All podcast content by Mark Rosewater
Okay, I’m pulling out of my garage. We all know what that means. It’s another episode of Drive to Work.
Okay, I’m pulling out of my garage. We all know what that means. It’s another episode of Drive to Work.
Okay, so last week, the very first Drive to Work came out.
After the first two, because I did two the first week. So this is the first
podcast I have since that information. What happened was, when I first made my
first show, I thought I was just going to put it up on my tumblr and my
Twitter, I wasn’t expecting it to be a big deal, but then work, I went in to
ask them about it, and they were very excited about it and they wanted to put
it up on the website, so it ended up taking a little while to come out. So I
was plugging away every week, making an episode, and it took nine weeks to
finally get it out. Which meant I got a backlog of stuff. Which means that this
is the first week where I have some feedback from all of you about my podcast.
So it turns out that the one set that the most people wanted
to hear about was Time Spiral. Now, Time Spiral was a very interesting set
in that it is beloved by some, but was very disliked by others. And it was
definitely a set where R&D learned some important lessons, which I will get
to. But let me start from the beginning. According to a certain nun, that’s a good place to start.
Okay, the design team. So Time Spiral was led by Brian Tinsman, and the design team included
him, Aaron Forsythe, Devin Low, and myself. So it was a four-person design
team.
So it actually came from an interesting place. Both key
mechanics in the set, both suspend and split second, both didn’t come from the
design. They came from other designs. So let me talk about how this all came
about.
And I really liked the idea of suspend. This idea that you
were trading mana for time felt very cool. That you get things really cheaply,
but you had to wait for them. And I liked that idea a lot. And I said, “Look,
let’s hold onto that, I think it’s a neat idea.”
And I think that got in my head the idea of a block built
around time. Of time mechanics. So when
Time Spiral started, it was going to be a time block. That was my idea.
Now, meanwhile, kind of completely separate from this, Brady Dommermuth, the
creative director, was interested in sort of revamping the creative.
One of the problems was that long ago, when Magic first got created, the
planeswalkers, where were the player analogues, kind of got made into gods. I
mean, if you look at Urza or Yawgmoth—I guess Yawgmoth wasn’t technically a
planeswalker. But if you look at the early planeswalkers, they were insanely
powerful. I mean to the point of like, making worlds and destroying worlds.
Like it was not very relatable. That we realized that if
you’re going to tell stories, it’s kind of hard to tell stories about gods. And
so we needed to revamp the planeswalkers. So Brady saw this as an opportunity
to do that. So we’re like, “Okay, well we’ll do a time thing. A time problem.”
And we sort of revamped everything.
So when we started down the path of doing a time thing, one
of the things that I started doing at that point was I’d become Head Designer
in the middle of the Kamigawa block, but the first block I really had control
over was Ravnica, and that obviously
had a very solid block structure to it. We took 10 guilds, chopped them up
four-three-three, the whole block clearly worked together.
So Time Spiral was
my second attempt at doing a block plan. And Ravnica was what I called “pie model.” Like, we took it and we
divvied it up. So that everything was kind of all there, but we chopped it up
through the block how we gave it to you.
Time Spiral was
trying something a little different. The idea was a sequential model in which
there were three parts, and each part was connected to the larger whole, but
sort of advanced in some way. And the idea I hit upon very early was, “Well, if
you want to take time and chop time into three pieces, how do you do that?”
And the idea I came up with was, “Okay, past, present, and
future.” What if the three sets were about the past, the present and the
future?
Now, I didn’t even know what that meant at the time. It was
just sort of like, “Oh, interesting idea.” So when we explored the idea of the
past, what we got in my mind was, “Well, how do you represent the past?” Well,
some of it was mechanics that represented things that had happened earlier in
the game. But the thing that we kept coming back to is “Magic’s past.”
I mean, I had done with the Un-sets, the Un-sets definitely
sort of make fun of stuff Magic had
done before, but we’d never had a black-bordered set that really kind of
acknowledged Magic’s past in a big
way. And so once we started down that path, we were having a lot of fun. Like,
“Oh, if you took Killer Bees, and Unyaro’s Bee Sting, you could marry them
together and get Unyaro Bees!” And that tickled our fancy to no end.
I mean, Creative’s really backed off from Ship as a creature
type. Rightfully so, since just like—well, we still do Walls, but just like
Walls don’t make a lot of sense as sentient creatures, ships make even less
sense.
But anyway, so we kind of got into that. We were very
excited about exploring Magic’s
past. And as we did that, we realized the nostalgia theme was slowly taking
over. Like, “Wow, this was fun.” And our thought was, “We’re having so much
fun, well the players will have so much fun.” And so we went to town.
And like I said, other than probably the Un-sets, there is
no set we’ve ever done that is more things wedged in it. There’s so many jokes
and references, and I mean, Time Spiral—if
you have no idea—I know there’s some articles that have been written, but
talking about just like all the jokes and things that are there, and people go,
“Oh, I didn’t see this,” or “I didn’t see that,” and it’s just crammed full of
a lot of stuff.
So let me talk a little bit—I jumped ahead. See, (???) of this thing is, I kind of
go where my mind’s going. So you can see how I think. Because I just hop
around.
The design team—before I get into sort of where we went on
the design, I realize I should talk about the design team a little bit. So
Brian Tinsman was the lead of the set. So I’m trying doing the podcast sort of
talk a bit about the history of all the designers in R&D, and kind of my
thought is, as I come across them, I’ll tell you a little bit about them.
So today I’m going to talk a little bit about Brian Tinsman.
He was a lead of the set, this was his set. So where did Brian Tinsman come
from? How did he get in R&D? How did he become a designer?
So Brian’s first job at Wizards of the Coast was actually in
the Market Research department. So for starters, we used to have a Market
Research department. It’s no longer—now we outsource it. But at the time we had
a department in Wizards that did all of our market research.
And Brian, I think what was going was, I think he was still
in school. He was in business school. And so he was working at Wizards and at
night going to business school. And he first got in on the Market Research
team.
And then, what happened is, at lunch, R&D people like to
play games. And one of the people that’s a big game player at lunch, they love
the lunch playing the games, is Bill Rose. Our VP. Bill is a monster when it
comes to trick-taking games, or card games, and anyway, I believe that Brian
started playing some lunch with Bill, and so Bill got to know Brian.
And then he realized that Brian actually was getting his
business degree, and so Bill proposed the idea to Brian that Brian come over to
R&D and be the Business Manager. The idea was, we didn’t really have somebody
who was managing things, and someone who had sort of a business sense working
in R&D.
So Brian was not brought into R&D remotely to do design.
In fact, he wasn’t even brought in to be creative. He was brought in to be a
business manager. But what happened was, Brian really did want to do design,
and so Brian did what a lot of people do, like there’s a lot of stories at
Wizards of, “I started in Job X, but what I really wanted to do was something
else.” And so Brian like said, “Hey, I’m here, I’m in R&D, I would love the
opportunity to show what I can do.”
And so he started filling holes for cards and just making up
stuff. And then he had ideas he would show off. And I think he made a mechanic
or two he showed off. And then we finally put him on a team and he was really
good on a team. In fact, I think what happened with Brian was interesting, is
Brian’s first team—actually, Brian is in a unique category. I happen to be in
this category, of his first team, he led. But, in Brian’s case it wasn’t quite
the same as mine. I actually led my team. Brian was kind of lead by name.
So what happened was, I think Judgment was Brian’s first set that he was on, and Bill was going
to lead it, but Bill ended up being busy, so what Bill said is, “Okay, Brian,
I’m going to put you in charge, but I’m going to oversee everything and make
kind of all the big calls, but you’ll be in charge of overseeing the set and
making sure that everything gets put together.”
Because at the time, what happened was, the lead designer
not only oversaw everything, but they constructed the set and they took care of
the file. Now, by the way, if you’re interested, now what we do is we have
what’s called a second on a design team, which is the person who’s trying to
learn about how to lead teams, and the file is now put in their hands.
So for example, on Huey, Shawn Main is my second. Meaning I
don’t touch the file, I oversee everything, I make decisions, but Shawn’s in
charge of keeping up the file, because what we learned is, there’s a lot to
learn about the structure by being the guy that keeps up the file. And once
upon a time it was the lead designer.
Anyway, on Judgment,
Brian was kind of made the second, but he was given actually the title, even
though Bill really was behind the scenes making the key decisions on it. So
Brian’s first set, he was at least in name the lead. And he did very good.
Brian did a wonderful job. And it quickly spun into this creative job where
Brian started doing design work.
And later, Brian would end up becoming the lead for non-Magic design, just like I was in charge
of Magic design, if there was non-Magic design going on, Brian was in
charge of—mostly it was new games was what Brian was doing.
Anyway, when we got to the set, I knew Brian had done a
bunch of sets at that time, I know he had done Scourge, he had done Saviors
of Kamigawa, I think I know he had done Champions
of Kamigawa as well. And Champions—I’ll
get to that on my podcast on Champions.
Had its issues. I really felt Brian deserved a large set, and he seemed
excited. His team had come up with suspend, so he was very eager to have
suspend.
I think when design started for Time Spiral, in fact, Ravnica
had pushed out hybrid, so I brought hybrid over to Time Spiral, with the idea of “There’s temporal chaos,” and part of
the temporal chaos was making hybrid mana. Anyway, Ravnica would borrow it back, we would lose it.
But anyway, we realized what they were doing was messing with
time, because it was a spell that was so fast you couldn’t respond to it. It
was kind of faster than other spells. And so we said, “Hey, this would fit
really well in our set,” and so we borrowed it. So it’s funny that the design
team for Time Spiral came up with neither of the two main mechanics.
So, we had suspend, we had split second. So that was playing
into our time theme. And then what happened was the nostalgia started taking
over. And so once we realized the nostalgia was in play, we said, “Oh, well,
might it be fun… maybe bring back some mechanics, have some best-of.”
And I think at the time—so here’s one of the big things
about Time Spiral. One of the things
that you always look at, or I look at, is I look back and say, “Okay. A. How
did the set do publicly? Did the public like it? Did they not like it? How did
it sell? How did it do in our polling and all our market research?”
Number two is, what did we learn from it? And that some of
the sets that have been the most instructive have not necessarily been the most
successful. In fact, one of the things—I’ve talked about this a lot. I used to
do a seminar in R&D, and one of my seminars, I think I wrote an article
about this, was talking about mistakes. [NLH—Not
sure which one he’s talking about. Here
are three articles
about mistakes.]
And what I was trying to say about mistakes is that I think
people undervalue the importance of mistakes. People think of mistakes as being
a bad thing. And what I try to say is, “Oh, no no no no. Mistakes are your
teachers. Successes do not teach.” In fact, successes lead to bad habits.
Because what happens when you’re successful is you go, “Oh, this worked. I
should do that again.” And it doesn’t really cause you to stretch. It just kind
of makes you repeat what you’ve done.
In fact, being
very successful can be very dangerous because you have to be willing to
take risks. And what happens with mistakes is, you are forced to take risks.
You are forced to try new things. You are forced to say, “Oh, well let’s
examine what I did and figure out what I did incorrectly.”
And the problem with successes is, every success has good
and bad parts about it. But when things go well, people want to assume
everything about it is good. And the reality is, usually there’s something
good, that’s why it was a success. But not everything was good. And it’s hard
to learn from it, because you’re not kind of motivated to find the things that
were a problem.
Meanwhile, mistakes, they motivate you. And Time Spiral had a lot of mistakes in it,
one big mistake really, that taught us a great deal about Magic. And what that thing is, is, for a long time--there’s certain
metrics. We don’t know who all the Magic
player are. I mean, we have a lot of different ways to capture bits of them,
but we are most in tune with the people most in tune with us. Like, we know who
comes to our website, but hey, you’re already kind of enfranchised if you come
to our website.
And so, we’re always looking for more information. So one of
the things that we could do is we can make correlations between things. So for
example, we used to look at people playing in tournaments, and look at sales,
and say “Oh, well, it seems like when sales are good, attendance for
tournaments is good. Oh, there’s some correlation here.”
So clearly, when people like things, well, they come and
play it. And so what happened during Time
Spiral is, those two numbers that had always been in lockstep, like when
one did well the other did well, started diverging. Sales were doing poor, but
all the tournaments were doing well. And we’re like, “What’s going on? If
tournaments are doing well, why aren’t sales doing well?”
And that’s when we discovered—at the time we called them
“the invisibles.” But the idea is, there are a lot of people that we don’t see
because they’re what I’ll call “off the grid.” And the idea of the invisibles
is, look, a lot of people play Magic.
But only some percentage of them are people that we really see.
And what happened with Time
Spiral was, it was the first time that we kind of separated the two in a
very easy-to-see way. Because what happened was, we said, “Okay. We’re going to
embrace Magic’s past.” And to do
that, we sort of loaded up with a lot of things, a lot of mechanics and a lot
of references, and the idea was, well if you know Magic’s history, well this won’t be so hard.
I mean, here’s the crazy thing. I think there were 12 old
mechanics, or 12 mechanics total, I think the 12 doesn’t count split second and
suspend, which were new, so I think there were 12 old mechanics. Anyway,
between 12 and 14.
Okay, think about that. Would we ever do a set with 12
mechanics in it? No, never! Never ever ever would we do that. But we had this
mindset, like, “Well, these aren’t really
new mechanics, eh, the players have played with these before, this won’t be
that hard for them.” And we were forgetting that the newer, casual players that
weren’t so—didn’t know all of Magic’s
past, well we made a set with 12 mechanics in it. And that was just the first
set! Forget that we added more in the second set, and added way more in the
third set.
And so what happened was, we made a set that made all these
references that a lot of players didn’t get, that had all this complication
that was only manageable if you had already absorbed it. If you had been
playing Magic for ten years, and
then played Time Spiral, it’s like,
“Oh yeah, I remember this, and I remember that.”
And the problem was, hey, a lot of players weren’t like
that. And it was overwhelming for them. They didn’t get it. And yes, there’s
always examples of people who started out and go, “Oh, the best of, and I was
excited.” [NLH—Me!] Because at the
time, the justification was, “Look. If you’ve never heard a band before, and the first thing you heard was the
best-of, well that would be kind of fine. You get to hear some of the best
things they’ve done.”
But we did not take into account kind of the complexity. And
I talk about how mistakes are important. New World Order really—the germ of it,
the first push toward it was Time Spiral.
Because Time Spiral just bowled
people over. Like, “What? What’s going on? Huh? Brain hurt! Brain cramp!” They
couldn’t get it all.
And yes, yes, the established players—this is the funny
thing. I talk about Time Spiral as a
failure. Whenever I do, I get all these people coming out of the woodwork
getting really mad at me. And they’re like, “That was the best set you guys
ever made. That was the best block you ever made. How dare you say anything bad
about it?”
And the reality is, it’s not that it was a bad block. It’s
one of my favorite blocks. I enjoy it immensely. I enjoyed making it, I enjoyed
playing it, if I was dropped on a desert island and I could only play one block
for the rest of my days, I’d probably pick Time
Spiral block. That block has a lot going on, there’s a lot of fun stuff.
The complexity that’s a negative for a lot of players is a positive for me.
I get it. I understand why people like it. I’m not trying to
dis something people like. I’m trying to explain in my role, as the guy who’s
in charge of understanding what does and doesn’t work, Time Spiral in that regard was a failure.
Now, that doesn’t mean we didn’t do right things in it. Just
as successes have problems, mistakes have things you did correct. I do believe
nostalgia on some level is valuable. You’ll notice, in both Scars of Mirrodin and Ravnica,
we had played into that. We definitely nodded, “Hey. If you’re familiar, you
will find this more enticing.”
But we tried hard not to make that stuff exclusive for
people that didn’t know the information. I mean, Time Spiral just—holy moly, we threw you in the deep end. “What
does this mean? What does that mean?” “Oh, you’ll figure it out.”
Oh, let me talk about another thing that happened. The thing
that I am proudest of, of my contributions to Time Spiral. And by the way, I like the past/present/future—it did
give a very strong feel. One of the things I like about block planning is that
each set has its own identity. Meaning, if I said, “Here’s a card from the
block,” you could tell me which set it’s in. That means I’ve defined the sets
well. And the reason that’s so important is, good design comes from having a
good bullseye.
That’s my job. My job as Head Designer, my job when I’m a
lead designer, is to say, “Here is the target. Here is the bullseye.” When
everybody is going in the same direction, we have an amazing group of
designers, we have an amazing group of developers. They’ll do good work. What
causes them not to do good work is when they’re working at odds with each
other. They’re going in different directions. They’re pulling in different
directions. And so the role of Head Designer, of the lead designer, is get
everybody focused in the same direction, because when they all are working
toward the same goal, amazing things can get accomplished.
Anyway. So one of the ideas I had while we were doing the
design was I said, “Well, wouldn’t it be fun if every once in a while, since
we’re referencing the past, just an old card shows up.” Like you’re just
drafting, and “There’s Sol’kanar, the Swamp King.” You know? “Sol’k—what’s
Sol’kanar the Swamp King doing here?”
And when I originally pitched it, I think my idea was it
would be something we’d stick on either the foil sheet or—something (???) that
happened infrequently. When I first pitched it, I thought it was such a crazy
idea at the time, I go, “Well, it would happen every once a box, maybe. Not
very often.”
And then as I pitched the idea, the team was like “Well, why
only once a box? Why not every pack?” So one of the things I’ve learned in
R&D is, when I tend to pitch things, I tend not to pitch the wildest
versions of them, because if you go too far people are like, “Oh, that’s
crazy.” So I tend to pitch kind of smaller versions of them. And then people
get excited, and fan it along, I’m like, “I’m there.”
So (???) “Maybe more than once a [box],” I’m like “Oh, every
pack. That sounds good. I like every pack.” And then we got the idea of the
time-shifted sheet. We called it the “bonus sheet” at the time. And originally
the idea of the bonus sheet—so there’s 121 cards to fit on a sheet, so okay. We
have 121 cards to play with. What do we want it to be?
Originally the idea was, they could be anything from
anywhere in Magic, I mean they
couldn’t be on the Reserved List obviously, but they could be crazy powerful
cards. Because the idea was, they were just going to show up infrequently.
Limited can handle a random powerful card.
And the idea was, “These are going to be old frames,” because
we wanted to show that they were old cards and differentiate them from the new
cards. And not everybody would recognize the old cards, so we put them in the
old frame. And that would communicate the past. And we liked the idea of bits
of the past slipping in. Because one of the themes of the set was “Time’s
broken, and the past is merging in with the present.”
And so once we had the idea of “Once per pack, we’re going to
do crazy stuff. Just all sorts of things you would never expect.” But then it
got brought up that like “Are people going to understand that they can’t play
these in Standard?” And we said, “Oh, well, that’s a good point. How do they
know they can’t play these in Standard? Every other time in Magic, when you open new packs, that’s
playable in Standard.”
So we decided, “Okay, okay. What we’re going to do is, we’re
going to take this and make it so all the cards are playable in Standard.”
Which means, revamp the list significantly. I mean, there were lots of crazy
things on there. And Aaron was in charge of the make-up of the sheet. And it
constantly was changing. And we kept suggesting different things. But once we
knew they were going to be Standard-legal, we ended up changing things around a
little bit.
And we knew we wanted a wide range. Because one of the
things that’s important is you want to create all sorts of expectations and
excitement, and you want some sort of suspense and surprise. And I talked about
this in my Bad Card article.[NLH—Actually
several articles.] I’ll do a podcast on bad cards one of these days, because
it’s very, very worthy of a podcast.
And we tried really hard on the bonus sheet—timeshifted
sheet—to make sure that it was just from all over the place. I think the only
limitation we had was, it had to be Standard-legal, it had to not be on the
Reserve List, and it had to be in the old card frame. We decided that was the
point where we’re going back. Because we wanted all the cards to show up in the
old card frame. But anyway, other than that--we redid the list a countless
number of times. I have no idea how many times we redid that list.
I mean, when I talk about this was complex, this stuff was
complex through and through. I mean, it was complex in the art. I know it was
complex in the rules text. It was complex in the naming and the flavor text.
Like, the number of flavor texts that make references to old—like, if the card
was referencing something, then the flavor text made reference to that card. And
all that sort of stuff.
But anyway, we put it all together, and it was fun. I mean,
it’s funny. I know I dog on it a bit, just because it ended up being too
complex. But it was a blast. A blast to put together. I mean, I remember having
meetings where we just like put things together, and we’d be laughing
hysterically, and like “Couldn’t we do this? I don't know! Yeah, we could do
this!” I mean, it’s one of the sets that I just remember having the most fun
time with.
Like I said, Brian and Devon and Aaron were all old-time
players. Like, all of us were very well-versed in the Magic—the IP and the depth of the history and the games and the
mechanics. The other thing I decided to do, which is funny, I decided to say “Okay,
if we’re going to the past, that means we’ll explore the color pie of the past.”
Which has lots of mistakes in it.
And I said, “Okay, part of doing this…” That’s why Psionic
Blast is sitting on the bonus sheet is like, “Okay, if we’re going to revisit
the past, we’re going to revisit a little bit of where Magic was.” And in retrospect, looking back, I mean Planar Chaos obviously took the color
pie and messed with it in a completely
different way.
I am a color pie purist in the sense that I think the color
pie does a lot of very important things. And I’ve realized over time that like
it is so easy to be lured to mess with it. And like I said, I was lured in Time Spiral and Planar Chaos. And that I’ve since then sort of said, “Okay, I’ve
got to be more of the hard-liner, I’ve got to try to toe the line,” because man
does inertia push people to just want to stretch and bend and break.
But I mean at the time, it’s kind of—you learn from your
mistakes. I guess I understood why I did it at the time. I appreciated it, it
did have value. One of my big things is, you don’t break rules to break rules.
You break rules because they accomplish something in a way that no way within
the system could work. My quote I always used to give Brian Tinsman is, “Don’t
look outside the box until you look in the box.”
And that I think a lot of design is saying—for example,
there’s a great scene in Apollo 13, where something goes wrong on the ship, and
they go to the scientists and they have a box. And they dump the box on the
table, and they go, “This is what they have up in the capsule. In 16 hours they
run out of air,” or whatever the problem was. “They’re going to die if they don’t
solve it. Here’s what you have to solve it with. You have 16 hours, here’s the
things, go.”
And the point is, they solve it. Because as I like to see,
restrictions breed creativity. And that part of I look at the color pie is, it
is a good set of restriction. It is something to force designers and developers
to do better work. That one of the things I believe firmly is, when you have no
rules, when you can do whatever you want—I mean I talked
about this in my article once.
So David Lynch did a TV show called Twin Peaks. It was a
while ago, so let me explain it. So David Lynch is a very eclectic director,
made very weird films. Like, I took a class in cult films in college. I watched
some of his films. He’s the kind of guy—he did Blue Velvet and Eraserhead.
Anyway, originally his idea was, the show was about a murder
mystery, a girl named Laura Palmer’s murdered. And what was supposed to happen
in the first episode was, a naked Laura Palmer washes up on the beach. But this
is TV, and they go, “David! This is TV! You can’t have a naked woman!” So he
ended up wrapping her in plastic. So she washes ashore, naked, but wrapped in
plastic.
Now, here’s the interesting thing. “Naked girl wrapped in
plastic” is infinitely more interesting than “naked girl.” Naked girl, it’s
like “I don't know, she was swimming or something. Who knows.” A. you’ve seen
it before, and B. it doesn’t have the sense, you go, “What?” But you see it
wrapped in plastic—huh? Why would she be wrapped in plastic? And all of a
sudden, you’re off somewhere. And I think some of David Lynch’s best work was
on Twin Peaks because he had restrictions. Because he couldn’t just do whatever
he wanted.
And that I think for an artist, saying to them, “Hey, there’s
some constraints. You can’t just do the first thing that comes in your mind.
You have to work within some constraints.” Like, there’s a great exercise that
goes on, where writers will go to other writers and say, “You do this thing all
the time. I, your friend the writer, recognize that you, the writer, do this
thing. So here’s what I’m going to say. I’m going to make a rule for you, you
have to follow this rule.” And then they write, following the rule set by their
friend, which is trying to get them out of the habit they always do. And
supposedly, it is a very liberating sort of experience to try to go, “Oh, I
always rest on this crutch. I don’t have it anymore. I’m going to have to do
things a little differently.”
Anyway, got off on a little tangent there. I’m arriving at
work. So let me sum this up about Time
Spiral. I believe it was good for its time. I believe we learned a lot from
it. I would never want to not have done it. And I’m kind of glad that it exists
in Magic’s history. I’m glad we kind
of did that kind of set. I don’t think we can do that set ever again, I think
that it’s—or at least not where the game is right now. I mean, if the game ever
shrinks greatly, where all we have is a small tiny core, I guess we could do
this again.
But I am glad we did it. We learned a lot from it. It was
immensely fun to do. It’s one of my favorite sets to put together. And it was—you
look back, I mean I think when you look back at your career, you sort of have
highlights. And Time Spiral to me is
one of the highlights. I really enjoy the people I was working with. I enjoyed
the work. I did enjoy the player response. Meaning the players that loved it loved it. The players that were enamored
of it loved it.
Even to this day, it’s the favorite set I know of a lot of
players. And I respect that. I don’t mean any—when I say it’s a failure, I only
mean from a marketing sort of as a game standpoint, trying to sell a game and
make it for a lot of people. I mean, it was successful in that look, it
impassions people. It is hard to make people’s favorite set. And so I am glad
that I had my hand in a block that to many, is a high point for them. And that’s
exciting for me.
But anyway, I am now here at work .I’ve got to wrap this up.
It’s time to go make the Magic
cards.
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