Magic: The Gathering Drive to Work Podcast - #682: Connecting Set & Story
Episode Date: October 18, 2019In this podcast, I talk about what we have to do in design to make sure that the set and story align. ...
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I'm pulling my driveway. We all know what that means. It's time for another drive to work.
Okay, so today is another podcast sort of generated by a topic that I've been talking a lot on my blog and on social media.
So the thing that prompted it, so the topic today is connecting the cards to the story.
is connecting the cards to the story.
So the things that prompted this conversation is we revealed the card, Lindon, Queen Lindon,
who is the leader of the
white court and the wife of the king
who is the leader of all five courts who disappeared.
She's the stepmother of five courts, who disappeared, who's, um, she's, um, she's the
stepmother of Rowan Will. Anyway, um, she is a, a major character, uh, in the book. Um, but the
complaint was that in the book, so one of the things they talk about in the book, uh, little
mini spoilers for the book, I guess I should upfront front say, there's a few spoilers as I'm talking
today about the book. So if you really, really have not, if you haven't read the book and you care,
just a heads up, maybe shut this off, go read the book and then
come back. So in the book, we learn
how King Kenrith became
the king of all five courts.
And he had to sort of pass this test for five, and he did.
And he passed the test for five different, he passed all five tests.
I guess there's a test for each court.
And on his card, he was the buy a box, he has five activated abilities, one for each color.
But Queen Lyndon, who in the book passed four of the tests,
wait a minute, she doesn't have four activated abilities. What's going on?
And the answer is, she was the leader
of the white court. So what we did in the set was we designed
the five court leaders. All of them cost
MMM, so she was white, white, white.
Uh, and they had an ability that wanted you to play that color. Um, and so we designed those
five cards as a cycle. So it was a very tightly thing that we designed. And the other issue that
we'll get into today is at the time we wrote or not wrote, sorry, at the time we made the card,
the story had not yet been written.
In fact, I believe we might have finalized the set before the story.
The story gets written far after we make the set.
The design happens way before the story.
So the complaint is, wow, this card doesn't really reflect her as she appears in the story.
And on some level, this is an ongoing...
The idea that there's some disconnect between the story and the card sets goes way back.
This is not as if this is a new issue.
For example, way back in the days of Urza Saga,
we made a book for Urza Saga, and the main character was a character named Xantcha.
And Urza's Saga, none of the whole block, the character
never showed up in the entire block. There was no Xantcha card.
Or, if you saw the Innistrad, you know, one of the characters
that were very popular in the flavor text was Gisa, Garolf and Gisa,
which was a brother-sister.
He is, she's a necromancer,
and he's a stitcher,
meaning she raises zombies
much like the black Dawn of the Dead-ish zombies.
And he makes zombies
much like the Frankenstein blue zombies,
and that, you know,
they sort of quibble about the right way to make zombies.
And they did not appear in Innistrad.
They were all over the flavor text. They didn't appear in Innistrad.
And people are like, wait, what happened?
The same thing happened with Ludwig.
I mean, there's the idea that
there are characters or things that are
a part of the environment or the
story and then don't get cards
happens all the time.
This really isn't
even a new thing. It's not like all of a sudden
this starts happening. It's not a new thing. But one of the things I want to talk about
today is what's going on? Why do the card set, you know, why would we have things like
characters appearing in flavor text that are so cool, but yet we don't have cards for them?
Or why are they in the story?
Or why does the story version not reflect necessarily exactly the card version?
And so today, I'm going to talk about something we don't talk a lot about.
Logistics!
Ooh, exciting! Mark's talking logistics.
Okay, so let me explain the Linden thing,
and then I'll go back and talk about some other things.
So the Linden thing, well, in general, the answer for all of these is basically the same thing,
which is making a magic set requires a lot of people doing a lot of different things.
All of it can't be done at once.
It is very hard, for example, to do a lot of creative things concurrently
when there's a lot of reaction you need to make. So, for example, we do design before we name the
cards. We do design before we write flavor text for the cards. We do the design before we write
the novel for the cards. There's a lot of things that get done because you kind of have to finish the cards first to be able to do some of the other
work. And one of the things that I think is interesting is
when I talk about making magic, I talk about my part
of making magic the most. And my part essentially is
there's a blank page. What are we doing? Figure it out. Come up with
themes and mechanics and get the basic structure of what the set is.
And then I hand it off and there's a whole other team that spends all this time
sort of fine-tuning, taking the blueprints that we've made and building a set out of it.
And then there's another team, the play design team, that has to then balance it
and make sure all the cards, we push the right cards
and that it fits in the environment in a way that's fun
and, you know, nothing's broken.
But then, after play design's done, it's editing.
And editing has to edit it and make sure the cards are templated correct
and, you know, everything is clicking together and there's no mistakes
and, you know, make sure that everything is just right.
But once editing is done, it has to go to the people that are going to physically print the cards.
So we have to ask for layouts.
We have the actual layout so we can make the cards that the printers can print.
And in congruence to that, there's also, you know, packaging and all sorts of graphic design elements
and stuff that have to get done, you know.
And then I've done a whole podcast on the long version of this,
but then there's people that have to then, you know, get the cards printed.
And then there's people that have to sell the cards.
And there's people who have to market the cards.
And there's people who have to, like,
there's infinite number of people
that are crafting and making this.
And that's even within the building.
Like, for example, writing the novel,
that's external to the building.
You know, somebody on the franchise team
has to work with an external author
to make sure that they're, you know,
understand what the story is and work with them to make sure that, you know, they're putting this together.
But because of the nature of making something, like,
magic is not a singular venture. It is not like one person
has an idea and that is, you know, it's not
the act of one person. It's not the act of, in some ways, a singular vision.
I mean, part of vision is to create a unified vision so that people are
coming together. But it's not as if there's a lot of art
forms where there's one person fundamentally making all the calls.
That's not the case with magic. There are many, many
different people making decisions. And there's a lot of group decisions that remain
where there's a lot of different input from different people and that it is
I mean, it takes a village to make a magic set. There's a lot of people
involved. And because of that, because of the
sheer amount of work that has to get done
we have to have an order to making things happen.
So, funny, real quickly, when I talk about logistics,
there is an actual department at Wizards that's in charge of logistics.
And what that means actually is dealing with all the logistics external to the building.
So the idea is, okay, we need to get cards printed.
Well, where? We've got to find a printer.
And then we've got to get the cards from the printer to wherever we're getting them to so they can be distributed
in. And there's a lot of work that goes into
making sure that all the magic cards are all the places they need to be when they need to be
so that the finished product is where it needs to be and magic can get sold.
So that's the team we refer to as logistics. But when I'm talking about logistics
here, actually I'm talking more about inside the building.
So probably what we call project management
is the internal thing.
So using technical behind-the-scenes terms,
I'm talking a little bit more today
about project management than technical logistics.
I mean, what I'm talking about is a kind of logistics,
but to use the internal thought.
So project management means, okay, here's how project management works. This is the date that
we need to have everything done such that when we hand over to the logistics team, they can take the
file we've made, you know, and go make a magic set and get it printed and get it, you know, distributed and all that.
So there's a drop-dead date.
This is the date that in order to meet all our requirements,
in order to get everything where it needs to be,
in order to have magic on sale,
so let's say we're making Throne of Eldraine.
I know the release date of Throne of Eldraine off the top of my head, but October or something.
Let's say it's October 10th.
I'm just making up a date.
I don't know the actual...
I do not know the release date of Throne of Eldraine off the top of my head, but let's say it's October 10th. I'm just making up a date. I don't know the actual, I do not know the release date
of Throne of Eldraine,
Throne of Eldraine off the top of my head,
but let's say it's October 10th.
So October 10th means
there's going to be a pre-release
two weeks before that
or two or three weeks before that,
which means that
we have to have the product done
such that it is in stores
for pre-release on a certain date.
That's the earliest that someone needs to have the product is pre-release. Okay, well, that's a date. You
know, there's a date on the calendar, September, whatever, that's the date. Okay, well, that's the
date. How much time do we need for shipping? How much time do we need for printing? You know,
somebody has to work backwards to go, well, you know, essentially, so logistics is people outside
the building. They have to figure all that out as far as how much does it take to get everything done? Because it takes time, you know, to get to
the printer and printing and then packaging and then shipping. And then, you know, there's a lot
of things that have to happen that you have to figure out. So you're backdating all those things
and we figured out, well, how long does it take to do this and take to do that? And then at some
point we go backwards. We figure out, okay, this is the sort of leave the building date.
Like if there isn't a finished file on this date, we're not going to get to the printer in time, blah, blah, blah.
Things will be late.
Magic won't come out.
Like one thing to remember, by the way, is magic is released in 11 languages in some crazy number of countries, simultaneously,
meaning all those places,
Magic goes on sale on the same day,
worldwide, same day.
And same with the pre-release.
The pre-release is on the same day.
So we have a date we have to meet.
Okay, so in order to meet that internal
file done date,
you know, everything we need,
and when we say file's done,
there's all sorts of things that gotta get printed.
Not just the cards themselves.
The booster wrap has to get printed.
The booster boxes have to get printed.
We often have multiple product lines.
Everything we need has to be done by a certain date
so that all that stuff can be organized
and done and produced.
Okay, well, in order to make that happen,
in order for it to be out the door,
you start backtracking things.
Well, what?
And there are, you know,
80 steps that go along the way
to making a magic set.
And so they, the project manager,
has to have dates when everything has to happen.
This is the date for this to happen. This is the date for has to happen. This is the date for this to happen.
This is the date for that to happen.
This is the date for that to happen.
For example, let's go back to me.
I'm basically the beginning of the project.
When I work on something,
I'm the start of the project.
There's a little bit,
I mean, exploratory world building and design
happen at the very, very beginning.
And I'm involved, obviously,
in the exploratory design. But anyway,
that's all scheduled. So the absolute earliest thing we do is exploratory
world building and exploratory design. Usually, exploratory world building
starts a little bit before exploratory design. It depends on the set.
So the earliest, earliest date is exploratory world building has to begin on such and such
a date, which means exploratory design has to start on such and such a date, which means vision design starts on such and such a date,
which means set design starts on such and such, and everything is mapped out. So, for example,
when I'm given assignments, like when I'm working on exploratory design or vision design,
I'm given an amount of time that I have to work on something to do
something, and I'm given that so that I can figure out what I need to do.
So, I have a certain amount of time Um, so I think like I have,
I have a certain amount of time and then I have a deliverable, which I mean now between exploratory
design and vision design, uh, that one's a little bit fuzzier since it's me handing off to me
mostly. Um, but I mean, there's certain things, I mean, there's certain things I like to get done
in exploratory design. Um, there's a little bit, because it's me handing off to me, it's a little,
I have a little more flexibility there. Uh, but when I'm handing off from vision design to set design
I have to hand off a vision design document, I have to hand off a full
set of proof of concept, like I'm
there are things I have to do and like okay, it's time to hand it off, here are the
things I'm handing off, here's the things that I'm going to be doing
so anyway, there is this whole long here are the things I'm handing off. Here's the things that I'm going to be doing.
So anyway, there is this whole long list.
Like we have the schedule.
I've seen the schedule.
There's a schedule which just shows every bit of time who has to do what when.
Now notice early, early on,
there's a one-for-one handoff.
What that means is I'm the only person working on it.
I hand to a group and they're the only people working on it.
But very quickly, I'm
weird in that when I tend to work on sets
other than the creative team,
there's not a lot going on when I'm working on a set.
I mean, the creative team is working on it too.
Those are the two teams that work the earliest.
But as you start going along,
more and more people are working on things
concurrently and so the chart
that we have is not one line.
It's a whole bunch of lines
because you have to be able to show what's going on concurrently.
So a lot of times we'll have the design line,
the creative line, all the different components.
And part of what's going on is...
Let me use the art as an example.
We want to produce art because the cards have art on them. So at some point in set design, the set design team has to sign off on, okay,
we're happy enough, you know, we're happy enough for the card that we're ready to, card concept,
we're ready to figure out what the card is supposed to be in its art. And then send it to an artist and get the card made.
And so during set design,
there are moments where things have to happen
so that the art process can happen.
Like set design has to go, okay.
Usually we have waves.
So like, okay, it's wave one.
Okay, I'll flag these cards.
These cards are now ready for you guys
to go get card concepting and make art for these cards.
And, you know, so for example, while set design is going on, there's just art getting made.
There's art getting made at some point during set design.
And so it's a matter of understanding, you know, what that means is there's a point at which you have to start producing the
art. And so you have to know what you, you have to commit and say, these are cards that I want to
have because I'm going to have art. And once there's art for them, not that you can't change
the card, but you have to change the card with the knowledge of that's the art that's on the card.
So for example, if I make a creature and, you know, I choose what the creature is, it's not that I can't
tweak it some, but if it's a really big creature, it can't be that small. I can't change its size
that much. If it's flying, it has to be flying. Like, there's things that you sort of get locked
into that you have to be careful of. And that's one of the things that I, um, that I think it's important to stress is understanding
when and where and how, um, things are happening. Okay. The reason I'm explaining all this is,
um, that certain, there are certain priorities. I mean, certain, that's the word I want. Um,
some things can't get done until other things get done. So, for example, let's talk a little bit about flavor text,
and names in flavor text.
In design, when we make cards,
we tend to give them some name.
The more top-down the set is,
the more there's a chance they're real names.
But even the real names in top-down
are us making a sort of stab at what we think they are.
But nonetheless, the names we name the cards
are more for markers so that we can talk about them
when we're playing them.
In a Top Down set, I mean,
the names might also help kind of explain
the flavor we're going for
so people get the essence of what the card is.
But one of the things that's very
common to do in Top Down is
we'll just name it after the trope that we mean.
This is Count Dracula. The finished
card's not going to be called Count Dracula. In fact, it's called
Olivia. It's Olivia.
What's her last name? You guys
know.
She
we will name it after the trope
and then later on when the creative gets their hands on it, they go, okay, how do we, how does magic
take the trope and do something fun with it?
So, names and flavor text.
What we've learned is it doesn't make a lot of
sense to name cards or to write flavor text for cards until
it's known what they are
that you can't really name a card until you for sure know what it does it just there's there's
no you know i'm saying i we can name a card but then like you kind of have to go okay we're not
changing what the card does this is what the card does that's the time that you would want to name
it and it's the time where it makes sense to write flavor text because once again um the time that you would want to name it. And it's the time where it makes sense to write flavor text. Because once again, the reason
that names and flavor text are done together, A,
the same people tend to work on it, but B, the role of
names and flavor text, besides
just being an additive, making the card more exciting and more fun,
is sometimes the name and or the
flavor text has a little bit of weight to make sure the audience gets the card. Like, one of
the things about flavor is that good flavor can help people understand what the card is about.
And so, I mean, so the art is done the earliest, so usually by the time, and the reason the art
is done earlier, I mean, in a perfect world, it'd be great to finish the set, go, oh, I know what
the cards are, now that I for sure know what the cards are, let's go get art for them. The problem
is the art process takes a while to happen, takes seven weeks, I think, in a wave to make art,
and there's multiple waves, so we don't have the luxury of waiting
until we're done to do the art, because we need time to get the art done.
But names and flavor text are much faster. There's no, there's not a
seven week, you know, there's not an artist producing, I mean, there is an artist making the names and the flavor
text, but it is something that can be done faster than seven weeks. So
a lot of times when we get to names and flavor text, the it is something that can be done faster than seven weeks. So a lot of times when we get
to names and flavor text, the reason we hold back a little bit is we get to see the finished art,
we get to see what the card does, and that gives us some ability. Sometimes you're naming them
before the art is finalized. Sometimes you just have a sketch, but at least you understand a rough
idea of what it's going to look like and you know what the card is going to do. And then you have
the ability with the names
and the flavor text to massage things a little bit.
Because sometimes the art
and the card mechanic are
I mean, most of the time
they're a beautiful union of
that's come together to make
something larger than the sum of its parts.
Sometimes it's like, oh,
this art and that card,
it needs a little bit of massaging. And that's where names and flavor checks can come along
and can sort of help define things in a way that helps explain
what's going on. So the classic example,
I've told this story, but it's a good story.
So this is back in Odyssey, I think it was
Odyssey.
We had a policy back in the day, it's not something we do anymore.
Before we'd finalize something, we would look at all the art and sometimes we would swap art.
And we were much more aggressive back in the day in swapping art.
We've gotten better at our card got something that needed to swap art.
So one of the things that would often happen is we would sit down with all the different
cards and we'd do a bunch of art swapping.
And then in the end what you'd
end up getting is you'd get a card
art and a card that
weren't meant to go together that are kind of the
oddball pairing.
Because you were careful
to line everything up. But
usually there was like one thing at the end like like, oh, this is just a mismatch that kind of, everything
else is perfect, but we got to make this one card work.
And so, uh, the card was, the card was, it was a white card and I think it prevented
damage.
Um, that was the, that was the effect.
The effect of the card prevented damage. That was the effect. The effect was the card prevent damage. And the art we ended up
using was, it was just like this
bonfire. And it was very
vague. The reason we kind of held on to it was, it was very
you didn't quite know what was going on. It was kind of like people were on a fire and there was all this
smoke. And it's like, okay, well, this is the,
this abstract piece we're not sure what to do with.
But, and here's the card that's left.
And it's a damage prevention card, you know?
And so, like, I came up with the name Ceasefire,
which is like, okay, it does this thing where Ceasefire says,
hey, I prevent damage, I'm a Ceasefire.
But also the card shows a fire.
So the names are like rifts to the art
and kind of just tied it all together
the art and the
the art and the
mechanics don't have much to do with each other
I mean the art was at least vague but it didn't have much to do
but the name just kind of was connective tissue
that tied them together
that was the extreme case
but in general a lot of times there's this little nuance
where like the sometimes it's just a matter of
the art was doing something that if you're aware
or your eyes are drawn to the right place,
it does what it needs to do.
But if you're not focused, you know, it might,
you might be a little off, you know.
So sometimes the name is just,
I'm going to refer to the thing I want you to focus.
But when you see the name, it makes you go, oh, it's this creature or whatever.
And it just helps you sort of focus your eye where to look.
Or sometimes it just sort of says, what? What's going on?
It just gives you some clarification.
Sometimes it has in-world definition or something where it helps tie it to the story
or tie it in a way that maybe you wouldn't necessarily get that, but with the name or the flavor
text, it can help lead you there and help, you know, talk about how, you know,
sometimes, for example, we do a story moment, but it's a little unclear it's a story moment, so the flavor
text can sort of describe the story moment or something.
But anyway, the reason is, there is a very
important reason that names and flavor text come late in the process, because they allow us to sort of do some adjusting late in the set making.
let's say the flavor text authors come up with a really cool piece of flavor
in defining the worlds that they can do their flavor text.
Geese and Grolf is a great example.
They were trying to sort of have some fun humor.
Oh, well, what if we had this brother sifter
that kind of argued about the best way to make a zombie?
That's kind of fun. That's cool.
And it just generated some really neat flavor text.
But the problem was,
the people that made that,
that generated that,
because of the logistics of how we make things,
that happened at a point where the card set was done.
We weren't making new cards.
So the idea of,
oh, here's some really neat characters.
You know, let's make cards for them.
We're just past that window where
that can happen. And so what will happen is the set will come out and people go, hey,
this flavor text, that's funny. I like it. These cards are great. Where is Giesinger
off? And we're like, they did not exist when we made the set. They existed when we made
the flavor text. The flavor text writers, in order to get the job done, in order to
make something, created something, you know, like there's a craft to it. And I don't want to say
to the flavor text writers, you can never generate anything that's not already
in the cards, because that keeps them from doing really cool things.
And so it's a good example where here's something in which the set's really
talking about it, yet, huh, I don't get it. Why is it not there?
Another big disconnect comes from the story.
So, um, we have novels that describe what's going on in the stories.
Um, somebody has to write those novels.
Um, we've chosen, you know, uh, we have a franchise team that goes out and finds world-class fantasy writers and gets, you know, the best
of the best to write our stories. Well, okay.
We want those people, much like we want the flavor text people to have
creative, you know, room to, if they need to make
things to make better flavor text, we want them to do that. The same is true of the person writing
our story. Yes, the card set is done. And look, we have
to do the card set before we write the story because it's the act of
making the card set that really gels the world. For example,
the reason that ether was a major, major
part of the world of Kaladesh was because
energy was the main mechanic of the world of Kaladesh was because energy was the main mechanic
of the set.
The whole ether,
the whole byproduct of ether
and all the stuff that came from that did not
happen until we early on said
we're doing energy.
Can we make energy part of the world?
And the Grand Theft Auto was, yeah, we'll run with that.
And then the etherborn and all
sorts of things came out of
let's make Aether and make Aether
a key part of this world.
But none of that would happen without some
prompting because part of what
we want to do when we're making a magic set
is be responsible. We want the
card set to come alive in the world.
But what that means
is the act of making the set
also helps us sort of define what the world is
you know another classic example is
in making of Innistrad I really needed
the werewolves to be red and green and
you know I was doing this color balancing
thing and the monsters were different colors and vampires
were black and red and zombies were black and blue and spirits
were white and blue and humans were green and white and like it just is where I naturally needed to go for
a lot of structural reasons and I sat down with the greater team we walked through why like how
do we make it green and red and what does it mean and play more into the impulsiveness and the
instinctual nature of werewolves and we found a place to make it happy where it really made sense
but that's not you know all the werewolves we had ever found a place to make it happy where it really made sense, but that's not, you know, all the werewolves we'd ever
made before then, only three, but they'd all been black.
I mean, in a vacuum, they'd be black, but
I can't make all my monsters black, because
I had to make five colors, and so
I had to work with the team to sort of, and then
they wove that into the world, and the fact they were
ready to remake something, and define
the world. So, one of the reasons
that we have to write the novel after
we make the set is, the making of the set does a lot to define the world, and reasons that we have to write the novel after we make the set is the making
of the set does a lot to define the world
and it's very hard to write the story
until the world is well
crafted.
And so, once again,
legitimately speaking,
we're going to have things done
really before the novelist is going to start their
work.
Now, if you go way, way back, back to like the days of Versus Saga, there's even more
of a disconnect.
Like literally, if you saw, like the way it used to work way back in the day is they would
write the book around the time we were making the set, usually a little bit later, but there
wasn't, they were just doing stuff and we had no idea what they were doing at all.
They were just doing stuff, and we had no idea what they were doing at all.
Now, the creative team works with the franchise team to flesh out a basic outline.
We want to give the novelists lots of room to flesh out a story,
but we understand who the major characters are,
so we are making cards of the major characters.
There's no more books where the protagonist doesn't exist in the set.
I'm not saying there aren't flavor text characters.
Or, once again, in Throne of Eldraine,
Linden has some children.
You know, like, um,
King Kenrith and Queen Linden and Rowan
and Will all are in the card set.
But there's two other children. What are their names?
I'm not going to remember their names off the top of my head.
But Linden, it's a joined family.
Lyndon has two kids from prior to marrying the king,
and they play a role in the novel.
But we didn't know they existed when we made the cards.
That's because, you know, while they play a role,
they weren't the major characters,
and we had mapped out the major part of the story.
But part of figuring out, you know, the story was creating this characters and we had mapped out the major part of the story but part of figuring out the story
was creating this family and talking about who they are
and, you know, look, this is
Will and Roman's family and that's important to flesh that out
and the card said, yeah,
we showed a bunch of their family, but not all
of them, because as, you know,
Kate was writing the book, she said,
you know what, I really need more components here
and I want to show a joint family, so I
need the queen to have had some kids from before marrying the king.
And anyway, it made a lot
of sense that in the story you wanted to create those characters, but
you know, logistically it's past the window where we're able to do that, and
you know, a lot of what people say is, can't you just change things, can't you just change
things, so like, there's never been a time in magic.
The thing I want to stress today is, it is not as if this is a new problem for magic.
It is the eternal problem for magic.
In that, we have to build sets in order, you know.
And there's always going to be things that are done later in the stream that, um, are going to require, are going
to keep us from matching everything. They're always going to be, oh, why didn't you make
such and such? Why didn't you make feather? Why didn't you make, uh, I mean, whatever,
name the thing. Um, you know, we will generate characters through all sorts of means.
And now the good news is, and this is a positive thing,
we make a lot of magic cards.
Magic, as I like to say, is a hungry monster.
Having characters that people want?
Great!
You know, we didn't do it this time.
But we're going to make other products,
and we're going to make other supplemental products,
or we're going to return to the worlds,
and we get to capture that.
You want, you know, you want to capture somebody that you really fell in love with through the flavor text,
or through the novel, or through whatever,
and we didn't do that the first time,
we have other chances to do that.
You know, like, for example, War of the Spark was a really good example where we were on a set set on Ravnica,
but without the guild structure. And one of the problems with the guild structure, I mean, not a problem,
but one of the byproducts of the guild structure is that there's things that are hard to fit in.
You know, everything is, there's a lot of cycles, and like, oh, our legendary creatures are cycled.
This is the leader of the guild.
This is the champion of the guild.
Well, what if I have a character
that's just a member of the guild
that doesn't really make a sense
for those two roles?
Feather was a great example,
where she was the partner,
Argus Koth's partner,
and Argus Koth was in,
we had a card for him,
but Feather just,
we didn't have room for her,
and, you know, she was Boros,
but every time we're trying to do something, there's other things we're doing, and we really had trouble fitting Feather in. Massacre Girl was another,
we just had trouble fitting her in. She was a mono-colored thing, and we didn't have a lot of mono-colored legendary characters in Ravnica,
because we saved that space for the multi-colored, and anyway, we're doing World of Spark, we're on Ravnica, we're not a guild set,
and it just let us make a whole bunch of cards that people have been wanting us to make. We were able to make a Fiblethip, we were able to
make Massacre Girl, we were able to make Feather, we were able to make these cards that there was
this pent-up desire for that we hadn't had a space before.
In Commander, we've been doing a lot more of going back and saying, here are characters that people
really wanted that, through whatever means, through the process, fell through the cracks,
and here we are trying to address those things.
Likewise, we've
also used that to upgrade. Sometimes we make a character
and the first version of the character
really doesn't capture the character as well as it could,
or the card is not as good
a card as it could be, you know,
maybe it's not as flavorful, maybe it's just, it's
weak and this is a really popular character, we want to make
a little more, a card that might actually get played.
Hold on a second.
I'm about to sneeze.
Gesundheit to myself.
So, there are opportunities, there are things that are going to fall through the cracks,
and one of the things that every time it happens,
you know, other classic examples is Dak Faden dying in the, spoilers, in the War of the things that every time it happens, you know, other classic examples is Dax Faden dying in the,
spoilers,
in the War of the Sparks story,
and dying in the trailer,
but yet not in the set.
Or the gingerbread woman's in the trailer,
but not in the set.
Similar things there is
where, you know,
Dax Faden is an example where
Dax Faden,
they needed to kill,
Greg, the author for story purposes
needed a planeswalker to die
somebody that you knew who they were
and so he came to us and said
the planeswalker is someone who makes sense here
who's not a major role of upcoming stories
that could die
and we spent some time and he talked to us
and we came to the conclusion of Dak's the right person here
but once again it happened late
enough that the set had already been
locked down. There wasn't a card for him.
And then the trailer
took elements of the book
because, oh, this is cool. It's from the book.
And they
made the trailer because they were really trying to bring
some cool moment to the book they thought
would really make a good trailer. And it did make an excellent trailer.
But it just reinforced, oh, where's this thing, and it did make an excellent trailer. But,
you know, it just reinforced, like, oh, where's this thing?
But, eh, it's not in the set. And same with the gingerbread woman.
You know, there's that gingerbread man in the set.
Gingerbroots in the set.
But in making the trailer, they came up with this
cool thing, and they ended up, you know...
In fact, I think originally
she dies, and he's saying, at the end,
he avenges her, but it was kind of cooler if
she avenged him, and, you know, like, things changed.
Um, and they made this really fun character, but it was made after we made the set.
So, you know, there's no gingerbread woman necessarily in the set.
But people really liked the character, and so that gives us the option of maybe one day doing that.
And so, um, I get the frustrations.
I understand that, oh, this would be really cool.
And if I had control over the space-time continuum, yeah, it would be cool.
Let me just go back in time and make that happen.
But the point of today's podcast is there's a lot of technicality of making a magic set.
I don't talk about it all that much.
You know, I don't really get into really get into how we do art waves. There's
so much logistics and so much planning and so much stuff that happens that
the idea of can't you just
can't people just talk?
We do a lot of talking. The author, for example, has somebody
in franchise who they talk with, and
franchise comes and talks to the creative team, and
there's a lot of discussions about
what happens in this and that, and
we try really, really hard, for example,
to make sure that the
set doesn't, I'm sorry, that the
novel doesn't contradict the set.
Meaning nothing in the novel,
there's something opposite from what the set,
so we try really hard to make sure the novel
isn't saying something that the set says is something different.
But having the characters line up exactly,
you know, as far as, like,
having the character, like, really play up the,
whatever's the most notable thing in the book,
that sometimes doesn't happen.
Or there's components that just didn't exist that got added,
and it is almost impossible for us
to add things later on in the process
when we're late in set design.
Yes, Ugin being Bolas's twin brother was awesome.
Spoiler again.
Was awesome in 2019.
But it happened late.
We hadn't made Ugin,
and by the time we knew that Ugin was a thing,
there wasn't the space to fit the card in.
And so I understand the frustration,
but it is not an easily solved problem.
It is not just like, oh, well, all we have to do is this person talk to that person.
We do a lot of talking. We do a lot of confirming.
We do a lot of structuring and plotting and making characters.
There's an immense amount of work to make it line up as much as it does and the thing that's
frustrating is like 98% is all lined up and there's just one or two little tiny things and
that is where the focus goes because they don't line up like you know i'm saying it's sort of like
um when something's just a little bit off you that's the thing you notice. And so that is, you know, War of the Spark,
so much of War of the Spark is in the card set. Yes, this one thing wasn't. But that's
where the eye goes because it wasn't there. And so part of what I want to say today really
is a matter of making something as big as magic requires a giant team to make it. And
there's so many benefits of the giant team.
There's so many wonderful things that happen.
There's so many small nuances.
There's so much craft that goes into making magic.
And there's so many awesome things that happen.
And there's so many awesome things that are there.
But the nature of something this big means that there are little incongruities that are going to happen.
That have always happened.
It's always been true. There's no time in which, oh, we have it
all worked out, so no problem. Everything is referenced and everything is a card
and that's never happened. It's never going to happen. We're always going to have
little blips like that. But magic is an ongoing game.
We keep making stuff. So if you like
something and we missed it, let us know. We record that stuff. And odds are, if enough people ask for
it, you'll see it. You know, one day you will see the thing. Oh, why didn't you do it? Here you go.
Here's the thing. And so people, you know, people were upset that we didn't have
Geese and Garel. Well, guess what? We eventually made Geese and Garel. People were upset that we didn't have Geese and Girl. Well, guess what?
We eventually made Geese and Girl.
People were unhappy we didn't have... There's a giant list of Feather and Massacre Girl and Fibble Fib.
There's a giant list of, yeah, we didn't make it.
Now we did.
And so that part of today's is saying...
Sometimes my blog, when I sort of say we can't do it,
people are like, oh, come on.
You're just not trying hard enough. And some of the time it's like, oh, you know what?
If we know to focus on this, we can solve this problem. We can make sure that people
that we don't repeat this mistake. But there's some things like this
where it is inherent in the system. We will do the best we can.
We can find ways to improve things. I'm not saying we can't be a little more careful about stuff,
and we're always trying to refine our processes. I'm not saying we can't get better.
But the idea that we're going to change things so we never miss something is just not going to happen.
It is an impossibility with the nature of how we make magic.
And that's kind of the point of today's podcast, is it's going to happen a certain amount.
I promise we will catch things after the fact and we will later make cards.
So if you love a character,
Oh my gosh,
why didn't you make this character of enough people communicate that we will
make the character.
Eventually we will,
we'll make those cards.
Eventually it just might not be in that set.
Okay,
guys,
I'm here.
Actually,
I talked a little bit while I was parked.
Um,
but anyway,
I'm,
I'm here.
So we all know what that means
this is the end
of my drive to work
so instead of talking magic
it's time for me
to be making magic
hope you guys enjoyed
today's podcast
I'll see you next time