Sunday, September 14, 2014

9/5/14 Episode 155: Keeping Secrets

All podcast content by Mark Rosewater

I’m pulling out of my driveway! We all know what that means! It’s time for another Drive to Work.

Okay. So today, I thought I would answer a question that I get a lot. Which is, “What is the hardest part of your job?” And the answer is, and this is an easy one, I get asked this all the time, the hardest part of my job is the amount of secrets I have to keep!

Basically, what my job is is, I and the rest of R&D are trying to make an exciting game. Something that we think players will get really excited about. And so we do that, we come up with it, but we work far ahead.

And so for example, for example, this week I’m going to be going later in the week to Comic Con. Now, for you guys that happened probably two months ago, so I—so in June of 2013, I handed over my file to the development team. Hands off, June 2013.

So July 2014 is San Diego Comic Con, so that’s 13 months later. That’s the first time I’m even allowed to mention anything about Khans of Tarkir. Other than the little tiny teaser I did this spring. It’s the first time I’m allowed to talk about it at all.

And to really talk about it, I can’t do that until it releases in October of 2014. So when I hand over a set, there is at least a 16-month gap between me handing it over and being able to talk about it.

And remember, by that point I have worked on it for a year in design and up to a year in pre-design. What we now call exploratory design. So I’ve been working on—and sometimes I even plotted some stuff before that. So like, there are sets in which I figured out what we’re doing, because I plotted out the seven-year plan, and then like it’s years and years and years before I can talk about it. And that by far is the hardest thing I have to do.

And the reason is, we really, really pride ourselves on coming up with things we think will excite the player base. And remember, I’m a Magic player. Before I was a Magic R&D person, before I made Magic, I played Magic. And I still get excited.

I remember—like when things happen, I the Magic player will get excited. I’m like, “Oh, that’s so awesome!” But one of the things that’s really hard is, like we’ll come up with an idea. Like I’ll be in a design meeting. Maybe I’m in exploratory design. And I come up with a really cool idea or my team comes up with a really cool idea.

And we’re like, “We’ve got to do that!” It could be three years, four years before the public ever sees it. And so like what I’ve learned to do is, I’ve got to kind of hold it in, and just keep in my excitement, and then bottle it up and wait for when I finally get to tell. Because one of the things people always say is, whenever I get to tell stuff, I seem so excited. And they’re like, “You can’t possibly be that excited.” And I’m like, “No, I’ve kept it pent in for so long!”

So today I’m going to talk about some of the secrets I had to keep, and sort of walk through just different things I had to do. And there’s some funny stories of just sort of watching people come to realize things. And a few of the stories today were secrets that leaked out a little bit. Anyway, today is all about secret-keeping. And like I said, what I consider the hardest part of my job.

Force of WillOkay. We’ll go back to the very beginning. So I first get to Wizards, and I am on Alliances. That’s the first team I worked on. Now if you remember, Alliances had the pitch cards. So Force of Will being the most famous. So the idea was that you could, without spending mana, you could discard a card, and a few cards, like Force of Will, you also pay a life, to get an effect without having mana. You could be tapped out and still cast these cards.

Now that—and I mean, it’s funny how we look back, at things that become such established parts of the game don’t seem all that crazy. But at the time, it was crazy! I talked about this during my Alliances podcast. [NLH—Not transcribed.] There were members of the customer service that felt like we were breaking a rule that just could not be broken in Magic. So I knew we were doing something awesome.

In fact, the story behind Force of Will real quickly, is so I’m on the team, the card was made. And it had some name, and I didn’t like the name. I thought the name—like I knew, I knew I knew I knew that this was the card. Usually in the set, there’s just one or two cards that just like—the beacon of light shines on, like (sings), like this is the card that’s going to define the set, that’s going to be the thing that all eyes are drawn to. And like I knew it was Force of Will.

But it had some name, I forget what the name was. It was a goofy name. It wasn’t a name that said, (sings). And so I went to the people that were doing names, and I said, “You know, I think this needs a better name.” And their response to me was, “Okay, come up with a better name.” And so I spent—I don't know, I spent hours and hours like looking for things. And finally I came up with Force of Will.

And I thought that was the best name ever. And I went back to them, and I go, “How about Force of Will?” And they’re like, “Eh, it’s okay.” Like, “No no no! It’s really good.” And I’m like, “Come on guys—this needs a dynamite name, this is a dynamite name.” And I finally convinced them to change it to Force of Will.

So anyway, that’s—oh, by the way, my little tangent. It turns out I had two influences on Force of Will. I thought my only influence on Force of Will, by the way, was that I named it. But it turns out, so when I do this podcast, there’s a guy named Chris Page, who’s one of the original playtesters. Who was one of the East Coast playtesters, who did Alliances. He was on the design team for Alliances. So whenever I do a podcast, he always listens to it, and then he sends me information to tell me things that I did not know.

So one of the things he told me was, he was one of the editors. I did a puzzle book. And he and I think Beth Morrison were two of the editors for my book. And then Charlie Catino also. The three of them worked on my book. And I would—Charlie I guess was my editor, and then Chris and BethMo—Beth Morrison, who was one of the Rules Managers way back when, would test my deck and make sure that it was working within the rules. They were sort of puzzle testers.

Anyway, so it turns out that my puzzle inspired Chris, that he was trying to think of a way that when you had like a lockdown situation, that you could have an answer. And so Chris told me that one of the inspirations for the pitch cycle was my puzzles. So indirectly—anyway, I thought that was very nice. Very sweet of Chris to say that. So anyway. Sorry. Going on a tangent.

So I knew, I knew I knew I knew, that Force of Will was going to be this thing. And like I said, I worked really hard to make sure it had a cool name, and—oh, in fact, the other thing is, Force of Will—oh no no. I’m thinking of a different thing. Sorry. Anyway, so I’m excited. And I want this set to come out.

So I get there in [1995] and we were working on Alliances. And we handed it off. Now, it turns out that the lapse between when we turn things over and when they got it to the public was shorter back then. Because I worked on it in the fall of [1995] and it came out in the spring of [1996]. We’re way ahead now. But even then, even then it’s like I did it, and I don't know what it was—six months, nine months wait. It seemed like eternity. I’m like, “Oh, come on, come on, come out, come out, come out!”

And I remember that the prerelease for Alliances  happened at a Pro Tour. On the boat. In Los Angeles. We always used to do the Pro Tours—like I had a whole podcast, Tales from the Boat. The Queen Mary.

So we were on the Queen Mary. It was one of the early Pro Tours. And that at the event we had the prerelease. I mean, the prerelease wasn’t just there, but one of the places the prerelease was held was on the boat.

And I remember watching people open up packs and I just—like one of the things that’s awesome, that’s really really fun,  is—especially when I was younger, is I used to go to every prerelease I could get my hands on. Because I love watching people open cards.

Spite // MaliceI mean, it’s a little harder now with a family of five, I get out as much as I can and  really try to get the sense that I did, but I used to go to every prerelease. And that one of my favorite things is watching people open cards.

So ooh. So I’ll transition to a different story is, in Invasion we did the split cards. So for those that don’t know the history of the split cards, I think I talked about this during the Invasion podcast [NLH—Not transcribed], but the real short version is that I originally came up with the split cards for Unglued 2. That was the Un-set that never got made. And the inspiration for them was, the most popular card from Unglued had been B.F.M. Which was a creature so big, a 99/99 creature, that it had to go on two cards.
B.F.M. (Big Furry Monster)
B.F.M. (Big Furry Monster)
So I reversed it. I said, “Well, people like a Magic card so big that it’s on two cards, how about a Magic card so small that two of them fit on one card.” And I just came up with the idea of cards that you have two options, you could do Card A or Card B. Unglued 2 got killed. But I really liked the concept, so when we were doing Invasion, I went to Bill, who was in charge of Invasion. I was on the Invasion team.

And I said, “Bill.” I go, “These would be perfect.” Now, it was a long uphill battle, but eventually we got them made the way I had always intended, two small cards on a card. And then, and then, somebody got ahold of a printing sheet from the printer’s. And it was up on… I don't know. It was on the internet. Somehow, someone had pictures of the press sheet. And on it was the split cards. And I was deflated. We had purposely not shown the split cards in any of the previews, that we wanted it to be this—there was five split cards at uncommon in the set. We wanted it to be this total, “Oh my God, what is this?” And we didn’t tell anybody about it.

And so there it was, it was this—like one of the things that I’ve talked about, I wrote a whole article about this, is how I feel about leaks. Here’s my official stance on leaks, which is we work really hard to create something that’s exciting. And a lot of what we do, a lot of what I do is to try to build hype before a set comes out. And I want to maximize exciting players. I want players to be at a fever pitch when the set comes out, so they’re sooo excited for the set.

And to do that, you have to be very careful sort of how you put out information. So that you build up to what you want. And so we spend a lot of time thinking about how we put out things.

So when things leak, when things come out that aren’t supposed to come out, and they always come out not in the order you want, and sometimes with missing information, and it’s just not ideal. I know people say, “Oh no, it’s awesome, it makes me more invested,” and like, look. We will put out information. We know you want information. And we will put it out. And we put it out a lot of different places so that you can learn through social media.

But when we actually plan it, it comes out much much better than when it kind of—like when it gets spoiled, it’s just somebody kind of taking whatever they see, taking the most interesting thing, not putting it in context, and just throwing it out there. Sometimes getting it incorrect. So anyway. I’m not a fan of leaks. Not a fan.

Okay. So in Invasion, the sheet comes out. And the split cards—there’s a picture of a sheet, of the uncommon sheet with the split cards on it. And so players are talking about on the internet, “What are these?” And it was hilarious, which is they were bending over backwards to come up with any reason it would be something other than what it just was.

Like, my favorite was the people that thought we hadn’t yet decided—that these were test sheets, and we hadn’t decided which of the two cards we wanted. So we put them both on there to signify that one of these two would be on the sheet.

Anyway. So it gets out there, and people don’t know quite what to make of it because it’s printed weird. So anyway, I go to the Invasion prerelease. So the Invasion prerelease I went to, Wizards of the Coast used to have a series of stores, and in the U District, the University of Washington district, there was a big tournament center. And in the basement we had a giant place to play and we’d have big prereleases there. So I went to the tournament center to watch the prerelease.

So I go down in the basement. Packed, packed with people playing in the Invasion prerelease. And I watch this one person. And it is clear like talking to players that a lot—there was a lot of talk about the split cards. But I realized that not everybody knew.

So I’m watching this one guy open a pack. And he opens a pack, and one of the tells that someone’s looking at a split card is they tend to turn it sideways. Because to read it upright it has to be sideways. So I see a guy open a pack, I see him turn the card sideways. And his brow furrows, and he’s like staring at it.

And then all of a sudden like the light bulb goes off in his head. Like, he figures out what it is. And this giant smile comes to his face. And he taps his friend on the shoulder, and he shows his friend the card, and the friend has the same like furrowed brow, like “What is that?” and then his friend like says something and then his friend smiles.

And it was just like watching people discover that. Watching the moment of discovery. That is one of my favorite things. So people always ask, “During preview season, do you pay attention to what people say?” Yes, I pay attention to what people say! It’s like, “I worked really hard on this! I want to see what people have to say about my thing.”

Now, be aware, it requires having a thick skin. In general, dealing with the public requires a thick skin because everybody will love something and everybody will hate something. No matter what you do. That you may spend hours and days and months and years like perfectly crafting and making something you are so proud of, and someone will read it and two seconds later go, “That’s horrible. I hate it.”

Now, the important thing is, I try to understand why people say that. Sometimes it’s a gut reaction. Sometimes they just think it’s weak when it’s not. And so it’s very, very interesting to me to always listen. One of the things that I try to do is, I like hearing feedback. Even negative feedback, because within negative feedback is honest-to-God constructive criticism. Not always worded constructively, but when people say things, there’s things that they mean that’s important. And that you want to read through the emotion to the underlying—like what is it that’s really driving. What are they trying to say?

And some people won’t say it nicely, and as I say on my blog, I prefer people to say things nicely. There’s no reason you have to be rude. Like, if you dislike something, I’m fine with you saying, “I dislike it.” In fact, I don’t even take offense to someone saying, “You know what? I played that, I wasn’t real fond of that.”

R&D does that all the time. Like, I will spend a lot of time and energy making new mechanics, someone will play it and I go, “What do you think?” They go, “Yeah, that was horrible. I hated that.” And that’s kind of how we function in R&D. So I’m used to criticism. I’m not saying people need to like everything. And if people don’t like something, I want to know why. Part of—one of my goals is, I don’t mind making mistakes, I just don’t want to make the same mistake. You know, if I do something and it doesn’t work out, I go, “Okay, well why?” So next time I don’t do it that way. Let me make a new mistake.

Okay. Talking secrets. Okay. Another big one was Scars of Mirrodin. Okay. So I talked about this—did I do a Scars of Mirrodin podcast yet? I’m not sure. [NLH—Yes.] Part I, Part II, Part III, Part IV.  But anyway. So what happened was, ever since Legends came out, in Legends there were two cards. That had the poison mechanic.

And the poison mechanic was, when you hit the opponent with the creature, it gave them a poison counter, and then if they had ten poison counters they lost the game. So it was an alternate win condition. But a flavorful alternate win condition.

So I love poison. I said, “Woohoo, poison!” And I think there was one card I think in The Dark [NLH—Yes]. So I get to Wizards, and Alliances doesn’t have any poison in it. The next set is Mirage, Mirage has one poison creature. [NLH—Two, actually.] Then I think Visions has one poison creature. And then R&D decides, “You know what? We’re not doing poison anymore.”

And I’m like, “What?! What?! No! No!” And so I argued with them, like, “Oh no, poison’s really cool, poison’s really cool.” And they’re like, “Ehh…”

I mean, the thing at the time was, poison had always been really, really weakly. And my argument was, “Look, people love it. It’s horrible and people love it. That’s a good sign! If people absolutely like must play it and it’s horrible, that speaks volumes of it.”

That’s my big argument why we did tribal in the first place, which was people were making tribal decks when they were horrible. They were just terrible. But people enjoyed playing them. And that’s a sign of something that like people really emotionally connect to. Anyway, I lost that fight. So that was back in—we were designing Mirage back in ’95, because it came out in ’96.

So I vowed, then and there, that I would try to bring poison back to Magic. And then in Unglued 2 I tried to bring it back and then that got put on hiatus, and then in Tempest—sorry, in Tempest I tried to bring it back, and that got taken out of the set in development. In Unglued 2 I tried to bring it back, that got put on hiatus.

Phyrexian Hydra
So years later, where I’m doing Scars of Mirrodin. And I go, “Oh, the Phyrexians!” And I just—I realized that there’s a golden moment where like the Phyrexians being this invasive force, that I’m trying to get a sense of a disease, and like, “Oh, poison works perfectly. It works perfectly.” My team and I came up with the infect mechanic , and like this is a thing of beauty. After 14 years—it took 14 years for me to bring poison back to the game, right?

But I had—from the moment I knew that poison was coming back, which is early in design, to the point at which the public could see it, I think was three years. Three years! Now imagine you love something. Because I love Magic. Magic is my favorite game, hands down. And I mean it’s a passion, obviously I love my job if you can’t tell that.

And one of the reasons I love my job is, I’m doing something—I have a great affinity for Magic. I believe Magic is a great force of good in the world. I believe it brings happiness to people, it brings people together, it teaches good life skills, that it’s just a good wonderful thing. And that I want to make it as good as I can. I want to bring fun things to it. And it was my quest to bring poison back to Magic.

So I had done it. I had finally done it. And there’s a point at which, like, it was locked. It was in the set. It wasn’t leaving. And like early, early design, I didn’t know, that it had to make it through the rest of design, it had to make it through development. But there’s a point where I’m watching the slide show, and they show me—I remember when I saw cards up on the—whatever I see in the slide show, that’s like—it’s done. Like, we’re done. There’s art. There’s names. There’s flavor text. It’s done.

So when I see—when I’m not sure if something’s going to make it to print, it’s when I see it in the slide show that I finally let a sigh out. Like, “(sigh) It made it.” And so when I see the slide show, which is still months—I mean, months and months and months before the public will ever know. I was like, “Okay. I did it! I did it! Woohoo!”

And then, here’s the hard part. This is one of the trickiest things is, let’s take poison for example, is I’ll do poison. And I’ll be an advocate on social media, I’m like, “I love poison, poison’s great, I want to have poison back,” people go, “You should poison back!” And I’ll go, “Yeah, yeah, I want to bring poison back.” But behind the scenes I’ve brought poison back, and that—so people will bug me to get poison when I have behind the scenes made poison! When poison’s in a set!

And then I have to act all natural because I can’t tell them I made poison, poison’s in a set. So that’s one of the hard things, is that sometimes I’ll do something, and like for example, I get asked all the time for things that people walk. People wanted us to return to Ravnica. I wanted to return to Ravnica. People—there are things people want, and I’m like, “I know, I know we have it!”

And they’ll come on, and they’ll plead with me. And they’ll plead with me how much they want it and how great they think it will be.  And I just have to like stay mum. Okay, another great reveal, another awesome reveal was Unhinged. I talked about this a little bit in my podcast on Unhinged.

So what happened was, we wanted to do a fun reveal. Because I get asked all the time—at the time, for example, we had made Unglued, people were like, “When are you making a second Un-set?” And I had done Unglued 2, but that hadn’t happened. And so like I wanted to do some fun reveal.

And so the idea we came up with is, the timing worked out so that on April Fool’s Day, I could announce it. So I did this article where I said, “Hey, guess what! Unhinged is coming out! A second Un-set’s coming out! It’s called Unhinged!”

And then I did it like—the article is written like, “Hey, it’s coming out! Unless this is an April Fool’s joke! But, like if it did come out, wouldn’t this be a perfect time to do it?” And so I did this thing where I really sort of like tried to make it sound like maybe I’m joking, maybe I’m not. And like I said, we did a poll, and 50.1% believed it was coming out, and 49.9% believed it was an April Fool’s joke. Which is about as good as you can get for splitting the audience.

But that was another one where like, people had been asking forever, and like we did it, but I had to hold it in. And like I said, the cool, cool, cool part of my job is, it is so much fun making decisions where I just know it’s going to bring happiness to people. You know what I’m saying? Like, one of the things—I’ll give this as an example. Return to Ravnica, we announced Return to Ravnica, this is just the name, at PAX East a couple years ago. The PAX East before it was going to come out.

And we had a videotape  that we recorded of us telling. And in the videotape, which we showed around, there’s like two people right in front of the camera like hugging. Like you know we announced it, and like they’re so excited they’re hugging each other. That feels good. That feels good.

Like when you get to do something, and you just can see the euphoria—there is no greater joy in my job than just seeing people happy. Just seeing people so excited by what you’re doing.

And one of the things that I have a lot of fun, I’ll admit, is I have a great time teasing the audience. Like I have information, I know they want it, I know I can’t—I know there’s a time and place I’m allowed to tell them. And so I have tried to perfect the art form of teasing information.

And my blog’s the perfect place, by the way. So if you never listen, I have a blog called Blogatog where I answer questions, I answer a lot of questions. And wherever I can, I sneak in little bits of information. Sometimes I’m more open about it, sometimes you realize I’m giving you a clue. Sometimes I hide it. Because I answer so many questions that people can ask very blatant, on-the-nose questions, and I can sort of go, “Yeah, maybe!” And people don’t necessarily realize that I’m giving them a clue. Like I say, I can hide some of my clues in plain sight.

So one of the things that’s fun, I know people do this, is go back and read old Blogatog things. And you’re like, “He just said that! He just said that! How did we miss this? He just said it.” And I can do that and it’s kind of fun.

But like I said, one of the big joys of—the hardest thing about my job is having to hold things in, the joy of my job—or one of the joys of my job is getting to finally tell people. And like I said, people sometimes doubt my excitement. People actually say, “Is he really that excited? I don’t think one human being can get that excited.” And then people who know me go, “No, he really gets that excited.” I do not feign my excitement.

Now, I’m easy to excite. But—I mean it’s not—to be fair, part of my job is to figure out what I think will excite players, and then I do that. And then I’m excited because I know you guys will be excited. And like I stressed earlier, I am a Magic player. I too get excited. Like when we do things that are cool, that I know Magic players will love, well, I am a Magic player. I get excited.

And that I think—to be honest, so people have asked about the “special sauce.” What is the special sauce of Wizards R&D? I’m going to tell you. Not even Wizards R&D. Magic in general. Because we spread it around, the secret sauce, beyond just R&D.

The secret to the secret sauce is having people who make the game who love the game. Because one of the things—and I’ve talked about this in my podcast, that I feel responsibility to Magic that supercedes my responsibility to Wizards of the Coast.

Now, it’s my job, I’m paid good money. I mean, I believe that I need to be a good employee. And I am. But there is almost like something that goes beyond that. Magic has a force. As just a force of good in the universe, it’s done so much good for me. I mean, it’s given me my dream job. I met my wife. It’s helped me build my dream home. I’ve traveled the world. I get to be a little mini-celebrity. It’s done all sorts of awesome, awesome things.

And I feel like I need to pay it back. Sorry. Pay it forward? I need to pay it forward and pay it back. I guess (???) both expressions. Which both actually apply. That to me I feel like I’m one of the key people guiding this awesome, awesome force of good in the world. That it brings happiness. And it just—it does lots and lots of good things.

And I’ve shared stories of just—in fact, I did an article not long ago where I asked people to talk about positive impact Magic has had on their lives. And I put a whole bunch of letters up. And each letter was only 200 words long or less. And I put up like, over 6,000 words of letters.

And I got 14,000 words of letters. And I just couldn’t put all the letters. But I mean, it is really humbling to read letters where you find out the impact the game has on people. And the fact that I get to be one of the people that does that, it’s a great honor, and it’s something I take very seriously. And that I feel duty-bound to make Magic awesome.

I mean, that goes beyond my job. It is my job, and obviously for my job I want to be awesome too, but just as a personal—almost like a—an ethical thing. It’s just core to my being that I want Magic to do good.

And I believe that R&D feels that way. That R&D sees Magic as something over and above just being a job. That it is something special that we are the caretakers of. And we treat that really, really seriously. I mean, the amount of time and energy that we go over every nook and cranny. There’s not a decision that we make that we do not agonize over. That we do not argue over. That we do not—that one of the things that we do is we talk about everything. Everything goes under a fine-toothed comb.

Because people ask me all the time. I’m in charge—I’m the Head Designer. Why am I constantly having to fight for my things? And the reason is, that’s how we get things good. If just I could rubber-stamp stuff and it goes through, it wouldn’t be as good. I have to prove that everything I do, doesn’t matter that I’ve been doing this job for 19 years, I’ve got to prove that every single thing I do is worthy. And if it’s not worthy, it ain’t going in.

And I’m not above that. I have to make sure that everything we do is of the uppermost tier. The reason—I hands-down believe Magic is the best game ever made. The best game ever made. And the reason for that is that there are so many people pouring their heart and soul into making it. And there’s so many people playing it who are giving us feedback.

Like one of the things you don’t—maybe you understand, maybe you don’t, but the reason I do Blogatog, the reason that I do all the social media that I do is, to be Head Designer, to continue to evolve Magic, and Magic is an ever-evolving game, I need to understand what it’s doing. I need to understand who’s playing it and why they’re playing and what’s fun about it. And I need to keep my finger on the pulse.

And that’s why I do so much social media. Like, I want to hear from you. And the reason that Magic is awesome is A. the people working on it I think really really care, and the people playing it really care! And you guys give us amazing feedback.

And that is a big part of why I think Magic keeps getting better is, we keep getting feedback from our audience and applying it. And that we just keep—we constantly innovate. I talk about how creative work is innovation, well Magic is nothing but innovation. It’s just a game that constantly innovates. Just as we innovate to make the game, the game itself innovates to make it better. It’s a self-innovating game. Why is Magic so awesome? Because it constantly improves itself.

Anyway. I got a little off-topic there. Although not that much off-topic. But that, my friends, is all the secrets about the secrets! Or some of the secrets about the secrets. But I had fun sharing with you today, and like I said—next time you see me and I seem really excited, and you want to doubt that I’m excited, I swear to you I actually, actually am very excited. I both am very excitable and I love, love, love what I do. And I love Magic. And I love telling all of you about it, because it’s cool stuff.

So anyway, thanks for joining me, I’ve parked the car, and it’s time for me to be making Magic. Talk to you guys next time.

No comments:

Post a Comment