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. So oftentimes when I’m doing this podcast, I tend to
do things from the past. Leaving the more recent things for my column and such.
But today I thought I would talk about the design of a recent set. Theros.
Now I’ve recently written about Theros, and so we’ll see how
this goes, and there will be some overlap here. Hopefully I will add some new
stories and new things that you did not hear, and embellish the ones that I
talked about in my column. But today and probably for a few podcasts, since I
have plenty to say, I’m going to talk about the design of Theros.
Okay. In the beginning—okay, so what happened with Theros is
many years ago, Aaron called me into his office and told me that he wanted me
to do another seven-year plan. So what had happened way back when is when Randy
Buehler was my boss, he asked me for a five-year plan, I ended up making a
six-year plan, and then Aaron I guess asked me for a six-year plan and I made a
seven-year plan.
So during that time period, Theros was what was year three. So
year one was Innistrad, which had been planned—when I made the six-year plan I
kind of knew the seventh year was going to be Innistrad, although it took me a
little while to convince everybody that it was a good idea. And then year two
it was known that it was going to be Return to Ravnica. That was a known thing.
So year three was the big unknown. The big question mark.
I had a very interesting idea for a block that was
structured differently than we had done. But it required signing off from the
creative team, because I had signed them up for a Herculean task. And when I
sat down with both Aaron and Brady, Brady Dommermuth, the former creative
director of the creative team, Brady said, “Okay, Mark, we can’t do that.”
They’re an awesome team, they do awesome work, I had just
asked a little more of them than Brady thought was something they could do
well. And I mean it was Brady’s job to make sure that his team was not signed
up for more than he felt they could do. And the creative team does amazing,
amazing work, and probably Brady was 100% in the correct of I was asking them
to do something that would be a little hard for them to do.
So, my year three idea was dashed to the rocks. And so
Aaron’s like “Well, do you have any other ideas?” So Brady said, he goes,
“Well, we’ve always talked about doing a Greek mythology set. Maybe we could do
Greek mythology.” And at the time this was going on, Innistrad hadn’t come out
yet but it was in the process of being made. And we kind of knew it was going
to be a hit. It was just clear as we were making it that all cylinders were in
line and everything was going real well.
So Brady was like “Okay, we know top-down design can work.
We’ve talked about doing Greek mythology, we think we can make Greek mythology
work.” And I’ve always wanted to do Greek mythology.
So growing up, one of the things I did as a kid is I loved
to read. I was a bit of a loner, and I had a lot of me time. And I loved to
read. I was a bright little kid, and so what I did was I would pick a topic,
and then I would read every book I could find on the topic. At one point it was
space. At one point it was coded messages. At one point it was Native
Americans. Anyway, I would read and read and read whatever the topic was at
hand. So one of the topics that I got very into was Greek and Roman mythology.
And I read a lot on Greek and Roman mythology.
So over the years we had talked about doing Greek mythology.
The reason we shied away from it was that so much of what Richard had built
into the game was kind of built on Greek mythology. That if you started listing
just “What are the things from Greek mythology,” the vast, vast majority Magic has done. In fact a lot of them Magic continues to do on a regular
basis.
And so we were kind of concerned that it just wouldn’t feel
different enough. But what Innistrad taught us was—because Innistrad did a
horror world. Not much of what we did in Innistrad had Magic never done before. I mean, even werewolves, which we hadn’t
done much of, we had done a couple. We had done three, I think.
And so what we realized was that if you just kind of
organized things and put them together, even if you see them on a regular
basis, when they’re grouped together they have a different feel. The horror
world felt horror even though a lot of the things you see, vampires and zombies
and spirits and humans, we do all the time. But just kind of grouped together and
flavored together, and with the right creative treatment it felt very
different.
So let me talk about the enchantment theme. So way back
when, back in the day, during Urza’s Saga, we decided that we were going to do
an enchantment theme. And if you actually look at Urza’s Saga, you break it
down, there’s a lot of enchantments in it. Enchantments play a big role. In
fact, for those that remember Urza’s Saga Limited, you actually played
enchantment removal maindeck in Urza’s Saga Limited, because there’s a lot of
enchantments that were super scary. Including the common Pestilence which was a wonderful idea.
Anyway, but what happened was at the time, one of these days
I’ll do this podcast once I get permission to do it, but what happened was we
were doing the Weatherlight Saga, but Mike and I, who had originally come up
with the story, were kind of forced off the team. Once again, a story for
another day. And the team that was there decided that they were going to spend
a year going back in time and see what Urza was up to, and explain Urza’s
connection to the Weatherlight Saga.
And so they were creating the story that they wanted to
tell, but design-wise we had built this enchantment block. And then they had
said “Oh, well we’re going to tell the story of Urza.” And our first response
was, “Well, Urza’s an artificer. Like, he’s famous for artifacts. But this
isn’t an artifact set.”
Now, so what happened was, the Brand team decided that they
were going to play up the story more than the mechanics, and so they in fact
called it the Artifact Cycle, because Urza’s an artificer. Even though there
wasn’t… okay. And then, to make matters worse, Urza’s Saga is probably from a
developmental standpoint the most broken set we’ve ever made. And so we
happened to make a whole bunch of broken things, some of which were artifacts.
So, we had a set revolving around Urza. In fact, all three
sets were named after Urza, famous famous artificer, in a block in which we had
a lot of broken artifacts that was labeled the Artifact Cycle. And by the way,
talk about broken artifacts, we banned a whole bunch of cards that block. Zero
of the cards we banned were enchantments. We in fact banned ever other card
type but enchantments.
So we had a broken block in which none of the broken things
were enchantments, called the Artifact Cycle, starring an artificer, with
broken artifacts, surprise, surprise, no one got that it was an enchantment
block.
So it’s something people had always wanted. That people
wanted an enchantment block, and the one time we delivered it, no one thought
we’d delivered it, so we knew it was something we needed to do at some point.
And so Brady had this idea of “What if you combined top-down
Greek and Roman mythology world with enchantment theme. And something about
dreams…” He talked a lot about how if you read a lot of Greek mythology, the
gods enter the people’s dreams and a lot of times omens came to people in their
dreams, and just a lot of dreaming in Greek mythology.
So I said “Okay, let me think about it.” The other seven
years we had all signed off on. And this was really the only one. And
ironically, this was the one that was starting soon. I guess Innistrad might
even have been out, because when I had this talk, I was a month away maybe from
starting on Theros design.
Oh, by the way, another side thing that comes up. So Theros
block was Friends, Romans, and Countrymen. And everyone was like, “You always
say that the code names have nothing to do with the set! And Friends, Romans,
Countrymen, that’s a famous quote by a Roman, Julius Caesar!” I mean, in Julius
Caesar it’s Mark Antony. “And this is a set that’s about Greek and Roman
mythology!” And the answer is, when it was named, it wasn’t a set about Greek
and Roman mythology.
Also, by the way, I guess the side note is, when we got into
it, originally we were thinking Greek and Roman mythology, and the design
team—I guess not the design team, the creative team came to us and said “You know
what? We’ve looked at it. There is a very distinct difference between Greek and
Roman. We think there’s a lot of Roman tropes maybe we can use later, so we’re
just going to make this Greek mythology and not Greek and Roman mythology. So
when I talk about it being Greek and Roman, once we actually got into the
design it became just Greek and not Greek and Roman. There’s a lot of overlap
in the mythology, so obviously most of the mythological things we’re
referencing, there’s parallels in Roman mythology. But we’re sticking to Greek.
So yeah. This whole discussion happened about a month before
I was about to start the design. So I guess Innistrad might have been out, and
Return to Ravnica must have been in Design.
So I needed a little time to think about it. It wasn’t that
I was worried about Greek and Roman mythology top-down or Greek mythology
top-down. I knew there was plenty there. So what I did was I was thinking about
the enchantments. And I came up with a story idea that I really liked. Interestingly,
the story idea I came up with really isn’t what happened. It isn’t what was in
the set.
So I’ll give you a little… my original story had to do with
I wanted to have a new evil planeswalker. And so my original story—now be aware
that the way this tends to work is, Design comes up with something that is
archetypal usually, and then when we get to Creative, Creative starts filling
it out. So a lot of my ideas were sort of suggestions that I had a kind of
story I wanted to tell. And I guess the more I think about this, the problem
with the story is, if it’s not so far removed from the actual story that me
telling you doesn’t give you some information. So… hmm.
So I’ll tell this. I’ll tell you a little bit about the
story that I can tell you. My original—the villain that I wanted was a dark
mirror of Jace. So for those that know their superhero comics, there’s the
famous trope called the Dark Mirror.
And what a Dark Mirror means, it is the hero with all the powers of the hero,
but a dark evil version.
So for example, Superman has Bizarro. That Bizarro has all
of Superman’s powers mostly, depending on what version you read, but he’s a
clone of Superman, but he’s evil. Sinestro was Green Lantern but evil. Same
powers, but evil. Reverse Flash, or Professor Zoom, as he’s called, is
basically Flash but evil. Captain Marvel has Black Adam. No matter what you
take, there’s an evil version. There’s a character that is—Spiderman has Venom.
That there’s some version that’s like the dark version of the hero. It’s a very
popular trope.
And so I thought it would be neat to have a dark version of
Jace. And the reason I did is, my story was very mental in how I was setting
things up. And so I needed a villain—I was trying to make a new villain. Now, I
knew there was a good chance it might not actually be Dark Jace. But that was
my original pitch. And probably I’ll
have to tell the story maybe when I do a podcast on Journey into Nyx. When the
story is done I can sort of tell you a bit about my original story. But anyway,
I had a story, and I came up with an idea of how I could use the enchantment
creatures.
During development—Mike Turian was the lead developer. So
Future Sight, surprise surprise, had some complexity issues. Which is funny
because when it came out—it’s funny to think of, by the way, the set is
probably the most complex set we’ve ever made, and in development it was more
complex. So he took off the ability so that it was just an enchantment
creature. He figured, “Oh, okay, that’s different enough, that can…”
Oh, this was a future-shifted card, meaning it was in a new
border representing something from the future. And the reason I’d made it was
“Oh, we had mix-and-match permanent types. We’d never done something that was
both enchantment and creature.” And my idea was very simple. “Okay, it’s a
creature, it has an enchantment effect. Hey, it’s both enchantment and
creature.” I didn’t know quite what it was going to represent, but Mike ended
up taking off the global ability, static ability I guess.
And he and I fought about it. My problem was I didn’t feel
like it was an enchantment creature if it didn’t have any enchantment-ness to
it. But it ended up being printed that way, and in the back of my head I knew
that one day I wanted to do enchantment creatures. I just wanted to do them
correct.
Meanwhile, when we talked about this being an enchantment
block, one of the things we do often—the lowest-hanging fruit if you will, when
you do a card type matters, is to do card type matters. It’s to say “Oh, well
it’s the artifact block, so what happens? Oh, there’s lots of artifacts and
lots of cards that make you want to play artifacts, and okay, play a deck full
of artifacts.”
I was trying to do something a little different this time
around in the sense that I wanted enchantments to mean something, and so what I
was looking for is I wanted the enchantments to play a role in the set. So the
idea I had was I’d liked the idea that enchantment creatures were creatures that
were made by the gods. And that the gods themselves would be enchantment creatures.
And so early on, I had in my mind that I wanted to see if I
could use enchantment creatures in some way. Partly because I wanted to find what
they meant. And partly because I thought it might be a different way to approach
it.
So one of the other problems about enchantment block or a
block with a lot of enchantments in it that enchantments are the one permanent type
that’s a little harder to kill than the other permanent types. If you get to
land, well red and black and green can all kill land. You get to creatures,
everybody but blue can kill creatures, and blue has creature answers. You get
to artifacts, white and green and red can all blow up artifacts.
And you get to enchantments, and white and green can destroy
enchantments. Blue has some answers and it has counterspellls. But three of the
colors, blue, black and red, do not destroy enchantments, and black and red do
not have a lot of answers to enchantments. Black has discard. Red has… not a
lot of answers. I guess a lot of people talk about this on my blog.
People really get upset that red seems to have the greatest
vulnerability. But they miss the fact that I think it’s important that red has
the greatest vulnerability. It is the color that least tries to cover its
vulnerability, that’s kind of red’s thing.
So I wanted to make sure that we could handle enchantments.
By making enchantment creatures be a major thrust, I knew that red and black could
handle creatures. And so by making a lot of enchantments be on creatures, I knew
that red and black would have an answer.
On top of that, like I said, I was trying to figure out a
way to use enchantments—so one of the big things that has happened since
Innistrad—or actually since Scars, what I call Fifth
Age of Design. So the First Age of Design says that Magic was very much about individual cards. That the focus was “How
do I make this card design as awesome as it could be?” And everything was very
focused on a card-by-card basis. Now, it caused a lot of continuity issues, the
rules were a little fuzzy because cards worked differently from each other.
And the Second Age of Design was more like “Okay,” I thought
more in terms of mechanics and how things went together, started grouping
things together. Now the First Age of Design is Alpha through Alliances. Second
Age of Design was Mirage through Prophecy. The Third Age of Design started with
Invasion. It talked about the idea of building themes and designing for the
themes. And that’s when we started getting, like “It’s the multicolor block. It’s
the graveyard block. It’s the artifact block.” Stuff like that.
And so Third Design goes through… what’s the one before Ravnica?
Was—what was right before Ravnica? I’m blanking. I’m blanking. Was Champions of
Kamigawa. Through Saviors of Kamigawa. So starting with Ravnica, we started
doing (???) was me becoming Head Designer. We started doing block design. And
so it got a little bigger in scope. And so that was the Fourth Age of Design,
and that goes until the end of Zendikar. Rise of the Eldrazi.
So Scars of Mirrodin in my mind was the beginning of the
Fifth Age of Design, in which it was more about the way we design, where it’s a
different take on how we do design. The metaphor I use is the idea of painting.
That before, we would frame the whole block as having some identity. And then
we’d figure out how to cut that identity up to make a block structure. And starting
with Scars of Mirrodin, it was more like, “I want to tell a story. I want my
design to be something. And to do that, I will use different components of
mechanics as paint, to paint the canvas if you will.”
So the idea is, in Third and Fourth Age of Design, it would
be like “Oh, it’s a graveyard block.” Or
even then, I guess—I mean, Fourth Age of Design might be “It’s a guild block.”
But the Fifth Age of Design is like if you look at something like Innistrad,
where it’s sort of like “Okay, we’re trying to portray this, how do we—oh, well
we can use a graveyard component. We can use a tribal component. We can…” You
know, that it took different elements to build it together.
And it is a different way of looking at it, a different way
of designing. And so one of the things that I was looking at was I wanted to
figure out how enchantments was one of my paints. It wasn’t the be-all, end-all
of my design. My design wasn’t built around enchantments. It was built around
having a certain feel.
And that’s another big thing, I think I guess, that starts
with Fifth Age of Design. That’s the idea of an emotional component, like of—Fifth
Age, as I move forward, the question I’ve always asked is, what emotion am I
trying to get out of my audience?
Scars of Mirrodin I was trying to make you intimidated by
this opposing force. I wanted you to feel what it was like, feel sort of on the
side of the intruders and the side of the intruded. And a big part of how I do
design now, and I’ll do a podcast on this, is I’m a big believer that emotions
are very important in design. That you have to understand how the audience
feels. And so a big part of how I design now is thinking about what mood I
want. What emotion I want. What’s the emotional response I’m trying to get. And
it turned out Greek Mythology was tricky. I started assuming that it would be
like Innistrad, that it would be top-down, okay I would capture the feel, and I
would go to pop culture.
So what happened was, once I figured out what I wanted to do,
and I said to Aaron “Okay, I got it, I can do this,” I tagged Ethan Fleischer.
Ethan’s the winner of the Great Designer Search 2, who is on the design team. I
said to Ethan I had a design project for him. And this was—Ethan was actually
still an intern at this time. Was I wanted him to go through Magic and through Greek mythology, and I
wanted him to sort of say “Where are there opportunities both in Greek
mythology to do Magic, and in Magic to do Greek mythology?
And he did basically a research project and made a pamphlet,
a little book that sort of talked about “What’s all the stuff Magic has done that is Greek mythology,
what is the Greek mythology that would lend itself well that we haven’t done but
that would lend itself well to Magic?”
And he wrote all that up.
And meanwhile, I was trying to figure out sort of “What is
the essence of what I wanted to do?” Now, I literally started my design like I
started my Innistrad design. So for example, Day One. We walk in the design
meeting and I say to my team, “Okay guys, we’re going to write up on the board everything
you can think of that represents Greek mythology.” Or at the time, Greek and
Roman mythology.
And so we just filled up the board. And meanwhile, a little
contrast here, I had been at the library with my kids. And so one of the things
at the library, for those that aren’t familiar with the Dewey Decimal System,
so what happens is when you want to look things up, things are grouped in
different categories. There’s numbers. And so if you want to find something,
you have to say “I want to find such-and-such.” You look up the catalog number
and you find it.
And so one of the quirky things about the Dewey Decimal
System is sometimes when you’re looking for one thing, you find other things because
like the section you’re looking at is only so big. So we were looking for my daughter,
and my daughter—I don’t even remember what she was looking for. But while looking
for a book for my daughter, I stumbled upon—it was like Greek and Roman
mythology for kids. And I thought that it was interesting, because one of the
things that I’m trying to do is I’m trying to make sure that I hit all the most
common tropes. And I’m like, “You know what? This is perfect. Like a book aimed
at kids, this is the basics, right?” Of Greek and Roman mythology.
And I got the book out of the library that day. The subtitle
of the books was like “Greek and Roman mythology: Gods, Heroes and Monsters.”
And that really hit home for me. And when we were having our first meeting and
we were writing stuff on the board, I looked at the board and I realized that
we had basically put things in four categories.
Now one category was just “Ancient Greek things.” A coliseum.
An urn. A toga. They’re just things that you associate with Greek and Roman
mythology. Because really you’re associating it with Greek. But once I took
those out, the remaining three things fell into three categories. They were
gods, they were heroes, or they were monsters. It was Zeus and Hera and Apollo
and Ares. Or it was Perseus and Theseus and Hercules. Or it was Medusa or
Pegasus or Cyclops or whatever. And that really they fell into those
categories.
And I decided early on that that was an interesting way to
think of it. Because one of the things, this is an important thing we talk
about with in design, one of the things that happens early on is I need a way
to mentally process each set. And I need a way to mentally process it that’s a
way that I haven’t done before.
I talked about this in my creativity podcast, in that one of
my tricks when I’m doing a design is I want to make sure I approach it unlike I’ve
approached any other design. Why? Because I want to sort of fire new neurons. I
want to go down paths my brain hasn’t gone down before. That if you do something
that you’re well familiar with, you will keep coming up with things that you
know. But when you challenge yourself and say, “I’m going to do it under some
constraints I’ve never done before,” you just get to areas you never get, and
it’s a way to get lots of fresh material.
Now, I was already going down the path of Greek and Roman
mythology. I’d never done that before. I knew I was going to find a lot of
things I never knew. But I needed some way to mentally process it. So not only
do I need a new vantage point, but I need some way to sort of group it in my
head.
I’ve talked about this many, many times, but I will mention it
one more time. The human brain likes to group things. It just makes it easier.
That if my set has too many components, it’s hard for me to sort of acknowledge.
But three is a good number. And I said “Okay. I’m going to break up what I’m
doing into three parts.” And gods, heroes, and monsters seemed like a good
thing.
So let’s talk a little bit about the gods. Because it’s something
that came up very early in design, which was “Are we going to have gods?” Gods
are kind of daunting from a Magic
standpoint. Because what is a god? You are a planewalker. You’re this really powerful
person that shows up and can summon things out of nowhere, and you have a lot
of god-like powers. I mean, old-school planeswalkers were a little more
actually god-power-level, but even modern planeswalkers could be mistaken for
gods by the natives. I mean, they definitely are powerful in some ways.
But the more and more that we studied it, the more it was
clear that like it’s hard to do Greek mythology without the gods. The gods are
so entwined in Greek mythology that the very idea of doing Greek mythology and not
having gods?
Now, I knew, by the way—I knew that the people who lived on
the world would believe in gods. That I knew. That I couldn’t do Greek and
Roman mythology without a god system. The real question was, were we as
designers going to make cards that were gods?
And one of the things that is important in design is, you’ve
got to figure out early on the expectations of your audience. That you can buck
expectation to a certain extent, but at some level, if everybody’s expecting you
to do something—like if you went on the street and said “We’re doing a Greek
mythology set, what would you expect to see?” And 90+ percent all say the same
thing, then you need to have a really, really good reason not to have that
thing. And what I said is, “Everyone’s going to expect gods. We’re doing Greek
mythology. How do you not have gods?” I said, “Okay, okay. We’re going to do
gods.”
Then I had an interesting idea. I mean, it’s kind of an
obvious idea, but I was the one who had it just because I was the first one to
think of it. Was I wanted to figure out how to make gods uniquely their own.
Now, if you listen to me and my podcasts or read my column or interact with me
in any way, you know that I believe that at the core of the game, the thing
that makes Magic tick. The most
important dig-down-deep center of everything, is the Magic color pie.
And I’m a huge huge fan. Obviously I’m one of the color pie
gurus. I understand the color pie very well. And so one of the things I said is
“Okay, the crux of Magic, the core
of Magic is the color pie. The core of Greek mythology is
the gods.” So it didn’t take a rocket scientist to like go “Hmm… gods, color
pie!”
Now the other nice thing about the minor gods is we were
following up on Return to Ravnica block, which meant we had a lot of two-color
decks that were there. Like “Okay, we can throw a bone to two-color decks.” And
it allowed us to do five—fifteen was the perfect number, it allowed us to do
three cycles. One cycle for each set.
And so one of the things that’s nice when you’re building a
block is you want to have hook and you want to make things exciting. And like “Okay,
it’s a Greek mythological set. Three sets. Every set has a cycle of gods. Cycle
of mythic rare gods.” That sounds pretty exciting. So we decided we’d up front
and have the major gods in the first set, and then have the minor gods in the
second and third set. Their pattern is not hard to guess if you think about it.
But anyway, so I knew I wanted gods. Now, how were we going
to make those gods? That, my friends, is a long story. And I see work. So of
course, as I predicted coming up, we are—I just started talking about the gods,
I haven’t mentioned any of the five mechanics. So I predict this will be a
multi-parter. Many parts, probably, because I have a lot to say about Theros.
Luckily, I’m driving to work every day. So this will be a busy week as I talk
about Theros.
So anyway, I hope you guys enjoyed my first glimpse into the
world of Theros. Like I said, there’s a lot going on. There’s a lot of moving
pieces. I’m hoping by doing a little more recent podcast, that I can give you a
little more detail, because I’ll just know it off the top of my head. This is
something that I’ve lived with for a long time but recently lived with.
So anyway, I hope you’re enjoying Part One. There’s many
more parts coming your way. So anyway, I’m now at work, so instead of talking
about the Magic that I made in the
past, I must be making Magic. Thanks
for joining me, guys, I’ll talk to you next time.
No comments:
Post a Comment