
them on top of one another. And that if you make a land that requires too much
attention, it will cause problems because people’s natural nature is to not
spend a lot of time and energy on lands.
“But…” you say, “But if we just did more of that then
players would learn!” And my answer to that is—whenever I talk about how
something’s difficult, I always get the answer of “Well, players just need to
learn.” And here’s—here’s my response. A response from MaRo.
Part of what you’re doing when you’re creating a game is you’re
creating an overall experience. And that in order to understand the experience,
you have to realize that the experience is made up of smaller experiences that
create a whole.
For example, you know, if I want to go to—to Disneyland or
Disney World, they have spent a lot of time and energy figuring out lots of
different things so that your entire experience has a sort of feel to it. You
know. That the reason they’re hiding little Mickey shapes everywhere or just—they’re
doing a lot of random surprises or, you know, they make a lot of ability to
interact with kids and they do all sorts of things that—that each one by itself
is a separate unit to say “Hey, here’s this nice little thing.” And that when
you put them together it creates an overall experience. Like Disney has a feel
when you go to a Disney property.
And the same thing is true for—should be true for your game.
Which is when you come to Magic, I
want to make sure that all the things come together to create the right feel. Now,
that is both positive and negative. What I mean is, in a positive way, you want
to make sure there’s the right things there.
For example, if I’m doing a top-down set, Innistrad or
Theros, I want to make sure I’m paying attention to the details. I want to make
sure that every little nuance is playing to the top-down feel I’m trying to
get. You know. And if I make one zombie that just is a little too speedy, it
breaks the feel of zombies being a slow, plodding tribe. That I have to be very
careful.
And so where complexity really comes from is just saying “Oh,
this is okay. Oh, this is okay.” I mean, it’s kind of like—the other metaphor I’ll
use is let’s say you’re on a diet. And you’re like “Okay, I only want so many
calories.” Well that comes from looking at all the things you eat and saying, “Oh,
each time you eat. Do I want to eat these calories?” And that if your attitude
when you’re on a diet is “Oh, I’m just going to eat these few chips. They’re
just three potato chips. That’s fine. It’s not—three potato chips.” And then
later on in the day you’re like “Oh, I’m just going to have this one piece of
candy. This little tiny piece of candy.” You know.
And that if each time—like, any one of those in isolation
might be okay. Maybe on your diet you can have a couple potato chips or maybe
on your diet you can have a piece of candy. You know, if that’s your one, you
know, treat to yourself, hey, that might be okay. But if you’re doing it
constantly, then you’re undermining what you’re up to.
And the same is true for complexity. If I keep saying, “Well,
they could learn this,” “Well, they could learn that,” then what you’re doing
is you’re, you know, cheating on your… complexity diet, if you will. That you
are throwing at the players more than they—than they can handle. And part of
making sure that you can do that is holding firm and saying, “This is complicated.”
And another part of keeping the game simple, like I said.
Lands are a big part of keeping the game simple. You know. When you draw a
land, especially, you know, a basic land, it’s like “Okay. I’ve got a land, I know
what it is, I can play it, I can not play it, but I know what it is.” Not a lot
of mental energy here. Once I’ve grokked the concept of land, and you need to
understand that pretty early to play Magic.
And so we do try to keep lands from having too much
complexity on them. That lands are not the place to put lots of complexity.
Now, that doesn’t mean we never have a complex land, it doesn’t mean that, you
know—but as a general rule of thumb, and that’s kind of what today is, is
talking about lands and saying “How do we treat lands?” Because lands are—lands
serve such an important function in the game that the mana system’s very
important, that we don’t want to put too much weight on them. You know. That’s another
important thing in your—game design tip for the game designers out there, which
is you have to weight your design such that you evenly distribute the elements
that are necessary.
What that means is, let’s take complexity. Complexity is
easier if you spread it out so that everything—now, once again you’ve got to be
careful not to make too much complexity because it will make it too hard, but
when you’re doing complexity you want to be very careful to make sure that you’re—you’re
weighting things so that the—like, you don’t want one element in your game to
handle too much and—for example, the cards are doing a lot with the mana
system. I’d rather not use those to also convey other complexity. I’d rather
that be simple, that you get land and land does what it needs to do. And that
when you’re designing something, it is possible to put too much stress on any
one system.
Now, as I—I do like when games kind of double-function—when game
systems have double functions, and that instead of having ten things you could
have five. Some of that is good. But you also want to be careful not to say “Oh,
okay, I have ten things, and of the ten things I have to do, one element of the
game system is holding up eight of them.” That’s problematic. You want to sort
of spread the wealth of how different elements of your game are helping you.
And then if you put too much stress on any one piece, you will blow out that
piece and cause problems.
The other thing, by the way, for—and this is important too.
Is that players will grok rules to components, and that if—if each component is
one rule to them—video games do this, by the way. In which I’m going to teach
you how to do something. And give you the basic thing. And they keep adding one
element. And that one element does one thing, and the players one for one can
say, “Oh, oh, I see, the spring’s in the
game. Well, the spring lets you do blah-blah-blah.” You know. And that having
the ability to sort of grok the game, because each component is tied to one
idea, is very important.
And that’s another thing when I’m talking about card types.
Each of the card types is trying to convey a certain thing. You know. And that
land is about mana. Land’s about getting your mana. And I’m not saying you can’t
add a little extra bonus to that, it can do a few other things. But you want to
be careful.
And, by the way, you want to have your functioning lands at
higher rarities. I don’t like common lands doing all that much. I much prefer
if I’m going to do that, to push it more up to uncommon. And if I have
something that’s a little more complex than that, I will push it up to rare. Or
mythic rare. Although we don’t do a lot of mythic rare lands. You have to be
pretty special to be a mythic rare land. Because the need to keep it kind of
simple and the need for the—mythic rare likes to be a little splashier, and so
it’s kind of hard to do simple and splashy lands. I mean, it’s possible, but it’s
tough.
So what else (???) about lands? Oh, here’s another thing
that people always ask about, which is rarity of lands. And this is a—let’s
call a sticky wicket. Because lands serve so many different functions. For
example, lands are the backbone of the mana system. That’s true. But lands have
also become a big attraction to sets. Meaning when we put in a—a good cycle of
lands, it just draws attention to the set. It makes people happy to buy
boosters of a set.
And one of the challenges is, and like I said—we have compel—competing
needs on some level. One side is the—kind of the design side of just “make the
game as easy to play as possible, give everybody all the resources they need
and make that happen.” The other side is there’s just business concerns of, you
know, “Look, if we want to keep making Magic,
we have to sell Magic. And we want people
invested in buying packs.”
And that, you know, part of—like one of the things I explain
all the time is, I have resources as a game designer that are almost insanely
unheard of. You know, right now, I will do predesign for a year, then I will do
design for a year, and then there’s another year in which Development’s working
but I—I get to peek in and make notes, you know, and give further feedback. So
that means almost three years I get to work on something. Three—for those—those
that aren’t game designers out there, especially in the non-video-game world,
nothing—three years—three years—it’s
insane.
And the reason that I’m—I have the ability and I have a team
of—I have a team of designers. Right
now I’ve got six designers working on Magic.
And the reason I have these resources is because of the financial—the fact that
the game is able to make the money it is and that it, you know, that because it
sells so well it allows us resources, and because we have resources we are
allowed to make the game as good as it is.
And that if Magic
sold a quarter of what it sold now, look, it would—the game would—it would
reflect in the game, because I would just have less resources to work on the
game. I might have less time. I for sure would have less people. You know. And
that—the reason lands sometimes are sitting at rare is because, I’ll be honest,
sometimes it’s important to be able to sell—to get people excited for sets and
sell sets.
And there’s a balance. That’s why we always try to make sure
in a set that requires certain land restrictions, that we’ll have common lands
or uncommon lands. It’s a reason why we’ve worked very hard not to put utility
lands at mythic. I mean, every once in a while we’ll do a splashy land at
mythic. But, you know, you’re not seeing dual lands at mythic.
So, I mean, it’s a balance. Like I said, it’s—it is tough,
that one of the hard parts about making Magic,
or making any game but I’ll talk about Magic,
is that there’s lots of different forces at hand doing a lot of different
things, and that, you know, I have to make sure the game plays as well as it
can play and that the game sells as
well as it can sell. And that both of those things are important. And that if I
neglect either one of those things, it causes problems and so my job is to find
a way to make them both true.
So anyway, I have come—I’m here at work. And so I had fun
today talking about land. Like I said, land is a—is tricky, because it is so
important in so many different ways. But there’s so much subtleties and things
you have to worry about it.
No comments:
Post a Comment