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 it’s time to talk Magic design. So today is another set design. I’m going to talk about
Champions of Kamigawa, with—Theros should have come out not too long ago, or
should be coming out soon. I’m never good at predicting the future when I
record these. But anyway, Theros is coming out or has come out around now.
So I thought it might be fun to talk about the first block
that was a top down design. One that didn’t go quite as well as either
Innistrad or Theros. But important learning lesson. We learned a lot from it.
So I’m going to talk about sort of how it got put together, some of the lessons
we learned, and I’m just going to talk about Champions of Kamigawa design.
Okay, I always like to talk by mentioning the design team.
So this is interesting. I looked this one up. So here’s who’s listed on the
design team. So the lead designer was Brian Tinsman, I know that one. Also on
the team was Brandon Bozzi, Elaine Chase, Brady Dommermuth, Mike Elliot, Bill
Rose, and myself.
But I know I wasn’t on the design team. So I think what
happened was, I designed the splice mechanic, splice onto Arcane in the set,
which I will get to in a bit. So I was given credit for design even though I
wasn’t on the design team. So it is possible a few of these people weren’t on
the design team.
I mean, I know stories about the design, so a lot of these
people were—well, I’ll assume everybody that’s not me was on the design team.
We’re going to talk about these people for a second, just because one of the
things—like I said. I like—I feel it’s one of my jobs as the historian is to
tell you about who designed the game. And developed the game, although I lean
toward the design side obviously.
So Brian Tinsman I’ve talked about plenty. He was lead
designer. This was his first large set lead design. He kind of—his first set he
did was kind of Judgment, although it was more like Bill did Judgment and he
was like the right-hand man. But he ended up getting credit for leading it even
though Bill did a lot of the structure beforehand.
And then… was this his first? No, Scourge… Scourge would
have been his first lead design all on his own without, you know, aid of Bill. And
then this might have been after Scourge. I think so. He would later go on to do
Saviors of Kamigawa, which would be after Champions of Kamigawa, and he would
do, you know, Time Spiral and Rise of the Eldrazi and a few other things. Okay.
But (???) Brian… you know, I’ve talked plenty about Brian.
Brandon Bozzi. So Brandon was a member of the Creative team
who for a while was in charge of names and flavor text. And in fact, he was in
charge of—for Champions of Kamigawa, names and flavor text. So I’m going to
get—when I get into the story of how Champions of Kamigawa came to be, the fact
that there’s two different creative team members on the design team will become
very important as you come to understand how Champions came to be. But Brandon
was on the creative team and, like I said, he was in charge of names and flavor
texts for Champions.
Elaine Chase. Elaine is a very interesting story. If you’ve
ever seen the New York—the Pro Tour New York One video—so we made a video that
went along with the Pro Tour, the very first Pro Tour New York. One of these
days I’ll do a podcast on it because it is a crazy story. But anyway, in the
video, I am interviewing people in line. I’m in the video, interviewing people
in line.
One of the people that I’m interviewing is this woman, named
Elaine Chase. Who would later go on to be a Magic—you know, she came in through the OP department, doing
events, she was a judge. And then she came in and she worked there for a while.
Then she came over to R&D and worked in R&D for a while and did a
couple Magic sets. And now she is
the—the main Brand Manager for Magic.
The head Brand Manager for Magic. So
Elaine has a circuitous path. But anyway, she’s still very much involved in the
game and has a huge impact on the game.
Next is Brady Dommermuth. Brady for a long time was the
Creative Director in charge of the creative team. And this time he was in
charge of worldbuilding. He wasn’t yet in charge of the creative team. But he
was in charge of worldbuilding. And so he’s in charge of building the world. As
you will see—Bill gave him a giant challenge, which he had to step up for.
Mike Elliott, I’ve talked plenty about Mike Elliott. One of
the most prolific designers on Magic.
And Bill Rose. I’ve talked quite a bit about Bill Rose. So I think that most of
these names we’ve talked about. Okay, but let’s get to Bill. Because Bill—the
impetus of Champions of Kamigawa actually lies at the feet of Mr. Bill Rose.
So Bill’s currently the vice president of R&D. He and I
started about two weeks apart from each other. And like I said, he and I have
taken different paths. He is very much—he went the management track and worked
his way up, obviously becoming vice president. I wanted to be creative and make—and
do designs, so I ended up path to Head Designer.
But it’s interesting because like I said, Bill and I started
very, very close to each other, and we’ve definitely taken slightly different
paths. Although we work together quite a bit. But it’s funny like when I deal
with Bill in that I’ve—you know, Bill and I have worked together for eighteen
years. So it is a very long and
historied relationship.
Okay. So what happened was, Bill came up with this idea of—the
way Magic was made at the time was
we would come up with some mechanics. You know. So this is Champions of
Kamigawa, so at this point we’re in the third age of design. Where we’re doing
thematic design.
So Invasion was the first in this age, and it was like “Oh,
we’re going to do multicolor design.” And then Odyssey was like “Oh, we’re
going to do graveyard design.” And then Onslaught was like “Oh, we’re going to
do tribal design.” You know, each—each set had a real thematic theme that drew
through it. And, you know, Mirrodin was obviously artifacts.
So Bill said, “You know what? Instead of having a mechanical
theme, what if we had a flavor theme? What if we picked something that was
super flavorful, and did that first? And then did the mechanics?” And so Bill
came up with the idea of—I think Bill started with “Let’s start with the—let’s
do top-down design. Let’s start with the flavor, and then we’ll build it in.”
So it’s interesting historically if you look at Magic, Alpha had some top-down
qualities to it in that, you know, Richard was definitely starting from “How do
I make this? How do I make that?” But the set as a whole was very patchwork in
that it pulled from lots of different sources.
Okay. So, the very first expansion, which Richard had to do
very quickly, was Arabian Nights. Well, that was the first true top-down
design. It was capturing the flavor of Arabian Nights. And then Antiquities
came along, that was mechanical, that was doing an artifact thing. Legends had
a top-down flavor in the sense that they were trying to capture role-playing.
But it was not—it was not doing a cultural thing as much as saying “Oh, we
role-play, here’s our characters, let’s see if we can turn our role-playing
campaign into a set.”
Now, The Dark definitely had some sense of tone. The Dark
was the first set all about building around—they wanted to show the fact that
all the colors had a dark side. Then there was Fallen Empires, and Fallen
Empires definitely had the conflict theme to it. About these five factions that
were warring. And then—we started getting into more mechanical design, but
Homelands I guess is the one other really, like, they got the flavor first. And
then kind of made cards to match the flavor.
And then after Homelands, Magic got a lot more mechanical. I guess Mirage and Ice Age had
some stories built into them, especially Mirage, but from there on out, Magic had become much more mechanical. The—you
started from a mechanical place and built on top of it. And Bill was like “You
know what? We should be able to start from a place of flavor and build on top
of it.”
And so Bill’s idea was, “What we’re going to do, is we’re
going to get a world and we’re going to flesh out that world. Before we do any
design, we are going to flesh out our world and know our world, and we’re going
to start design knowing that we have this world.”
Now, I’m trying to remember why Japanese. I think Bill had a
short list of different—of different cultures he thought we could do. And the
big issue for Bill was, he wanted to pick something that he felt was deep
enough that there was a lot of space for us to do things, but that the—the public
would have some sense of what it was. You know.
So okay. So. He had a short list—I don’t even remember all
the short list. I know—I know Egyptian was on his short list. It’s possible
Greek and Roman was on the short list? Interestingly enough. Although I—the reason
we had (???) At some point I’ll talk about Theros, but I know when we first
considered Greek and Roman, our concern was Magic has a lot of Greek and Roman in it. A lot of what Richard did
was based on Greek mythology. But anyway, I think he looked at it all and
decided the most potential was Japanese.
So Brady—Brady Dommermuth was in charge of world-building.
And Brady the year before had done Mirrodin. I think Mirrodin had been his
first world he had built. And Mirrodin was this very rich, cool world. So he
set out to discover how to do that. Now it turns out that Brady is a big fan of
anime, and a lot of—I think he—he might even be a little bit into manga,
although more anime than manga. I know he liked Miyazaki. I mean, he—I know that
he definitely had—and also a lot of—I know he watched a lot of Japanese films,
and so he did a lot of research.
I mean, one of the things people don’t realize is, when we
decide to go somewhere, the creative team usually picks some inspiration. Even
if—even if the world, by the way, isn’t as top-down as this, they still pick a
real-world place to at least have some inspiration from. Like, you know,
Ravnica they went to Eastern Europe. You know. Just to get a sense and a
quality that—you know—that—to give the—to ground each set in something, they’ll
bring some real-world thing.
Now, the more top-down it is, the more resonant they try to
bring it out. And so Brady was very gung-ho. Now, once again, I say this every time
I talk about top-down. The goal wasn’t to make just Japanese set. It was to
make a Magic world inspired by
Japanese set.
And there were a whole bunch of goals at the time. I know
Brady also, in trying to put together the story, ended up having a white pro—a white
antagonist and a black protagonist, something Brady had always wanted to try.
But anyway, Brady slowly put together this world. And I think he built it a lot
on Shinto. I don’t—I have not talked to Brady about this. Or—it was a long time
ago. But the—he got the essence of the idea of a war. A war between the spirit
world and the human world.
Because in Shinto, I believe, the—in Japanese culture, there’s
a lot of strength of the spirits—like—much like in Greek mythology there were
gods that represented different things, I believe in Japanese mythology there—there
are forces that represent—though, Greek mythology it’s more—the more
human-like. The gods have more of a human quality. Where in Japanese mythology,
in Shinto, I believe, they’re more essences of things. Or spirits of things.
Rather than being a human analogue.
But anyway, Brady came up with this story where the main
character, who was this white emperor, who was trying to—he was trying to help
his kingdom, I mean he was white, so his goals were one of trying to make his
kingdom better, but he ended up stealing an egg or something? It was—I don’t
know if there’s a name for it. But it—essentially stealing this important
thing, and which was like a baby spirit or something. From the spirits.
And they got really mad and they declared war on the human
world. And so the idea was, it was this human-spirit war. With a lot of Shinto
thrown in, and—okay, so what happened was, that got kind of created before the
team started. So I’ll jump to the end a little bit here. So one of the big
lessons of Kamigawa was that flavor is more flexible than mechanics.
And one of the things you’ll see as I walk you through the
mechanics of Kamigawa is that flavor’s pretty flexible. You know, if you want
to come up with things, there’s lots of stories and lots of—flavor is a pretty
flexible thing. Mechanics are not that flexible. There’s a—there’s a limit of
what mechanics can do. And so the mistake of Kamigawa was, they locked down the
flavor before locking down the mechanics. In order to match the mechanics to
the flavor, it was very ham-fisted.
As you will see, mechanics—so one of the things we’ve talked
about is when something is dependent upon--(???) think of a good word here. We
call it—what do we call it? When it is—it starts with a p. (sighs) Downside of
doing a podcast. I’m blanking on the word. So the idea is—I’ll describe it. And
then the word will come to me. In Magic
design, when you design something that only can be used with itself, that it
doesn’t have any backward compatibility.
That the idea is—mostly when you build something, some
things play with themselves. You know. There might be a few things that are
like, “Well, to really shine, you need to play with this other stuff in the set.”
But usually whatever it’s playing into, there is stuff from the past that you
can blend it with.
For example, Mirrodin, the set before this, was all about
artifacts. Now, something like affinity from artifacts, yeah affinity from
artifacts plays well with other affinity from artifacts. But in general, you know
what you need to play with affinity from artifacts? Lots of artifacts. Well you
know what? There are a lot of artifacts before Mirrodin came out. You know,
there’s hundreds and hundreds of artifacts. So it wasn’t like if you wanted to
play with artifacts you were forced to play with Mirrodin. But as we look at
the mechanics for Champions of Kamigawa, you kind of were stuck with the
mechanics from Champions of Kamigawa.
And the idea of soulshift was that when something with
soulshift died, it allowed you to get spirits back from the graveyard. And so
the reason this was kind of nice was, we knew the spirits were going to matter
quite a bit, and this allowed you to have some sort of replay with the spirits.
Now, the problem was—parasitic! Aha! Parasitic is the word.
So parasitic is the word we describe to say that it just plays well with
itself. Now, you would think that spirits—the spirit creature type, it
pre-existed the set, but it turns out there weren’t a lot of spirits. If you
went back and looked at before this set, there were in the tens. Like twenty,
twenty-five, thirty spirits. In all of Magic.
And so it wasn’t really—like we talk about artifacts, there
were hundreds and hundreds of artifacts. There might have been a thousand
artifacts. Before Mirrodin came out. But that wasn’t true with spirits. So
spiritcraft played well with this set that had a lot of spirits, but it didn’t
play great with (???) before that.
Also, they knew they wanted—the humans were going to be represented
by fighters, and they wanted samurai. They knew they wanted ninjas, but we had—they’d
decided at the time to save the ninjas. The idea was that ninjas would be so
popular that they were going to save it for the first expansion. So Betrayers
would later have the ninjas.
This would prove to be a mistake, by the way, another—I mean,
one of the other lessons is, not only is it hard to build mechanics on top of
design, because design is more flexible—mechanics is less flexible. But also,
part of doing a world is you have to deliver the expectations. So one of the
things that’s important about design is you—your audience has expectations.
That whenever you say you’re going to do something, there’s an expectation on the
level of your audience.
Now. Some of the time, you want some surprise. The audience
might expect one—you know, they expect you to zig and you want to zag. You want
a little of that. But you also need enough of you presenting what the audience
expects you to present.
And the reason for that—I mean, this stems back to my
writing days, which is the audience—remember my communication—I wrote an
article about this. I’ll talk about this in my podcast. But I talk about the
three things that communication theory teaches you that humans want. They want
comfort, they want surprise, and they want completion.
Okay. They want surprise, so you want to throw some
curveballs at them. But they also want comfort and they want completion. Both comfort
and completion are about meeting expectations to a certain extent. Comfort is
about getting things that they already know. Completion is about setting things
up and following through on those.
And so—for example, if you say you’re going to do Japanese
culture. And I write down everything I expect to see. Well, you know, ninjas
are pretty high. Because even though ninjas in actual Japanese mythology are
very tiny part of what’s going on, they are a very big part and they’re
resonant of most people playing the game.
Because most people playing the game are not super enfranchised
in Japanese mythology. That they know the surface level but not the deep level.
And one of the problems that Champions of Kamigawa had was they went pretty
deep. Like, if you really knew Shinto and a lot of the religion, they did a lot
of cool things that you would recognize. But the problem was, they didn’t do
enough stuff that was easily recognizable.
And that’s one of the tricky things about resonance is,
resonance isn’t reality. Resonance is perceived reality. Meaning what the
audience knows is not the same of what really is. And part of trying to do a
resonant set is, yes you can do faithful things that are realistically there.
But you also have to do some stuff that’s perceived to be there.
And that’s an important point, which is you have to meet
some expectations. Otherwise, the funny thing is, the audience feels like you’re
not doing what you say you’re doing because even though you’re being faithful,
it doesn't feel correct to them.
And that’s the tricky part of—you want to kind of be
faithful to your source on some level, but you also want to make sure you’re
faithful to the perception of the source. And that’s another thing that’s
really important is design, is one of the quotes they talk about is “perception
is reality.”
Which is, that people really sometimes—like for example, there
is a game that Richard Garfield made many years ago that was called What Were You
Thinking? In fact, in design it was called Hive Mind. And the idea of the game
was that you would get a topic, and then everybody else would try to write the
same thing down. So for example, we did one once which was “Name three dwarves.”
And the reality is—so one of the funny stories is that this
guy named Joe—the Timmy, Power Gamer from Unglued, Joe was the model
for it because he was the most Timmy person ever to be in R&D. And Joe was
horrible at Hive Mind. At What Were You
Thinking. Because he just couldn’t think like the group. And the example is,
name three dwarves. And so he goes, “Okay, okay, I got this, I got this, I got
this.” He goes, “Okay, first, first. Gimli.” For those that somehow don’t know,
that’s Lord of the Rings. And—but everybody else had written down dwarves from
Snow White and the Seven Dwarves. Like, the way you were winning that was
writing down Dopey. Everybody else had Dopey.
And so the idea is you had to think like everybody else. Now,
every other dwarf you can name is really a dwarf that’s really from a place.
Things might be very important. Lord of the Rings is a pretty major source,
especially of geek culture. You know. And it doesn’t mean any dwarf from that
is any less… except! When you’re playing this game! What are the most famous
dwarves? You know what? Snow White is going to hit the pop culture zeitgeist,
if you will, before Lord of the Rings.
And, you know, part of what playing that game is like learning,
like, what do people expect. Not what is true, like one of the things for
example—I think the rules—if you said “Name the most popular—name an insect.” The
right answer might be “spider.” Now, now, a lot of you will say “But spider isn’t
an insect!” It doesn’t matter, that’s the correct answer. You know.
Okay. So let’s get back. So—so they knew they wanted
samurai, and they were saving the ninjas. A mistake, I believe, but they saved
the ninjas. So the—they decided that they wanted to do something to make the samurai
all feel like samurai. So they ended up giving them a mechanic called “bushido.”
So for those that don’t know bushido, it says basically “Whenever I attack or
block, I get +1/+1 for attacking or blocking—whenever I attack or block, I get
+1/+1.”
Anyway, the mechanic had been done once. People liked Chub
Toad, it was a fun card. And they decided “Well, what if we just took the Chub
Toad mechanic and made it a mechanic?” And because we were trying so hard to do
top down, they ended up giving it a name that means, I think “way of the
warrior?” That had to do with samurais specifically. Like, “Oh, well all the
samurai have this mechanic.”
So the funny thing is that they used a mechanic that’s a
very general mechanic that we easily could use again, except they gave it a name
that makes it really hard for us to use. And so the funny thing is, we’ve never
repeated it since Champions of Kamigawa.
And we will, although I guarantee the day we repeat it, odds
are greatly that we’ll change the name because “bushido” doesn’t do any good
for us, because—and let me explain why. So bushido means way of the warrior. So
if you’re going to concept a card that has this, well, you somehow—it somehow
has to say “Well, this thing, you know, is trained to be a warrior.” You know.
And—okay, there’s humanoids and things you can do, but let’s
say I want to make Chub Toad again. Some giant toad beast. Because, you know, Magic needs more toad beasts. And—well,
how do I—I can’t give it—you know, it’s not a way of the warrior. That doesn’t
make any sense. In fact, Chub Toad was not even retroactively given Bushido because
it didn’t make any sense. Although there was argument that the thing you can
see inside Chub Toad’s mouth was a samurai. So.
The other thing that happened was in order to give the
samurai some sort of oomph, because we gave it the samurai card type, is we
made a few cards that cared about samurai. Some samurai lords type-ish things. But
once again, that was parasitic, because, well, there were no samurai. You want
samurai, this is the only set that has samurai.
And real quickly, let me talk a bit about parasitic now that
I remember the word. So what I talk about in Magic, I talk about modular and linear. So what that means is,
modular is the mechanic where the card doesn’t sort of beget you to have other
cards. Where linear says, “Oh, hey, you want to play with other cards.” You
know, Goblin King says “Hey, I make goblins bigger. Maybe you want to
play with goblins.”
So what is the difference between linear and parasitic? People
ask this all the time. So linear means that I am begetting you to go to a
certain subset. Parasitic is a subset of linear. There are linear mechanics
that only call toward the set you’re in. So for example, affinity from
artifacts is linear. It says “Hey, play me in a deck with lots of artifacts.”
But Magic had a lot of artifacts
predating Mirrodin. So even though it’s a linear mechanic, it wasn’t a parasitic
mechanic.
So for example, soulshift—there weren’t a lot of spirits
predating the set, so it became somewhat parasitic. The samurai, you know,
mattering cards, that was parasitic. Now, bushido is not parasitic, because one
bushido guy could play—you know, it didn’t beget you to have any other bushido
cards. But the samurai matter cards did.
Now, the other mechanic I’ll get to, which also was very
parasitic, was the splice mechanic. Which actually didn’t happen until
development.
But anyway, I am approaching Wizards right now. So it’s
crystal clear that I’m not getting—this is not a one-parter, although whenever
I talk about sets these days I know they’re not one-parters. So what’ll happen
today—let me wrap up today and then tomorrow I’ll pick up.
So design spent a lot of time trying to come up with stuff.
And Brian, to his credit, tried all sorts of different things. I know he had
like a kung fu mechanic where like you were literally throwing moves at your
opponent and they had to block them and stuff. But the problem is, while that
captured the general sense of Japanese, it didn’t match the flavor that had
been built. And Bill really, really wanted them to build the world and match
the world that they had built.
So design had had a lot of problems, and tomorrow I’ll talk
a little bit more about this. But what happened was, a bunch of the things that
ended up being in the set happened in development. Like, for example, both
split cards—not split cards. Flip cards and splice would both happen in
development.
And a lot of the legendary stuff that I’ll talk about
tomorrow—sorry, I’ll talk about it next week—yes, the secret is I will do this
tomorrow, you will hear this next week. Is a lot of this stuff did not happen until
development. So what’ll happen is, I’m going to finish up kind of where design is
tomorrow, and then I’ll get into development. Because this set had a very
interesting development. And I happened to be on the development team. Although
I was not on the design team. So a lot of design happened in development on
this particular set. And I will get into that tomorrow.
But anyway, hope you enjoyed Part I of Champions of
Kamigawa, and next week we will talk about Part II. So I’m glad you could join
me—oh, I can see I had a quick ride in today. No traffic. This is where you get hurt. “Curse ye and your no traffic!”
But anyway, I hope you guys enjoyed Part I. Join me next week when we’ll have
Part II. And until that, I need to go, because it’s time for me to be making Magic.
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