All podcast content by Mark Rosewater
I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. So the last two podcasts have been about the design of
Theros. But I was not yet done, so I shall continue.
Okay. When last we left, we were up to talking about the
heroic mechanic. Okay, so at this point, we knew that we had gods, we knew that
we had an enchantment theme that represented the touch of the gods, we knew
that meant we’d have a lot of auras, we knew that the gods themselves would be
enchantment creatures, we knew that we wanted to have devotion, which was going
to be a reworked, chroma, and we knew that we wanted the monsters with a
monstrous mechanic. That’s what we knew.
So now we were trying to figure out what the heroes would
be. So the key to understanding the heroic mechanic is twofold. First off, the
parameters. What were we looking for? Okay. Well, I knew that I wanted to
capture the sense of adventure that to me was key of a lot of the Greek
mythologies. That I loved the idea that people would build things.
And that there would be this game as your hero leveled up,
essentially. That it would get bigger and bigger, and eventually it would be
able to take on the giant monsters that it had to fight. Which by the way also
had their own little level-up track.
Okay. So that brings the question to mind, “Why not the
level-up mechanic?” And the reason for that is, the level-up mechanic has a lot
of complexity to it. And we just needed to put our points in other places.
Also, the level-up mechanic when it was done in Rise of the Eldrazi got a
lukewarm reception.
I was already trying to redo chroma, which was already a
mechanic that didn’t hit really strongly the first time we did it, and I was
trying to sort of give it a second chance, and so A. I already had a returning
mechanic that had a lukewarm response originally and I’m trying to do something
with it, and there’s a lot of complexity that comes with the frame. I’m not
saying in the right environment maybe we wouldn’t do it, but this just didn’t
really feel like the right environment.
Plus auras were going to be an important part of what I was
doing. I wanted the buildup to have the touch of the gods with them. That if I
had a level-up guy that just leveled himself up, you didn’t get any sense that
the touch of the gods mattered. That just kind of on his own he’s motivated and
does his own thing. I wanted some interaction. So I loved the aura thing, I
knew we had the aura thing, so level-up didn’t quite work. I wanted to use auras. I
mean, obviously monsters had monstrosity, so there’s already a way for the
monsters to build up.
So the parameters were I know I wanted the heroes to start
small and to build with time. I knew I
wanted the auras to be involved so I wanted them to play well with auras. So I
was looking for something that kind of liked encourage interesting gameplay and
worked with auras. That was my general goal.
Okay. So the flashback—Flashback,
my friends, to Invasion block! Okay, so Invasion block was a set that
I had done with Bill Rose and Mike
Elliott, and it was the beginning of what I have dubbed the Third Age of
Design, where we started doing themes in our blocks, Invasion was really the
first set to have a cohesive mechanical theme, which was multicolor.
So while we were messing around with multicolor, I was
trying to find different ways to make multicolor matter. So one of the
mechanics I came up with was a mechanic that said… they were cards that cared…
like a Giant Growth that would make any creature +2/+2, but a green
creature +4/+4. And the idea being that the spell kind of cared what you would
target it with. And it sort of had a color preference, if you will. “This spell
is good for anybody, but really good if used on green creatures.” And I liked
that mechanic. Invasion ended up not needing it, as we were doing other things.
We had a spell mechanic with kicker. So it ended up not fitting in Invasion.
And so later on—I’m trying to remember what set this was.
Maybe it was during Shadowmoor, because Shadowmoor also had a color-matters
theme. I tried flip-flopping it, so instead of a spell that cared about what it
targeted, they were creatures that cared about if they were targeted by a
certain color. And so I messed around a little with that, like “Oh, I like
being targeted with green spells. If a green spell targets me, some good thing
happens.” And so I messed around in that space. It was a little bit narrow.
Things don’t get targeted all that much, and then subdivided into colors it
just was a little bit too narrow.
But in the back of my head it was definitely an area—and
this is very common in Magic
design—where I will mess around with something. The thing I mess around with
doesn’t quite work, but I know in my head that there’s potential, like I’m
messing around in interesting space. And the key is just trying to find how to
use that space somewhere.
And so one of the things that I’ve done over the years, and
this is the advantage of doing this for a long time, is I have built up a
repertoire of just interesting ideas. Of things that, eh, didn’t work out, but
I know maybe could work out. And so every once in a while, when I’m trying to
solve a problem, I have this inventory of spells that didn’t quite work.
Now be aware. This is another very important thing to
understand. Just because a mechanic doesn’t work doesn’t mean it’s a bad
mechanic. A lot of times what you’re trying to do is when you’re building a
set, you have a very specific need in mind. And you try mechanics, and those
mechanics might not meet that need, but that does not mean they’re not good
mechanics. It just means “Oh, they don’t fit right here.”
And so when you discard things, anything that we try, that I feel has any potential, I keep onto it. I hold onto it. I mean, most of it’s in my head. I know we keep talking about having a database and I know we’re starting to work on that. In fact, I think there is a database. But anyway, there’s the database in my head, which is where I keep most of my stuff. We’ve tried a lot of things over the years.
So anyway, in my head I liked the idea of things that liked
being targeted. And the reason that this came up was “Oh, auras target.” Now,
there was a problem inherent there, is that knowing auras target requires a
little bit of rules knowledge. We actually talked about rewriting the aura
rules, the reminder text, to remind you that they target, or maybe even putting
target on the card. We ended up not doing that.
But anyway, the fact that auras target and they’re one of
the few things that don’t say they target is a thorn in the side of some
people. But anyway, I liked the fact that auras were targeted, but it also
meant that it wasn’t just an aura mechanic. There were other ways to target
your things. You could target them with instants and sorceries.
The reason creatures don’t work, by the way, real quickly,
is we did not want abilities to target. And the reason when I did heroic
originally we did not have abilities target is it’s just too easy to break it.
It’s too easy to target something again and again and again. So we restricted
targeting to spells, which meant that creatures, if they have a come-into-play
ability, that’s a triggered ability, that’s an ability. It’s not a spell. And
so there was no way for creatures to trigger it, or not in a way that we
naturally made creatures.
Anyway, so I liked the idea of having creatures that when
targeted got a bonus. So the original design (???) first pitch it, what I
pitched was, “Whenever this is the target of a spell, it get a +1/+1 counter.”
I pitched that as the ability. And then what we realized was that my original
version was a little too tight. We could loosen it up a little bit. That what
we needed was “Okay, I want to be targeted, when I’m targeted, something
positive happens.” We liked +1/+1 counters, but we decided we would divvy it
up.
So let me talk about this, because this is going to be a big
part of today’s topic. Which is once you figure out what you want your
mechanics to be, one of the important things is figuring out who does it best
and where to put it. Every mechanic is not always supposed to be in every
color.
Now, in Theros, because I was trying to do Greek mythology,
I did in fact want gods and heroes and monsters showing up in all the colors.
But that didn’t mean they needed to be in equal amounts. So for example, with
heroic, what we decided was “Let’s divvy up how heroic gets used.” And we
decided that certain colors would be better at heroic. So what we chose was
that white and blue would be the best two heroic colors.
So as-fan—let me describe the term for those of you who
might not know it. As-fan is a term that R&D uses to talk about “What percentage
will you see this thing as opening a pack?” Because remember, when you look at
a file, that is different. So let’s say for example, ten percent of the cards
in the file do something. Well, it depends what rarity they are. If they’re all
common, yeah, you’ll see that a lot. But if they’re all rare and mythic rare,
you might barely see that in a pack.
So what we care about a lot of times is the as-fan means
“Okay, when I open up the average pack, average pack meaning I’m going to have
ten commons, three uncommons, and a rare 7/8s of the time and a mythic rare 1/8
of the time, how often will I see this thing?” And we actually have a little
calculator program that Dave Guskin wrote where like you say “Okay, I have this
many things at common, this many things at uncommon, this many rares, this many
mythic rares, what’s my as-fan? How often do I see it?”
And if it’s something that we want to matter, it depends on
what it is, because some things you need to have more volume than others. Some
things, for example, let’s say you need something to show up, you need seven or
eight of something to be viable. Well, you need a higher as-fan than if you
need three or four.
Usually if we want the as-fan to matter, the low end is
probably one percent if something really matters, and the high end can be two,
two and a half percent, depending on what the thing is. In fact, certain
things, if they blend nicely with the set can be even higher.
For example, when I was doing Shadowmoor, hybrid had an
as-fan of about fifty percent. But hybrid does not get in the way of what
people draft. It’s not super linear. So certain things can be higher. Gold will
be higher. The as-fan of gold will sometimes be higher in sets that are very focused
on gold. But it’s important for us to understand when you open it what you will
see. So that’s one thing.
The second thing is quality. Which is when development is
pricing cards, if they know that certain colors have certain strategies, they
just make those things better in those colors. So heroic not only shows up more
in white and blue, but at lower rarities especially. Especially for Limited.
The heroic stuff’s just a little bit better in white and blue. You’re more
likely to want to play it.
And then blue and red more often got spell effects. Rather
than getting bigger, rather than increasing the creature, they tended to affect
the board. And then black was kind of in the middle, we gave black a little of
each. Now, in a lot of sets you don’t necessarily put all the mechanics in all
the colors. I know players grumble when we do that, but one of the ways to give
an identity to things is not to put them everywhere.
So remember, I say this from time to time but let me give
you an example here. So the color pie is the most important thing, not just for
design, but also for development. And the reason is that if every color can do
everything as well as every other color, or even if every color can do
everything, it makes less reason to branch out and do different things.
And one of the things that makes the game so much fun is its
variety. There’s different things. There’s different decks you can build. If
every color has access to the same things, then it gets monotonous. Meaning all
the decks are drifting towards the same strategies.
But if you make heroic really good in white and blue, but
make devotion really good in other colors, then “Oh… well, maybe there’s not a
white devotion deck…” Now, I know, I know in Constructed there’s a blue
devotion deck, but I will stress that they’re both mythic rare cards. That is a
Constructed thing only. In Limited it is very, very, very hard to do blue
devotion. I mean maybe you get the god, maybe you get Master of Waves, it’s not
something that’s a major part of blue’s game in Theros Limited.
So anyway, we definitely try to mix it up. This set was
interesting in that because I was trying to do top-down, and I wanted the key
components to show up, I made sure that every color had a little bit of access
to it. For example, every color needed a little bit of devotion because of the
gods, and there was one other mythic blue card so that if you wanted to build a
devotion deck… obviously it turned out to be pretty good. But we wanted to make
sure that there was tools.
What we do for Limited and what we do for Constructed are
not always the same thing. Sometimes they overlap, sometimes it goes a little
bit different. Constructed only needs a couple good cards to make something
work, where Limited needs a lot more to guarantee a draft strategy (???) that
things will happen. Okay. So we tried heroic, we realized that we wanted to
branch out from just +1/+1 counters. We started giving identities to colors.
That was playing pretty well.
Okay. Now we come to the math problem! Okay, so at the
time—now I’ll catch you up to date here, we had enchantments with lots of
auras, and then we had the gods. We had devotion. We had monstrous. We had
heroic—monstrosity, sorry. We called it monstrous in design.
But one of the problems was that heroic, for example, said
“Hey, I need to have a bunch of
noncreature spells in my deck.” Because creatures aren’t going to trigger
heroic. So if I have heroic creatures, I need to have some things that would
trigger them.
And devotion was fine with creatures, because devotion just
cares about permanents in play, and auras work well with devotion. So those two
worked fine. Monstrous was working on its own. But the aura and heroic theme, which
was a pretty important theme, we really wanted the theme of building up.
So once again, let me stress this, that one of the things
that I try to do ever since the beginning of the Fifth Stage of Design, is say
“What emotion do I want this particular set to evoke? When you play it, how are
you supposed to feel?” And I was trying to capture the Greek influence on
storytelling, in that…
Because one of the things I’ve learned, I don’t know if I
told you this story yet, so when I was doing Innistrad, one of the things I
realized was I was able to focus on the monsters because it’s like “Oh, I’ve
seen a lot of different horror films and TV shows and things on zombies. I know
how zombies are supposed to act. Ooh, I can make a tribal zombie deck. Ooh, I
know what zombies are supposed to do. I know what vampires are supposed to do.
I know what werewolves are supposed to do.” I had enough knowledge of how they
functioned that I could design something that would match expectations of the
public.
So when I started working on Theros, what I realized was
people interact with Greek mythology in a very different way than they interact
with horror. The horror genre is a genre, for starters. It’s very
pop-culture-centric. Greek mythology very much influences Western culture, but
it is not—if I say to you “Well, how exactly does a centaur function?” Well,
maybe you know some of the tropes of centaurs. They carry a crossbow, they’re a
wise mage. You know. But you don’t have a sense of what a tribe of centaurs
would do.
So I realized that I didn’t have some of the sense that I
was building off of for Innistrad. So what I went to is I said, “Okay. The
thing about Greek mythology is it influences how we tell stories in Western
civilization.” And that all the archetypes that Campbell has laid out, Joseph
Campbell, I talked about him last time.
Once again, if you ever listen to my podcast, and it’s Part
“Not One,” you’ve really got to listen to the previous parts. I just assume
you’ve heard them. If this is the first part you’re listening to, there’s a Part
I and Part
II. Please go listen to it. It will make a lot of sense.
Anyway, Joseph Campbell outlined the different types of
stories. [NLH—Campbell created the character
archetypes and the Hero’s Journey. For approaches to story archetypes, read
about the Seven
Basic Plots or other
systems.] Most of that is based off of—the Greeks are the ones that did
it earliest. They were good storytellers. And so a lot of modern storytelling
comes from that. And I liked the sort of sense of adventure built into
mythology. And the sense of accomplishment. And so I decided that’s the emotion
I was going for. That I wanted you to sort of build up.
And there’s lots of ways to build up. In fact, if you look
at the mechanics and notice, the auras build up. Heroic builds up your
creature. Devotion builds up over time as you get more permanents in play.
Monstrous builds up. Everything in the set, it builds up. It creates larger
things. Because I wanted a sense of “I start small and I build a mighty hero!”
or “I build a mighty monster!” or “I call forth a mighty god!” That I’m always
building towards something, and that’s a big part of what this set is doing.
Okay. So in order for that to be true, I needed to have you
build up. That meant that I needed auras and I needed heroic. The stuff I
needed to have you build up. But the problem was, and this was the math
problem…
Okay, in a Limited deck you have 40 cards. Usually you have
about 40% land, that’s like 17 land. That leaves you 23 cards. Now normally you
want about 16 creatures, so that leaves you with about seven spells. And those
seven spells have to do your creature removal—they have a lot of function to do
things you need to do.
So there just wasn’t a lot of room to get in the auras. And
to get in the cards that are going to trigger the heroic. And that was the
problem. So we needed to figure out how to crack this. Meanwhile, I explained
this last time, the advanced planning team had made the bestow mechanic. I had
that in my back pocket. That was for Born of the Gods.
So one of the things that I realized… and a very funny thing
will happen. Erik Lauer is the head developer. My equivalent on Development. He
was the lead for Theros. So one of the things that’s interesting is Erik is
very math-based. And so Erik had recognized this problem and sort of crunched
through the numbers to figure out the solution.
Meanwhile, I had the same problem, and I intuitively
understood it was a math problem, but I
never solve things through math—that’s not true. I sometimes solve things
through math. More often than not I kind of go through a gut. I’m more
intuitive in the way I function.
But anyway, I had come to the conclusion that we had to use
bestow. Erik mathematically came to the conclusion we had to use bestow. And
Erik actually came to me and said, “Look, I’ve done the math, you have to use
bestow.” And my response was “I know, yeah, Erik, it’s already in the set.”
So basically what happened was, I needed to find a way to
get some of your creatures to help build up your stuff. And one of the things
that allowed me to both have creature slots that allowed me to help heroic and
have creature slots that allowed me to start building my creatures up with
auras, the bestow mechanic did exactly that.
And so we had to change around our story a little bit… I
mean they always were going to be creations of the gods. In the original story
they were a little different. But the idea was they were god-created things so
it worked. We brought them forward.
So one of the things we did with the heroic creatures is we
did a couple things. I tried to keep them very simple, they were all in cycles,
because I didn’t want to take up too much mind space with them, because
obviously later in the block they played important roles, and I wanted to sort
of leave space.
So what I did is we
instituted the rule that all bestow creatures had to have a +X/+Y where X was
its power and Y was its toughness. Which meant that every single creature had
to at least give you some toughness pumping, because you had to have toughness
to survive as a creature. In theory you could be a 0/1, 0/2, 0/3, 0/4. That
could work. And whatever ability the creature granted, the creature had to
naturally have. So if I give lifelink, I have to have lifelink.
What we decided was because I wanted to cycle them, I
decided to avoid the vanillas. I wanted to keep them as clean and simple as
possible, so I had them all grant the same stats. And let me explain the reason
for that.
One of the things that’s important to understand is the
concept—I’ve used it (???), but let me explain it. I call it “mind-share.” And
what that means is, let’s think of the human brain as a computer. And it has so
much processing. It can process so much information. So one of the things is—I
mean I talk about this a lot of the time about how the brain functions, the
brain—that if you have ten pieces of information, the brain could have trouble
with it. But if you take those ten pieces of information and you consolidate it
in chunks, I’ve talked
about chunking before, that makes it
easier for the brain.
And so one of the things that we found is, let’s say I take
my bestow cycle, and the commons—“This one’s +2/+4. This one’s +1/+2.” And I
have them all different. Then what happens is, when I see them, I have to go
“Oh, okay, it’s common bestow, oh, which one’s this one?” And it just requires
your brain to have to process more.
Now, people all the time, whenever I talk about simplifying
things for math, they’re like “Whatever! Learn math! You have to learn math!”
And the reality is, look. There’s a lot to process in the game of Magic. You know, to use my little
computer analogy, there’s a lot to process. And then if you overload, the brain
will just start shutting down. Or will start skipping things. And what we’ve
been trying to do is just make it easier for things to process. We as the
designers and developers can build things in so they’re easier to process.
Now, some of the game should be harder to process, and Magic is not shy of things you have to
process. But the reality is, save those things. Think of you have so many cards
you get to make people process. Use those wisely. And the reality is, having
bestow all linked up just makes it easier to process. There’s no great value
right here from making it different, and we have a block in which we need other
bestow things. Let’s save some of that stuff for other sets.
Okay. So the choice was to limit how much we do so.
Essentially what we decided was, “Enough bestow to do what we needed to do.”
Enough to get the job done and no more. And that’s a common theme, by the way.
One of the things when I became Head Designer, what I did not realize when I took
the job is that one of… the two things that I probably do more than anything
else when I’m looking at other people’s designs is saying, “Don’t waste,” and
“Follow the color pie.”
Because one of the things that happens is it’s very easy
when you’re trying to design to just use as many resources as you can. Because
you’re trying to do the best design you can. And it’s my job as sort of the
Head Designer to say “Guys, guys, guys! This is a resource we’ve got to be
careful with.” And for a a couple reasons. Here’s why it’s important.
One, look. Design resources are not infinite, and wasting
design resources is wasteful of something that’s important. Number two is
there’s only so much appreciation. So my analogy I often give is: I’m taking my
kids to the candy store. Now, I could buy them one piece of candy, maybe two
pieces of candy. Or I could buy them 20 pieces of candy. Will they be happier
with 20 pieces of candy? I don’t know. Maybe initially. Only because I don’t
normally give them 20 pieces of candy. But the reality is can they enjoy all
that candy? No, they can’t enjoy all that candy.
And they’re probably going to stuff themselves and not be so
happy, and then next time I go to the candy store, I can’t get them two candies
anymore. Now they want 20 candies. And it sets expectations badly. It’s not
something they can enjoy. If I give them two pieces of candy they might be
happy. No one’s saying they’ll be happier with 20 pieces of candy. If they
don’t know 20 is an option, they might be just as happy with two pieces of
candy. Maybe happier in the end run.
And that’s the same as true with design, which is the goal
of design is to make the audience happy. There’s a threshold of happiness. This
is an idea I talk about a lot. In design, there’s a threshold of happiness. The
goal is not to see how high you can go, the goal is to cross the threshold.
What that means is, I want to make our players happy. But
once I make our players happy, I’ve done my job, in that once the players are
happy they’re happy. I don’t need to like qualities of how happy I can make
them. They’re happy. Once they’re happy, they’re happy.
And it is not like they go “Ooh, my (???) of happiness is…”
Like, “I’m happy!” And our goal is to essentially use as little resource as we
need to make a good gameplay that makes the players happy. And once they’re
happy, we are just wasting resources beyond that point.
And a lot of times, like I know we’ve stuffed sets in the
past and players didn’t even get it all. Like four months went by, we came onto
a new set, and they didn’t even absorb everything we had. And look, you want to
let them enjoy every facet of your game, but you want to make sure that they’re
not missing things, because then you’re just wasting things you could do later.
Now, I know, I know whenever I talk about this, people don’t
want to hear that I’m not maximizing everything I could maximize. But look,
that is my job. My job is to make all of you happy, and make sure that I could
do it next time. And the time after that. And five years from now. And ten
years from now. And twenty years from now. My goal is not to make you happy
right now, my goal is to continue making you happy as long as we can. And to do
that I have to monitor my resources.
Okay. So we have all the mechanics in the set, except one. So
the last mechanic, this is not a very long story because it’s not even a design
story, is Erik was concerned during devign, devign is the period in between
design and development, where Design still has the file but Development is
giving notes, that he wanted more ways to spend mana. And so I was trying with
monstrous a few ways to give them that.
And ultimately what he realized was that the set was missing
something—that we had a lot of pieces that were cool things, but the set needed
a little grease to help you make sure you got those pieces together. And he
also wanted a little extra way to spend mana. And scry kind of fulfilled that
role.
And so early in development—and once again, he came to me
and talked to me. In fact I remember what he said to me is he said he needed to
add a mechanic to smooth things out, and he said if I was okay with it he
wanted to bring back a mechanic. And I said to him, “Erik, it just has to fit
in Greek mythology. If it fits in Greek mythology I’m fine with it. And so he
said, “How about scry,” and literally, he said, “How about scry,” and my
response was “That is perfect.”
Greek mythology is full of omens and soothsayers and
prophecies, and it’s very much a big part of Greek mythology, so scry is a
mechanic that fit really well. And so I was happy. And so that got added into
development, it wasn’t even added during design.
Okay. So I think I have told most of the basics now of the
set. So next time I’m going to talk with some card-by-card stories. I have not
told you everything about the set. I think as I see cards to talk about it’ll
trigger some ideas and I’ll fill some other stories in. But anyway, hope you
guys are enjoying this trip through Theros. It’s always fun to share and talk
about it. But I am now parked at Wizards. So guys, I have to stop talking about
Theros, and I have to start making Magic.
I’ll talk to you guys next time.
No comments:
Post a Comment