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 today, I’m going to talk about a concept of the
game I’m not sure people think all that much about. Although it’s a very key
part of the game. So let me start by saying that I believe I was seven years
old the first time I played Monopoly.
Way back in 1974. And let’s say I broke out Monopoly forty years later. How
different was the current Monopoly from that first game of Monopoly?
Now clearly I’m older, and so the way I approach it is
different, but the actual game. How different is that game of Monopoly? And the
answer is, “Ehh, there’s little tiny changes.” Free parking used to be a house
rule and now it’s in the rules. And they’ve changed a few pieces around. But
the board is I think identical—I mean, yes I can buy all these newfangled
Monopoly. But if I just want normal Monopoly, I think the board—I mean, while
they’ve redone the board, the actual properties are all the same. And the base
game, forty years later, is pretty similar.
Now, let’s say somebody played Magic and went away for two years. And two years later they play Magic. It might be radically different.
I mean, the core of the game hasn’t changed, but so much else can change. The
cards have changed, the mechanics have changed. Maybe some rules have changed.
The color pie could have shifted. I mean, lots of things can change.
And so today I want to talk about evolution. And how that
plays into how Magic functions as a
game. Because one of the things that’s interesting is that there are two types
of games. What I will call “static games,” and what I will call “evolving
games.” So a static game is like Monopoly, which is it’s the game that it is.
If you play it now, if you play it forty years from now, it’s the game that it
is. And static games change a little bit over time, but not much. I mean,
chess, at some point they added the en
passant rule and it didn’t exist. But I mean, chess has been mostly the
same way for a long, long period of time.
Now, there are other games, and Magic is one of the other games that we call evolving, which says
it’s an ever-changing game. And in fact, one of the qualities about Magic, and one of the things—like, when
you look at our market research, one of the things we look at is the average
playing length of a player. How long has the average player been playing? And
last I looked, it’s somewhere around nine years. Nine years for a game!
Now for those that don’t know much about games, or don’t
know the stats in the gaming industry, nine years for—this is average. The
average player has been playing nine years. That is insane. There are very,
very few games that exist that one person will play for nine years. And not at
the consistency that people play Magic.
It’s one thing to say “Yeah, I played Monopoly as a kid, and every once in a
while I’ll play Monopoly, so I’ve been playing Monopoly for 40 years.” Ehh, how
often do they play Monopoly? Maybe, maybe once a year? As a side note, I don’t
play a lot of Monopoly.
But people who play Magic,
they play Magic all the time. And so
as an ongoing hobby, as a game you’re invested in, nine years! I mean, it’s
funny. Like, you look at the video games, and like you can’t play a single game
for nine years because probably the system has changed three times. It’s like,
nine years ago you had two previous iterations of the game system you’re
playing on now.
Although to be fair, the closest thing to an evolving game
in video games is that you’ll have a game—Halo, then Halo 2, then Halo 3. Which
is sort of like an evolving game. The only thing is it makes jumps. Where Magic sort of is an ever-evolving game
where, like, there’s no Set One and Set Two, and so it’s constantly evolving
from Stage One to Stage Two, where if you look at something like Halo, that
there’s a Stage One, and it’s that for a while, and they stop and then a new
one comes out a couple years later. Magic
is always coming out, in some ways, it’s always constantly changing and
evolving. And so one of the things I want to look at is how evolving games work,
and what it means for Magic.
Okay. So let’s explore Magic.
So the first thing I want to look at is, “What exactly evolves in Magic?” And the answer is “almost
everything. Almost everything.” So for starters, the cards evolve. Meaning the
cards you play with, especially if you are focused on Standard, right? The
Standard environment, which is the last two years. Standard’s constantly
evolving. Two years later, two and a half years later, I mean there’s some
overlap in cards, the core set has some cards that stick around, but this
radical, radical overhaul. And the cards that define the environment constantly
shift.
I mean, that’s one of the big things that separates—so let
me explain. One of my theories about why Magic
is popular is what I call the Crispy Hash Brown theory. So what is the Crispy
Hash Brown Theory, for those that have never had me talk about it before? The
following concept. Which is when you have hash browns, the best part of the
hash browns is the crispy layer on top. Ooh, goodness. It’s awesome. And at
some point you eat through the crispy layer, and you get the rest of the hash
browns, and you eat them, and they’re okay, hash browns are good, nothing
against hash browns. But none of it’s quite as good as that top crispy layer.
And my metaphor is that for most games, that crispy layer is
the exploration part of playing the game. That okay, when you first play tic-tac-toe,
it’s like “Okay, this is cool. What if I put an X there? What if I put an O
there?” And little by little, you start to figure out how the game is played. I
mean, I have kids, so I had the chance to watch this firsthand to see when my
kids were real little, they loved playing tic-tac-toe. And it was like a game
of total randomness. “I’ll put an X there, I’ll put an O there! Like, who knows
what’s going to happen?”
And as they get a little older, they start to realize, “Oh,
I see.” They start to understand that there’s those parameters. And eventually,
my kids haven’t quite got there yet, at least my youngest ones haven’t, that
you realize that “Oh, it’s a solved game.” Like, “Oh, no matter what, if I
understand how to play, I will never lose. It will be a cat’s game every game,
a tied game every game if I know what I’m doing.”
And other games have a similar quality. Like, Othello
you start learning the importance of the corners. When you get real good at
Scrabble, for example, it stops becoming—like when you first start playing
Scrabble, it’s like “Ooh, what word can I play?” And then when you start
becoming good at Scrabble, it’s like “Oh, I need to memorize the two- and
three-letter words. I need to memorize all the words that involve the
top-scoring… I need to know every word with a Z in it or an X in it or a Q in it.” Because it’s all about
maximizing the score. It less becomes about language on some level, and becomes
more about pattern recognition.
And I’m not saying that’s not fun. I’m not saying that
people don’t have great enjoyment out of it. But what happens is it moves away
from the discovery process and sort of trying to figure it out to you have to
start learning the strategies and there’s a lot of memorization usually and
studying of the experts. Chess is similar in that once you get good enough, you
start learning about opening moves, and a lot of good players have sort of
mapped out what the opening moves are. And so it becomes a lot of memorization
and understanding what people are doing.
And like I said, the rest of the hash browns are good. But
the crispy part of the hash brown is the best part. In my opinion. And I
believe that the discovery part of gaming is in some ways the most fun. I think
you have the highest highs in that part of the game. The discovery process.
And what Magic
does is it keeps regrowing its crispy layer. That Magic’s a game in which—why do people play for so long? Because
that part of discovery keeps going. That by evolving, by constantly changing,
it’s like you’re always rediscovering the game. One of the reasons it’s hard to
get bored of Magic is Magic keeps reinventing itself.
One of the things—I’ve said this many times, but in some
ways, Magic isn’t one game but many
games. That are all tied together by a rule system. And so—I mean, this year
we’re playing Theros. Last year we
played Return to Ravnica. The year
before that we were playing Innistrad.
And the Innistrad game and the Theros game and the Return to Ravnica game are connected, knowing how to play one helps
you play the other, but you know what? There’s different rules. And there’s
different things that go on, and there’s different things you can do, and the
cards are different. And the environment is different. And that in some way, Magic evolution, it keeps becoming a
different game.
And that’s kind of part of the exciting part is that you
have the investment already built in, you know how to play. And obviously each
year there’s new rules to learn. But once you know the basics, learning the new
rules isn’t too tough. So, okay. The cards evolve. The mechanics evolve, right?
Every year, we make eight to twelve new mechanics and we bring back old
mechanics and rotate out mechanics.
So let me talk a little bit about one of the ways that we
think about this, is so imagine that there’s five boxes for mechanics. Box #1
is what we call “evergreen.” And what evergreen means is, it’s always there.
Examples of evergreen mechanics would be flying,
first
strike, haste,
trample,
vigilance.
Things that are just every Magic set
is going to have this ability.
Next is what I call “deciduous.” Which means not quite
evergreen, but what it means for us is they’re mechanics that we are allowed to
use whenever we want. Hybrid’s a good example. Any set, any designer on any
set, hybrid
is always a tool available to them. If you wanted hybrid in a set right after a
set that has hybrid, as long as it makes sense in what you’re doing and it fits
into the core of what your set is, fine.
So deciduous mechanics are things in which—they’re tools
that get used, usually, and that the mechanics that are used when we needed
them, usually these mechanics are used on somewhat a regular basis. Like every
three to five years most likely you’re going to see this mechanic. And
sometimes more than that. Sometimes often. Cantrips,
in my mind, are a deciduous mechanic that yeah, most of the time we use them,
but we don’t always use them.
Okay, next we come to what I call sort of the favorite
mechanics. Examples here would be cycling,
kicker,
flashback.
These are mechanics that we know deliver. We know do the job. And what I would
say is, probably in a seven- to ten-year period, you’re going to see them at
least once.
Next we have the semi-regular, not quite regular mechanics,
but sort of they’re things that we’ve done once that I think we’ll probably do
again. Every once in a while. It’s like every twenty years you saw this
mechanic, it’s kind of like… it’s not quite as good as our other regular
mechanics like cycling and kicker, but it’s something that like if you have the
right place to put it. That I imagine it coming back. Like it’s a mechanic…
what’s a good example of box four?
Would be… something like wither.
Which is I don’t expect to see wither all the time. But I do imagine that just,
there’s a right place, where “Oh, wither’s the perfect… yeah, it just feels
right.” And wither comes back. And I don’t think we’ll see wither all the time.
Wither’s not something I see on lots of occasions, but eh, every once in a
while, when it just really fits what we’re doing, I can imagine seeing it.
The fifth category are things we do and then that’s it. One
and done. Now be aware, we never plan for things to be in box five. We always
hope things are at least in box four, we aim for box three. We have hope that
maybe things show up in one or two.
And the interesting thing is, take something like when I
made Mirrodin, okay? So we made Mirrodin, equipment
ended up becoming a one. Evergreen. Every set has equipment. Or you could
argue—I guess it’s evergreen, you could argue it’s deciduous in that I can
imagine us doing a set without equipment. But probably evergreen.
In the same set, we had imprint.
We had entwine.
We had affinity.
And so like, “Okay, well imprint’s probably a four. It's like ehh, in the right
place, the right time, I could see us bringing it back.” But it’s not something
we do all the time. Affinity probably is a four or five. I’d like to say we’d
bring it back one day. Maybe not as affinity for artifacts. And entwine,
entwine’s another one that’s like between three and four. I like entwine. But
like, we did it, (???) mechanic became evergreen, other ones became something
that maybe we’d revisit.
In Innistrad, for
example, double-faced cards in my mind ended up being a three. People really
liked them. And I feel like it’s something we’re going to do—I’d be surprised
if every ten years you don’t see double-faced cards. And also morbid ended up
going over really well. I think that’s another mechanic that probably falls in
the three category. That I’d kind of be surprised if in ten years you don’t see
morbid again.
But you think of like Dark
Ascension, like I said, maybe… what’s it called? It’s called
desperate—desperation in design. The one that if you have a low enough life,
then you get the extra bonus. [NLH—Fateful hour.] That’s something that I don't know if we’re doing it again. If
we do it again, it’d be for the right place, it perfectly fits, maybe we’d do
it.
So anyway, mechanics are something that we evolve, and that
there is some things that come back but there’s a lot of things that—we
constantly are making new things, every set will have new mechanics, every
block will have new mechanics.
Now, one of the things that’s interesting, as we evolve, is
how we evolve has been changing. I talk about this, that the two big things
that’s happened over time as we evolve is we’ve made two changes. Actually, I’m
jumping ahead of myself. So, we evolve cards. We evolve mechanics. We evolve
themes.
So maybe I’ll just make this point here, I’ll jump to it
later. One of the things that has happened… I guess what I’m trying to say here
is, not only do we evolve the game, but we evolve how we make the game. That
R&D itself evolves. Design evolves. Development evolves. And that one of
the things we’ve seen over time is how we treat the game and how we think of
the game has changed.
And the two big things that have changed over time—one is
the scope. That what I talk about is when you first started playing in Alpha,
the scope was on card level. That Richard really was maximizing every card,
making every card as flavorful as it could be. And then with time we pulled
back a little bit. We pulled back to sort of the mechanics. And then pulled
back to the theme. And then pulled back to the overall feel of the set. And then
the block. And then the structure of the block. And then the meta-block. And
that one of the things about Magic
is, we keep pulling our focus back to look at more things. So we’ve gotten more
and more holistic over time.
And now just once upon a time, if we had an awesome card
that in a vacuum was just neat, we would make it. And now it’s like, “Oh, but
no no no, it has to fit in the larger sense of what we’re doing,” and that if
we have awesome cards we save them for the right place to do them. That you don’t
just do an awesome card just because you can do it, you do an awesome card in
the right place. That when you get neat ideas, you save them.
And the other thing that we do that’s changed, the other way
R&D’s evolved is that we start earlier and earlier. That we do more and
more advanced thinking and planning about the set. Once upon a time, it’s like,
“Okay, time to make the set, let’s go.” And then we started getting to the point
where we thought ahead and we started picking themes ahead and mechanics ahead,
and now we do advanced planning ahead, and that we spend more and more time
sort of plotting where we’re going.
And one of the things that’s funny is, every time I think,
like “Wow, we’ve gotten pretty advanced in how we think about it,” and then we
just keep upping our game. We keep notching it up. And that’s another thing
that is very interesting in the way the game evolves, is that it doesn’t just
evolve in the game itself but behind the game.
The other big thing that evolves when you look at Magic is I keep talking about to me,
the heart of the game is the color pie. And the reason it is is, it gives a
proper feel to everything. And while the core philosophies haven’t changed, the
execution of our color pie is a constantly evolving thing.
Like one of the things is people always ask me, they want us
to print a document that shows what color does what. And we’re very hesitant to
do that, because that document, it’s an ever-changing thing. And that anything
we write down just might be different tomorrow. And that for example, the game
started and Fog was in green. And then at some point we’re like, “You
know what? Fog maybe makes more sense in white. It’s all about preventing damage,
white is very much about preventing damage and damage protection.” And we moved
it to white.
And then we played with it for a while, and we’re like “Oh,
well it thematically fits in white, but white doesn’t need it.” And so we moved
it back to green. And there’s been a lot of cases like that where we figure out
what things want to be and figure out where they are. And we shift around how
things handle it. And sometimes things shift back and sometimes things continue
to shift.
For a while in R&D, we had this idea of there was a
thing for a while that we called the “Ultimate Base Set.” And the idea was that
all our work doing the core sets was just us figuring out the perfect version.
And then each one was us inching closer what the perfect version was. And
eventually we’d have the Ultimate Base Set. The ultimate thing that would be
the perfect introductory—this locked core set.
I mean, there are a bunch of reasons why. But the reason I
like to believe why is I like the idea that Magic has survived—I mean, barring basic land, Magic has existed now in Standard without every card. That there’s
no card that Magic needs. That Magic needs a mix of cards, it’s not
that Magic didn’t need some stuff,
and we want some things from the past. But the fact that Magic has existed without any one thing. That Magic isn’t any one card. No one card defines Magic. It’s a collection of cards that define Magic. And I think that’s really cool. I think that’s kind of neat.
So here’s another thing that I think is important, and maybe
it has to do with the mindset of how we think about it, is that Magic is a collaborative game, it’s a
collaborative art form, if you will. Meaning that when I write a story, if I’m
a writer, I write a story, I have complete control. I can do what I want. If I
want the main character to do something, well, no one else is there to tell me
they can’t. And I do it.
But in Magic, I
oversee the advanced design and often I’m leading the design. But even when I’m
done, even when I’ve been living with a file for a year and a half to two
years, and then I hand it off to a developer, that developer is then a new set
of eyes. And while I consult, a different set of eyes are looking at that. And
the creative team are doing their thing, and the editing, and there are so many
people involved in making a set. And that while I definitely can push a set in
certain directions, I don’t have complete control. And in some ways, no one person
has complete control.
And so one of the things I think is kind of neat is that I feel
like the game is this living, breathing thing that kind of does what it wants
to do, and that collectively we get it there, but that… like one of the things
I’ve talked about when you’re working on a set is I like trying to understand
what the set wants. And the way I explain this is, when I playtest a set, I sort
of get a feeling from the set, and like I mean it’s not literal, but the set
speaks to me. That the set sort of tells me about what it needs. And that a lot
of the relationship I’ve created over the years, a very intuitive one, is sort
of learning from interacting with the set, what it’s missing. Or what it wants.
And then finding a way to give to that. And one of the neat
things about how we make Magic sets
is, we start, we have a jumping-off point, but then we let it go where it’s
going to go. Time Spiral started out
a set all about time. And time-based mechanics. And the whole nostalgia theme
that ended up really taking over the set, that wasn’t there when we began. That
a lot of what happens is, we start one place, and that we let the process and
let the set sort of take us where it will.
And that’s one of the things, by the way, that is neat, is
that in an evolving game, I mean there’s nothing against static games, static
games are fun, some of my favorite games are static games. But the thing that endears
me to Magic is that it is something that—like
one of the things I’ve heard a lot is kids get into Magic, and I talk to their parents, and I say, “Why do you think
your kid got into Magic?”
And I’ve heard this
numerous times. Which is a parent will say how their kid was really smart, and
they were just bored with everything. That they were having problems in school
just because nothing could keep their attention. And then they got to Magic, and Magic was bigger than them. That it wasn’t something they could
just crack. That it was—like one of the things for example that I talk about in
development is, “Why do we make broken cards in development? Hasn’t Development
learned enough by now—hasn’t Development figured out how to do things that we
just can avoid having broken cards?”
And the answer I give is, the goal of R&D, of Development
as well as Design, is to make a set for the players to explore. And if we make something
simple enough that Development can figure out what works and what doesn’t work,
then the audience will figure it out. You know what I’m saying? I mean, Development
is a handful of guys. They’re good, and they’re top players, but guess what? In
the real world there are top players. So if we can figure it out, you can
figure it out. And so what Development does is, they make a system so complex
that they can’t quite figure it out.
And sometimes, things don’t quite go the way they had
planned. But if they didn’t make the system complex enough that even they
couldn’t figure it out, then if they could figure it out, you all could figure
it out. And then Magic would be much
less fun.
Like one of the joys of having an evolving game is allowing
the audience the crispy hash brown discovery time. That I love, for example…
one of the things that’s a lot of fun is we do reprints. One of my favorite
things to do with reprints is bring back reprints that mean something different
in the context. It’s like, “You know this card, this card meant something. But
in this set, it means something different and you’ve got to figure that out.”
Or most sets we do Thing A, but this set we’re doing Thing B. Why are we doing
Thing B?
So one of the big fights we have in R&D all the time is,
one of the things I’m a fan of is—not a lot of them, but a few cards that just
do something weird that isn’t the way we would do things. So for example, this
came up during Shadowmoor. Where we had a lot of themes with -1/-1 counters,
and there’s lots of ways to remove -1/-1 counters. So what I wanted to do was
make—in fact, we did something similar to this, but I wanted to make—I think it’s
a 4/4 flier, 3/3 flier, and then I think what I wanted to make originally was a
4/4 flier that came into play with two -1/-1 counters. And it’s costed as if it were a two-powered flier. So for example, imagine 2U,
4/4, comes into play with two -1/-1 counters.
Now, we do 2U 2/2 flier all the time. All the time. And the
idea is, I love you open a pack, and this could even be at common, where you’re
like, “Okay, this is weird. Why are they doing this?” Because what I find is, Magic players don’t go, “I don’t get
it,” they’ll go, “Oh, okay, why are they doing this? Why would this set want
this? Why didn’t they just make this a 2/2?” And I think it’s kind of fun to do
some of those cards that make people question what’s going on. And want to
explore the environment.
The other big thing about an evolving game, by the way, is
that I think it challenges the players in a way that’s very different. So one
of the things is, growing up, I played a decent amount of tennis. My parents
were both very into tennis. Definitely encouraged my sister and I to play
tennis. And one of the things I learned is, the way to get better, probably in
any sport, tennis is what I did as a kid, you wanted to play people better than
you. And why is that? Because the way you get better is pushing yourself.
And I feel—gaming is a similar thing, which is if you want to get better, you need to play games that really push you. I mean, the reason tic-tac-toe is not really thrilling to most adults is there’s no pushing in tic-tac-toe. And there’s other games even that aren’t solved, like tic-tac-toe, but they’re just, “Eh, you kind of know the basic strategies.” It’s just not that much fun. And then either you play somebody that doesn’t understand the basic strategy, and then you win because they don’t understand it, or you play someone that does, and then you’re just—a lot of times the nuance is not there.
And that one of the things that an evolving game does is it
keeps the players on your toes. And like I said, one of the things that’s the
belief in R&D is, while we want to make sure to keep complexity in check, I
have no problem pushing what we call strategic complexity. There’s three
types of complexity I’ve talked about. There’s comprehension complexity, do
you get what the card does? There’s board complexity, do you understand its
role on the battlefield? And then there’s strategic complexity, do you
understand the ramifications of what the thing means?
And both the board and the comprehension complexity, we have
to be careful with. That can make it hard to learn how to play. Strategic
complexity is nice because it’s kind of hidden. Meaning you don’t see it until
you’re ready to see it. And so I’m fine, I like testing players, I like
pushing. When we talk about complexity, we want to make sure the game is easy
to learn. But that doesn’t mean we want to make the game easy to master. We
want “a
minute to learn, a lifetime to master.” Okay, more than a minute to learn.
And so one of the things about an evolving game is that I
get to constantly do that. I get to keep surprising my audience. I get to keep
pushing in ways that are different. I get a surprise. One of the other things that
evolving games do that I love is that there’s not a lot of surprise in Monopoly
once you’ve played Monopoly enough times. When I sit down to play a game of Monopoly,
I might be surprised at the interaction with other people, Monopoly has some
interaction that comes with it, and people could surprise me, but the game
itself, it’s hard to surprise me. It’s just the same thing.
Where Magic, one
of the things I love as a game designer is that I get to surprise my audience
every year. And not every year. Every set I get to surprise my audience.
Multiple times a year, I get to do something. Like, one of my favorite things
is, I love watching previews. And one of the things that’s funny is, there was
a director that said that one of his favorite things to do was to go to
premieres, to go to screenings where people are seeing the film for the first
time, and watch not the film but the audience. And that one of the things is,
he wants to see the reaction of the audience.
And so I’m down in the basement, watching people open packs.
And I watch this guy open a pack. And then he turns it sideways, so I know that
he got one. And his face just, like, he couldn’t contain his excitement. He
couldn’t believe what he was seeing. And it took him a minute to understand
what was going on, and then I could see the light bulb going off, and this
giant smile came to his face, and then he turned to his friend and he showed it
to his friend, and it was—I don’t know, it just was…
One of the things that I love about my job is, I feel like I
get to bring joy to the world. And that I love seeing feedback. It is fun when you
get to do something that makes people happy to see them actually being happy.
That that was the great moment where I literally made someone super, super
excited, and I could see it.
And remember, I fought so hard to get split cards in that
set. That I talked about this when I talked about Tempest, in my very first podcast,
that getting split cards… not Tempest, when I talked about Invasion. Not my
first podcast. But an early podcast. Getting split cards in Invasion was a
major, major feat that Bill Rose and I managed to accomplish, and so being able
to go and see it and see the reaction, anyway, that was an awesome, awesome
thing.
Anyway, I can see work, so I’ve got to wrap this up. Mostly
what I was trying to say today, just thinking about that, is that Magic is a very special game. It’s not
the only evolving game. There’s other evolving games. But it is very special in
the way it functions, and that it is a neat thing to work on because I get to
kind of constantly help reinvent what the game is. And I get to sort of watch
the game change itself. I mean, obviously I have a hand. But in some ways it’s
sort of like we put impetus in and see what the game does, and respond. It’s
kind of like writers talk about how you make a character and then put them in a
situation and see what he does. I feel the game has a similar quality to it.
But anyway, thank you very much for joining me for today.
Like today, sometimes I like to do different topics, and today was more of a
thought piece, if you will. But as much as I like talking about Magic, even more, I like making Magic. So see you guys next week.
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