All podcast content by Mark Rosewater and Matt Cavotta
I’m pulling out of Matt’s driveway! We all know what that
means! It’s time for another Drive to Work. And, Matt Cavotta’s with us!
MC: Good times.
MR: So I thought I would see less of you. But we’re getting
more Matt podcasts.
MC: Feast or famine.
MR: Okay. So today I thought we’d talk about another
creative topic, something the creative team does, since in your distant past
you were once a member of the creative team. What we called “world building.”
Which is, Magic does this crazy,
crazy thing. Where every year, we make a brand-new world from scratch. And
we’re signing up to do two brand-new worlds from scratch. So I wanted to talk
about, you and I have both been involved in… I mean, we’re not in charge of the
process, but both of us have witnessed the process of what exactly do we do to
come up with a brand new world you’ve never seen before?
MC: Well, from again my distant vantage point at this part
of the process, it starts out with a very, very big and broad decision of, we
need to make a new set that focuses on this type of card. Or this type of
mechanic. Or we want to do another multicolor set. And from that could spawn an
idea about a world that could house that structure.
MR: Yeah, I mean I think the key to building worlds is,
usually a little bit of work is done on the set before the creative world’s
completely defined. That’s not always true, depending on the world and stuff.
But usually we do a little bit of design work before the world starts.
MC: For example, we knew we were doing a multicolor set
before we attached the concept of guilds to Ravnica.
MR: Correct. So what happened there, for people that don’t
know the story, is we had penciled in to do another multicolor set. And the
previous multicolor block had been Invasion.
And Invasion really said, “Play lots
of colors. Play four or five colors.” So I was trying to make the most not-Invasion multicolor block I could. So I
came up with the idea of, well what if I make you play two colors? And not just
ally two colors, but both the enemy and the ally. So any two colors you want,
they’re all on equal footing, which was kind of a novel idea at the time. [MC:
Right.] But we’re going to push you
to play two, and the idea was just two colors. Obviously in draft some people
started playing more than two. But so I went to Brady Dommermuth, who was the
head of the creative team at the time, and I pitched my idea. I said, okay,
it’s a world in which it’s two-color focused, they’re all on equal footing. And
the great story is, Brady was like working out on his treadmill at home or
something, and it just hit him the idea of guilds.
MC: He slipped on the toilet and hit his head, and that’s
when he thought of flux capacitors.
MR: Right. So he came up with the idea of guilds, and then
from the idea of guilds he said, “Oh, a city. It would need to take place in a
city.” So he got the idea of a city world, city plane from the idea of the
guilds. And then, I mean he came and talked to me about it, I said, “Oh, that
sounds perfect,” and then I re-adapted what I was doing to have more of a guild
focus. And that’s when we came up with the 4-3-3 thing. [MC: Right.] MR: But
we’re not talking about design today. Today is world building. So what does he
do at that point? So he has an idea for a city world that has these guilds in
it.
MC: Well, what I remember, because I was involved in the
world building process for the first go-round with Ravnica, is that we started
working on the personalities of the individual guilds. [MR: Yeah.] At that
point. The concept of a city world was mostly going to be realized in the
concept art push.
MR: Mmm-hmm. So explain to people, what is the concept art
push? Okay.
MC: Let’s get to that in a minute. [MR: Okay.] First, before
we even got the artists working on concept art, we had to have some basis of
the challenges they would be attempting to solve. So we had to have at last a
baseline personality for each of the guilds. So at that time, Brady and Brandon
Bozzi and I each set about to writing up whatever brain barf we could come up
with on each of the individual guilds. Until we had enough meat to have the art
director sic the artists on all the related concepts during the concept art
push. Which is usually… I feel like we talked about this in one of our previous
(???). [NLH—Not transcribed.]
MR: We did talk a little bit. But we can go into a little
more detail than we did last time.
MC: It’s like a three- to four-week process where a handful
of artists are brought in. Almost always those artists are existing Magic artists, but I think there are a
few cases of artists being brought in because their particular experience and
style was suited thematically to whatever that world was doing. For example,
when we were doing Zendikar, a new
artist was brought in who hadn’t done cards up to that point. His name was Vincent
Proce. And the art director saw something in his style that was
particularly good for the rough and tumble world of Zendikar.
MR: So some of what people don’t understand is that not
every artist is good at conceptual art. Right? Maybe talk a little bit about
what exactly that skill is.
MC: So some artists are excellent craftsmen. And if you tell
them, “Show me a scene with two warrior battling, and each one has a giant
axe,” or whatever, [MR: Mmm-hmm.] They will be able to assume the role of the
cinematographer and come up with the right angle and the right lighting. And
then they have the skill to expertly render that scene. But if you were to say
to that same artist, “Ehh, we just need a battle between two kinds of warriors
that we’ve never seen before, like have at it,” that person might just be
paralyzed because they don’t feel comfortable solving the “What is it?” problem
as much as the “What does it look like?” problem. [MR: Mmm-hmm.] So there are
some artists who thrive in that blank canvas territory. The couple names that
come to my mind are Steve Prescott and Wayne Reynolds. Both of those guys, when
they come in for concept pushes, they will produce sixty percent of the art on
the wall. They just, they’re prolific. And any time their pencil touches the
paper, something like meaty and usable comes out. I’ve been involved in concept
pushes, and I know how hard it is to come up with whole cloth new ideas. And I
am blown away every time I see what those two guys do.
MR: So the key to the process is, you get artists in.
There’s been some work ahead of time. I’ve talked before how currently the
creative team is split into two separate teams. There is the story team, and
there’s the art team. Usually what happens is, the story team preps, like
writes about what’s going on, and what are the civilizations like. [MC: Right.]
Like, enough of a sense of the world that when the artists show up, that
there’s something to tell them. Right? [MC: Yeah.] You have to know something,
in order to build the world, you have to have some idea. I know that Ravnica
was built around the guilds and a sense of the city feel. I know Zendikar was
trying to be an adventure world. [MC: Yeah.] There’s always some germ of an
idea that they can build around. And then, what happens is, they come in, and
Jeremy—Jeremy’s the art director, Jeremy Jarvis. And he’ll say, “Here’s what
we’re looking for,” and give them his material. [MC: Right.] And then they just
go to town. They draw whatever they can come up with. And then at the end of
each day I think, he looks at what’s been produced and sort of says, “I like
this, this is maybe not the direction we want.” [MC: Right.] Like he guides
them. Right?
MC: So I’m going to digress for a minute and talk about what
life is like as a young artist.
MR: Okay. Life as a young artist.
MC: When I was in art college, I had this idiotic thought
that whatever I drew, or whatever I was thinking of, that was a great idea.
That is so, so wrong. And I imagine that there are people out there who might
think that when these concept artists come to town and they start drawing, that
whatever they draw, we use. That is not the case. There is so much material on
the cutting room floor. And it doesn’t even mean that those things are bad. It
just means that they are on the fringes or outside of the realm of what the
intended goal was. Hundreds. At least hundreds, maybe thousands of drawings for
each concept push. And it gets whittled down to the tightest and rightest, I
don't know, hundred or so pictures.
MR: So here’s one of the cool… this is my experience. I have
never, I’m always a bit afar from the process. So let me explain how I
experience the process. Which is, there’s a wall near R&D. Which whenever
there’s the concepting. They just start putting things up on this wall. And
just you’ll walk by, there’s all these pictures, and all this different stuff
going on. And you’re like, “Ooh, that looks cool. And that looks cool.” And
every day they’re like taking things down and putting things up. [MC: Yep.] And
little by little they start clumping things together and labeling things. And
you can slowly sort of see it taking shape.
MC: Yep. It’s really cool to see, like on the first couple
days there will be a bunch of drawings. In all sorts of different directions.
And there will be one picture somewhere. Someone will hit on a concept, whether
it’s a theme for costuming or a particular look for a kind of goblin race, or
something. That the next day, when you get there, there will be all these other
similar drawings orbiting around that one. [MC: Yeah.] And the good ideas tend
to have a gravity of their own. And they end up forming whole themes or in some
cases, unplanned themes. A great example is when we were doing the concept push
for Zendikar, there was very little prewriting given to the artists other than,
“Lands are going to matter here.” And Mark
Tedin and Vincent and I were sort of doodling around, trying to find an
answer for something, anything, and Tedin drew what we now know of as the hedrons.
[MR: Yes.] MC: The eight-sided like diamond-shaped things. We were so excited
that there was anything, anything that seemed cool, that we started putting it
in everything we did. We’re like, “You need a tree? How about I stick that
thing in a tree? You need a guy? I’m going to put that thing on the guy’s
club.” Like, it was everywhere. And it ended up becoming an important part of
both Zendikar and other worlds. It’s (???) how organically that happened.
MR: Yeah, let me explain something so people understand
this. The Eldrazi did not exist as a story point when they started creating it.
When they made the hedrons, they were just cool-looking hedrons. And then the
story people said, “These hedrons look awesome! Why are there hedrons?” And so
they started having to figure this thing out. And that from that, they came
upon the idea of these creatures, these ancient creatures trapped in the world.
And that one of the reasons the world was so crazy was it’s reacting to this.
And like originally, the plan for Zendikar
was, there was going to be a large set and a
small set, so Zendikar and Worldwake, and then what you guys all
know as Rise of the Eldrazi was going
to be set in a completely different world. Not even set in Zendikar. And then once the creative team came up with this idea of
the Eldrazi trapped within, they were like, “Oh, instead of going to a new
world, what if we just released the Eldrazi? That’s the third set?” [MC:
Right.] And so like these little hedron doodles ended up being like a major Magic story point.
MC: Yes. Most of the time, the stuff that we see developed
on cards is intentional. It’s absolutely intentional. But every once in a
while, you do get something that is the random brainchild of one of the concept
artists that ends up gaining a little fandom of its own.
MR: So the other thing that happens is, not only are they
trying to build a world, but… usually Jeremy, whoever the art director for the
project is, is also giving them assignments. For example, sometimes, like I
know in Innistrad, we knew we wanted
werewolves. So like, one of the things was, okay. We knew there were
werewolves, we knew there were vampires, we knew there were zombies. We knew
there were spirits and humans. We knew that. But it’s like, oh, well we wanted
zombies in both black and blue, but we wanted them to look different. And so we
had come across the idea of, well, maybe black zombies are necromantic, zombies
raised from the dead, where blue might be more Frankenstein, like science-made
zombies. But that’s all we had. And so we said, “Okay.” And then during the
creative push, like the skaabs,
which were the Frankensteiny ones, they went out and figured out how to make
that look. And we knew we needed the werewolves to have a distinctive look that
matched the world, but felt like Magic’s
take. Let’s talk about that for a second. The idea of Magic’s take on blank.
MC: Right. Well, that’s super important during world
building. Not only just to set the Magic
take apart from the concept that you’re used to seeing outside of Magic, but Magic has to leave space for itself to reiterate on that concept,
so that we can make another kind of zombie the next time we go to the world we
haven’t invented yet. And then another kind of zombie on the world after that.
And we can’t go blindly into using up all the good concepts all at once. In a
lot of cases we have to use a painful amount of restraint to say, “That is so
awesome! But we’re not going to use it yet.”
MR: The other thing that happens is, they always sort of ask
us what our needs are. Because for example, one of the things about making a Magic world which is quirky, is—and it’s
not literal always, but there is a Plains and an Island [MC: Yes.] And a Mountain
and a Swamp and a Forest on every world. Something that at least evokes each of
the five colors. It might not literally be those five things. But that sense of
ecosystem really forces Magic to go
to places that other worlds might not do.
MC: Well, there’s also a very difficult construct, and that
is, not only do you have to have those five kinds of land, those five colors,
but you have to have a medium-sized flier in that color. No matter what. And
like let’s say you have a concept for a world where everything’s tiny. Well,
guess what? You can’t do that. [MR: Correct.] You just can’t do it. You can’t
support a whole….
MR: Right. It’s why we never…
MC: …set without beefy creatures.
MR: Why we never visit Segovia.
MC: Yes.
MR: So we make a thing called a “creature grid.” Creative
team makes what’s called a “creature grid.” So what a creature grid is is, all
the colors and all the sizes and then flying or not. So it’s sort of like, for
each color, you need a small flier, a small non-flier, medium flier, medium
non-flier, large flier, large non-flier. [MC: Right.] Now, there’s some holes
sometimes. Like, green large flier usually isn’t necessary, so they don’t have
to worry about that. But part of doing the creative thing is saying, “Okay.
Well, what are in these spaces?” And sometimes, when the artists come in, it’s
like, “Okay guys, we need to figure out what the big white flying thing is in
this world.” [MC: Right.] Do you have any ideas?
MC: Right. And that gets really challenging when you think
about, okay, we’re in a city world. What is the giant green land creature? Well,
what’s it doing in the city? [MR: Yeah.] What is that for? So that takes some
real creative thinking. If there’s any notion that I would want people to know about
the world-building process, it’s that it is not like a whimsical journey
through random ideas. There is a lot of rigor and requirement to it that… it is
an equal balance of creativity and discipline, really.
MR: And the thing to remember is, the thing that gets
created out of this process is what we call a world guide. Which is samples of
the different… here are the different races on the world, and the costuming,
and the weapons, and the location, and [MC: Right.] now once that is done,
there is still… our freelance artists have some freedom to extrapolate from
what the world guide is doing. [MC: Yes.] And so some of the things, one of the
neat things sometimes is we make a world guide, and then other artists who were
never even in the building during that, because they see what was done, like
could sort make new things but that fit the tone of the world.
MC: In general, the material that’s put into the world guide
is not the corner cases. It’s the staple creatures and races and themes that
will play out a number of times on cards illustrated by other people. And that
those fringe elements, sometimes really interesting and really compelling,
those don’t end up getting hooked into the world building or the world guide.
Those spring forth from the material at the heart of that, like the theme or
the general look and feel that’s established in the world guide.
MR: And sometimes, one of the things that happens is, the design
team will look through the world guide and go, “What’s that? We’ve got to make
a card for that! That looks awesome.” [MC: Sure.] And we’ll do that. But like I
said, the story I always tell is, so Zendikar
comes out. And then, I don't know, six months later maybe, Avatar the movie came out. [MC: Yeah.] And I
mean obviously, neither had anything to do with the other. But there were a lot
of similarities. Zendikar had the
floating mountains and stuff. And then we found out that the people who worked
on Pandora, which is the world of Avatar, spent five years on it. And
that the fact that our creative team does something of that quality every
year... [MC: Yeah.] Is quite amazing.
MC: It is. It is. Pretty cool.
MR: And now we’ve signed up and said, “Eh, one a year? Let’s
try two a year.” Let me talk for a second about something very important. So
sometimes we go back to places. And I think people feel like, “Oh, do they take
the year off? We’re going back someplace.” And I’m like, “No, no no, not at
all.” In fact, when you go back, I mean, talk a little bit about like when you
revisit something. What has to get done?
MC: Well, first of all, no one is perfect. And the first time
you do something, in realizing that whole creative effort through start to finish,
you might say, “X, Y and Z are working really well. But A, B and C, ehh, not so
much.” But when you revisit, you can tighten up A, B and C, or you can remove
them and double down on X, Y and Z.
MR: So Ravnica’s a really good example. When we went back to
Ravnica. The creative team was happy with most of the guilds. [MC: Right.] But
a few of the guilds, I mean for different reasons, didn’t quite nail what they
wanted. And so I know when we went back, they’re like, “Here’s the guilds we
really want to focus on,” because they feel like they really needed a little
more love. That we didn’t quite nail these ones last time. [MC: Right.] And for
different reasons. One of the things—or here’s something that I didn’t bring up
before. Another problem Magic has
is, you are in between sets. In between worlds. So whatever the previous world
did, you kind of bend to get away from it. And so I know for example, Simic had
this problem in the original Ravnica,
which is the set before Ravnica was Kamigawa. And Kamigawa had a lot of animal hybrid-type things. Well, the Simic,
they love animal hybrid-type things! But because we had just done that in so
much volume, they pushed Simic a different direction.
MC: Jelly bubbles.
MR: Yes. And then when we came back, we’re like, you know what?
What just… now that we’re not next to Kamigawa,
let’s get Simic more into the animal hybrid things. Which is what Simic really
wanted to be. [MC: Right. Right.] And the other example of this is, Innistrad followed Scars of Mirrodin. Innistrad
followed Scars of Mirrodin. Well, the
Phyrexians are very much horror-like. So we were going from something that was
very much horror-inspired to something else that was horror-inspired. That’s a
tricky word to say correctly. So what we decided was, we had to carve it up. So
what we did was, the creative team made the choice that New Phyrexia was more science-fictiony in its horror. And that Innistrad was more Gothic in its horror.
And so to pull them apart, so even when they both had a horror quality to them,
they felt and looked different.
MC: Right. Right. If you think about the second swing at
Ravnica or Mirrodin, for example, it’s almost like you get to imagine what the creative
team would have been able to accomplish if they had two years to do the project
instead of one. [MR: Yeah.] But like you said, the Pandora people had five.
[MR: Yes. Yeah.] So how tight and awesome would things get if you have more
time?
MR: I’ve talked to the creative team about this. I mean, although
they’re doing a lot of crazy work, one of the things that’s fun for the creative
team, and one where I have a lot of fun in design too is, Magic lets you constantly do different things. And so I don't know if
five years in or some point you’re like, “I’m sick of drawing this plant!”
MC: Yes. You go insane. You’d start having nightmares about
the plant.
MR: I mean, obviously that world was very, very realized.
But I mean, the thing I like about Magic
is, we’re constantly sort of I call it “pushing the pendulum.” That it’s really
neat that one year, we’re in adventure world. The next year, we’re back on
Mirrodin and it’s these creepy Phyrexians. And the next year we’re on Gothic
horror. And the next year we’re in Greek-inspired. And that we’re constantly
changing things around. And that one of the things that’s interesting, we didn’t
even get to this is, the idea of inspiration. [MC: Yep.] That every year, sometimes
it’s more direct than others, but no matter what we do, there always is some
real-world inspiration to draw from. Ravnica for example, what, Eastern Europe?
MC: Yeah. Prague. The model.
MR: So one of the things that gets done, I don’t think people
really think about this, is there’s research done. I know that Jeremy and his
team will like go through magazines and pull pictures, and like when the
artists come up, they’ll have slideshows of, here’s images that are real-world
images that are a jumping off point. [MC: Yeah.] Something you can think about.
MC: Well, there are at least two reasons for that. One is
that having inspiration will put a creative ship in the water and moving.
Whereas having nothing leaves you at the beach wondering what you’re supposed
to do next. But the other thing is that when you start with something that is a
recognizable beginning, that’s the heart of resonant concept. And what Magic has been trying to do more of
lately is iterate on resonant concepts, things that people know and love and
already have a sort of a geek appreciation for, rather than inventing whole
cloth some weird esoteric thing. Sometimes that’s fun. But for the most part,
we have been reaping the rewards of seeing our creative that’s based upon a
broad concept like Gothic horror or Greek mythology, and people really, really
love that.
MR: And also Khans,
because that’s the current set. As an example. So what we do with Khans of Tarkir was, there were five
factions. And each faction had a different real-world influence. And the thing
that’s important is, it wasn’t that they were trying to recreate the exact
versions of them, but they just needed something that was a jumping-off point.
[MC: Yeah.] MR: And one of the reasons that the factions I think really work
is, they feel very different. That when you look at the Temur
and compare them to the Jeskai,
they’re really different. They’re different things. But they all came from a
similar geographic sort of… you know. [MC: Sure.] That there was something that
kind of linked them together so they felt connected. [MC: Right.] I think that
was important.
MC: Yeah. It’s almost like as a fan, you decide do you like
Conan movies more, or do you like kung fu movies more? And that will tell you which
of these is going to resonate with you more.
MR: And one of the things that we do, obviously we’re almost
out of time here, we just got to work. No traffic today. One of the things that
I notice as we move forward is that definitely the creative is starting to take
more and more the lead in the world building, meaning it used to be, we’re
doing a set all about gold. What’s that going to be? [MC: Right.] And now, creative’s
coming to us and we’re working much earlier to say, “Here is a concept we’re
playing around with,” and we’re like, “Okay, well here’s our themes.” And we
are marrying much, much earlier what those things are. [MC: Yeah.] And that the
worlds are becoming more and more realized, because we have ingrained the creative
process even earlier into what we’re doing. We now have what we call “exploratory
design,” which is super early, and so we’ll actually talk with the creative
team like before design even begins, and it is very, very fun to watch sort of
ideas. Although it’s funny, because a lot of times people will pitch things
early, and until you can see them they sound crazy sometimes. [MC: Yes, yes.]
Like, Jeremy will say, “I see such-and-such,” and you’re like, “What?” And he’s
like, (???) show you later” Until you see it you can’t get it. But anyway, we
are now here at work, so Matt, thank you very much for joining me. I hope you
guys learned a bit today about… I don't know, any final thoughts on world-building?
Any final takeaways?
MC: No.
MR: No. The thing I will say is that I believe that if you’ve
never really taken the time to do this, and hopefully you have, just take one
of the books of all the cards, or go on Gatherer or something,
and just take time to look at the art. Just look at sort of the background, and
like look at the world. It’s amazing when you see all the stuff that’s going
on, that sometimes when you play, and you don’t take the moment to stop and
focus, you don’t see some of the detail. And the amount of detail is really
amazing. That the world building that the creative team does is truly, truly
remarkable. And I think one of the big assets the game has is that we create
really interesting, amazing worlds. I think the game’s a great game. But the
fact that we layer this great game on top of this amazing creative, I think is
one of Magic’s greatest strengths.
[MC: Yep.] So anyway, I have now parked my car. So we all know what that means.
It means it’s time for me to end my drive to work. So I’m off, and Matt and I will
be making Magic. And I’ll talk to
you soon. Bye.
No comments:
Post a Comment