I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. So today’s topic is an interesting one. One of the
things I’m always trying to do on the podcast is to figure out, “What are
things that I can do in a podcast that are best done in a podcast, and aren’t
done in an article, or aren’t done through some other means. My blog or
whatever.
So one of the topics (???), so I work ahead, so for you
guys, this is the distant past. But I just recently—the State
of Design article just went up last week. Or this week. And so there’s a
lot of discussion that it generated, which is good, it’s why I write it.
So one of the big questions was, I talked about—one of the
mistakes I felt that I made is that I knew people wanted an “enchantment
matters” element, and I withheld it to try to make the third set something
exciting, in retrospect I probably should have started in the second set. But
anyway, but it led to the following discussion. The following question keeps
popping up.
“Okay, okay. Theros
was fun. But when can we expect the enchantment block that is to enchantments
what Mirrodin is to artifacts? When
can we expect that block?” And what I realized was, it’s a complex answer. It’s
more complex than I could answer on my blog. It’s the kind of thing I might be
able to do in my article, but it’s very—I only have one article a week, every
other week is a theme week, I just don’t have a lot of spare weeks in my
articles.
So I’m like, “You know what? This would make a good podcast
topic.” So the question is, today’s podcast is, “enchantment-matters world.
Where is it? When can we expect it?”
And what I’m trying to say today is, not that you—let me be
clear. I’m not saying that it will never happen. But I’ saying that it is a lot
harder to do than I think people realize. And I want to explain why it’s so
hard.
One of the things that I like doing with my podcast is kind
of going in-depth, and saying, “Look guys, when you dig down deep, there are a
lot of issues.” Like, one of the things I find interesting, when new people
come to R&D and watch the process, that one of the comments they always get
is, “Holy moly, you guys discuss everything.” That there’s details that you
don’t think about. That is not even a detail the average person even
contemplates, that we might argue days about. We might argue months about. That
there’s so much little nuance of what we do, that we spend a lot of time and
energy on it.
So here’s an example where I’m going to dig deep today. I’m
going to talk about some design, some really dig down deep in the dirt design
information today. And talk about sort of what you can and can’t do.
Okay. So in order to understand today’s topic, I need to
explain a couple things. First is, I need to explain the concept of volume.
Another way to talk about this also is as-fan, which obviously I talk about all
the time.
So what that means is, if you want something to matter,
there is some volume at which it has enough of a presence that it can matter.
Now, what that thing is varies from thing to thing. It’s not that everything
needs to be the same volume. But there needs to be a volume to make something
matter.
For example, let’s say we’re doing a set with a tribal
component. And I want to have goblins matter. Well, I need to have a certain
number of goblins in order for goblins to matter. You’ll notice in both Onslaught and Lorwyn, which were strong tribal things, that almost all the common
and uncommon creatures were one of the creature types that mattered. That in
order to get the volume we needed, we couldn’t waste any space.
Like, in Lorwyn
there were eight creature types, you were one of the eight creature types. And
in fact, notice in Lorwyn, we
even—even with that, even with limiting ourselves to the eight creature types,
we ran into a problem with still needing a little extra boost, so we made
changeling, which was based off Mistform Ultimus, that allowed a
creature to be every creature type.
And what changeling was, was like the glue we used, so
whenever you’re saying, “Are there enough blah?” Well, “blah plus changeling”
was the number you had to look at. So by adding changelings, and making
changelings at a certain percentage, we were able to just up the number of every
single creature type that mattered. And that’s why changeling was in the set.
Okay. So the number one issue is this understanding volume.
And like I said, different things need different volumes. It has to do with how
many do I need to have at a time to make it matter. And I’ve talked about this
before. That like, what we call “threshold 1” is, do I just need to have one in
play? Like, imagine for example, so we’ll talk about goblin cards is what I
talked about earlier. A threshold 1 goblin card would say, “If you have a
goblin in play, I gain blah.” Or “If you have a goblin in play, when you cast
me, you get this extra bonus.” Or whatever. Which means that I just have to
have a goblin. I don’t need tons of
goblins, I just need a single goblin.
The other thing that we often do is things where they’re
scaling, which says, “For every goblin you have in play, do one damage to
target creature or player.” Or “All goblins gain…” whatever. Those say, “Oh.
Play as many goblins as you can.”
So if you have more
of threshold 1, you can be lower in your volume. You just need enough that
people can have some expectation of having one in play at a time. Which means a
threshold 1 might mean you need to play… six, seven, eight maybe. And if you
want things to scale, well then you need to have a lot more.
These spells aren’t good unless you have a lot of artifacts
in play. And a lot of the things we did in that set were very much like, “Okay,
every time I play an artifact, something happens, every time I sac an artifact,
something…” You know, it just said, “Play a lot of artifacts.”
So what people—when they say they want enchantment version
of Mirrodin, okay, that’s saying you
want scaleable stuff. Now notice that constellation, in Journey into Nyx, was scaleable. We’ll
get there.
Okay. So number one, volume. There’s the volume problem.
Number two is what we call the “card definition problem.” So if you ever listen
to any of my podcasts or read any of my articles or read my blog, I am a purist
when it comes to delineations between subsets. Cleary the place I’m the loudest
about it is the color pie. I want white to be white and blue to be blue and
black to be black and red to be red and green to be green. I want each color to
have a clear delineation from the other colors.
The same is also true for card types. I don’t harp on this
as much as I do on the color pie, but I want creatures
to be creatures and enchantments to be enchantments and artifacts to be
artifacts and lands to be lands. And that there are rules we set up. And
like certain card type do something but don’t do something else. Lands tap for
or get you mana. They’re mana-affiliated. With rare occasion, we don’t do lands
that aren’t connected to mana in some way.
Enchantments enchant things. They might be local, they might
be global, but the flavor of enchantment is, it’s adding a magical element to
something. That it’s forever changing something by granting on a magical
element. Artifacts are things. They’re physical things that you are using that
have magical properties. So it’s important that there’s delineation. Okay?
That’s issue number two.
That I believe it is bad if—one of the things you have to be
careful of, and this is true of colors, this is true of card types, that Magic pushes you toward doing what you
haven’t done. There’s a lot of inertia to say, “Ooh, we haven’t done this
thing. Let’s do that.” And so there’s a lot of impetus to bleed.
And if you notice, every set, we’ll do something and we’ll
bleed a little bit. We try hard to sort of not break anything. But we bleed a little.
But there is inertia to sort of go to places you haven’t gone before. And on
some level, the reason I hold so fast, the reason I’m just not willing to make
red cards that destroy enchantments is, you gotta hold firm.
Colors have to have weaknesses. There have to be things
that, “Oh, I don't know, this color can’t deal with that well.” And you want to
make sure that there is—the reason that you might not play mono-red or might
need to splash a second color, or if you’re playing whatever color you’re
playing, the reason we want you to sort of think of going to a second color is,
that color does something better than the color you’re in. You might want that
other color.
And card types are very similar in that if you blend them
all together—I mean, as is, artifacts and enchantments already, there’s a thin
line. I mean, one of the things that happened, in fact if I had Magic to start all over again, I would
draw a much harsher line between enchantments and artifacts.
In fact, little story, during the design of Mirrodin, the original Mirrodin, there’s a man named Tyler
Bielman, who was on a design team of Mirrodin,
also at the time he was (???) the creative team, he and I did an exercise
where we tried to delineate artifacts from enchantments. We were trying to
rehaul artifacts, and we were going to toe
some hard lines. And one of the lines we were going to toe, which is
what I would do if I made Magic over
again, is we said, you know what? Global effects? Not artifacts’ (???).
Artifacts don’t do that. Artifacts, you use the artifact. That enchantments
will be the thing that goes, “Okay. Everything now does this.”
We didn’t make that change. There was too much—one of the
things of the games is, there’s things just where you get enough inertia that
it’s hard to change. When I talk about, “I’d do this differently,” well, we’ve
got 21 years of inertia. It’s hard to undo things. There’s certain things that
the game is just committed to, and it’s hard to—some things are just hard to
undo. But anyway, artifacts and enchantments are already close. We just have to
be so careful.
Okay. Number three is New World Order. I have a
whole podcast on that, if you have no idea what I’m talking about. In a
nutshell, New World Order says, in order to make sure the game is accessible to
newer players, we toe a line at common on complexity.
Now note, that doesn’t mean anything about uncommon or rare
or mythic rare. People just love to say, “Oh, New World Order is dumbing the
game down.” And I’m like, “We still make the cards at uncommon rare, and mythic
rare we would always make!” But at common we are making things a little less complex.
Now, there’s lots of other things going on that aren’t New
World Order. People like to think New World Order is 8,000 things when it’s
actually one thing. And the one thing is, is simplifying complexity at common.
Okay. So those are the three problems. I’ve laid out the problems. Now let me
talk about what’s going on here.
Okay. So, I want to make an enchantment set à la Mirrodin. Enchantments, enchantments,
enchantments. All enchantments! Okay, so here’s the first problem. The volume
problem. In order to get the volume you need to have like scaleable enchantment
effects, you need to have a certain threshold or certain volume of
enchantments.
Okay. Let’s assume that you—let’s take creatures (???).
While creatures are 55% of a card set, that’s really not the number we need to
be looking at. We need to be looking at, especially for Limited, what we call
the as-fan. How many can you expect to play? So in Limited, a Limited game,
you’re going to play roughly 16 creatures, 17 land, about 7 spells.
So let’s assume that you say, “I’m going to play—everything
I can, I will play an enchantment. Every non-creature I will make an
enchantment.” Which means you have seven enchantments in your deck. And that
means I’m not playing instants or sorceries, I’m not playing artifacts. I have
to figure out how to use—all my kill cards somehow have to be enchantments.
Let’s assume you could do that. Which would, to be fair, be
kind of hard. But let’s assume you could do that. This is what we did in Theros. And what we found was, it’s just
not enough. Even if all seven of your cards are enchantments, it usually just
isn’t enough. And what that means is, in order for you to get the volume you
need, you need to dig into creatures.
Now originally, when I designed the card, it had a global
effect. All creatures get +1/+1 or something. And then to simplify the card, I
think Mike Turian, who was the lead developer, needed to move it down in
rarity, but anyway, he ended up chopping off the effect and just made it a
vanilla creature.
You know, that doesn’t—the thing that’s nice about
artifacts, and this is why I think Mirrodin
is a much easier job is, [artifacts] come with two very strong things. One is,
they have a colorless mana cost. Which is very distinctive. Now, I mean, yes,
yes, every once in a blue moon we do Eldrazi or something that has
colorless mana. But most of the time, the colorless cards are artifacts.
Now, the second thing is, artifacts have a pretty strong
creative vision, right? They are physical objects. It’s a sword. It’s an orb.
It’s an amulet. When I say to someone, “It’s an artifact,” you have some sense
of what we’re talking about.
Which means that you can make very, very simple cards and
feel like it’s an artifact. Another thing that’s helping you is, the idea of
artifact creatures are pretty natural. That a golem is an artificially made
creature. It’s a mythology long
before the game existed. Or a scarecrow, or whatever sort of creature you
want made up that’s a created creature.
Now, once again, if I had the game to do all over again, I
would rethink how we flavored magically-made creatures. For example, if Alpha had started and illusions were enchantment
creatures. Maybe even elementals were enchantment creatures.
We could have defined a way to go, “Oh, in the game, this is
the flavor of enchantments, it’s something which is magically made. Oh, it’s
components put together, it’s a golem carved out of silver, oh, that’s an
artifact. Oh, it’s a creature made up of magic, it’s an illusion or it’s made
of magical energy? Oh, well that’s an enchantment.” We could have done that. We
didn’t.
And so the problem now is, if I want to do enchantment creatures,
I have to justify them as being enchantments. Now, I can’t just do something we’ve
done for years and years and years and have them called enchantments. We’ve
missed the boat. I can’t just say, “Oh, that’s enchantment creatures. But that’s
the 20th one of those we’ve done.” Because it would just be non-intuitive.
The players have built up enough expectation, it won’t make sense anymore.
Okay. What that means now is, in order to make the volume, I
have to have creatures that are enchantments. But in order for creatures to be enchantments,
I have to make them feel like enchantments.
Now, here’s the next problem. The blurring the line between
creatures and enchantments. We put static abilities, global abilities on
creatures. So having a creature that says, “All creatures get +1/+1,” yeah, we
did that in Alpha. That is something that’s…
Now, I’m willing to put global effects on creatures and try
to go with a straight face, “Those are enchantment creatures.” But even that is
kind of hard, because like when we did it, one of the things you’ll notice is,
the reason we went with bestow creatures in Theros
is, those feel like, “I’ve never seen those before. Oh, I see why those are enchantments.
They can be enchantments. They can be auras. And they can be creatures. Oh,
that makes perfect sense. That’s why those are enchantment creatures.”
But it was hard—and we tried. Born of the Gods for example, definitely made some creatures with
effects. And one of the things you’ll notice is, one of the things we did on a
lot of them is we put two effects on it. Two global effects. “Is this enchantment
enough? It does A and it does B!” Because if you just do A, it doesn’t feel—because
creatures do it so often, it’s hard to feel like it’s an enchantment creature.
Then, we have a second problem. Which—this is where New
World Order starts peeking in. Let’s say I’m willing to just accept creatures
with abilities that would go on an enchantment. Just with a straight face—if this
card, if it didn’t say “creature” on it and I read it, would I go, “Okay, this
seems like an enchantment.” Good enough. Good enough. There’s some issues,
there’s some blurry lines, it’s not clean, but let’s assume I’m willing to like
suck that up.
Okay. Here’s your next problem. If you look at common, how many
global enchantments do we normally do at common? The answer is usually zero.
Every once in a while we’ll do one or two, I mean there’s a few things we can
do.
In fact, the funny thing is, we’re more often to have a
creature with a global ability at common. So we can do some. But a handful, not
that many. Even if I’m willing to stretch it. I’m not sure we’d get up to the
volume we needed. We’re not getting the as-fan we need.
Plus, here’s the following problem. There’s two different
kind of enchantments, right? There’s local and global. I’m not sure those are
the technical terms anymore, but I’m using them because Magic does this thing where we have terms for stuff, and then the
terms go away. Except there’s no new term for it. Like “fizzle.” Anyway. As far as
I’m concerned, things still fizzle. They do not counter, because counter means
too many things.
Okay. So the problem you run into is that you—if you have too
many—well, there’s local and global enchantments. Local will go on a creature
or on a thing. Could be on an artifact or on a land. Global will just sit
there. Global effects, especially if they only hit a subset, can make a
complicated board state.
For example, I have one enchantment that says, “All white
creatures are +1/+1.” Now I have another one that says, “All soldiers get
+1/+1.” Now I have to look at my board. I go, “Okay, all white soldiers are
+2/+2, all white cards that aren’t soldiers are +1/+1, and all soldiers that
aren’t white cards are +1/+1.”
Or imagine—it doesn’t even have to be +1/+1. Let’s say all
soldiers have first strike. It’s like, “Okay, well white soldiers are +1/+1 and
first strike, and soldiers have first strike if they’re not white, and then if
they’re white but not soldiers they get +1/+1.” And you can imagine, it doesn’t
take long, if you have a bunch of global abilities, before they can get
complicated. Especially if they are affecting a subset.
Now on the other hand, local enchantments, or auras, are
much simpler. It’s like, “Oh, it’s sitting on that creature.” I can look at it,
I can go, “Well, that creature has an enhancement,” and maybe whenever I have
to care about the creature I look to make sure how big it is. But unless that
creature attacks or blocks, yeah, at the time I need to figure out what that
is. It’s easier to track. So what we did in Theros
is we said, “Well, let’s see if we can make use of local enchantments.” It’s
just easier to keep track of the board state.
Okay. So, there’s just a number crunch problem, how many enchantment
creatures can we make? Because there’s only so many enchantments we can make,
and then we can make some enchantment creatures.
Now, here’s the next problem, which is, one of the things people
complained about in Theros block was
there wasn’t a lot of global enchantments. And the reason there wasn’t a lot of
global enchantments—part of it was, is we were trying to make the enchantment creatures
stand out. But another problem was, we were just using up all the enchantment space.
That there’s only so many different enchantment effects before you’re just
like, you’ve used them and you’re bumping (???) one another.
And what we can do is we can say, okay. You can maneuver
things a little bit, so you can take effect that are normally not in one area
and push them there. We do that in artifacts a lot when artifacts matter. We
take effects that normally aren’t in artifacts and push them in artifacts. And
there’s some space to do that within the delineation of the card types, there’s
some space to do that.
But there’s not infinite space is the issue. It’s not like—so,
enchantments have less total space of things you can do. Because enchantments are
just narrower than artifacts. For example, because artifacts can do global
effects, and they have equipment, like pretty much anything enchantments can
do, artifacts can do.
But artifacts can do more things. They can tap. You can use
them more—like, “I have an ability that I can use once per turn.” They also can
function a little more like creatures in that regard, where it’s harder with enchantments.
I mean, enchantments can activate, but there’s only so many times you can say
once per turn, and—I mean, you can grant tap abilities on an aura.
But anyway, okay. So the problem is, we need the volume. In
order to get the volume, we’ve got to go to creatures. There’s limited space in
creatures, there’s limited space on just enchantment design. And so the thing
we run into is that there’s just a number of volume issues.
Now, let’s go to the other place. Now, let’s talk about the
cards that make it matter. The enchantment-matters cards. So constellation. Let’s
talk about constellation during Nyx.
So constellation’s the kind of thing people were talking
about. “Okay, every time I play an enchantment, something happens.” Well, the
other problem we run into is, the kind of cards you can do that make enchantment
matter, there’s less cards you can do.
For example, a lot of the ways you make things matter is
making creatures matter. But unless you have enough volume of creatures, making
enchantment creatures matter, there’s only so much you can do with that. And
like, you can only have so many effects. Like say, every time I cast thing X, I
get a small effect. There’s just a limited number of effects you can do that
with.
And, and here’s the other thing, this is a development thing.
Constellation, there were two restrictions. One restriction was how many
different effects can we do. But that wasn’t the biggest restriction. The biggest
restriction is, there’s only so many of those you can do. That there’s some
threshold point where—especially when they’re their own thing. We did that on
purpose. But especially when I’m an enchantment and I care about enchantments.
You can only make so many of those cards. If I can fill up my deck with nothing
but constellation cards, it gets overwhelming.
One of the interesting complaints that I have is, “Where was
the enchantment land? Mirrodin got an
artifact land, why didn’t Theros get enchantment
lands?” And the answer is, “Because Mirrodin
ruined it for everybody.”
We didn’t know any better. When I made the artifact lands in
Mirrodin, I didn’t understand what I
was doing. We had never done anything like that before. And voila, it broke
everything. So what it turns out is, being a land is so important that just
being this other thing that you care about, even if you come into play tapped,
is just too good.
So the other issue is that, not only do artifacts have the
ability to do more volume, the artifacts have more just general design space
you can fill in, but because of those things, because you can spread it out
more, you can spread effects out more, you can spread it over more cards, you
can dilute it a little more. That enchantments get less diluted. And so having
effects that care about enchantments A. means there’s less of them, and B. it
means that they’re more dangerous, so you have to be more careful of how many
you have in the environment.
Now, look. In a perfect world, as I said in my State of Design,
probably we would have started constellation in Born of the Gods. Maybe, maybe there were a few cards in Theros that hinted at it. But even Theros was so full that probably the enchantment-matters
stuff wouldn’t have been there. It would have been in Born or Journey. I could
have started it a set earlier.
But even then, even then, that isn’t what people were asking
for. What people were asking for is, “Where is my enchantment-matters block
like Mirrodin?” And what I’m trying
to say today, the reason I’m having this podcast, the reason I’m talking about this
for 30 minutes, is I don't know if it’s possible. I don't know if we can do
that.
And in order to do it, one of two things is going to have to
happen. Either we have to have some breakthrough and go, “Oh, here’s some clear
way that we can communicate and do the things we need to do in which it all
feels right and people intuitively do the right thing, or we talk ourselves
into breaking one of the rules.” And the problem is, the rules I’m telling you
are pretty important rules.
I mean, the enchantment is so—like I said today, enchantments
blur so much with both artifacts and creatures that the last thing I want to do
is give up more definition for enchantments. Like, it already is in a place
where I feel it’s tenuous at best.
And so, like I said, the thing to remember, and hopefully
this is—my goal of today’s podcast is that design is layered, meaning it’s
causal. That what you do in one thing affects other things. And a lot of what I
want to do in design…
Like today, for example, I’m trying to say, “Okay, what do I
need to do if I want to do an enchantment-matters block à la Mirrodin?” I’m like, okay, I need volume.
That’s the first thing. Number one I need volume, and what is my volume? And I’ve
got to figure out my as-fan. And there’s some technical stuff I would probably
do. I’m like, “Okay. How many as-fan do I need, how… exactly how many commons
and uncommons, what’s the volume I have to get to make this work?”
The second thing is, then I say, okay, where am I getting
this from? I need this much. Well, what I have available isn’t enough, meaning
that’s what gets me into creatures. Like, okay, I have to figure out way to
make enchantment creatures work. I just can’t make the whole thing work without
enchantment creatures.
And then once I do that, then I start getting into the
complexity issues. Well, okay. How do I make the enchantment creatures matter,
make them feel intuitive, but not have this problem where I override the
complexity issues that have to do with New World Order.
And that—to be fair, I mean, as much as I’ve talked about
this one topic today, I’m really talking about design in general. Which is, no
matter what my design is. If I’m starting with a weird block structure, or I’m
starting with a top-down design, or I’m starting with 10 two-color pairs. Whatever I’m starting with, it makes me say, “Okay.
I have a parameter…” And this is why it’s important in design to start with
some parameter.
I know some people are going to ask about Khans of Tarkir, like, “Why a draft
structure?” Like, it’s just different! It was a different place to start. It’s
not even that I built the block around the draft structure, I used the draft
structure to figure out what I would need to do to lock in parameters, use
those parameters to find an interesting structure, which is the time-travel story,
and then built around a time-travel story.
My point is, one of the things that’s important when you
start your design is, something has to be absolute. When I talk about “restrictions
breed creativity,” one of the things is, when you have nothing to hold onto,
when anything is possible, you kind of freeze. Because you’re like, “Well,
anything is possible, that doesn’t help me.”
And what you need to do is, if you don’t have a restriction,
make a restriction. And what I like to do when I start a design is say, “Okay.
Here’s a thing that matters. This thing matters. And this is a non-negotiable.
I have to do this.” And that gives me a restriction to start on.
The way I always talked about it is like, you need to get
traction on your design. And like if there’s nothing there, there’s nowhere to
get traction. So what you need to do is just commit to something. And by
committing to that thing, you make your first point of traction. And once you
have your first point of traction, you can follow along.
My sort of goal of today is to walk you through, “What do I
need to do to do an enchantment world à la Mirrodin?”
And the answer is, “Wow. There’s a lot I have to do, and there’s some problems
to solve.” I have to solve the problem of how to get the volume of enchantment creatures
that I need in a way that reads, without violating what enchantments are, in a
way that feels natural.
And then, I have to figure out how to do the enchantment-mattering
stuff in a way that Development can develop, that we have enough design space
to design and Development can develop. Both of which are giant issues.
So what I’m trying to say today is, for all the people that
are begging for this thing that seems so obvious, it’s not so obvious. It’s not—my
goal of today is to sort of say, “You’re probably not thinking…” Like just because
artifacts can do something, doesn’t mean enchantments can do something.
You know why it’s not that hard to make land matter? Because
40% of every decks are all land. Why is it not hard to make creatures matter? Because
a lot of your deck are creatures. That’s not true with enchantments. Why is it
easy to make lots of artifacts? Because it’s very flexible in what it does.
That artifacts normally are a smaller percentage, but you
can make them a larger percentage because artifacts just have more to hang your
head on. They have a little bit cleaner and more delineated flavor to them, and
the colorless mana cost—having something that defines them, that sits in the
mana cost, that doesn’t sit in the rules text, is really important for being
able to make a lot of cards.
And so why is it so hard to do enchantments when we can do
artifacts? Because they’re just different card types and they have different
rules and do different things. And that it’s very easy to look at Magic and go, “Well, you did something with
Thing A, I want the same thing with Thing B.” It’s not always that simple. And the
goal of today’s podcast is, it’s not that simple. I’m not saying it’s
impossible, I’m not saying we can’t do it, I’m not saying I won’t continue to
try to figure out how to do it. But I know what people want. And what I’m
saying to you is, it’s just not that easy. It is not a matter of, “Oh, just do
it.” “Oh, you did artifacts, just do enchantments.” It’s hard.
Anyway, I have now parked my car, which means that it’s time
to end my drive to work. So thank you guys for joining me, I hope you enjoyed
it, and I’ll talk to you next time.
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