All podcast content by Mark Rosewater
Okay, I’m pulling out of my driveway! We all know what that
means! It’s time for another Drive to Work.
Okay. So today’s topic is something that I’ve
talked a lot about in
my column. What we call top-down design. Okay, so let me start by answering
the question I get a lot, which is “Why is top-down design called top-down
design?”
Oh, real quickly, let me define what it means. So top-down
design is when we start with the flavor, and it’s the jumping-off point for the
set. So from a flavor bent, Theros
and Innistrad are examples of recent
top-down designs. Like, “Oh, we’re going to do a Gothic horror world.” “Oh,
we’re going to do a world inspired by Greek mythology.”
A bottom-up design is when you start from a mechanical
place. So for example, Zendikar
started as the land set. Ravnica
started as a set where we were going to represent the two colors, make people
play two-color gold.
Now, no matter which direction we go, we intermingle flavor
and mechanics. So if our job is done well, Zendikar
feels very flavorful. Ravnica feels
very flavorful. But what I’m talking about is, technically when you’re building
the design, which direction did you come from?
So anyway, people always ask me, “Where in the world does
the term top-down design come from?” Now, at first—sorry. Sorry… traffic. Car
coming right at me. Okay. So where does top-down come from? Now, I kind of
assumed that it was—like, you know how you use an expression long enough that
you’re just like “Oh, this is just an expression people use.” And then I
realized “No, actually, I think I came up with it.”
So I did a little research. Here’s where I believe it came
from. So if you look at a Magic
card, the top of the card is the title, then there’s the art box, then there is
the card type line that has the subtype, has creature types, then you get to
the rules text, then you get to the power/toughness, then the legal text and
collector number.
Well, the top half of the card has the vast majority of the
flavor. Because the title and the name and the creature type are all on the top
half of the card. So top-down came from “Oh, well you start from the top of the
card and go downward.” So a top-down design is, “Well, I know what the name of
the card is, and kind of what it looks like, and oh, I’m trying to match the
flavor of the card, making the rules text.”
Where bottom-up is, “I have the rules text, now I figure out
what the flavor’s going to be.” Now, we have an awesome creative time.
Oftentimes we make a mechanic and they come up with a perfect match. And so it
feels very connected. But I’m just talking about where we start. In the end we
want everything to feel meshed and interconnected. But anyway, top-down design
is when you start from a place where flavor is the jumping-off point.
And I’ve talked about this a lot in this podcast especially,
in that one of the keys to creative endeavors is you want to make your brain
attack things from a different angle. I’ve talked about this a lot. That if you
go at something the same direction, you’ll hit the same neurons and you tend to
get the same answers. Because the brain will follow a familiar path. But if you
come at it from a slightly different vantage point, then you’re thinking of it
differently. And you find different answers.
So for example, when I do top-down design, I’ll just use Theros as a recent example, everything I
was doing was saying, “Oh, does this match Greek mythology?” And so my lens
that I was looking at things through was a lens I had never used before. I had
never designed Greek mythology before. And so I was making all sorts of
interesting decisions, because I was using a new thing to judge by. It’s one of
the reasons top-down is nice.
And bottom-up also does that, where when I was doing Ravnica, I’d never done a gold set
before that focused on two-color play. And so when I did that for the first
time ever in Ravnica, you know, it
guided how I wanted to put things together.
Okay. So today’s podcast is going to be about how we do
top-down design. Sort of the lessons of top-down design. Okay. So thinking
about it, I realized that communications theory does a very good job of
explaining the key lessons. So for those that didn’t listen to my podcast on
communications theory, or podcasts, plural, in communications theory there’s
three things you have to strive for. One is comfort,
one is surprise,
and one is completion.
So I’m going to walk through top-down design from those three lenses, because I
believe it gives a good example of what you need to do to do good top down
design.
Okay, so number one. Comfort. Okay, so let’s say I’m doing a
top-down design. I’m going to use Innistrad
and Theros, as those are the two
recent sets I’ve done that were top-down design. Okay. So what happens is, the
first thing you want to do—when I have both my first meeting of Innistrad, and my first design meeting
of Theros, I said the following to my
team: “Okay guys, we’re going to brainstorm. What is everything you would
expect that this, for Gothic horror or for Greek mythology, what would you
expect?”
So for example, Innistrad,
we started writing on the board, like, well we expect vampires, and werewolves,
and zombies, and ghosts, and we’d expect nighttime and candles and bump in the
night and we’re just writing everything down that you could think of. Victims,
and everything that you could think of that Gothic horror would be to you.
And the same for Greek mythology. It’s like centaurs and
Medusa and a pegasus and minotaurs and gods. We wrote everything down that we
expected. And the reason this is important is, part of doing top-down design,
the reason to do top-down design is that it plays into the concept we call
“resonance.”
And what resonance says is, okay. If you are trying to make
somebody—I, as any kind of creative person but especially the game designer,
I’m trying to connect with my audience. I want them to be invested in the game
so that they are excited. Right? Remember, game design is about creating entertainment
and experiences. Right? That you want people to experience something, and you
want them to feel something. Experience an emotion.
And one of the tricks to doing that is to take things that
your game player already understands. Because they have lived a whole lifetime.
They have all these experiences. If you tap into pre-known experiences—and that
could be real life experiences, it could be pop culture experiences, but
something that they know and understand, what happens is that you are piggybacking
if you will on emotional things they already have. Emotional feelings they
already have.
And so, for example, if we’re doing Gothic horror, and
you—there’s expectations that come from Gothic horror, because they’ve watched
movies and they’ve seen TV shows and they’ve read books, and they have
expectations. So part of doing top-down design is you want to meet that
expectation.
Now the difference between Arabian Nights and the other three blocks is Arabian Nights was top-down, but Richard was trying to as best he
could match Arabian
Nights. He wasn’t trying to create a world inspired by Arabian Nights,
he was trying to actually capture Arabian Nights, where what we do now
is, Kamigawa and Theros and Innistrad, we
were trying to create our own Magic
world inspired by those top-down flavors. We weren’t trying to do exactly—for
example, in Theros, there’s no Zeus.
There is Heliod, which has elements of Zeus, but it’s not Zeus. It’s
different. We were doing our versions of things.
I bring in Kamigawa
because Kamigawa is a good example of
mistakes that we’ve made. I think Innistrad
and Theros are top-down done well,
and that Kamigawa is top-down with
some major mistakes made. And we learned a lot, one of the reasons I think Innistrad and Theros are as good as they are is we learned some important lessons
from Kamigawa, and this is one of
them.
So Kamigawa went
in to look at Japanese mythology as inspiration. And so one of the things that
they got into was Shinto—I
do not, by the way, know tons about Japanese mythology, so I’m going to talk
the best I can, but if I’m a little off, it’s because I do not—this was not my
set. I did not lead that set. And so I’m not quite as—I spent a lot of time and
energy on both Greek mythology and Gothic horror.
But so we did some stuff with Shinto, we did a lot with the kami.
There’s a belief in Japanese, I think in Shinto, that like every object has a
spirit associated with it, I believe. [NLH—to
my understanding, roughly yes.] Anyway, what we did though was we captured
something that while being somewhat true to Japanese mythology, was not very
known by a lot of the Western audience. So we created a lot of stuff that
wasn’t as resonant as it could be. I mean, I think there are a lot of resonant
tropes for Japanese mythology.
But instead of sort of hitting the more obvious ones, we
would try to stay true to it, but the problem was we weren’t as resonant as we
needed to be. In fact, Kamigawa also
taught us that it’s very, very important that when people first experience your
top-down, that the thing they expect is there at common. You want them to run
into the stuff they expect first.
So if you’re doing
Gothic horror, well, you want the monsters to show up pretty quickly. You don’t
want like all these unknown things sitting at common. You want your vampires
and werewolves and zombies and ghosts and stuff sitting right there. And same
with Greek mythology. You want your minotaurs and your centaurs and your
cyclops, and the things that you would expect. You want people to see them
quickly, okay?
But, unlike Champions
of Kamigawa, where we put some of that stuff at low rarities that people
just didn’t know, Hundred-Handed One is rare. It’s not going to be the first
card most likely that you’re going to open up and see. And the idea is, one of
the lessons of top-down is, make sure that your as-fan, your low rarities are
things that are comfortable that represent the thing you want.
Because one of the things that’s important is that when
you’re trying—the point of top-down is to connect with your audience on an
emotional level. Right? You want them to go “Oh yeah.” You know. “Oh, you’re
doing so-and-so? Oh, is there this?” “Yes there is.” “Oh, is there that?” “Yes
there…” you know, you want the audience to be hoping for things, and deliver on
most of that.
For example, if I went out on the street and polled Magic players, and said, “Okay, when
you think of Thing X, what do you think of?” “When you think of Greek
mythology, what do you think of?” I want us to hit most of those top ten
answers.
And a lot of what we also did in top-down design is you look
at what Magic has done before, to
see if the things that—like, for Greek mythology, one of the things that Ethan
did, Ethan Fleischer, I had him do some research ahead of time for Theros, and he wrote down a booklet. And
the booklet mostly broke into two categories. First category is, “What are
things we would expect to do that Magic
has done?” and “What are things we would expect to do that Magic hasn’t done?”
And we wanted to make sure that things Magic had done, that we had enough of those there, because there
was a base already built up. One of the examples was, I knew I wanted a little
bit of tribal. Not tons, because the way the set played out, as I explained
during my lengthy, lengthy Therospodcast, that we found that
in—when people knew Greek mythology, they didn’t think of races together in the
same sense like they would in Innistrad,
where monsters you do kind of click together. But, I knew I wanted some tribal,
so I went and I said, “What is the tribal players would most expect and want?”
And I decided it was minotaurs.
Okay. So first off, number one, comfort. Figure out what
your audience is going to expect, deliver on expectations, make sure that
expectations are at low enough rarity that that is what your audience is
seeing.
Okay. Time to move into the second part. Surprise. Okay. So
now that you’re doing something, it’s important that you do everything you can
to capture the stuff that people expect. But then you want to make sure that
you add some unknown element to it. So for example, I will use Theros because there’s a clean example
here. So we wrote on the board, “What do you expect?” And as we wrote things on
the board, it became crystal clear that there’s an expectation of gods. Gods
are about as central to Greek mythology as you get.
But, while we wanted to deliver Greek gods, we wanted to
surprise the people a little bit. And the reason is, when we do a top-down set,
our goal is not like Richard was doing in Arabian
Nights. Our goal is not to just capture 100% in which it’s just that thing.
We want to do our spin on it, we want to make it a Magic thing.
And so with the gods, as I explained in my Theros podcast, we wanted to take the
essence of Greek mythology, which was the gods, and the essence of Magic, which is the color wheel, and
put them together. So what that meant was, we ended up making fifteen gods,
five major that are monocolor, ten minor that are two-color. And each one of
them had to embody either the color or the color combination that they were god
of. And then what we did is, we chopped up all the existing Greek gods and took
elements of them to make our new gods.
Now, why did we do this? Because there’s a level of comfort.
You expect gods. We have gods. You expect attributes of gods, we have
attributes of the gods. But we’ve mixed and matched them in a way to make
something new and different. And it’s important for top-down, I feel, that you
have some newness to it.
And the reason that is important is that essentially what
you want with a top-down set is you want to create comfort, meaning you want to
draw the audience in. Oh, and here’s something important. I’ll use Innistrad to make this out. Which is,
one of the fights you’ll have sometimes is trying to be realistic to your
source vs. fighting expectations. For example, in Innistrad, we were doing Gothic horror. In Gothic horror, the
zombies in Gothic horror, there’s not a lot of them, and probably the most
famous is Frankenstein’s monster from Frankenstein.
Now, if you know the actual story of Frankenstein, Frankenstein
is the story—he actually is an intellectual. The monster. That he is
intelligent. That he has conversations. The idea of Frankenstein being like,
“Urrrgh, Frankenstein,” that’s modern. That is not an old-school version of
Frankenstein. That’s not what the book does.
But that is what people expect. And likewise, when you say
“zombies,” people expect what I call Dawn of the Dead
zombies, which is zombies that kind of slumber and are did and aren’t really
bright, like “Braaaains, braaaains!” That’s the kind of thing you expect.
So, when we say we’re doing zombies, well if people are
going to expect Frankenstein’s monster—like, the Universal-style
Frankenstein’s monster, not Mary Shelley, and they’re expecting Dawn of the
Dead zombies. Well, guess what. That’s what we’re delivering. Did that actually
match our source material? No, no it didn’t. But that was the expectation, and
you cannot fight expectations. If your audience expects something and you’re
trying to deliver to it, you have to match what the audience expects.
In Theros, the
other example is the kraken. Kraken’s from the Scandinavian mythology, not
from—I mean, now there were sea serpents in Greek mythology, so that’s not a
crazy stretch. But we knew thanks to Clash of the Titans, both versions of the
movies, that, you know “Release
the kraken!” People expected a kraken. And they’d be upset. So we made sure
to deliver that. That even though it’s there.
And my other example of this is, Richard Garfield made a
game that’s called, “What
Were You Thinking?” Its design name was called Hive Mind. And the premise
of the game is that you get a topic, and then you’re trying to write down the
answer that everybody else is trying to write down.
So one of the categories one day was insects. And it turns
out that one of the top answers was “spider.” “Now, now,” you might say, “What?
Spiders aren’t insects.” Well, you see, it didn’t matter. The goal of the game
is to write down what other people wrote down, not to be correct. It wasn’t
actually “write down five insects,” it’s “write down the five things you think
people will think of when you tell them to write insects.” And not only that.
What do you think they think other people will write?
So the funny thing is, everybody in that room might have
known that spiders weren’t insects, but enough of them felt that other people
might not know that, that they wrote down spider, and the correct answer was to
write down spider. So when doing top-down, you do have to match expectations.
Now, that said, once you match expectations, once you give
something, players then want to be shaken up a little bit. Players do want us
to say, “Okay, we’ve given you Greek mythology, but here’s some stuff that’s a
little Magic-oriented.” You know,
“Here’s our versions of the gods. Here’s our versions of some of the stories.”
We definitely captured a lot of things from Greek mythology, but we put our own
twist on them.
And the fun of that is, once you have the comfort level,
once you—“Oh, you’re doing Greek mythology, you’re doing top-down Gothic
horror. Oh, yay, vampires, yay Greek gods.” Whatever. At some point, you’re like
“What’s new and different? What are you giving me that I haven’t seen before?”
And that’s where we get to sort of put our own spin. And it’s
fun for the audience, because Magic’s
still a game of discovery. You still want people to want to look and see.
Now part of it is seeing things we already know, and if we
did them, and part of it is finding new things. And you want a balance there. Top-down
isn’t about being slavish to your source material. But, and this is important,
you do have to follow the feel. Meaning everything you add has to have the
right feel to it. You can’t just do Greek mythology and go, “Hey, look! It’s…” you
know, something out of Norse mythology that has no connection to Greek
mythology. Can’t just go, “Here’s Thor! With his mighty hammer!” And like, “What?
That’s not Greek mythology.” So you have to sort of make the thing fit.
Okay. So now that gets us to the third part, which is
completion. Which is, it’s not just about making individual pieces. One of the
things that I’ve talked about a lot, and this is—I mean the completion aspect
of design talks about this quite a bit, which is you can’t just think about
your designs in isolation, meaning if you just make every card and don’t think
about anything else in the set between each card, even if each card in a vacuum
makes total sense.
For example, let’s say I say, “Okay, I’m going to do a Greek
mythology set.” And I make a card—I forget about everything else I’m doing and
just make a Greek mythology set, those individual cards in a vacuum might be
awesome cards. But the thing is, you are working together. Your game does not
live in isolation. Your cards do not live in isolation. And so you have to be
very conscious of how things interconnect.
Especially in Magic,
a game in which people will take cards and put them in their deck. Meaning—and this
is important to remember. We, as trading card game makers, are making a game in
which we’re giving you components. Now, remember, when I talk about trading
card game, that is a really, really important distinction. That most other
games, when you take the game and open your box, when you open your box of Monopoly,
it’s an experience that’s not unique. Every person opening a Monopoly set, or a
basic Monopoly set, is getting the same things. And if I go to my friend’s
house, and he has the same Monopoly set I do, we’re going to play the same
game.
That’s not true for Magic.
Magic is different. When I go to my
friend’s house, if I’m playing with my friend’s Magic cards, they might be different cards, or I’m playing against
his cards, they’re different cards. And that is one of the things that makes Magic a very different game. But
remember, people are going to experience your game by taking the components and
putting them together. And so our job as trading card game designers is to make
sure there’s cohesion. Now, in top-down design, what that means is I have to be
very conscious of how things fit together.
Now, the monsters weren’t working together. It’s not like the
vampires and werewolves like drew up a plan. No, the werewolves were doing
werewolf things, the vampire were doing vampire things. But in order to create
this sense that they’re in trouble, I decided that I needed to isolate the
humans. Well, how do I do that? Well, one of the ways to do that was to create
structures that I left the humans out of.
So for example, I did a bunch of cycles in which the
monsters all got stuff, but the humans didn’t get things. And the idea being,
to give a sense that the humans (???) and separate from the monsters. And make
them feel isolated. I tried to isolate them in my design.
Now, there is no way for me to do that—that is a design that
only works in conjunction. Now, the good thing I had going for me is I was
doing top-down. That top-down was humans were the victims. The reasons we had
humans, and the reasons we did human tribal for the first time, was it was very
important to me that the victims got represented. Why? Because in horror
stories, the victims are a key part of the horror stories. You don’t tell
horror stories without victims. And the victims are human.
Why are they human? Because the whole point of a horror
story is to get your audience to identify with the hero so that the horrible
things that happen to them, you go, “Oh, that could happen to me. I’m scared.
That would be scary if it happened to me.”
Because a big part of any sort of creative endeavor is you
want to give your audience sort of what we call a POV. A
point of view. That you want them—if you’re trying to get emotional
responses, usually what you do is you connect them to the hero. Or in the game,
the center of the game, such that they’re experiencing things they need to
experience.
So in Magic, you’re
the planeswalker. You’re having a duel with the other planeswalker. And so I’m trying to make sure that
when we build our sets, I wanted the humans to feel like victims. It’s very
hard to do that on one card. I mean, I could do “Human, Victim,” but I mean it’s
a little heavy-handed.
What I wanted to do is demonstrate that the humans are in
trouble. Now, part of that is making the humans smaller. A monster and a human,
the monster’s going to win. Now luckily, white, its nature is humans teaming
up, it has smaller creatures, so it works well there. I mean, it’s why humans were
in white in the first place.
But the key is, you want to make sure that when you’re doing
top-down, that not only are you creating the elements you need, but that you
understand how they structure, because the audience is going to want a sense of
structure to what’s going on, and it will help them give that sense of
completion.
In fact, one of my pet peeves is, I did not do a good job of
explaining to Erik that the curses were a cycle that left out the humans, and
so the green curse got left off, and then, “Well…” like, it’s hard to recognize
a pattern when the pattern’s not complete. Having cycles of four, you really
need all four, and that was me dropping the ball in that one tiny area. But
(???), it’s that notion of completion that’s important.
Okay. Now I’ve got off the freeway, which means I’m not too
far from work, so let me set to do some recap here. Okay. So when you’re doing
a top-down design, you start, and make sure that what you’re doing is resonant,
that there’s comfort, that you are capturing the things people expect you to be
capturing.
Then, we get to surprise, which says, “Okay, make sure that
not only do you capture what people expect, but you put some twists on it that
are your own.” That when people come to see something, yes, they want
familiarity, but they also want some sense of identity. You are doing something
that’s giving it your own spin.
For example, like in movies, (???), but let’s say you’re
going to take a classic story. Hollywood seems very into doing fairy tales
right now. Hansel and Gretel. Well, hey, you want Hansel and Gretel, there better
be a house made of candy, you want a witch. But you want some spin on it. And I
believe the spin in the last one was like, “They’re witch hunters.”
Right? That they lived through this experience and now they’re hunting down… I
didn’t even see the movie, but from the poster I got this much.
That you want to have some comfort, but then you want to
have some spin on it. You want to have some take on it. There’s been a bunch of
Snow Whites. Well, how is your Snow White different from other Snow Whites? I
didn’t see these either, but Mirror, Mirror I think
was more modern take on it, where Snow White had a little more active role. And
Snow White and the
Huntsman—both of them, I mean she becomes more of an active fighter. She’s
more involved. She’s not as passive. And that’s a big part I think of how—I mean
it just was a modern take on the story, but it had its own take on it. It wasn’t
just a story you knew.
But—and once again, I didn’t see the movie, but—it’s called
Mirror, Mirror, so I’m sure there’s a magic mirror. I’m sure there’s an evil
queen. I’m sure there’s dwarves. There’s probably seven dwarves. You definitely
want to deliver that there.
Okay. So you have the comfort, you have the surprise.
Finally, completion says, “Okay, not only am I making the components, but what
does my audience expect of the components?” That I can’t just make individual
components. Once I’ve made certain components, there’s an expectation that
other components are going to be met. Right? That I have to make sure that I am
not just building pieces, but building a whole. And I have to figure out in my
design, what my overall feel is. Right? That part of creating the resonance
that I want is creating resonance in the micro and resonance in the macro.
And once again, one of my ongoing themes, I have a bunch of
themes, is in the macro, in the micro. That says, “If you want something to
happen, if you want an audience to feel something, it has to appear both in the
big picture and in the small picture.”
In Magic that
means the set has to show it. The cards have to show it. That I want to show it
through my set design, I want to show it down to my individual cards. That
whatever theme I’m doing, I want to keep hitting that theme.
In Theros , for
example, I was trying to build up a sense of adventure. Well, I wanted cards
that built. I wanted mechanics that built. I wanted a style of play that built.
That my theme was hit on every level, from the micro all the way up to the
macro.
And remember, when you are building something, that your big
device is made of a lot of small devices, and so you want that to carry
through.
Okay. So top-down—comfort, surprise, completion. How—by the
way, if you told me when I was studying this communication in school, that this
thing I learned—and by the way, this completely applies to like TV and film and
all sorts of stuff, and like “Oh, this would be very good for game design.” I’m
like “Wow, kind of cool.”
But anyway, I am driving in. I see the Wizards building, I
can pull in my space. Or not my space. A space. I always say “my space,” people
feel like I have my own parking space, which sadly I do not.
Okay. So I hope you guys enjoyed hearing about top-down
design. It’s something that I think we are getting better at, it’s something that
has gone over really well, both Innistrad
and Theros went over like
gangbusters. So we will be doing more top-down design. I know the future
seven-year plan, so there’s more top-down design coming. Not every year, A. because
I want to mix it up, and B. because there’s not an infinite number of things we
can do top-down design. It’s a lot smaller than you think.
But anyway, thanks for joining me today. Ooh, it’s pretty
much about an average 30-minute ride. Not a lot of traffic today. Which is good
for me. I don't know if it’s good for you. But anyway, thanks for joining me.
And while I always love talking about doing top-down design, I also like making
Magic. Talk to you guys next week.
Bye.
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