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, I’m pulling out of my driveway! We all know what that means! It’s time for another Drive to Work.
Okay. Today, I thought I would talk about an important part
of R&D. So I’m the Head Designer, and so I talk about design all the time,
because that’s what I do. But there’s another depart—there’s another section of
R&D called Development. And from time to time I mention Development, but I
figured, you know, they deserve an entire podcast where I talk about what—what
does Development do? Because it’s a very important part of the process.
In fact, I believe that the design/development structure of
Wizards of the Coast R&D is one of the most defining things about our
company, in that I think it’s a very—it’s a very interesting way that we
function, and I’m going to talk a little bit about what Development does. But I
think that Development—in fact, the split between Design and Development is not
well-understood. So today, I’m going to try to explain it.
Okay, so basically, there’s lots of metaphors that I can
use. But my favorite metaphor is a Magic
metaphor, which is talking about deckbuilding. That the designers are the deck
creators, meaning they come up with the wacky ideas for what the deck’s going
to do. I mean, not necessarily wacky, but, you know, “This deck is going to do
this thing.” Or, “This deck is going to do that thing.” But they—they create a
vision. That Design—the major role of Design is to come up with a vision, and
then to try to execute on that vision.
So for example, I will use Theros, because Theros is a
recent set, as my example. So for Theros, I, as the Head Designer, walked away
saying “Okay, I want to make a Greek-mythological-inspired set.” And I wanted
enchantments to be a component of it.
And so I figured out from that, you know, gods, heroes and
monsters, and enchantments would be the feel of the gods on the world, and then
I wanted mechanics for the heroes, I made heroic, and then a mechanic for the
monsters, made monstrosity, and I wanted to, you know, have auras matter, but I
needed it to work, so we put in bestow. And then devotion was there because we
needed to represent the people’s (???) for the gods, and… so anyway, we created
a vision for what we wanted.
And so in my mind, what happens is, at the end of design,
design goes on for about a year, I make a document for Development. So I made
like a ten-page document where I explained to Erik, Erik Lauer, who’s the—he
was the lead developer of Theros. And I said to Erik, “Look. Here’s my vision.
We are capturing Greek mythology, but more than just that, the feeling we’re
going for is I’m trying to get a sense of accomplishment. I’m trying to—that
I’m trying to follow the stories of Greek mythology in which, you know, you
take the role of a hero and you watch him come from a young, you know, a young
nothing up into a mighty and great hero.”
And that the myth of the epic hero, which is one of the
great storytelling structures, comes from Greek mythology. And that I really
wanted to create a set where it was about building and creating and that there
was evolution to the game. To the gameplay.
And so I passed along this vision to Erik. Okay. Now, Erik’s
job—so if I’m the deck creator, Erik is the deck tuner. Which means that I—I
have this neat idea, but my first execution might not really be the optimal way
to execute it. And that is what development’s job is, is they are the second
set of eyes. They are the ones who say “Okay, we come in fresh, you know, we—we
have not been there in design, so we are not attached to things. There’s not
things that we’ve just grown fond of.”
That they come in with a fresh set of eyes, and they can say
“Okay. Here’s what Mark says he wants to do. Is he doing that?” So for example,
Erik’s the one who said, “Oh, well, this set—it’s missing something. You know,
we want you to have all these combinations work. We want heroic to work and
bestow to work, and—but in order to do that, there needs to be a little bit
more card flow.” The card flow wasn’t quite as much.
And he came up with the idea of scry. And I liked that
because scry—Greek mythology is all about, you know, portents and omens and
seeing the future. So Scry felt like a pretty nice fit for a Greek mythol—mythological
world. And it did exactly what Erik wanted it to do.
And then Erik took that ball and ran with it. And if you see
the set, there’s a lot of scry in the set, because Erik knows in order to make
the rest of the set that I wanted, that he needed to have that—the flux of the
cards. You know, he needed the card flow.
So the way we came up with was that you put this aura on
them, and that every turn they attack they get bigger, they get a +1/+1
counter, but once they have three+1/+1 counters, they get an additional bonus.
They’ve kind of accomplished the task.
What Erik found, though, was the fact that it kept on
growing was problematic. It made—that one of the things that Development does
all the time is they’ll come back to Design and say, “What do you care about?
Oh, well you’ve done this extra thing that’s adding power that we have to cost
for. If you don’t want that thing, you know, then we don’t have to—like, we
want to cost the card so the thing you want is what people are paying for. And
not that we have to pay extra because they’re getting this other thing.”
And the fact that it kept growing was really the most
powerful thing about it. So Erik said, “Well what if it grows up to three, like
you had planned, and then it gets sacrificed and an effect goes off? So you
still get your reward, they still build up, but, you know, once they hit the
quest, it stops building them up.”
And I said, “Oh, that sounds very good.” Because—so one of
the relationships that Design and Development have, you know Erik—Erik being
the guy who sort of runs the technical side of Development, and I’m the guy who
runs the technical side of design. Each of us have our managers. So like Mark
Gottlieb is the Design Manager, and Dave Humphries is the Development Manager.
But what we’ve done is we’ve split the technical side of creating the set from
the managerial side of managing the people.
We used to do both—or, I used to do both, but it was a lot
of work, and I got a lot to do, and the reality is my strengths lie more in the
technical side than the managerial side. That, you know, giving me—freeing up
me more time to do technical meant, well, take some duties that somebody else
could do. And so both Design and Development all have—and Creative all have
managers. So that there’s somebody in charge of the team, but there’s somebody
else—somebody in charge of the technical work, but somebody in charge of the
team. The people.
And so the way that Erik and I interact, and the way that
Design and Development interacts is, I set vision. My job is to say what—what’s
important. But then Erik tries to make what is important actually work.
So here’s another good example. In Innistrad, which also is
me handing off to Erik, I wanted to have vampires in red and black. And, based
on how I wanted the other things to go, I needed the vampires to be the quicker
tribe. The aggro tribe.
Now traditionally, red/black is not the aggro colors.
Because they have so much control elements, that they’re the two colors best at
destroying creatures, the way they play tends not to be a speed deck. Because they
have the tools to sort of play a little slower because they have more control.
But I really needed—because in Innistrad, zombies needed to
be slow and plodding. They were the slowly overrun you tribe but with time.
And, you know, werewolves had this transform mechanic, so we didn’t want them
too fast. We wanted there to be some suspense. And humans had a cooperation
element, but, you know, they weren’t as—they weren’t necessarily going to be
the fastest because we needed them to be defensive against the monsters. And
the spirits had a strategy of—of evasion, through flying, and once again we
didn’t want that to be the aggro deck.
So basically by process of elimination, I said “Okay, the
vampires… we’ll make them—the reason we’re going to put them in red is they’re
more bloodlusty than vampires normally are, and so we want them to be more
aggressive.”
But the ability of what R&D calls the slith ability,
means every time I hit you with combat damage, I get a +1/+1 counter. And so
the flavor of vampires sort of feeding on the opponent is pretty cool, and, you
know, it makes a lot of sense, and it pushes you to have a more aggro red/black
deck. You know, that’s what Erik came up with.
So the idea, essentially, if Development is doing their job,
and like I said, Development is very good. I mean, Erik is excellent, and his
team is excellent, and one of the reasons I think recent Magic has been so strong has been our development team is getting
better and better at understanding how to make Limited work, how to make drafts
work, how to make Constructed work. You know. I mean, I feel like Design is
also getting technology and we’re improving too and we’re doing advanced design
now, and we are making changes as well, so I mean I—I don’t think Design isn’t
also upping its game.
But today’s about Development, and I feel that Development
has been doing a lot of stuff recently to really rethink how things work. And
Erik has been amazing—is amazing. And that—it’s funny, because—let me talk a
little bit about Erik Lauer. So Erik Lauer is smart. And not just smart, like
really, really, really, really, like genius-level smart.
And the funny thing of dealing with Erik is that he sees
everything almost through like a math field. That he’s very logical, and that
he—he likes to kind of process things as logically as he can. And the funny
thing is, I come from a—from more of a psychological aspect, that I’m all about
perception, and I’m all about psychology. And I’m about, like, you know, how do
people perceive the things that they want? And so I’m very fuzzy. I’m not
logical at all. And Erik is very logical. So it’s sort of like a little Odd
Couple, if you will. It’s going to make my sitcom about R&D.
You know, that—it’s a nice dynamic, where I really have this
sort of sense of I feel things, and I’m intuition, and I—I make gut calls on
things, where everything Erik does is because he’s processed how it works and
he understands the system. And Erik’s very good at looking at systems and
breaking them down and going, “Okay, pull back, this is this, this is this,”
and he can break almost anything down to math.
In fact, one of my favorite things—we have what we call a
wiki, the Magic wiki, which is
R&D has a place to put down ideas and things, and we just document a lot of
stuff so people can read it, and there’s shared information.
So Erik once put together a document where he was talking
about—what was it? Humor? How to use humor in Magic or something? It was something in which he took the most
subjective possible topic, and then tried to explain it like through logic. And
it was very, very funny, because it’s—it was—like, him trying to do an
illogical subject matter through logic.
And the funny thing for me is, like my background is comedy,
right? And my background—like, I understand comedy. And there is—there are
rules to comedy, it’s not like comedy—every single art form has rules to it
because there’s structure to it.
Now, one of the great things about art is figuring out when
you need to break the structure. Right? Because—just because there’s rules
doesn’t mean the rules don’t get broken, but it means the rules get broken on
purpose. Anyway. I’m deviating. Probably a topic for another day.
So the big thing about design is trying to have a nice
interplay, because here’s one of the things that—for design. If design is too
attached to things, if every time something changes, design jumps in and says,
“No no, don’t do that,” it causes a problem for development because development
isn’t able to sort of do their job.
And in the past, I’m not going to name names, but there have
definitely been designers that like try to protect every little thing they’ve
done. And that’s a problem. It’s a problem when a designer is too protective,
because then there’s just constant fighting, and you know, you—you’re getting
in the way of development trying to do their job.
Now the flipside is a designer that has no opinion.
“Whatever you want to do, Development,” you know, and doesn’t sort of say “No,
no, this is important.” And the problem there is Development doesn’t have enough
focus. That Development needs a push, and they need resistance. They need a
little bit of pushback if they’re pushing areas that are a problem.
And in the past we’ve had some designers that, you know,
handed something off and like “Whatever!” And the developers had a real hard
time because they didn’t know what mattered. And so the correct balance for the
designer/developer relationship is that the designer understands what I call
the “bearing walls.” So if you want to use an architecture metaphor for a second.
The designer is the architect building the house. Or, you
know, mapping out how the house will be built. But then the Development has to
build the house. And so—and sometimes, in order to build the house, you’re like
“Oh, well, this room’s in the wrong place. Let’s—let’s move the walls around or
something.”
And what happens is, if the walls are decorative, it doesn’t
matter. You can move the walls around. But if the walls are bearing, so in
architecture, a bearing wall holds weight. Meaning the wall has a physical
function. You know. Like, if you remove this wall, the house collapses because
the weight of some portion of the house rests on this wall. Those are called
bearing walls.
You can’t move a bearing wall—or, not easily. You know, you
have to at least—it’s a lot more work. If a wall’s a bearing wall, you can’t
just easily move it. Where if it’s a decorative wall, it can pretty easily be
moved. I mean, there’s other reasons, but—for my metaphor here, bearing walls
can’t really be moved, or not easily, where decorative walls can be.
So as the designer, you have to figure out if a particular
card or mechanic or something is—is it a bearing wall? Does it bear weight of
the set? Does the set collapse if you take it out? And so one of the things that
I—I’ve got pretty good at, I’ve been doing this a long time. Is figuring out
what matters.
And what I’ve learned is, I don’t fight the things that
don’t matter. If Development wants to change something, even if—on an
individual case, like “Well, I like the other thing better.” If what they’re
doing makes sense and fills the vision of the larger set, I’m like “Okay,” you
know, “Hey.” You know. “My job as a designer is to set that vision and that—I’m
not making every call on every detail. You know. And that individual details,
I’m like “Look. I’ve got to—I’ve got to stay hands-off if that detail isn’t
important.”
But, if that detail is important, if that detail adds
something—so for example, sometimes they’ll try to do something, like “No no
no, here’s the point of what the set’s trying to do, this undercuts that.” Or
like “Oh, I’m trying to set something up, and I need this to set it up, because
later in the block we’re going to pay off on that so you can’t get rid of
that.”
Or even sometimes where there’s a card that I think is a
really good card but this is the only possible place to do it, where I kind of
go to Development and say “Look, I think this is a really good card, and, you
know, design resources, like…” Whenever I make something that’s awesome, but it
can only go in one set, I fight a little bit harder to make sure we can.
I mean, if there’s developmental problems it goes, but if it
was just a matter of opinion, it’s like, “Oh, well I can’t do this card
anywhere else. And I would like to save resources.” You know. “If you—instead
of doing that card, you do a card we can do somewhere else, now you’ve
just—there’s one less thing I can do in the future.” And that I become more and
more realizing that one of the things you have to fight for in design is things
that are unique to what you’re doing that just have no practical use elsewhere.
Now, that said, I’ve talked a lot about in the creative
process that sometimes you’ve got to kill your baby. That’s not the greatest
metaphor. Sometimes you have to let your… darling… go? I don’t know how to use
this metaphor correctly. But sometimes, that something you really love, but
that isn’t advancing your art, needs to go to make the art better. Sometimes
you—I mean, in solitary art form, where you are the artist and you’re the only
one interacting, you kind of gotta, you know, get rid of your own darlings if
you will.
But the thing about this is sometimes one of the nice things
about art process is, if I’m kind of attached to something emotionally, I know
Development’s going to give a pass on it. So I might leave a few things in that
I’m like, “Well, if Development likes it, they’ll leave it, but if they think
there’s something better, you know, they’ll approach it and they can remove it.
And we do that sometimes.
Now the thing about Development—I think there’s some myths
about Development that I’m going to—I’m going to bust right now. On
Mythbusters: R&D Edition. So one of the ideas is that R&D is all
about—it’s a quote I used to make long go. So it is a myth that’s my fault. I
used to say that Design makes the set fun, and Development makes the set fair. And
that’s a little inaccurate. It is Development’s job just as much as it’s
Design’s job to make something fun. To make it enjoyable. In fact, a lot of
what they do is make decisions pushing the gameplay in a certain direction.
For example, when Design designs some things, we design what
we call “flat power level.” Which means everything’s roughly playable in
Limited. And the reason we do that is, in playtesting, we need to play
everything. We need to figure out what’s working and what’s not. And it doesn’t
do a lot of value to have high and low power levels in design, because it just
means we don’t experience things. Maybe there’s a really fun card priced really
poorly, and then “Oh, well we never realized, oh, that’s an awesome card and we
really should be more aggressive with this.”
So we have a flat power level. When it gets to Development,
they have to skew it. They have to make cards better and worse and they have to
sort of make an environment. And at that point, they’re deciding what to push.
And the biggest factor of what to push is what is fun? What makes a fun
environment? What is enjoyable?
Now some of it also is what is new, and they want to play
up—you know, they want to make sure to push what the set has to offer that’s
the new thing, because there’s a lot of focus on the new thing. But that’s the
first myth.
The second myth is that the developers are solely—that,
like, all the developers do is tweak numbers. That’s what development is.
Development is about tweaking numbers. You know. That Design fits everything
in, and Development just goes, “Oh, this should cost one more.” And the reality
is, there’s a developer on every design team that’s doing rough costing and
stuff so the designs aren’t out of bounds. The designs are in-bounds. You know.
It’s flat, but it’s still all fair stuff that we can talk about and play with.
But Development has all sorts of things they’re trying to
figure out. You know. A big thing is drafting is a huge part of Magic, and our goal is to make every
set draftable not just three or four times, but forty times. Fifty times. Sixty
times. You know. That we want—that draft is a way a lot of people play with Magic, and we want that to be
enjoyable.
And usually if you make a good draft environment, it helps
you make a good casual constructed environment. That’s something Design does a
lot of. Design spends a lot more time on Limited and casual constructed, where
Development spends a lot more time on Constructed. They spend a lot of time on
Draft, and they spend a lot of time on Constructed.
And the reason they spend a lot of time on Constructed is A.
they’re the experts in the metagame and knowing what’s going on, and B. so much
of—of making Constructed work has to do with what’s good and what’s not, and
that’s all about balancing. So until cards get balanced, you have no idea
what’s going on. Until it’s played in the FFL, you don’t know. So Design
doesn’t have the resources.
Now, we can pick areas to play around with, you know. One of
the big things I tend to say is that Design tends to make big-picture
decisions, and Development tends to make smaller-picture decisions. Now,
Development is involved in “devign,” which is in between design and
development. Design always comes to Development early on. So Development has a
hand in during design, to make sure that we’re not doing something crazy that
down the road Development can’t deal with.
And Design sticks around during development—like, I—I will
peek my head in, or Erik will come talk to me, and say—like before he added
scry in the set, he came to me and talked to me and said, “Is this okay?” You
know, and I said, “Yeah, that makes sense, and scry makes sense in the world,
and I get what you’re doing, and it’s not fighting other aspects.” You know.
And so there is a very important symbiotic relationship
behind how Design and Development works, which is Design wants to make sure
that they are setting things up correctly for Development, and Development
wants to make sure they are following on the vision set by Design.
And that each—each part has their strengths. Design
is—Design—Design’s job is taking a blank page and adding something to it. And
then Development’s job is—is taking what Design has done, and then optimizing
it such that it does what Design wants it to do.
And those are different skill sets. You know. That I think
if you took Development and you—let’s put it this way. If you had a set with no
design and just development, it would be very obvious. It would not have a lot
of sort of—the feel wouldn’t be quite as strong, and it would—you know, it—it
would be—cards that all make sense, and are playable, and you definitely could
create an environment where, you know, it’s draftable, but it would be
missing—it would be missing sort of the—you know, the “Aha, oh, this feels
right” sort of quality to it.
Like, one of the things about Theros that’s so important is,
that Theros, you know, I wanted a certain sense of feel. But if Design made a
set and didn’t have any development, it would be broken. It wouldn’t work. You
know. The focus would be off. You know. That we—we’d have—we’d have ideas that
were cool, but maybe you’d never play them because the way it’s set up, it’s
not the right thing to do. You know.
So the funny thing is, like, development without design,
you’d have a set that plays but wouldn’t have any heart. And design without
development, you’d have a set that was full of heart but wouldn’t play. You know,
wouldn’t have cohesiveness to it. And that’s—like I said. That’s why I think
the relationship is a very important one, where, you know, each side has its
strengths and plays well.
And the fact that everything we do has two complete
different owners, essentially, (???), the first half of the set, you know,
let’s talk about Theros. I was the owner of Theros, I was in charge of Theros.
In the second half of the set, Erik was in charge of Theros. That it wasn’t one
person the whole time in charge of something. That is very unique. That’s not
how most companies function. And that Magic
is a very collaborative process. Very, very collaborative.
I mean, I haven’t worked at a lot of companies, I’ve mostly
worked at Wizards, but the little that I’ve seen of other companies and such,
that, you know, when I talk to other people about their companies, they’re always
kind of shocked how we function. That what we do is kind of different.
Now, like I said, it requires a lot. You know. The fact that
there’s no single owner throughout the process means that, you know, for
example it’s on my shoulders to make sure that my—that my cares are—I have to
watch to make sure that, you know, things I care about are not missed.
And usually not on purpose, and like I said. Erik will come
talk to me about making changes, and—but sometimes—so here’s an example
where—communication where I messed up. So one of the things that I had done in
Innistrad was I was trying to create a bunch of cycles that were in every color
but white. And the idea was that I was trying to show that the monsters had a
certain flavor to them, and that white represented the humans, so I had—I had
sort of monster cycles if you will. Things that represented the monsters’ side.
The problem was, I didn’t explain this to Erik. I didn’t
explain this whole—you know, I wrote a whole document, but I—I didn’t explain
the idea of the monster cycles. And what happened was, Erik just changed some
stuff around, and there was no green curse.
Now, if Erik had understood what I was doing, he would have
made sure there was a green curse. But I didn’t explain it to him, and he
didn’t see it. And so come Dark Ascension when I add a white curse, well, it
was missing all the—like, what I was trying to do, the essence I was trying to
get with that—you know, it was a little bit of the design. But it was lost. The
second green doesn’t have a curse, you don’t see it as being a monster thing,
and just—a lot of little subtle things, but it falls apart. You know.
And here’s something that I was trying—this little subtle
thing I was trying to build in, and then just lack of communication, and once
again this was on my shoulders, it’s not Erik’s shoulders. You know. I—because
one of the things that’s also tricky is, when you’re doing design there’s a lot
going on. There’s a lot of little subtle things going on. And for my job to
make sure that when I pass it along, that every little thing I’m doing—that,
you know, it can be seen.
Now the other thing we do is we always have a—there’s always
a member of the design team that’s on the development team, so that there’s
somebody who understands the vision from design. So Erik isn’t bothering me
constantly, like there’s someone sitting in the room when they make decisions
to go “Oh, yeah yeah, we did this for this reason.” And that that person is a
bridge between the design and development teams.
And like I said. It’s also important, another sort of myth
if you will, is Design is not always right. That Design might make a decision
and do something, but when it gets to Development, Development goes “Yeah, I
understand why you think—why you wanted this, but it’s having consequences that
I don’t think you want.” And that they’ll come back and talk to us, and, you
know—sometimes you do something, and like, “Oh, wow, that’s not—that’s not
having the impact that I thought it would have.”
And one of the things that Development is very good at is,
they have a really good understanding of if you make a card, the impact it has
on an environment. You know. Where Design kind of shines in having the right
feel, Development shines in just understanding functionality of—of just
practically, what this card will do to the environment. You know. And that
Design doesn’t mess with that a lot, because we’re not at a point where all
that is happening.
But Development, that’s their bailiwick, that’s what they’re
doing. And that that’s where they’re experts. You know. That they’ll say “Oh,”
you know, “I see what you want, but what you’re doing isn’t doing what you
think it will do.” And that’s a very common thing in Development. You know.
Like for—another example is talking about the gods. In Theros.
Which was—we originally handed over something that—even
Aaron has said “Eh, I love that there’s gods, these gods aren’t quite the right
gods.” And I said, “You’re right, Aaron. The gods have to really be awesome.
And these are not awesome enough.”
And so I said to Erik, “Okay Erik,” at the handoff I said,
“Look, I know the gods aren’t right yet, I’m going to make a little team and
I’m going to present you something—we’re going to fix the gods up.” You know.
“I think Design’s a good place, but there’s—the cycle of gods isn’t quite there
yet.”
So I took—in fact, the entire design team, and we
designed—so the idea we had originally was, you cast the gods, and they went to
their own special zone, which we called the Nyx zone. And the idea was, when
you first summoned a god, it would just like go to Nyx.
You’re—you’re making the god aware of you. They’re—they’re
still in Nyx. But they’re aware of you now. And because they’re aware of you,
they would have an enchantment effect that would impact the—the game. But
they’re sitting in Nyx. So your opponent can’t even deal with them because
they’re in Nyx.
And then we had this idea of, with enough devotion, you
actually get the god to come down from Nyx and take mortal form, and now he’s a
creature on the battlefield. And what happened in our version was, if you
ever—you know, killed the god, he just went back to Nyx.
So the idea was, the best that you could do as an opponent
was you could get rid of the creature, but in the end, you know, if they got
some more devotion they could bring them back. That was our original idea. And
the flavor was pretty cool, this idea of the gods in Nyx and you could bring
them and this and that.
But what Development said was “Oh, it’s confusing, you’re
making a new zone, you know, it’s really hard to get rid of these creatures.”
You know, that there’s a lot of sort of functionality. But what Erik said is
“Okay, what’s the essence of what you were trying to go for?” And the essence was,
when you summon a god you don’t even get the—the—the tangible god yet. You kind
of just get the essence of the god. And that you have to kind of prove to the
god that you’re worthy before they’ll come down and help you.
And Erik thought that—the core of what Design had come up
with was a neat idea. But the execution was a little off. And in some levels, I
think the gods is a perfect description of how Design and Development shine.
Because I think the concept of what Design came up with was really, really
cool. It was very neat. You know. That—that the idea of the gods having a form,
but then they take mortal form if there’s enough devotion, that was a very cool
concept.
But how we executed it—if that was how we executed it, it
would have been very clunky. And what Development did is came in and said,
“We’re going to save the essence of what you’re doing, but we’re going to
fine-tune it a lot.” And they made a lot of changes.
The finished gods—now, also note that what effects the
gods had and what effects they got in
development were very different. Because we had made—we had made the gods’
equipment—not equipment, the artifacts, you know, the enchantment artifacts.
But Development was the one—in fact, we had a mini-team that I was on with
Erik, where we like said “Okay. Now that we’ve made the gods and what do the
gods do and what do the equipment do, and make sure that each god’s equipment
synergizes with that god so if you play them together it’s kind of cool…”
And that’s another thing that Design—sorry, that Development
does, is Design will turn in cards, but Development will then go back and tweak
things and say “I like this cycle.” Like
for example with the Ordeal cycle. You know, they liked the idea of you set out
on a mission, you grow up, but then they—they changed what the effects were at
the end.
Because early on, we had effects that affected the creature,
and then they turned into spell effects. Or sometimes even subtler than that,
where we have something and they’re like “Oh, we generally like what you’re
doing, but we’re going to tweak a little bit. We’re going to change this
keyword or that keyword,” or, you know. And that a lot of Development’s job is
to say “Oh, we like the idea, but yeah, it doesn’t—in the environment we’re
building, this is the wrong effect.” You know.
And sometimes—it’s not like Design just picked a bad effect,
it’s “Oh, we’ve—we’ve learned this about the environment, and we need this
quality, or this thing does something different now that we understand the
environment.”
And that the thing that’s funny is, that I feel like Design
does a lot of the splashy work, and Development does a lot of the, you know—more
unseen work. And so I feel like Design gets a lot of credit where Development does
not get enough. And part of my role of doing this podcast today is trying to
explain that if you love a Magic set,
you know, if you love Theros, that yes, Design had a lot to do with it. But Development
also had a lot to do with it. As did the creative team, which—whole different
podcast. But—I mean the—the—like, a well-designed set that is poorly developed will
be perceived as a very, very bad set.
And, you know, I—one of the things that’s very important is—that
I know as a designer is I want Development to do the best work possible. The
reason that I want to figure out the bearing walls and get out of the way is
they are going to make my set better. You know. When I turn over my design to a
development team, I know that—that I am going to be happier when the day is
done. That they are going to make the set a better set when all is said and
done.
And—I mean, and that—that is the true part of a
collaborative process is, having faith that the—your collaborators are making
what you do even better. And I believe Development does that, I believe
Creative does that. Because Design is the early man.
Like, we’re—we’re the ones that—you know, put the stake in
the ground, and then everyone follows what we do. And so I really have a nice
vantage point of I do my work, I sit back, and then I watch all the other teams
work on it. And they’re all interconnected when they’re working. We’re a little
more separate. I mean, Development gives us input and Creative gives us input, but,
you know, the vast majority of both of their work happens when we’re done.
Anyway, I—hopefully today, my goal of today is to make you
have a little more appreciation for Development, because they are an awesome,
awesome part of the process. And if you love a Magic set, you know, it’s because Development did amazing work. So,
thank a developer.
Anyway, I am now at work, and I need to go make some more
work for developers to do. So it’s time for me to go make some Magic. Talk to you guys next week,
guys.
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