All podcast content by Mark Rosewater
I’m pulling out of my driveway. You know what that means!
It’s time for another Drive to Work.
Okay. So last time, I talked about the story of the story.
So I explained how, through the years, we’ve found different ways to tell the Magic story. So today is kind of Part
II, today I’m going to talk about how we’ve told the story through the design.
Because I’m in charge of design. And so clearly, the pictures and the names and
the flavor text are all very, very good vehicles for us communicating some
sense of story and flavor.
But I’m not in charge of any of those things, and so the
thing that I’ve always been focused on is “How can the game itself tell the
story?” The gameplay tell the story. Because one of the things—so let me walk
you through some history, and you’ll see that it evolves over time.
So in the beginning, there was Alpha. So the first set that I worked on was Tempest. The best way to explain this is, the people that made the
sets in the early days were also the ones that did their own flavor. And so
there were flavors in the sets, I talked last time about how Antiquities, clearly there’s this story
behind the scenes, but one of the things that really didn’t happen in the early
days was the gameplay wasn’t particularly designed to tell the story. There
were a lot of top-down cards made, meaning cards that had a particular flavor,
but there was never any sense of the overall gameplay communicating something
in the early days.
So what happened is just, people would come up with
mechanics and then they would try to make sense flavor-wise. Now, there was a
little bit of, “Oh, I want this flavor and so I’ll have this mechanic,” but the
gameplay itself never really tried to tell a story in the early days.
So let’s get to Tempest,
that’s my first set. So Tempest was
the first set that I can think of where we tried to make a connection between
mechanics and story. But the way we did it was we made the mechanics. Once the
mechanics were known, I then crafted the story to include them.
So for example, the slivers. If you
know your Tempest storyline, the
slivers play into the storyline. The Weatherlight crew
has to fight the slivers. And in fact, defeating the slivers has to do with
them understanding how slivers work. Which is that by separating them, they
depower them. Because they need to be near each other for them to share
information on how to do things.
And so one of the key things was, by separating them from
each other, they were able to defeat them. And so clearly, for the first time
at least, the story is acknowledging the mechanic. But the mechanics came
first, we made the mechanics, and then I just found ways to work within the
story of the mechanics.
Which is very, very different than nowadays, which we’ll get
to in a second. But it was really the first time I could think of where we were
actually trying to make sure that the story that was trying to be told
interconnected with the mechanics. We wanted that connection.
Okay. So after Tempest
came Urza’s Saga. Well, like I said,
I was very involved in Tempest. I was
not that involved in Urza’s Saga story.
And so Urza’s Saga definitely
retreated a bit. In fact, it got even worse. Urza’s Saga, we decided to make an enchantment block, and the story
wanted to talk about artifacts. And so there’s this huge disconnect. Like I
joke about how it was called, “The Artifact [Cycle],” when the theme of the
block was enchantments. So that wasn’t exactly things lining up.
So after Urza’s Saga
we had Mercadian Masques, we had Invasion, and those sets were
definitely—there was a story going on, but there wasn’t—part of it was, there
was a deconnect between R&D and the story people at that point. But we
didn’t quite know—the story was being done independently of the mechanics. And
so we were always trying at the end to sort of make them fit. But it wasn’t
like they were being done together. They were being done independently.
And what that meant is, there was a lot of disconnect a lot
of time. I mean, I think like when we did Mercadian
Masques, we knew we were in Mercadia, and so the idea
of the spellshapers was definitely the sense of a marketplace and people
selling things, and that flavor was there, but it was only like each of us
started with “market city” and went our own way. And there wasn’t a lot of
connection between them.
But then, during the Mercadian
Masques story, they needed a Weatherlight crew member to fall in love with…
what was his name? The one who led the rebels. He’s a famous
legendary card which is slipping my mind. And you guys are all screaming it.
In our mind, when we had filled out the Weatherlight, we
definitely archetypally thought of it like Star Trek, we’re like, “Okay, what
kind of characters do we need?” And like we knew we needed the engineer, that
was Hanna. And we knew we
needed security, that was Tahngarth.
So we knew we needed
a doctor, like we needed somebody. And like, “Okay, a Samite healer makes a lot
of sense for a doctor.” So we had her on the ship. Like I said, she was meant
to be a smaller role character. But ended up being a bigger role in Mercadian Masques.
So anyway, during this time period, we definitely were doing
our thing. Like, Invasion for
example, we decided to do this multicolor block. I don’t think the story people
were even aware we were doing multicolor, didn’t play into multicolor in any
way. So I mean, Apocalypse we ended
up doing this enemy color thing, and it was a big finale, and so there was a
fight, and so maybe enemies were fighting? I don't know. You rationalize it,
but it wasn’t really planned out.
Then comes Odyssey and
Onslaught. Which if you have any idea
of—so clearly when we were doing Odyssey,
I had this “brilliant” idea of… (???) see me, “brilliant” is in quotes. Of
changing up our creature types. And we followed that up with Onslaught, which was all about creature
types! And creatively, it was set in the same world! Yes, the Odyssey world and the Onslaught world were the same continent
of Otaria. And the two
blocks had nothing to do with each other. Even the creature types didn’t have
anything to do with each other. It’s like all of a sudden, on this side of the
island, there’s merfolk! And goblins! There weren’t merfolk. But there were
goblins! And elves. And such.
Anyway, so we finally will get to Mirrodin. So Mirrodin was
the first time—so what happened was, there was a big change-up on the creative
team between Onslaught and Mirrodin. Technically I guess it was
between Odyssey and Onslaught, but a lot of Onslaught was the team finishing off the
story that had begun by the team before them.
And Mirrodin was
the first chance for this new creative team, led by Brady Dommermuth, to really
sort of do their thing. And so the idea of Mirrodin
was, I had worked with Tyler Bielman, who at the time was in charge of the
creative team, although Brady was the Creative Director. Tyler was kind of the
manager of the creative team.
And we had come up with an idea. We wanted to do an artifact
block. We knew that. And we said, “Okay, well let’s… let’s make a world that
makes sense. So it’s not just like—hey, after the fact, here’s something.” And
so we came up with the idea of this mechanical world. A metal world. Where
things, for some reason, there were a lot of metallic components to it.
Anyway, so the creative team really created Mirrodin. That’s
the first, when I think of kind of modern world-building that we do, kind of
what is now our bread and butter that we do awesomely, that was the first
really chance of the creative team doing that.
I mean, there’s some other worlds that had been made.
Obviously Rath had some
energy put into it. Mercadia had some energy put into it. So it’s not that we
hadn’t done worlds per se. But this is kind of the push of the modern-day
world-building.
And so Brady and his team crafted a metal world. A world in
which our story could take place. And, one of the things that happened was, we
actually talked with—so the creative team, one of the things about the change
of the creative team was, I had known Brady for a long time. He had been editor
before he got on the creative team. And I had a good rapport with Brady. And I
knew most of the people on the creative team. And as we had started a new team,
bonds were repaired and R&D was once again working very closely with the
creative team.
And so, what happened was… what happened? Let’s see if I can
get the story right. So they were doing concepting while we were building, and
early on Tyler and I had come up with some different ideas. Originally, by the
way, I mentioned this in
my column, that we had an idea for a three-block story in which the first
block was Mirrodin, and it was
supposed to be this world where the main character was experimenting and
trapping people. And then making them fight. And then the second world was
going to be an underground prison world in which also there were pit fights and
stuff.
And then you would learn in the third world that it was the
leader of the first world vs. the leader of the second world, and each one of
them had brought the forces that they’d discovered through their means to have
this big battle in the third thing. And that was our idea. Hold on one
second—I’ve got to lower my mirror. Sorry, I had to—my mirror was pushed and I
realized I needed to be able to see.
Okay, so Mirrodin
was definitely the first time in which there was some talk back and forth
between trying to have some components of what was going on. But still, I mean
mostly we wanted the flavor of “There’s lots of artifacts and you care about
artifacts,” and wanted a world in which caring about artifacts tied into what
the world was.
Oh, and what had happened was, we had originally pitched
this different kind of metal world, and then Brady was the one that came up
with the idea of, “Well what if these things have been brought there, and now
we flash forward 100 years or something, in which the new generations as
they’re born start having metal be part of them.”
And that the creatures don’t even remember where they came
from originally at this point. That the ones that were actually plucked from
other worlds had died off, and that the world had slowly started changing them
and weaving metal into them. So that everything, the artifactness was a biology
of the plane.
And so Mirrodin in
my mind, definitely for the first time had that sort of flowing in, in the
sense of “I want you to care about artifacts, and I want you to care…” So that
as you play the game, there’s some sense of that.
To follow that with Champions
of Kamigawa, and the idea of that was to do a top-down world in which we’d
start with the—essentially the story would come first and then we’d do the
mechanics to it. So the problem we found was that story is much, much more
flexible than mechanics.
And so if you look at Champions
of Kamigawa, we
did do the story first. The idea of this war between the spirit plane and the
mortal plane, and spirits
mattered and there was—all that was woven into it. That there were samurai. There were ninjas in Betrayers. That there were the snake
people… I think the naga, they’re called? [NLH—Orochi.] And so what
happened is that there was this neat thing that was happening. Where they had
designed something, and we could make things to match.
But the problem we found was that mechanics are pretty
limited. So you want to do samurai? Okay, we can make a samurai mechanic. But
then every samurai just has the samurai mechanic. And every snake has the snake
mechanic. And it was a little ham-fisted in that the way to paint-by-numbers
with mechanics made it such that it was just very limiting. It was a bit
repetitive, and worst of all, it led to gameplay that just—there was a lot of
the same style of gameplay to it. And when we came in after the fact, to try to
match stuff, we were very limited in how we could do things.
The other problem is, the way mechanics work is, the first
mechanic you put in the set, you have all the room in the world. You can do
whatever you need to do with the first mechanic. The second mechanic has to
stay out of the way of the first mechanic, so you’re a little more limited.
Well by the time you get to the last mechanic, you’ve just got to fit it where
it fits.
And so the problem with doing story first is that you can
choose one element of the story to match and do a pretty good job, but
eventually what starts happening is, you start not having the ability to get
things in. And so to make them fit, you end up making things very parasitic.
What parasitic means is, that they make sense here, but they don’t make sense
in larger Magic.
For example, “samurai matters.” Cards that care about
samurai. Well, we’d never ever done samurai in Magic before. “This card cared about samurai.” “Okay, well these
cards are only good here.” Splice into Arcane. Well, we had some neat stuff
with splice onto Arcane, but Arcane magic didn’t exist anywhere but here. So
splice was limited to just here.
Even spirits mattering, at least Magic had had some spirits before, but it turns out we hadn’t had a
lot of spirits. And so spirit mattering—and we hadn’t had very many good spirits.
So yeah, it tied into the past a little, but
not in a way that had a big impact. Most of the good spirits were in
this block.
Okay. So move on from Champions
of Kamigawa to Ravnica. Okay. So
now, my friends, we started getting to what I considered to be the start of the
modern era. Of storytelling and design. So what happened there was, the whole
design started with me wanting to do—it was a gold block, and I liked the idea
of playing up two-color pair because the previous gold block, Invasion, had been all about playing as
many colors as you could.
So what happened was, I had gone to Brady, and I said to
him, “Okay, Brady, here’s what we’re going to do. The focus is going to be on
two-color pairs, and we’re going to focus on ally and enemy equally. All the
two-color pairs are going to be treated the same.” And then Brady came back
with the awesome idea of the guilds. “What if
we have ten guilds?” It was a city.
We had decided—actually, I don't know, I think Brady decided
it was going to be a city, because Brady decided, “Let’s have 10 factions, oh
we could do guilds, ooh, that would make sense in a city.” And I think Brady
came back with the city.
And then, once Brady came up with the idea of the guilds, I
said, “I love it, let’s run with it,” and I decided to make the guilds the
cornerstone of the block plan. That we’re going to play with guilds.
Okay. So what happened was—and that’s where I realized that
if we were going to build around guilds, I came up with the 4-3-3 model, where
the first set only had four guilds in it. Which at the time, by the way, was
really radical, because how could you not have all the combinations in it? What
do you mean, only four two-color combinations are in the set? What about the
other six two-color combinations?
And it was very radical at the time, but part of what I was
trying to do was, I wanted the design to play up the flavor. And if you wanted
the guilds to matter, then I needed to give guilds the time to focus. And it
was clearly, in my mind, the right call, but it was an example of the reason it
was the right call was I wanted the mechanics to play up the flavor. I wanted
the focus to be on the guilds.
Well, in order to do that, I couldn’t give you all the
guilds. If each set had all 10 guilds, then it isn’t about the guilds. Whereas
if I say, “It’s four, then three, then three,” then this set’s about these four
guilds. And there’s focus. And it’s loud. And mechanically you can tell what it
is.
And then I said, not only is it about this guild, but we are
going to figure out the flavors of the guilds, and we were going to match the
guild flavor in the mechanics. Meaning, “Okay, we have the Golgari. That’s
black and green. Well, what are the Golgari going to do?” We had to figure that
out.
And once we realized they had a focus on the graveyard,
we’re like, “Okay. We’re going to give them a graveyard mechanic. And we’re
going to…” One of the things that Ravnica
did for the first time is it said, “Okay, as you play, you are going to learn
about what the guilds mean and represent. And not just through the flavor text
and the art and the name, but the actual mechanics. The gameplay.”
“Oh. Well, the Azorius tie things
up. And the Golgari care about the graveyard. And the Boros are aggressive and
work together.” That each one of them sort of showed you the essence of what
they were. And the thing to me that I loved from a game design perspective is,
I want you, when you play the game, to walk away knowing more about the story
and the environment than you knew before you played. That playing isn’t an
adjunct to the flavor, it’s part of the flavor.
And that I feel like Mirrodin
is the first set where we said, “Let’s consciously try to mix them together,”
but Ravnica was the first set where
the gameplay and the story just wove so closely that you learned things about
the guilds by playing them. That the act of playing the game was one of the
most instrumental ways of learning about what the guilds were. And what they
represented.
Okay. So Ravnica
was followed up by Lorwyn. [NLH—Time Spiral, then Lorwyn.] So Lorwyn block, we came up with an idea
for structure, we wanted to do a four-block structure. I wanted to mirror them,
the two mini-blocks. And so we sat down with Brady and his team and said,
“Okay. How do we do this?” And the creative team said, “Okay. If we’re going to
do them, we want to contrast them.” And I said, “Okay, I like this idea.” So we
said, “Okay, what if we do light world/dark
world, and the things transition over?”
And so we figured out—and then the thing I was playing
around with mechanically was, I liked the idea of having tribes in the first
set, and then a mechanic in the second set that you cared about. It ended up
being hybrid. So the idea was, the first set cared about creature type, and the
second set cared about color, but you know what? The first set had cards that
were of color, and the second set had the creature types that you cared about
in the first set.
Now that ended up changing a little bit, Eventide moved farther away. The plan
originally was that when we shifted over, we would shift colors of—so like all
of the creature types would shift colors, so one would stay the same but one
would shift. So elves, for example, were originally in Lorwyn, were black/green, and then they ended up being white/green
when we shifted to Shadowmoor.
The goblins, I think were black/red and they shifted to
red/green. [NLH—Yes.] And the idea
was, the base colors stayed the same, but we shifted so that part of moving
was, now you had new decks that were available to you, so the new block would
give you new tools.
In retrospect, by the way, I probably needed to keep them in
the same colors. But anyway, lesson learned. Anyway, the important part of this
was that we sat down and we figured out what creature types were going to be in
this world by figuring out what the world was. It wasn’t like we just picked
some creature types that we wanted and said, “Okay, Creative, make this make
sense,” no.
We sat down with them, and it was a careful deliberation
between what do we need… and what happened was, we started picking a few things
we needed. And as the world started to flesh itself out, Creative said, “Well,
what if we do these?” That started figuring out where things went. It was a
very collaborative process. To figure that out.
And Lorwyn very much tried to communicate what was going
on through the gameplay itself. That obviously, the creatures mattered very
much in the first set. When you got to Shadowmoor,
we played up the fact that it shifted. We wanted the gameplay, for you to get
the sense of “Here are these things, and now watch them change.” And that was
important.
So Lorwyn was
followed by Time Spiral. [NLH—Other way around.] So Time Spiral—it started with me wanting
to do some time-flavored mechanics, and then Brady and team figuring out that
they needed to revamp the planeswalkers. And so we were going to do a major
story about this accident. And that it wove time into it. And then we ended up
doing this time-travel flavor where things in the past got washed in.
So as nostalgia came up, we interwove it with the time
travel stuff. So it definitely—there was this idea of everything breaking
apart. Of this temporal disaster. And now, like I said, a little mish-moshy in
that I don’t know if we conveyed the story as well as we could have through the
mechanics. We definitely conveyed the idea of time breaking down and time
mattering, and the past slipping in and some levels of future slipping in. But
I mean it definitely was one where we communicated that.
So after that was [Shards of Alara]. And [Shards of Alara] was another one where
it was a gold set, Bill who was the lead designer really wanted to stress
three-color play, and the creative team said, “Okay, let’s really play
three-color play. How about a world in which it’s chopped in five, of which
each shard of the world is only three-color?” And so we played around with that
to figure out what it meant.
And a lot of our design came from—the creative team made
five worlds, and then we went back and said, “Okay, oh, Esper is this thing.” And we
for example got the whole idea of the artifact thing from understanding what
Esper was. “Oh, these are people that are constantly trying to prove themselves
to the point in which they’re part artificial now.” Like awesome, they’re all
artifact creatures because they’ve made so many changes that they have an
artifact component to them. And that was the perfect thing, where the gameplay
came from matching the story.
So after Shards of
Alara was Zendikar. So Zendikar was the next—well, I take that
back. Scars of Mirrodin was probably
the next evolution. In fact, Scars of
Mirrodin is where I start the next age of design. What happened in Zendikar was, I wanted to do a “land
matters” set, we figured that out, we figured out the mechanics we wanted to do
for land.
Creative said, “Okay, if you want land to matter, here’s an
idea, Adventure World.”
We then took the idea of Adventure World, and then the second half of design we
built into Adventure World. So traps and quests and allies were all designed to
be part of Adventure World. That we left ourselves some mechanical space—so we designed
some stuff that matched lands. The creative team made some stuff that made
sense with that. We then used the second half of our design to match the world
that Creative had made to match us. And this idea of a back-and-forth is a
theme that becomes much more popular as you look at how design happened.
Okay. So, next, after Zendikar
is Scars of Mirrodin. Okay, Scars of Mirrodin in my mind is the next
step up. It’s the next age, by the way, it’s the beginning of the Fifth Age,
which was we knew that we were going to have—when the dust settled we
understood we were going to have a war between the Phyrexians and the Mirrans. And so I
said, “Okay. I’m setting up a set.” And my entire block structure was set into,
“I’m going to create this conflict.”
And the idea was, in the first set we figured out, “What was
the smallest percentage we could have of the Phyrexians so that you felt their
presence, but most of it felt Mirran?” And then the middle set we went halfway-halfway,
so clearly there’s progression, the Phyrexians are gaining ground, now we have
a war. And then the third set was, “Here’s the outcome of the war.”
And so one of the things I was very proud about Scars of Mirrodin is, on every level, as
you played that block, you were part of that battle. You were part of the battle
for Mirrodin. Now, I don’t know whether you were on the Phyrexian side or the
Mirran side, but clearly the gameplay there—and one of the things I tried
really, really hard to do was, I wanted to give the Phyrexians a feel. I wanted
you to be afraid of the Phyrexians.
I probably succeeded a little too well. But the reasons I
played with infect and the reason I did proliferate and a lot of mechanics we
chose for them was, I wanted them to be this scary thing that you didn’t know
quite how to answer. And the fact that I didn’t let you remove poison was part
of it. I needed them to be intimidating and scary and feel invasive.
And the funny thing is, I think I succeeded. I think that I
succeeded almost too well, where people were kind of freaked out by the
Phyrexians in that I think a lot of the reaction to infect was just the idea
of, “I feel kind of helpless, what can I do? I can’t remove them.” And that was
the feeling I was trying to create, but I definitely made a lot of strong
emotions with the Phyrexians. And the thing that’s great is I loved that there
was a battle and a war and that you were part of that.
So Scars of Mirrodin was
followed by Innistrad. So Innistrad was a similar thing was, and
this is to me part of Fifth Age of Design, is the idea of “What’s the emotion?”
I built my mechanics, so you playing the mechanics make you feel the emotion we
want you to feel. Innistrad was about
horror. That I wanted you to feel dread. I wanted you to feel suspense. I
wanted you to feel like you felt when you watched a horror movie. I needed you
to have that kind of—the hesitance.
I needed you to be concerned, and so one of the things that
if you look at, I did a lot of things built into Innistrad design to create that sense of tension. A lot of the
double-faced cards had the idea of, like you would get out the werewolves and
like you knew the bad side was coming! You knew the werewolf was coming! And
you were trying desperately to stop it, but you were always nervous, because you
knew at any moment this thing could happen.
And that morbid was put in the set because we wanted death
to matter, that when things died all of a sudden you were worried. That there
was a lot of stuff in the set to make you worry. That when things happen, you
were kind of suspenseful. That I wanted the gameplay to reinforce that.
Also, I wanted the gameplay to say, “Here are our monsters.
I want our monsters to feel like the monsters.” The zombies feel like zombies.
The werewolves feel like werewolves. The vampires feel like vampires. That was
really important.
Now, that followed by Return
to Ravnica. Return to Ravnica, we
had a lot on our plate, and we were trying to recreate what we had done in Ravnica. Now, Ravnica had done a pretty good sense of the gameplay representing
what the guilds were. I will admit, I’m a little—when the dust settles, when I
look back at Ravnica, I feel like I
didn’t next-level it.
And what that means is, I like when we go back somewhere, or
to be fair, when we revisit a theme. Doesn’t necessarily need to be revisiting
a place. But when we revisit a theme, I want us adding something that is over
and above what we had done the time before. That we could use our design skills
and do something that we hadn’t done before.
And we did mix it up with the block plan, that was different
in a lot of ways. But I feel like we didn’t really next-level Return to Ravnica. It’s one of my
regrets in that I think we did the guilds very well, I think we executed
wonderfully on the guilds, but I feel like we didn’t offer you other than the
block plan something that the core design is a little bit different. We
sprinkled a little bit of city flavor, but anyway. It’s one of my regrets that
I feel like of the Fifth Age of the Design, it’s one of the sets that had the
most Fourth-Age-ness to it.
Luckily it was Ravnica, and Ravnica—of any Fourth Age of Design
that we had done, it was the one that had the most flavor built into the design,
so maybe in some ways Ravnica was a
precursor to Fifth Age, so I guess any set was going to be that.
The final block that we worked on that you guys know about,
I’ve worked on other sets, was the Theros
block. And the Theros block was very
much me saying, “Okay. What does Greek mythology mean to modern sensibilities?”
And what the people noticed, by the way, when I made Theros is, I didn’t match actual Greek mythology. I matched modern
sensibilities through pop culture.
Meaning—in fact, there was a thread on reddit of “Did I have
all my understanding of Greek mythology from Hercules, the
Disney movie?” And the answer was, in some way, the Hercules Disney movie is
what I was talking about, which is when you take Clash of
the Titans, or you take Xena
and Hercules,
or take modern interpretations. Pop culture interpretations of Greek mythology.
Greek mythology in the day was about the sensibilities of the actual Greeks. Greek
mythology modern has to do with how we, in our society, interpret the Greeks.
And so one of the ideas that came out of the Greek is the
idea of the Hero’s Journey. And what happened over time was, back in the day,
the heroes were all demigods and the heroes themselves were not that far
removed from the gods. But in modern day, the Hero’s Journey, which we talk
about Joseph Campbell and stuff, it represents the everyman. That anybody could
be the hero.
And so what happened was, I was playing in that style. I was
doing the Greek mythology, but it’s a modern take on it. It’s a modern sort of “Every
man could be the hero,” not just “Well, you have to already be…” you know, the
heroes in Greek mythology were kings and demigods. People that were already
born into places that were special. You weren’t an ordinary person became something
special.
But now, in our modern sensibilities, that Luke Skywalker—well,
Luke Skywalker, he actually was born to royalty. But the idea in a lot of our
storytelling was that somebody who could feel as if every person could discover
that they’re something more than that.
And so I was trying to play into the idea of the sense of building
up. And so if you notice in Theros, the
design is all about building up. Are you a hero? That is slowly through
adventures going to start from a lowly hero and become a mighty hero? Through
like the heroic mechanic? Are you a monster that is going to go out, and as you
get experience use monstrous, and become a big giant monster? Are you a god
that’s going to get followers and get devotion and try to get to the point
where your true god-like powers come to form?
That all of Theros
had these theories of building up. And why I wanted to build up was I was
trying to get a sense of accomplishment. I wanted you to feel this thrill of
making something. That to me was a big part of the modern sensibility of Greek
mythology. That there was a quest that you went on, and you became something.
That I wanted you the player to build something. And make it.
And even the funny thing is, now talking about Journey into Nyx, I didn’t talk about
this when I talked about Theros, was
another component was having enchantments mean something. And that the
enchantments for us represented the touch of the gods. And so there was this thing
I saved until the final set that is a different way to build. That says, “Collect
these things. Get a lot of these enchantments.”
Go the way of the gods and collect the gods’ things, and
then there’s ways for that to pay off in a different way. There’s a way to build
up by having lots of enchantments. Which was a very different way to do it.
Anyway, I am now parking in the parking spot, and so
hopefully today was—I was trying to demonstrate how—last time I was talking
about how we tell the story through the sets. Today I’m trying to say that we’re
going a step farther. That Magic isn’t
just the titles and the art and the flavor text. Those are important, and the creative
team works really, really hard to convey as much story as possible. But we don’t
stop there.
Gameplay is as important as anything else in being able for
you to understand what’s going on, and part of what I try to do and my team
tries to do is make each experience, each world something in which you through
the gameplay are living and experiencing the world you are in. And you are
learning something about the story we’re trying to convey.
Anyway, hopefully that is coming through. I’m very proud of
how we’ve done this. And around the corner I get to do it again! By the time I
talk about this, I assume I’ve talked about… I won’t mention by name because I’m
not 100%. But I assume I’ll have talked about next year’s block. And if you
want to talk about top-down design reinforcing flavor, that block’s going to
come through in spades.
So anyway, I love talking about Magic design and Magic
story, but even more I like making Magic.
So it’s time for me to go. Talk to you guys next time.
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