Magic: The Gathering Drive to Work Podcast - #839: WAR with Doug Beyer
Episode Date: June 4, 2021I sit down with Creative team member Doug Beyer to talk about the creation of War of the Spark. ...
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I'm not pulling out my driveway. We all know what that means. It's time for another drive to work. Coronavirus edition.
Okay, so I've been doing a series of interviews recently where I've been talking with people who I've worked with on making sets.
Now, most of those talks have been with other designers, and we talk a lot about the nuts and bolts of mechanics.
But today, I have Doug Beyer with us. We're going to talk War of the Spark, and we're going to focus a little more on the creative side of things. And, I mean,
I'll talk a little bit about how I designed to match the creative side, but the focus
today will be a little bit different. And the reason we chose War of the Spark is...
Well, hi, Doug. I guess I should bring you in here.
Hello, hello, hello.
The reason we chose War of the Spark was this is Doug's baby.
So, Doug, why don't you talk about sort of how War of the Spark came to be?
Yeah, so we had a thought of doing a big climactic sort of crossover event,
like a big impactful story climax as a magic set.
This was an idea that had bubbled up really early on.
We thought of it as an event set,
a set that was focused more on the story events
that was happening in the set
rather than on the world it was set in.
And we wanted to build an arc.
So we actually planned the ending many years in advance and pointed three years of
sets toward that endings and sort of sprinkled details all along that arc to kind of point to
this gigantic climax where all these planeswalkers battle Nicol Bolas. So I want to point out just
that ending was like you had that ending pretty early, right?
Yeah, that was pretty much, even during the pitch of it, when we weren't even sure what the magic sets along the way were going to be,
we had some thoughts, but we weren't 100% sure.
But that ending on Ravnica with Nicol Bolas and a war with dozens or hundreds of planeswalkers,
at the time, I didn't know what was possible, but that, that's the, that was the vision. And, uh, that was something that, uh, we hope to
accomplish. Yeah. So, right. When, when you, I remember when you first pitched it, uh, my old
take on it when you first pitched it was as a writer, like it sounded awesome, right? Like
this giant war with all the planeswalkers fighting but as a designer i was like i get
like three planeswalkers i'm not exactly sure how we're gonna pull this off yeah and that's
same here to some degree like i we um we expected on the creative side that like the the simulation
of a war with many many planeswalkers would be where the set ended up that like yeah it would
have three mythic planeswalkers,
there'd be a Nicol Bolas and maybe a couple of other ones.
Maybe we could, you know, ask nicely
and get up to five or 10 planeswalkers
just to kind of reinforce that big battle theme.
We never expected to actually have designers
and play designers really lean in
and go for the most ambitious version of the set
and actually provide dozens of planeswalkers in the set so that was that was uh a huge
what i found with this set over and over again was that we we asked for something very ambitious
and everyone rose to the challenge everyone was like cool let's do the ambitious version we'll
figure out a way we've never done something exactly like this before. It'll take some work. But yeah, let's
try to do the ambitious version. And something I want to stress that I think is important for
the audience to understand is, I mean, we make magic day in, day out, right? We make a lot of
magic sets that it's kind of, I mean, it's challenging, but it's kind of fun to like
shoot for the moon, you know, like. Okay, here's a crazy idea.
When I say, for example, I didn't know how it was going to work,
I didn't say not to do it.
I'm just like, okay, I have no idea how we're going to do this.
But right, we started with, okay, that's what we're doing.
We're doing a war with lots of planeswalkers.
Figure out a way to make that relevant.
And I remember we tried a bunch of different things.
Like, we didn't start with, let's have 36
planeswalkers. That actually isn't where we started.
I
remember I had a mechanic called
Skirmish, where like
it was this little game that you would
start, and then as you attacked, like
think of like a tug
of war, basically. And then as you would hit
your opponent, you would pull them toward your side and you'd go back and forth
and then
the idea was it would keep changing what those were
and then it represented different parts of the
fight and anyways
we were just trying a very different thing
and then the big
my big moment was
that we said it was a planeswalker war
and I said oh
maybe we should do a little less war
and a little more Planeswalker.
That was the big sort of turning point.
Right.
I mean, and the skirmish mechanic was interesting.
I remember playing several games with that.
Like, it was fun.
It expressed war, but it's right.
Like, most of the games, you know,
they were about creatures still more than Plan more than planeswalkers and then the
set just really became more of the planeswalker set like like you know it's it's in a straw but
great you know about is about graveyards uh zendikar is about lands war became about planeswalkers
and um the the whole focus of it shifted and then were able to, we had all this real estate now to get across the story of this massive battle, this massive conflict with Planeswalkers.
So one of the things that's interesting is, and we'll use this set to talk about a larger thing that's true about magic design in general.
So when we first said, okay, we're going to make a lot of planeswalkers, we didn't know who the planeswalkers were necessarily.
I mean, the story had been laid out in very loose form.
So, like, there were certain characters we knew had to be there
because, look, Liliana or Gideon or Nicol Bolas,
like, okay, they were major, major players.
Obviously, they had to be there.
But as far as, you know, was Soren going to be there?
Was Tybalt going to be there?
You know, there's a lot of questions about some of the work key to it.
And so what happens, which is interesting, is in design,
so in vision design, usually creative will give us a rough idea of what's going on,
but the details aren't known yet.
So a lot of times it's like we'll make characters that we know are going to be there,
and there's slots.
So we made a bunch of, like, I think we had some of our plans were like blue planeswalker white
planes but like we didn't know who was supposed to be and we had we had to balance it out we had
to color balance it um and so we uh i think was james i tried to think who the creative rep was
on the design team i think it was james because kept saying, can I get a rough list of who the Planeswalkers were?
And it was constantly in flux and changing.
And so let's talk a little bit about how the process of when creators decide who the characters are.
How does that happen?
Yeah.
are or like how does that happen yeah so um as you've mentioned there's all very often a a back and forth exercise where we uh we know the the gist of what's going on we can we uh
communicate with design and you guys build to the gist of of that theme and then feeding back like
how is this playing and we take some of of that information and build that into the war building or the story.
In this case, there was a...
I think I might even still have the whiteboard somewhere.
Like, the whiteboard stayed in the same place for so long that the marker was having a hard time coming off.
But it was, like, a list of all the planeswalkers, and then some of them were circled.
Of, like, yes, we definitely want this person.
And then sometimes there was scribble out like,
nevermind, we want to hang on to Garrick for later
or whatever.
But I gave many PowerPoint presentations
that had the kind of the skeleton,
the backbone of the story.
And yes, like crucially major Gatewatch characters,
Gideon and Lilly in particular were key
and um nicobolas of course and then a lot of other planeswalkers they would like to some degree to
get across the theme of tons of people are here just about everybody you've heard of is here was
really the main goal and the particulars kind of came down to uh you know do we do we have plans for
one of these planswalker characters immediately after war of the spark is that is that or is there
some other reason why like we didn't want koth to show up because we thought that he was too
focused on his mission on nephorexia um so you know kind of one by one we went down through this list and then there were some people
that was like i don't see why not like some of the planeswalkers were here like do does ob nixilis
care about the fate of ravnica no not really but he's gonna be there if he hears that dozens of
planeswalkers or hundreds of planeswalkers are showing up on one world at one time similarly like uh does soren markov care about ravnica does new herey i mean not particularly but once they
hear that the other one is going to be there they want to like go you know go and battle each you
know battle each other because they have kind of this long-running feud going well also part of the
whole bolus plan was bolus had bolus tricked lots and lots and lots of planeswalkers into this world.
And for each planeswalker, it might have been different.
Like, Bolas had this, this was a master-master plan.
And, like, we joked about, okay, well, how does Bolas get this one there?
How does he get that one there?
Like, we had thought in our heads of, like, lots of little sort of vignette moments of, like, what would it have taken to get uh to convince this particular planeswalker to show up on ravnica at a certain point
because like a necrobolus never has to deliver he has the um he has the immortal sun there which
traps planeswalkers on a world so as long as anybody planeswalks to ravnica they're stuck and
and he you know he's ready to devour their sparks so So yeah, maybe Kaia, there's the promise of a mission
or promise of control of the Orzhov.
Maybe for Tybalt, there's just the promise of
you'll get some evil mischief to do here if you come at this time.
So yeah, for each character, was there something that could be the seed of interest
knowing that he was just going to close the door and throw away the key once they showed up.
So here I'm going to reveal why Garak wasn't there.
So at the time, we were in very early stages of Eldraine.
And so the story at the time involved Garak and Rowan and Will and Kazmina,
who is kind of like a Merlin figure,
and then Kazmina leaves the story to go to the War of Spark.
Like, part of the story was she was leaving,
like, we needed to get rid of her or something.
It's like, oh, what if she left to go fight in the war?
And then so we're like, whoa, okay,
so these stories have to be consecutive to each other for that
to be true. So Garrett can't be
there because he'd have to be here.
And then that never panned out. The story
didn't play out that way. But like
we made decisions based on something we were trying to set up
that didn't happen.
And that happens a lot. And that happens a lot.
Like we always have concurrent sets
and we're always trying to
create the feeling of one continuous grand story.
The reality is, these are all separate magic sets.
They all have their own project deadlines.
The fiction deadlines are often different than the set deadlines.
So the particulars can be tricky sometimes.
Yeah, the other thing, to use war of the spark as an example
one of the things that happens is um different things are done at different times so for example
one of the complaints we got about war of the spark was where was dac because in in the in the
novel like dac ends up playing a decent role in the story and he actually uh spoiler guys uh he
dies in the story um and we he wasn't at all on the set you're like how in the story. And he actually, spoiler guys, he dies in the story.
And he wasn't at all in the set.
How in the world did that happen? And we're like,
well, none of that had been written
when we made the set. Like, it happened
after the set was done.
And clearly, had we known, I mean,
well, here's the DAC problem, by the way.
This is a good example.
So we color-balanced
everything. And so we had i think two
slots for blue red we had an uncommon slot for blue red and we had a rare slot for blue red
and we had to have ralzera because he played a big role in the story and then it was like do we
want saheeli or do we want dak i think was the issue um and And I think we ended up wanting Saheeli more than,
I mean, we didn't know the novel story,
so we didn't know that Dak was going to be part of it.
And we picked Saheeli over Dak just for, you know,
just balancing things.
Right, she was a more popular character in many situations.
She also has a more unique power suite.
Like, she's about artifacts and copying
which is an interesting uh interesting card to make to kind of like one of the things that end
up being really cool about limited gameplay in war of the spark is that most of it is sort of
it's like it's a pretty gold set there's a lot it's occurring on ravnica so there's a lot of um
two color cards but then you also then just open this personality there's a lot of two-color cards. But then you also then just open this personality.
There's a lot of legends in the set as well,
just to kind of, you know,
showcase legends from Ravnica
that we hadn't seen for a long time.
And the feel of it was like,
oh, I'm mostly, like, blue-red.
But then I also opened Saheeli or whatever.
And now I'm feeling like, wow,
artifacts matter a lot more
just because this one personality
is in my deck. We thought that was just
a cool result of having these
characters
often at lower rarities, many of
them at uncommon, that had
some strong, we call them
power suites. I don't know if you've talked about that on
the podcast, but
just like the list of that
character's specialties, magical
specialties and personal spells that are so characteristic. And the designers and Dave
Humphreys really tried to nail those power suites to each character in the card designs.
So there's a whole bunch of weirdos. I mean, there's 36 characters who
have their own particular style that you
can open, and now they're just
fighting for you and your deck.
So you get this feeling, this
crazy hodgepodge of
characters from all over the place.
Yeah, real quickly, something you brought up
that's kind of a little funny side note is
some Planeswalkers are made
with the cards in mind, and some
are sort of made more story-related.
And so, for example,
someone like Chandra is easy to do, right? She does direct
damage. She fires not... It's not hard to do
a pyromancer. Magic has plenty of damage in it.
But then you get someone
like Dovin, who like...
He finds weakness in things.
Like, what does that mechanically
mean? You know what I'm saying?
It's a lot trickier to pull off.
And one of the things is,
I know that we lean toward one and two planeswalkers that are like,
oh, like, Saheeli's very easy to do.
She's an artifact theme.
She copies things.
Like, she's made to make fun magic cards out of.
And other cards are definitely a little more challenging.
Yeah.
And that was
that was also reflected
in the fact that we wanted to have
a signature spell for each of the
planesworkers as well so there's an instant or
sorcery and sometimes
other card types. Some are creatures
yeah some are creatures
that represent
the like that was
cast or summoned by one of the Planeswalkers in the set.
So, like, Nihiri has a spell that shows Nihiri casting magic and using her particular kind of magic.
So that was also work with the team to kind of, like, does this, you know,
does this feel close enough for a J spell?
Does this make sense for a Nissa spell?
And that sort of thing.
So on top of all the story moments we were
trying to get across in
the Incident Sorceries and Enchantments,
we were also trying to reflect that
seeing the
Planeswalkers even more than
36 Planeswalker cards in the set,
is that we're going to reinforce that by
you also see them all over the spells.
Right, one of the things that's always true is,
whatever our theme is, and in this case it was kind of
Planeswalkers, it's how do you
spread that to other parts of the set?
Yeah, yeah, we can make Planeswalkers, and obviously we made
a lot of Planeswalkers, but even that's
only 36 cards in the whole set. How
do you do it? And the signature spells were
kind of a cool way to spread it to
especially some lower rarity stuff, because the Planeswalkers
even, we made some uncommon
Planeswalkers, but even then made some uncommon Planeswalkers,
but even then, is this still, you know,
the Aspen's still not that high,
although 36, it wasn't too bad.
Okay, so I want to talk about another big project of yours on this set, Doug,
which is the story.
So, normally, a normal Magic set will have,
I don't know, five to seven, like, spotlight cards or whatever.
How many did this set have?
This set had something like 20, 21, 23.
It's been a while now.
I used to have it off the top of my head.
So that represented a huge uptick in the number of story moments,
which meant we approached so much
about this set differently than normal sets. There's always
a summary, an outline of what the story is behind the set, but this one had an extremely detailed,
like instead of a world guide for this set, we had something we called an event guide,
and it was much more like a story bible. It was much more like Act 1. Here are the beats that happen. Here's what it looks like
in Act 1. Here's who's involved.
Here's, you know. It was much
more like
a
treatment for a movie.
And then we had
different
visual cues to indicate
where in the story,
early, middle, or late, each card was taking place.
We had set pieces that were like locations.
Can you talk about the timing, Doug?
How do we visually show the timing?
So we divided Act 1, 2, and 3 up by the lighting in the sky.
So we knew that the climax of the story was
Nicol Bolas casting the Elder Spell,
beginning his ritual to sacrifice lots of people's sparks
and gain ultimate power.
And so that was going to completely affect the way the sky looked.
Swirling, greenish, eerie, stormy skies,
like a mystical storm.
And that would tell you very clearly, once you looked at the art of a card,
that, wow, this tutu or the spell or whatever is taking place at that moment in Act 3.
For Acts 2 and 1, we wanted another way to use the sky to kind of portray the act that it was in.
So for Act 1, everything that was happening
early early in the story, we used kind of like these pinkish purplish dawn early morning skies.
So if you look and see in A War on the Spark Card and there's this kind of sunrise coloration to the
sky, that's Act One. And then for Act Two, it's just sort of like a normal sunny ravnica day
so like like kind of so so you basically get more early morning midday and then elder spell
those are our visual indicators to reinforce like you know we know that that uh the set is going to
be experienced in you know people open cards out of booster packs that we have no way of controlling in what order people are exposed to the cards.
So we wanted some way to kind of give you a way to kind of batch the cards that you open to get at least a broad sense of where in the story they fell.
And then let's talk about the preview, because we did something cool for the previews for this set.
Yeah, for the first time, this was the first time I've ever done this,
or to my knowledge this has ever been done, which was I took every card in the set, including every
basic land, and made, uh, put them in chronological order. Um, we made a gigantic list of, um,
sometimes they were, they were grouped. I mean, like, so there were 12 or so major buckets. And so this is the battle in the
10th district. This is the battle of the Sky Theater, which is happening around New Prav.
This is the battle that is right before we do the assault on Bolas's Citadel. And so we worked with the communications team, the web teams, and were
able to align the pre-use for the set to that chronological ordering. So the cards that you
were seeing earliest during preview weeks were the earliest in the story, and the ones we waited
until the very, very end were the ones that occur last in the story,
which is really, really cool.
We did not know if that was going to work.
Usually there's all kinds of constraints on what cards can be shown when
and what venues want what kind of card
and all kinds of things.
But again, we asked for the ambitious version,
like what if we previewed the set
in roughly chronological order?
And so that if you were keeping up
on what cards were previewed day by
day, you were kind of following along
in the story. So that was really cool.
Yeah, one of the
things that's interesting about an event set
separated from sort of a normal magic
set is
normally when you make a magic set, it's so
world-centric.
And
this set was... We did an interesting thing where we came to Ravnica And this set was, I mean, like,
we did an interesting thing where we came to Ravnica
before this set. Like,
we had two whole sets of Ravnica.
We got all your Ravnica
needs out of the way. So, like, okay,
you got your Ravnica set. And then,
like, okay, it's not about that. We
did that. It's about
sort of, like, we're really, really trying to
service the story. And it was very
interesting from a design standpoint for me, I know.
Like, just, okay, how do
we service, how does a set service a story
more so than an environment?
And that came with a lot of challenges.
Yeah, I mean, like, we
we
it was a very cool idea to
visit Ravnica before having the idea to visit Ravnica
before having the event set on Ravnica.
We knew that players would be wanting
that very fun guild model gameplay of Ravnica.
Like, oh good, we're going back to Ravnica,
but we don't get guilds?
Oh, that's too bad.
So we wanted to make sure to get the setting established
for those first two sets
so that we can then have
this big story there.
The other thing it allowed us to do was to have a little bit of setup.
We were able to use the story for the first two Ravnica sets there to create the conditions
that led to the War of the Spark.
We saw Bolas' machinations,
we saw him installing
planeswalker allies of his
to get in charge of the guilds
so that he could
get his claws into Ravnica and prepare
the stage for the War of the Spark.
It also helped
remind players of
what the nouns and verbs of
Ravnica are so that we could
refer to them frequently in the battles
in War of the Spark. Yeah, one of the
cool things I know we did in making the first
two sets is you knew
all the locations of where all the big
battles were going to be. So we're like, okay, let's remind
the audience, you know, this is
new prom, this is this, this is that, you know,
the audience was kind of like, we purposely
showed you those scenes
ahead of time,
so when we showed you again, we reminded you
they were there. So that was, I remember doing
that.
So what... Go ahead.
Just, if only to...
I mean, in some ways, we were...
We wanted to create a baseline of
Ravnica as well, to show what was going to be different
in War of the Spark as well. Michael Ballas even changes the skyline of Ravnica as well to show what was going to be different in War of the Spark as well.
Nicol Bolas even changes the skyline of Ravnica.
He installs a gigantic statue of himself, and he creates this gigantic citadel,
which we were going to show as part of the Ravnica skyline in War.
So we wanted to make sure that we had enough scenes that showed that that wasn't true yet in the Ravnica sets leading before it.
So just, again, setting the stage
for the events of the
World's Fair.
So, anyway, this was...
I'm going to talk a little bit about how
it's not often that you, in Magic,
set something up years ahead of time
and then finally get to that.
I mean, so what was it like?
You literally pitched this three years ahead of time
and then finally, three years later, we're making it. What was that like? I mean, you literally pitched this three years ahead of time, and then finally three years later we're making it.
What was that like?
Yeah, and it felt even longer because we were pitching the idea long before Kaladesh,
which was kind of the official kickoff of the arc.
So we had to know this, I mean, three, four, five years ahead of time.
So finally seeing it come out was incredible.
I was there with lead art director Taylor Iggerson at PAX East
when we shared the trailer for the first time.
And we had all these people who were at PAX East who had filed in,
and we had this gigantic stage set up.
And the background of the stage
was this huge panorama of the Ravikant skyline,
but with sparks flying around.
You know, what is going on?
And we got to, so we're sitting there on the stage
facing the audience.
So we get to all, the trailer itself is to our back.
So we're not watching it.
All we're watching is the faces of the people who were experiencing it for the first time.
And just seeing, it was electric for me
just to kind of see the emotions.
I mean, that trailer was also a chef's kiss.
It was, the trailer was great at getting
at the emotional heart of what was going on
in the War of the Spark.
And we watched people burst into tears.
We watched people cheer,
we watched, you know, just seeing the, that was the payoff for me, for me and Taylor, was just
getting to see that all this work, we're gonna literally watch the faces of the first people
exposed to what's going on in the War of the Spark. And, you know, meanwhile, of course, back at the
office, we're already working on the next stuff.
Like, in terms of the work, we've completed War of the Spark long ago.
But we're getting to see, finally, that experience hit the players, which was really, really rewarding.
It was one of the top points in my career.
So, I'm almost to my desk here, but there's one last thing that's a cool behind-the-scenes thing that I wanted to share to have you talk about.
The audience just doesn't know.
So you actually put together a trailer of your own.
Like you were trying to get everybody in R&D kind of on board.
So can you talk a little bit about the trailer you made?
Right.
So I am not a graphic designer or an animator or, you know, I went to word school, not picture school. So my expertise is not in creating visuals. But with a lot of duct tape and PowerPoint and using images from our internal multiverse server, I put together a kind of what if trailer this you know the world of spark had not been
green lit the whole idea of doing this set was not okayed yet we've been sort of talking about
it but it wasn't it wasn't a slam dunk yet and i made this kind of fake trailer i i paid a dollar
to buy a piece of music off of of itunes uh to you know get kind of like good movie trailer music. And then I just showed images of the Gatewatch, Ravnica,
the tragedies that were going to befall Ravnica,
this beloved world.
And then this kind of like ending of this trailer
that just showed bam, bam, bam,
all these Planeswalker characters you knew.
Turns out that some of them were inaccurate by the end.
But it was trying to get at the emotion of of what this set could be about and then after
a few key people saw it then it was like yeah we're we're doing this set we're gonna go forward
with it we still don't know how we're gonna make it all but uh yeah this little fake trailer was
kind of instrumental in getting it through and in in your fake trailer, what did you call the set?
I called it War of the Spark.
So I was very excited that that passed legal, you know, trademark search, all kinds of things.
Like in my heart, it was always War of the Spark.
And so I was very excited that that ended up being the name of the product.
Yeah, one of the things that just for the audience audience to understand is, we come up with cool ideas
but you have to sell everybody
that it's a cool idea and
it's very easy after the fact, after
it's successful, to go, well of course
it's a great idea, right? It's very easy in 2020
hindsight, but it's a lot harder
to sell something when
you have nothing, you know, you have to
and I remember Doug showing the
video he put together and it was very powerful and you have nothing, you know, you have to, and I remember Doug showing the, the, the, the video
he put together and it was very powerful. And, uh, I think it really was like the,
the thing that made it happen. So. Yeah. I mean, the, the, uh, we work in a very collaborative
environment, so, uh, people don't always know that we don't always agree. We like,
not everybody wants to do the same projects that everybody else does. Not everybody sees the same potential in it, even if you do really clearly in your mind.
Mark knows this. But sometimes it takes a little bit of internal marketing. You have to show why
this thing is powerful, why this is going to really capture people's hearts and minds.
why this is going to really capture people's hearts and minds.
Well, anyway, like I said, I always enjoy it.
I felt like you gave a great idea,
and then I'm trying to figure out how to make it happen.
So I'm happy, but the dust settled.
I'm happy we actually delivered.
That was one of my fears, that you had this really awesome idea,
and we wouldn't step up to the idea.
No, I was so pleased with with the teams in R&D,
the art teams, the trailer teams, the web teams.
Everybody stepped up with doing their version of the ambitious take on this set,
which was just a huge honor to me.
I just got to be a participant, ultimately,
in how many different groups of smart, smart people got to deliver on this concept and make it as cool as possible.
Well, with that, guys, I see my desk.
So that means we all know what that means.
It means it's the end of my drive to work.
So instead of talking magic, it's time for me to be making magic.
So thanks, Doug.
Thanks for being with us today.
Thanks so much for having me.
And everybody, I will see all you
next time. Bye-bye.