Sunday, July 27, 2014

7/25/14 Episode 142: Inspiration

All podcast content by Mark Rosewater

Okay, I’m pulling out of the parking lot! You know what that means! It means there’s another Drive to Work!

So my kids had Market Day today, where they have to sell things. So I had to help bring in all the stuff for them to sell. But anyway, I’ve still got to drive to work, and school is right by home, so you’ll have pretty much the same length podcast today.

So, for today, I was going to answer a question that I get all the time. And that question is, “Where do your ideas come from?” And the answer is, “There’s no one single answer.” Thank you very much. That’s been my podcast. No. Um, it’s actually a very complex answer, which is why I feel like I can spend an entire podcast talking about where ideas come from.

Okay, so I think I can divide into a couple categories. So the two major categories, what I will call the [Vorthosian] categories and the Melvinian categories. So Vorthos and Melvin are two different aesthetic attributes. Vorthos is all about flavor, and Melvin is all about mechanics. And so there really is some flavor approaches and there’s some mechanical approaches. And then there’s  few other types we’ll get to.

Okay. So let’s start with the flavor. Because we’ve recently done a bunch of top-down sets. So sometimes we start from a place that is just—we’re trying to capture something. Innistrad was Gothic horror. Theros was Greek mythology. That sometimes you’re just trying to capture a thing that’s a pre-existing thing.

So those ideas are like, “Okay, I want to capture this real thing.” So for example, double-faced cards started in Innistrad because we were like, “How do we capture a werewolf? What would a werewolf have to do?” And it became clear pretty fast, like, “Well, werewolves have two states. They have a human state and they have a werewolf state.” And their human state, ehh, not particularly scary. But in their werewolf state they’re pretty scary.

And that one of the things that made werewolves interesting is, sometimes they’re a human in which they’re kind of weak. And sometimes they’re a werewolf in which they’re very strong. And so we literally started our design saying we want to do top-down werewolves, we know this to be true about werewolves, how would we do that?

And we tried a bunch of different things. It wasn’t like double-faced cards were our only attempt. We had a day/night mechanic we tried, we tried a bunch of different things. But in the end, the reason we got to double-faced cards was, it ended up being the cleanest, best execution that captured what we wanted.

So sometimes, when you’re making cards, flavor is a very interesting place to start. And when I say flavor, there’s a couple different meanings. The flavor is not one giant bucket. It actually has a lot of little elements to it.

So sometimes, you’re trying to capture a specific thing. For example, werewolves, okay. There’s a quality to werewolves, we wanted to capture that quality, it had a mechanical ramification. For example, humans were smaller, werewolves were bigger. Okay, well this card is going to have dual states. One state, the power and toughness is lower, one state the power and toughness is higher.

So that has a very mechanical resonance. Like, clearly something about it has to be portrayed, and there’s a mechanical way you would portray it. But we were coming from a flavor perspective of how to do that.

Giant GrowthWakedancerSo another way sometimes with flavor has to do with mood and tone. So for example, the morbid mechanic in Innistrad came about because I was really trying a way to make things dying scary. That one of the things we wanted in the Innistrad set is we were trying to set a certain mood to the set. And the mood was one of suspense. And so what I wanted to do is say, things that naturally happen in the game, that I normally don’t worry about, all of a sudden I have to worry about.

For example, let’s say I attack with a creature that I know you can block. Now in normal Magic, maybe you’re hinting you have a Giant Growth or you’re pretending you have a Giant Growth. There’s one or two spells I might have to enhance the creature. But in Innistrad, if I attack with a 2/2 and you have a 2/2 that can block it, there’s a whole other layer.

It’s like, “Oh, well maybe he wants it to die. Because he has morbid. And if I kill this creature, we can trade, but then he’ll get a giant creature that normally wouldn’t be that big, but because I chose to kill his creature, now he’s getting a bigger creature.”  And so all of a sudden, morbid started saying, “Oh, am I willing to make trades? Do I want to kill things?” And made you have to think about it in a different way, which added some suspense. Because normally, whether to block or not to block is not quite as suspenseful as that.

Kill DestroyCarnivorous Death-ParrotSo sometimes, you get cards because you’re trying to match tone or mood. That’s another way that you can capture flavor. Sometimes, like the Un-sets definitely do this, where sometimes I’m inspired by I’m just trying to do something that’s fun and silly, and like for example, Carnivorous Death Parrot. It’s a card from Unhinged.

So what the card does is, it makes you say something every turn. Now, it just so happens, the things it makes you say, one word in the sentence you have to say, I think it’s “Save one kill spell to deal with this guy.” I think is what it says. And it turns out there’s five gotcha cards, if you say a particular word, you get the card back. Well, this sentence says one word from each of the five cards in the cycle.

So we knew it’s this fun card that said, “Okay. We’re going to make you have to say something.” And so it’s like, “Okay, well what…” That card came from the flavor of saying, “Well, I want you to have to say something,” and then we figured out that, “Oh, well it’s some kind of parrot.” And that’s when we got to the idea that it mimics things that you say, that it keeps saying the same thing.

In general, when you are trying to design something, like I said, the inspiration for cards usually comes from having some nugget of something that you want. On the flavor side, usually there’s some flavor that you’re going for. I’m trying to match perceptions of a werewolf. I’m trying to create suspense. I’m trying to be silly. That each of these examples is, well, I started out knowing something about what I wanted.

Let’s dig into this a little bit. Which is, I talked about this in my creativity one, but it’s an important point, which is having a truly blank canvas is daunting. It’s very daunting. When I say to you, “You may do absolutely anything,” your brain just kind of freezes up. It’s like, “I’m not sure what I want to do.” But the second you say to your brain, “Okay, here is a parameter…”

So for example, we have what we call hole-filling. Which is, we go out to people, there’s an email we send out to people who have volunteered within the company, and say, “Oh, here’s some holes we’ve made. We need our help.”

And what we’ve discovered is, if I just say, “blue rare,” I don’t get as good of cards as if I say, “blue rare enchantment.” Maybe if I say, “I want a blue rare Johnny enchantment,” I will get much better results than if I just say, “blue rare.”

And the reason is, if I just say “blue rare,” people don’t know what to do. They’re not sure where to go from. But if I sort of just pinpoint something, if I give you something to start with, it makes it much easier. And that when you’re doing card creation, that is very, very important. That you need to kind of lay the groundwork to get something for people to get some tread off of.

My metaphor of the day is you get stuck, and you’re trying to get your wheel out of mud or snow or whatever it’s stuck in. The thing you always do is you put down something to get traction. So you can get out of it. In a lot of ways you’re spinning your wheels—for a lot of people, the blank page is spinning your wheels.

And that just putting a little down there, something to focus on, will help immensely. And so when I’m making something, one of the things that’s very important, and one of my jobs as both Head Designer and as lead designer of a set, is to make a bullseye for my team so that they know what we’re aiming for. What are we going for.

That for example, Day One, when I have a design team, I will sit down, and I will say to the team, “This is my grand vision for what I want.” Now, I might not know the details on Day One, but I have some general sense of what direction I want to go in.

For example, Day One of Zendikar, I sat down and I said, ”Guys, this is a land block. We are going to explore all… I believe that there’s a lot of space in land mechanics that we haven’t messed with. That’s where we’re going to start.”

Roil ElementalNow, over time we found landfall, and we found some other land things, and we eventually realized that we needed a world, and we came to adventure world, and we started building adventure world. So what I said on Day One was not necessarily… we evolved during the course of the design. But I gave my team a direction. And that—to be honest, being the lead of a design, that your number one job as the lead designer is giving your team a direction. Of telling them what to aim for.

And it’s not to say that people don’t occasionally come up with fun blue sky things and just, “Here’s a neat idea” out of the blue. But when you’re trying to get results and you’re trying to make cards, and Magic is daunting, I always talk about Magic being a hungry monster. It—it’s very, very funny because one of the things—back when I used to work in Hollywood many, many years ago, there was a comic. I don’t remember the name of the comic.

But there was a—one comic was, it was called “New in Town.” And the comic showed this person who goes, “Oh no, what if Paramount and Warner Brothers and Columbia all want to hire me!” And it’s this idea like comes this world of possibilities, and it seems like that the problem  you’re going to have is like, embarrassment of riches, that everybody will want to work with you.

And then the reality of Hollywood, or of any career sort of thing, is “Hey, you’ve got to earn our spot.” And it’s hard. And it’s very hard to get your opening break. Magic cards have the same sort of quality, that when people start designing Magic cards, the worries they have are really funny worries. Of like, “What if I can’t get all my ideas onto cards?” And I’m like, “Magic is… trust me, you will have the ability to spill out all your ideas. And Magic will soak them up and then go, “Give me some more ideas.”

It is not—one of the things about designing Magic cards is, I mean, I don't know the right ratio. I always talk about doing like 99 to 1. Or—you make a lot of cards vs. cards that see print. A lot of cards. Because you make a whole bunch of cards, and of the cards you make, only a tiny portion get into the file. And then cards that are in the file are constantly being changed, and being kicked out or upgraded or tweaked. And so the idea that you make a card, and then the finished product has that card, that’s a tiny, tiny portion of what you make.

And so it is definitely interesting that when people start doing design, they’re really, really worried that they’ll come up with a great idea, and like, “We gotta do it now.” And that one of the things you learn is, that you have to put the cards where they belong. That you might have an awesome, awesome card, but if it doesn’t make sense in this set, then you’ve got to save it. You’ve got to save it for another set. Save it for the place where it makes sense.

Which segues into the Melvinian side. So one of the things that happens is, when you are making cards, that you have to hit a bulls-eye. The set wants to do specific things. And so what tends to happen is, when you make cards that don’t fit the set but do something interesting, sometimes they fit. But usually, if it’s not gelling with what the set is doing, the correct answer is, “Remember it, put it aside, and then wait until you find a place to use it.” And a lot of Magic designs have come about because like, “Oh. Well, this is not the right place for it, but let’s find the right place for it.”

PhthisisFor example, suspend. The suspend mechanic in Time Spiral was originally designed for I think Saviors of Kamigawa.  Like, it didn’t make sense in a third set, it needed more space to breathe, it felt more like a major mechanic than a minor mechanic. So we saved it.

And that when we were starting Time Spiral, we’re like, “Okay, here’s a mechanic that we like that maybe will make sense here.” And we were toying about with maybe doing time-based mechanics. And here suspend was part—like, “Oh, that fits really well in a set about time-based mechanics.”

And so one of the things that you learn, and this is an important lesson, it takes time, is that you need to save things for where they make the most sense. And it’s really, really hard to make something that you think is awesome, and then hold onto it. And not do it right away.

Because there’s this fear, like, “I’m working on this set right now. And so right now I want to do this card, because I want people to see this card seems possible.” I made an awesome card. I want the public to see this card as soon as they humanly can see this card, because this card’s so awesome I want them to see it! And the answer is, well, you are doing a disservice to the set if you are putting a [card] in because the card is awesome in a vacuum and not because the card is awesome in this set.

And that is a really hard lesson, something that takes people a while to get to. To realize that, “Look, Magic is going to constantly require stuff of you, if you have good cards, good cards will see the light of da. Good ideas will see the light of day.” And the reason is because Magic is so hungry for new content.

But you have to sort of save things for where they go. So another big place where we get cards sometimes is we go, “Oh, I have a neat idea…” Like, I talked about Zendikar earlier. We had a neat idea for a bunch of different land mechanics. Now, the funny thing is, a lot of the places I thought we were going to go, I knew that we had a lot of neat land ideas, so I’m like, “Oh, maybe we’ll do this. Maybe we’ll do that.”

And it turns out, landfall was not where I started, but as we explored and figured out where land shined, landfall came out. And so it’s not always that you end up where you start. But one way you come up with your ideas is just saying, “Here is a neat space.”

So one of my jobs, as Head Designer, is the way we think of this is, to use my mining metaphor. Imagine we are the seven dwarfs mining for jewels from the mine. Well, if you always go to the same part of the mine, well at some point you’re going to find all the things that are there. And so part of design is finding other rich design space. Other veins of design, we call it.

And so what happens is, part of Head Designer is, when I see something interesting, I might go, “Oh, that’s cool. Okay, we’re going to save that and use it somewhere.” And sometimes, like Zendikar’s the perfect example, it’s the jumping-off point for where we start. Other times, it’s like, “Oh, well we want to do Thing X.”

So like for example, one of the things that happened in Scars of Mirrodin, New Phyrexia to be technical, is that I knew I wanted the Phyrexians as they slowly changed over the [Mirrans], to have an artifactness to them. That at some point, you’d see that the—I wanted to convey that the Phyrexians are starting to turn the [Mirrans] into artifacts.

Moltensteel DragonTower AboveAnd so when we started New Phyrexia, I thought we were going to use what I call twobrid, which are hybrid things that it’s a two colorless mana or one colored mana. We did a cycle of them in Shadowmoor.

And I’m like, “Okay, this might convey some artifactness in that here’s something that could be colored, but oh, it could be colorless.” And in the end, that didn’t work out, but we ended up with Phyrexian mana, and one of the things I like about Phyrexian mana is, Phyrexian mana has that quality of artifactness in that you can play it in a deck that’s not that color. Which is a very strong artifact quality. And then, we took the permanents that had Phyrexian mana and made them colored artifacts. So that we further conveyed that.

But the place we started from was trying to figure out how to get across—like I wanted to use twobrid mana somewhere. I wanted to use it. I liked it from Shadowmoor. And I thought that was the spot. So it’s funny, we didn’t end up there, but that’s where we started.

And that’s another sort of theme of today’s podcast, which is where we end up and where we start are not the same thing. The important thing we make a card is to give you something to go on. The fact that it changes is fine. The reason you want the idea, the germ of something, is to get your mind spinning.

And once again, remember that the way that the human brain works is that your neural pathways, you will go down the most common pathway, meaning your brain has figured out how to make things happen. And it’s not that it’s lazy, it’s just—it’s efficient.

And so when you approach something, you tend to come to the same solutions, because you just use the same neural pathways. And what you’ll notice a lot of times is, when you’re trying to solve a problem, you just keep coming up with the same answer. “I keep getting the same answer.”

So one of the tricks to do that is, if you want to get a different answer, you’ve got to put different input into your brain. That one of the important things is, that you need to—if you want a different output, you need a different input.

And so sometimes, when I’m stuck on a problem, what I will do is I will throw some artificial thing in just to make me think differently. Like, I will say, “Okay, okay. I need to do this—I want to do a creature, I’m stuck. I want to do a black creature. What’s a black character…” I mean black as in color pie black. “What’s a black character, or what’s a red character?” Whatever, you know, “What’s a character that embodies that?”

So maybe I’m… let’s say for example I’m doing black/blue. And I go, “What’s a black/blue creature?” I might go, “Lex Luthor! Archnemesis of Superman.” And I go, “Okay. I am going to make a black/blue creature inspired by Lex Luthor. Even though Lex Luthor’s got nothing to do with anything, I just want to give me a pathway to go down.” Of something to just jump-start me.

And by the way. Sometimes it’s less direct than that. Sometimes, “I need to make a green common. I’m going to be inspired by…a  leaf. Think about a leaf. Or think about a koala bear.” Or just something. I will just pick almost at random. I talked about this in my creativity podcast, which is there is a great power to randomness in helping you be creative. In that sometimes, by forcing you to make connections you’ve never made, you just find new space.

I talked about this, that a lot of what I believe creativity is, is finding a way to take A and B and find connections between them that normally aren’t there. Or normally you don’t think about. And one of the neat exercises is, when you do that, you say, “I’m going to take two disparate things. Twizzlers and the Joker. What do they have in common? Oh, they’re both twisted. They both have some red in them. They both make people smile.” (laughs) For different reasons.

So the thing that is fun is just trying to—when you’re creating cards, sometimes you’re jumpstarting yourself by giving you something to jumpstart off of. And that’s another place that I’ll get ideas from is I’ll just say, “Okay…”

Naturalize
Now another thing I get ideas from is the design skeleton. I talked about this in my Nuts and Bolts—both in my podcast [NLH—not transcribed yet] and my column. A design skeleton is something where I have a list of, “CG15, common green 15. I need either Naturalize or a Naturalize variant.” So sometimes, “Okay, I know I need a Naturalize variant.” And that’s my jumping-off point. Like, “Okay, I don’t want a reprint, I did enough reprints, I want a variant.”

Okay. Well, maybe I’ll look up and see what otherNaturalizes we’ve done. And then I’ll think of, “Oh, what are the ways we could do Naturalize?” Have we ever done a cantrip Naturalize? Oh yeah, we’ve done a cantrip Naturalize. Have we ever done a Naturalize that’s a sorcery? Yes, we’ve done it. And I can start running through things and I can look, and then at some point I’ll stumble on something that I haven’t done, I’m like, “Have we ever done a Naturalize where…”

Everything I’ll come up with off the top of my head, we probably have done because we’ve done a lot of Naturalizes. But that’s another good vantage point of starting with is sometimes saying, “Here’s the hole I’m trying to fill.” A literal hole from the design skeleton.

Stir the PrideSo another place I sometimes get ideas is—this one’s a little less structured, is sometimes—I mean, I have dreamed up cards. I mean, the story I’ve told, I think I’ve told this story, but the entwine mechanic literally came to me in a dream. Came to me in a dream, I’d been thinking about it nonstop, Bill felt like we needed one more mechanic, I was racking my brain to come up with it, I literally was asleep, I dreamed it up, I remember in the dream I’m like, “I think I’m dreaming, and this is a good mechanic,” and I woke myself up and then wrote it down. Because I knew I might forget it.

And so where do cards come from? All sorts of places. Sometimes I have actually made cards based on art. So one of the things that happens with the art is, normally we make cards before art happens. But sometimes, cards get scrapped after art comes in. And what that means is, “Well, we’re committed to this piece of art because it’s already been done. So hey, we’ve got to make a new card, but we have to make it to this piece of art.”

Temp of the DamnedGusFor example, there’s a couple pieces in Unglued—Gus and Temp of the Damned were both what we call slush art. Were art, they were made for a card, the card never got made, but we owned the art, so we put it in a file, saying, “Okay, someday, if somebody finds a reason to use this, we can use it.”

And so when I was doing Unglued, I said, “Okay, let me look at the slush pile,” and there were two cards, and I’m like, “Okay, I can make cards for these two cards.” And I have no idea what Gus was originally, but I made it Gus.

So sometimes you can come from art. I have actually on a few occasions done design based on flavor text. Un-sets also mess around with that a little bit more. Un-sets are also a very very good example where sometimes I have a concept for the art or a concept for the name, or… oh, designing to names. For example, one of the things we did in Innistrad, and I started doing it in all my design teams now, is I had the creative team person, who was Jenna  Helland for Innistrad, come up with awesome names. “We’re doing Gothic horror? Give me awesome names.”

Jar of EyeballsEvil TwinAnd she would say, “Okay… Evil Twin.” And in the meeting, we came up with Evil Twin. Jar of Eyeballs. In the meeting, we come up with Jar of Eyeballs. That was Dark Ascension. But Jenna came up with names for both Innistrad and Dark Ascension, and we would just design to the name. Top-down from the name. That’s what the concept is.

Sometimes, you just have a weird mechanic you want to build around. Sometimes it’s just like, “I have a neat idea. I don't know what to do with this, but it’s a neat idea.” For example, we knew at one point we wanted to do a zero-toughness creature. And it’s like, “Okay, is it vanilla? Is there something more to it?” That sometimes you’ll start with a germ of something. And then you figure out where to put it.

But the common bond of today’s podcast is, it always comes from somewhere, meaning that if you want to make something, you need to jump-start from somewhere. And so there’s many, many ways to do that. Like I said. You can look at flavor. You can look at part of cards. You can look at mood and tone. I mean, it’s just what do you want. And like I said, I have literally, literally designed cards because I’m making a card based on a donut. Just to jump into the white space. Just like, “Okay, I’m going to try to make something.”

And when you do something from a place you’ve never done before, it is a great thing, because you will get new neural pathways, you’ll go to new places you never thought of. And that one of the things that’s real fun for me, like when I was doing Theros is, I’d never made a set based on Greek mythology. That was never my inspiration. So all of a sudden, I was inspired to do all sorts of things, because I had this neat inspiration. And it’s like, “Okay. How do I capture Icarus? How do I capture Hercules?” How do I capture each of these different things (???) that I wanted to do.

Rescue from the UnderworldAnd, for example, my favorite card from Theros is Rescue from the Underworld. Now, that card—there’s no way in a million years I would ever make that card cold. The only reason that card exists is, I was trying to do the tale of Orpheus, or I was trying to—you send someone down to rescue a person who has died. And like, “Oh, well, that’s really Greek, and it’s pretty neat.”

And I stretched a little bit. Black doesn’t—it kind of let black flicker a little bit, although black can sacrifice things, black can reanimate things. All the pieces of it were black, although it kind of came together to do something that black doesn’t normally do. But it was super, super flavorful. But like I said, I only got there because I just took a different vantage point for inspiration.

So anyway, that’s—for people listening today, I know people listen to my podcast for reasons beyond just to hear me talk, that my goal today as I’m talking about inspiration is that you have to start from somewhere. But you can start from anywhere.

So the question is, “What inspires you?” The answer is, “Everything. But not nothing.” Or maybe everything’s the wrong word. Anything inspires me. Not everything, I guess that’s technically incorrect. Anything inspires me. But nothing can’t. And that when I sit down to make a card, or make a set, or make a mechanic, or whatever, I—the biggest trick that I have is, I just define a space for me. And I try to define the space that it’s something I haven’t defined before, so that I’m looking at it with a fresh set of eyes. With a fresh set of neural pathways, if you will.

So anyway, that, my friends, is what I have to say about inspiration and where inspiration comes from. So I hope you enjoyed it. Like I said, today—funny thing is like, “Where did today’s podcast come from?” Today’s podcast, I literally—here’s how it happened. I actually got in the car, and I said, “Okay. I want to do a podcast today, I’m not sure what to do.” I said, “Okay. What’s a question that I get all the time?” And I said, “What do you do at work?” And I’m like, “All right, I already did that podcast.” “Where do your ideas come from?” “Oh, I’ve never done that.” So today’s inspiration, today’s podcast literally was just, “Okay, I’m going to take a question I get all the time and make a podcast about it.” And that’s where it came from.


So anyway, I’m now in the parking lot, in my parking space. So it’s time for me to be making Magic. Talk to you guys next time.

No comments:

Post a Comment