All podcast content by Mark Rosewater
Okay, so I’m pulling out of my driveway! We all know what
that means. It’s time for another Drive to Work.
Okay. So last week, I started talking about the design of
Champions of Kamigawa. But I didn’t finish. So this week I will continue.
So when last we left, our intrepid design team had—was
working on bringing to life a world inspired by Japanese flavor. And last week
I talked about how they had come up with soulshift and bushido. But they really
were trying to find an identity for the set. And when it got handed over to
development—so as I mentioned last week, although I’m credited in the designs,
I was not on the design team. I just came up with the splice mechanic, which
I’ll get to today. And was given credit on the design team.
I was actually, though, on the development team. So the
development team was run by Randy Buehler, and it was a very interesting
development team because the set when it came in was in a rough place. As I
explained last week, the set decided to try to do something interesting. It
started by making all the creative first. And then it went to build the design
around the creative.
But the problem, as I explained last week, is design is just
a lot more flexible—I’m sorry. Creative—the flavor is a lot more flexible than
mechanics. You know, mechanics just don’t have the—the nuance that you can get
with flavor. And so what happened was, a lot of the design got a little
ham-fisted—it’s like “Oh, there’s samurais, okay, there’s a samurai mechanic.
Okay, there’s spirits. There’s a spirit mechanic.”
And everything sort of—because one of the things now. One of
the things that I try to do in modern sort of design is that I feel the play of
the game is part of the flavor. That one of the things I was very happy in
Innistrad was, Innistrad was about recreating a sense of—of—of Gothic horror,
and emotionally I wanted a feel of dread. That I wanted you to be scared. I
wanted you to have moments where you were worried about things.
And so the design of the set definitely—like for example, the
werewolf mechanic is a perfect example, where I put this thing out. You know
this thing—if it ever flips it’s going to be really problematic for you.
And—but you don’t know when it’s gonna flip. So there’s this suspense. Right?
The mechanic built into it made you kind of worry about it. Because you knew
something bad was going to happen, but you didn’t quite know when. And so you
were fighting to stop it but you didn’t quite know when it was going to happen.
And there’s a lot of other things we did. But we—we were trying to create a
feel.
The problem here was that it is hard to create the feel. The
way we now do sort of top-down is we—we gather a bunch of the flavor and a
bunch of the mechanics and keep sort of going back and forth to try to make it
right. We don’t lock ourselves into one thing in flavor and go “Well, find
whatever mechanics you can.” No, it’s like “Okay, we’ve got to figure out how best
to represent it.”
And what was going on there was like “Well, we have samurai.
How do you represent samurai? They’re good fighters. Okay, give me a fight
mechanic.” But did the samurai—did the play of the samurai feel like samurai? I
mean, they felt like good fighters, but one of the big things of samurai is a
sense of honor, and I mean—there’s a lot that goes to samurai besides just
“they fight.”
And it kind of got boiled down to the simplest version so
they could make a mechanic for it. And I think one of the things that Kamigawa
had is, a lot of the sense you get—I mean, one of the things that’s nice about
hitting a real culture is there are feelings and senses that culture will bring
up. And I don’t think this set did it.
I mean now, to Brian Tinsman’s defense, he did try to do
some stuff to have some of that feel, but it didn’t match the flavor they were
going for. And the flavor they did go for was something that, while very
accurately Japanese, was a little more foreign to the—to most of the audience.
Okay, so the set came to development—it really had some
identity problems. In fact—I mean, one of the—I was a thorn in Randy’s side.
Because one of—one of my messages was, the set didn’t know what it was. You
know. And Randy would say “Oh,” you know, “It’s the Japanese set.”
And I’d go “No, Randy, Randy, that’s—that’s…” but it didn’t…
it didn’t have a real sense of what it was trying to do. Especially
mechanically. You know, mechanically is like “Oh, this matters, and that
matters, and this matters.” And like, yeah, all those things tie into—but
what’s the feel? And what’s the—what are we trying to do? And so we went back
and forth on that. On what exactly is the feel of the set.
So (long pause) sorry, must keep drinking if I want to talk
consistently.
So first of all, we knew we were missing some mechanics. And
second of all, we were missing a larger, greater feel. And I kept bringing it
up. I kept saying to Randy, “Randy, we have to commit to something. What is
this set about?” And we kept jumping around what the set was about. The set had
a lot going on.
I mean, you were introduced to this world, and the world got
in a fight with the spirit world, and there was this war between them, and, you
know, there were—there were a lot of—of characters—it was definitely something that
had a lot going on.
Was—we had done stuff like buyback and kicker, where the
spell came with an extra bonus. Like, “Oh, if you spend extra mana, you can get
this additional ability.” And the idea that I had is, I liked that. I said,
“Well, what if we disconnect that from the spell, meaning instead of that bonus
being on the spell you’re playing, that bonus sits in your graveyard—or in your
hand, and you can use it on whatever you want?”
I think my original version, by the way, actually had a
flashback feel to it, which was it allowed you to reuse things I think
originally from the graveyard. And then we decided that it was easier to have
it in your hand. And so the idea was—this is where splice came from—is, well,
we had a spell, and you could splice that spell onto other spells.
Now, we ended up making Arcane, which is a subset of spells
that was unique to this set. And I think—I think Arcane was just on instants
and sorceries. Later on in the design, kind of too late—sorry, in the
development, kind of too late to actually test properly, we came up with the
idea of splice onto instant or splice onto sorcery. Because one of the problems
with splice onto Arcane is, talk about parasitic. Like, “I can splice onto this
subset of spells. This subset of spells exists solely in this set.”
Now, I was happy with splice for Limited, because I think it
actually played very interestingly, and I think—I think splice did a lot of fun
things for—for Kamigawa Limited. And for what it’s worth, by the way, for as
much as I might rag a little bit on Kamigawa’s—I mean, I think the design had
some issues, I do think the actual Limited play was actually very good. I mean,
especially—especially for its day, it was pretty good.
There were some problems, and I’ll get to some of the
problems. But I think where the set shone the most is in Limited. The reason
is, one of the set’s problems is how parasitic it was. Once again, parasitic
means it relied on other cards only in this set. But in Limited, it didn’t
matter. You’re parasitic, well, all the cards you’re playing with from the set.
So that stuff didn’t matter.
In Constructed, and casual formats, it did matter, because
like “Oh, well, I want to play splice. Well, I have to make a deck of nothing
but this set.” And one of the problems we had—we’ve had for a long time is what
we call the “Block Monster Problem.” So one of the things we used to do is—I
mean, we still do this, but we used to—every year has a different theme to it.
And what we used to do is we would starve the theme right
before it. So if we’re going to do gold cards, no gold cards would show up for
a set or two before it. You know, if we’re going to do artifacts, no artifacts
show up for a set or two—you know, we would starve whatever it is we were going
to do.
And what we ended up doing with that, the big flaw in that
plan was you ended up with sets in which, well, “The set before me had nothing,
to do add, and the set…” you know, so like you—the set would become so strong
and just have its own block that it would become a monster. We called it block
monster.
And A. it would cause problems in block constructed format,
but also it—Standard you want the—you know, the reason to have two—two years is
to have those two years mixed together. And our themes were so strong and
pulling away, that we weren’t making it easy for things to go together.
Now, we do it a lot differently. Now we’re very conscious of
what’s coming, and in fact we try to make sure there’s some overlap that, “Oh,
well there’s some things from year one that year two will want, and that—you
know, it will create some synergy between them. And then year two and three
have something different that matters, so year two has something else that year
one doesn’t care about, but year three will care about.” And that’s how you
keep Standard fresh is make sure that the blocks sitting next to each other
have some synergy with each other.
Okay, so we made splice. I had pitched it at Randy, Randy
liked it and put it in the file. We ended up making Arcane. We also—we also
pushed what we called “spiritcraft.” The original design had some of this, but
we—we way notched it up, which is kind of “spirit matters.” So we had a lot
more cards that rotated around spirits.
I mean, obviously the design team had turned in soulshift,
which very much cared about spirits. But we--we made more of like, enters to
play and counts spirits and things that did--while in play count spirits—we
just—we called it spiritcraft. I mean, that wasn’t its actual name.
So what happens sometimes is, the set has—I mean, the
mechanic has a name. And it says so on the card. So that’s a keyword mechanic.
Sometimes, we put a name with it, but it’s not—it’s not a keyword, and we call
that an ability word. Also, sometimes we have an ability action, which is like
a verb that’s a keyword but it’s a verb rather than a noun. And that’s—it’s
used in sentences. Like transform from Innistrad was a—was an action word, if
you—not an action word, an ability word. But sometimes we have nicknames for
things. We don’t officially call them that, but we like—in all our writing
we’ll refer to it. So we called that spiritcraft.
Okay, next. The flip cards. And by flip cards, I do mean
flip cards, which is funny, because people thought the double-faced Innistrad
cards—they sometimes call them flip cards. And I say, “Oh, not exactly, those
aren’t flip cards. These are flip cards.” So what flip cards are, are cards
that come into play, one side up, and then if you do a certain condition, you
flip them upside down, and then they’re a different card.
So where flip things came about—so I did a card in Unglued
2, the set that never got released, called “Heads Up/Tailspin.” And the way the
card worked was, there was at tiny sliver piece of art, rather than, you
know—half the size of a normal piece of art. Then a text box, then on the other
side, there was another sliver of art.
And so the text box was split in half, so if you had the
card up one way it was called Heads Up. And then it was a positive thing for
your creatures. And then the other way was called Tailspin, and if you flipped
the card upside down, then that art was face up and that rules text was
face-up. And then you flip a coin every turn and you either get Heads Up or
Tailspin was the idea. I mean, the real innovation of the card was the idea
that it was two cards and you went back and forth between the states.
So what we did here was, a couple things that were
different. One, we talked to the art director, who at the time was I believe Jeremy
Cranford. And Jeremy liked the idea of instead of having two unique pieces of
art, because he thought it was just hard to have such a small piece of art, he
suggested having one piece of art but in which you have two images that when
you flip it up, one—you know, one image pulls your focus one way, one image
will pull your focus the other way. That they were sort of two pictures melded
together, but the artist would know that they were being one giant picture.
That had some success. One of the things when we ended up
going to double-faced cards in Innistrad was, having two clear distinctly
different pictures I think proved—made it a lot easier to sort of get the
difference between the things. Flip cards also were very limited in the amount
of space you had to write the words. Just because you had half the text box.
I know Richard was also involved in making these cards.
Richard, I don’t think wasn’t on the design team—development team, but he was
somebody who was around, and we would talk to, and I think some of the
execution of flip cards Richard came up with. I think Richard was the one that
said, “Look, they start in one state and they go to the second state and then
they never come back. That way it’s clear…” because Heads Up and Tailspin, it
went back and forth.
And the problem with going back and forth was, we were
afraid—especially when the card is, you know, like for example, flip cards also
had the problem that when you tapped them, which orientation were they? Which
one were they? Like, it just became hard to remember which was which. But
Richard’s thing was, if they go back and forth it’s even harder to remember. If
they just go one way, well you have to remember whether it switched or not. You
know, if it did, then you know that it’s one thing. And that would help.
The other big theme that development brought into it was we
knew that we’d wanted to play up legendary characters a little more. And so the
development team definitely played that up some. But in—in—I’m sorry, design
team. But in development, one of the things I kept saying to Randy is “What’s
the set about?” And Randy would say, “Well, it’s a war.” And I go, “If it’s a war,
then we should play up the two sides of the war. And, you know, have each side
represented, and have probably a mechanical identity for each side.”
And so Randy said “Well, maybe it’s not about a war. Maybe
it’s about the legendary characters.” And I said “Okay, well if it’s about
legendary characters, then you have to have a lot of legendary characters.” And
that’s when I pitched the idea of all the rare creatures being legendary
creatures. As well as a bunch of uncommon creatures being legendary creatures.
I was like, “Well, if you’re going to do it, if it’s going to be your theme,
you—you kind of have to really make it your theme.”
So one of my famous things that I’ve always said, in fact it
came from this—I learned my—this lesson from this very set, which is, one of my
themes—one of my—one of my truisms about design is, about Magic design, is “If your theme isn’t at common, it’s not your
theme.”
And what I learned from this set was, that it’s—it’s fine
and dandy to say, “Here’s my theme.” But if you don’t play the set, and get the
theme in the vast, vast majority of the games you play, then it isn’t your
theme. You know, like we did this legendary theme, but you could open up ten
packs and never see a legend. You know. I mean, five packs and never see a
legend. I guess all the rare creatures. So eventually you’ll see one.
But it—and even if you opened up ten packs and you saw one
or two legends, you know, let’s say you open up ten packs and got a couple rare
legends. Well, fine! Maybe you happened to get a couple rare legends. It’s hard
to communicate all the rare creatures are legends. It’s really, really hard to
communicate. In fact, it’s—it pretty much is impossible to communicate in a
booster pack. And so we kind of set ourselves up to do something that wasn’t
going to be noticeable in the way it needed to be noticed. I mean, we talked
about it…
The other big mistake we made is legends are something that
are special. You know, legends are something that people really like. The
reason we wanted to use them was they were something that was, you know,
something that people loved. Which is interesting, because the legendary
mechanic mostly—I mean, Commander didn’t exist yet. At the time, it was mostly
just a drawback. It just said you couldn’t play with all of them.
Now, yeah, development got it given a little tiny bit of
boost. Not as much as people think. But people thought of legends as being
cool. And the problem with doing all your rare creatures being legends is, all
of them can’t be cool. Some of them have to suck. It’s the nature of the beast
that, you know, yeah, you have some good cards, you have some bad cards. And we
guaranteed that we’d make some really bad legends. Yeah, we made some really
good legends, but we made some really bad legends. And that kind of undercut
the whole idea in general of “legends are cool.”
And that’s another big lesson there is A. If your theme’s
not at common it’s not your theme, and B. Be careful, you know, things people
love is a resource. Use it accordingly. You know. Don’t waste it. If people
really love something, you have to dole it out and be careful. Because if you
don’t, then you make the thing less valuable to people.
And an important—really important part of trading card game
design is, you only have so many resources. You know, you have to use them
carefully. You can’t sort of waste them, because every time you waste one,
you’re just down on resources. And then you have to go find more resources, and
there’s things to find in Magic, but
it’s not an endless supply. You know. We have to manage our resources—a lot of
doing Magic correctly is reusing the
resources.
So when legends—so when Legends, the set Legends came out,
they introduced a creature type called legends. So literally, in Legends, there
were Creature—Legends. Now, they all had to be gold cards, and interestingly,
Legends was the first set with gold cards and the first set with legendary
creatures, and all the legendary creatures were gold cards, and all the gold
cards were legendary creatures. Pretty splashy, actually.
And so the rule in the beginning was, you may only have one
creature—only one creature can be in play at a time. And so what happened was,
let’s say you and I were playing the same legend. Oh, and early on, by the way,
legends were on the restricted list. Every single legend was on the restricted
list. Meaning you could only play with one of them in your deck.
And so the original rule was, once a legend’s in play no
other version can be played. So if I happened to get a legend in play, then
you’re stuck. That’s it. Your legend’s dead. He can do nothing. And it made
legendary very—it made very bad gameplay. And so we were very shy about pushing
legends because the gameplay was bad.
But that’s kind of silly. Like—so we decided that—I mean, we
eventually got rid of it being on the restricted list. You could have as many
legends as you want. And to make better gameplay, we came up with the idea of
just reversing how it worked. Because for a long time what happened was,
legends worked one way, and world enchantments that had a similar flavor.
And we realized that that was more dynamic play, because it
said, “If I had an enchant world in my hand, I can cast it.” You know. And it
became a vulnerability for the previous enchant world, but allowed you to play
them. Where legends, if I had a legend in my hand and you already had one in
play, it was just a dead card.
So we decided we were going to change our legends so that
instead of the second legend just not being able to come into play, it would
come into play and then destroy the first one. So the reason your Tolarian
Academy became good with your opponent’s Tolarian Academy was you could use
yours to destroy theirs. And that proved to be—we thought better gameplay, so
we made that change. And obviously, you know, come Magic 2014, we’d make another change to the legendary rule. But we’ll
get there later. Not really today’s issue.
So one of the things we did was okay, so we—legendary—well
first off, we—this set—or maybe right before, maybe in the—maybe the—I’m not
sure whether it changed with this set or the core set right before? I guess
maybe it must have changed for this set. We did a couple of things.
So “legend” was no longer a creature type. We got rid of the
“legend” creature type and we moved it to “legendary.” So we made it a
supertype. Which made a lot more sense, because we wanted to have legendary
things. We wanted to be able to have legendary artifacts, legendary—you know,
we wanted to be able to have other legendary things.
And the other thing we did is because legend—legends—there
were two creature types that carried rules baggage on them. One was legends,
because it had the legendary rule. And the other was wall. Because at the time,
if you had “wall” on you, if your creature type was wall, you automatically
couldn’t attack.
So what we did with Kamigawa was, we changed it so that
defender became an ability. We retroactively gave all walls defender, and
promised that all walls would have defender, but said that walls no longer carried
any baggage.
So… anyway, that would—it’s funny, because the previous
year—a couple years before, we had done a card called Mistform Ultimus.
Which had all the creature types, and then it had to have the card text that it
could attack as though it wasn’t a wall. Because we thought it was cooler to
have all of them rather than all but wall. And so we sort of said it has it
all, and then it said “Well, but ignore the wall rules.” And then when this
changed we just take that off in Oracle. It just—it had all the creature types.
Okay. So those were the key changes that we made. And like I
said, a lot of—we spent a lot of time in development working on Limited, trying
to give the set an identity. Oh—something else I want to talk about, which I
think was one of the failings of the set, and it had to do with the names. I
admire what Brandon was up to—Brandon Bozzi, who did the names and flavor text,
in that he was trying hard to give the names a real strong feel. And I think he
did do that.
I think that—I think the plus on the names and flavor text
was they did have a Japanese feel. The downside was that one of the points of names
and flavor text is as handholds for recognition. You know. That a card has a
lot going on, but if you can anchor all the idea of the card in a singular
name, that people can share, then you have a concept people can talk about.
And names do a lot of important work. They—names not only
help you remember a card once you know it, but they also help you figure out
what a card is. That you don’t really think about this, but names sound
different. And one of the problems with Champions of Kamigawa was, for the
first time, we really didn’t do that.
That the names had enough of a foreign-ness that, you know—I
mean the classic example is Counsel of the Soratami. Okay? Because we actually
had this in the core set for a while and it caused a little bit of problems.
Which is “What card type is Counsel of the Soratami?” You know.
And what we found was, well it depended on how you spelled
the word “counsel” (council)? You know, like it didn’t—like obviously, if you
understood that well, you know, c-o-u-n-c-i-l is a group of people and
c-o-u-n-s-e-l is advice given by somebody, you know, but the problem is you
would hear the name and go “Council of the Soratami,” and you’re like, “Oh,
well I guess the Soratami got together?” And like “Oh, no no no, it’s the
advice of the (???)tami, who are telling you “Hey, you get two cards.” You know.
And that—the set literally—I didn’t do this, but if I just
started calling off names, you know—especially lesser-known cards, cards that
didn’t end up being in Constructed, and said “Okay, name this card type,”
Kamigawa would do the worst of any set I can remember, of you being able to identify
the card type. You know.
Usually, for example, you know, instants are verbs. Like you
see a verb, you go, “That’s an instant.” Sorceries and instants are verbs, and
enchantments are nouns, and artifacts are things, and one of the problems of Champions
of Kamigawa was it was trying to be, you know, you know, “It Who Suffers.”
Well, It Who Suffers. Well okay, it suffers, oh, does that mean—I’m making
names up, by the way, that wasn’t actually a card. But it’s the kind of thing
where like, “Oh, It Who Suffers, well, okay, I guess it’s a creature, because only
creatures suffer,” but then it’s like “Oh no, it’s an artifact that—it suffers,
you know, thematically.
The set had a lot of stuff like that, where like, you just—you
couldn’t—and one of the things you’ll notice is, as evidence of what I’m trying
to explain is, people were famously bad at remembering the names of the cards
from—from Champions of Kamigawa. That just like, “Oh, what’s that name again?
What’s that name” Because it didn’t have the handholds to remember.
And that—by the way, real quickly, I did a whole podcast
with Matt Cavotta about—oh, no, I haven’t done names yet. We did one about flavor
text. But Matt and I will do one about names. One of our future carpools.
But one of the things about names—you’ll get a little
preview of what you’ll hear us talk about. Is that names have all this
function, and that a lot of what goes on in the creative on the surface looks
like you’re just trying to make things look pretty, if you will. But there’s a
lot of functionality. A lot of the rules of the name and the art are helping people
shortcut and identify what it is they’re using.
And when you start muddying that up, you start realizing that
“Wow, it’s hard remember—there’s a lot of cards to remember.” And that without
all the little sort of mnemonics of the creative to help you, it becomes very
hard. And this is a set I think where Creative—especially in the names, sort of
fell down a little bit in that role.
Okay, so I am almost to work. So this is going to be at
least a three-parter, because I have a whole bunch of cards I want to talk
about. But—so here’s what I’m going to do, since I have a few minutes until I
get to work. I’m going to start by talking about a few of the cards as a little
lead-in to next week. So as a little—a little taste. To make you come back.
So it turns out, for those that don’t understand how Magic cards are made, I’m not going to
go into great detail, but basically there’s a large sheet. We print a large
sheet because that’s how you print things. And then we chop them up into cards.
And so the way it normally works is each rarity has a sheet that’s its own
sheet. The common sheet and an uncommon sheet and a rare sheet.
And the one thing at the time that I didn’t really
appreciate was, “Well how exactly do you get two pieces of—two images on a rare
card?” And the problem was, in order to do that, you had to have a separate
sheet with a separate picture. So unbeknownst to me, who just on a whim—like on
a whim, said, “Oh, wouldn’t it be cool if they’re brothers and they’re twins,
you could have two of them, and there’s two pieces of art?” We ended up doing
two different rare sheets solely for this one thing. Which obviously I had no
idea.
And it cost us a lot of money. I didn’t realize this until
much, much later, that my random idea that I thought was just cool—and maybe it
was cool, but it was—it—it was one of the—might be the most expensive idea I’ve
had as far as “Here’s a card idea, let’s execute that.” Because it ended up being
quite costly.
And the problem at the time was, I mean we’re much better
now is, I had a great idea but I had no idea how the printing worked. Printing
said, “Okay, I guess that’s what they need,” and never questioned what we were
doing. And, you know, Printing never said “Really? You want to do it for that?”
Like, “Okay, you want to do it.”
And like I said, I think the general flavor was cool. I
mean, we had a legendary theme, so we definitely were playing around with the
idea that we wanted to goof with legends and do different things with legends
than we’d done before. And as I go through the cards next week you’ll see,
there’s a bunch of different legendary things that we were doing.
Anyway, that was just a teaser. A teaser of the kind of
stories you will learn next week! Because I’m here at work, and I must go do—do
my thing. But I wanted to just give a little teaser of next week is going to be
about the cards, one of the things I’ve been trying to do in my design podcast
is at least spend one podcast talking about actual card stories. And I felt
like there were some fun stories to tell. The Brothers Yamaki—(???) one of
them! But next week, I will tell you I have many more I have a whole sheet worth,
maybe—maybe more than one podcast. I’m not sure. At least one podcast.
So make sure to join me next week, you’ll hear about some
Champions of Kamigawa cards, and anyway, it was fun talking today, but you know
what, guys? It’s time to go and make the Magic.
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