Magic: The Gathering Drive to Work Podcast - #915: New World Order with Matt Place
Episode Date: March 19, 2022I sit down with Designer Matt Place to talk about the creation of New World Order, something he and I created many years ago to tackle a big problem the game was having. ...
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I'm not pulling out of the driveway. We all know what that means. It's time for the drive to work at home edition.
So as I explained in a previous podcast, we are now hybrid in the office half the week and at home half the week.
And so all my solo podcasts will be, I think, be in the car.
But I like to do interviews and I can't do interviews in the car. It's hard to do interviews in the car.
But I'm going to continue to do interviews at my house. So today, I have Matt Place to join us.
Hey, Mark.
Okay, so I've had people on to talk about sets we've done together.
In fact, Matt and I have talked about sets we've done together.
But today, we're going to talk about something a little larger.
Talking about a concept that Matt and I were sort of the co-parents of, I guess.
That's right, yeah.
So we're going to talk about New World Order,
which is something that Matt and I sort of created and has become...
Anyway, we're going to talk all about what New World Order is,
how we came up with it, and what it means to magic.
So, Matt, why don't you begin?
I've told the story, but you've never told the story.
So why don't you go back to the very beginning?
What is your version of how New World Order began?
So first of all, you have a better memory than me, Mark.
So you'll probably add a lot to this.
But the big impetus, what was happening at the time,
this is what, 2008, 2009 space,
working on Alara was the set we were currently focused on.
And fresh in our minds was some of the quote-unquote
mistakes that we had made during the time spiral block right and just how complex and how too much
text and just confusing uh cards that weren't adding value weren't adding fun and depth to the
game and so we said hey let's let's kind of do a reset here let's look at that and uh figure out
how do we what's a good philosophy to share with
ourselves to convince ourselves of and to share with the rest of the team going forward to make
hopefully magic just as fun as it is without those pitfalls without you know people being like hey
i'm not with this car that has two mechanics i've never seen before and they're introduced in this
set thinking future site uh and confusing people in a way that doesn't have upside, right? And one of the big pieces to this is adding complexity often does add depth.
But can you add depth without adding complexity?
It's a harder job, but it's worth doing.
And that was really the push that we were...
Okay, so before we get into what it is,
I want to expand a little bit on,
make sure the audience understands sort of the problem.
The other interesting thing is we were working on Alara,
but at least my memory
is the incident that spurred this
was not Time Spiral,
but was in fact Lorwyn Block.
In fact, Morning Tide
to be exact.
We were at the employee
pre-release for Morning Tide.
Oh, I have the story, yes.
You remember? Okay. So, for the audience,
real quick. So what Lorwyn did, Lorwyn was
a tribal set in which there were eight tribes.
There was, like, goblins
and elves and giants
and treefolk. We had eight different tribes.
And then in Morning Tide, and this was all
my doing, by the way. I'll take full responsibility for this.
We played up five
classes. So, like,
soldier and Wizard.
So in the Morning Tide pre-release,
half your cards cared about
the first creature type on the card,
and half of them cared about the second
creature type on your card.
So to call it complex,
it was complex. So go ahead.
Give the story from your... Yeah, you're right.
And it was those years where we
were not fearing the complexity enough. And you're right, you know it was those years right where we were we were not fearing the complexity enough and you're right laura was the bigger one and we also
in addition to having the the tribe class combo being so confusing right it was um also just such
a high percentage of your cards were in that space right when you open a booster it was very easy to
have what we called essentially lords and champions right cards that would that space right when you open a booster it was very easy to have what we called
essentially lords and champions right cards that would reference tribes right like maybe this one
helps every elf and this one helps one specific elf or wants you to cast one specific elf uh lords
and champions were just saturating every booster pack so you couldn't get away from it right it was
just so loud and like you're saying very complex and we went to a we went to pre-releases for this
and i'm actually thinking of the time spiral year as well yeah but we have people who've been playing
magic for years and years and years friend of ours rob you know and other people that are just
their minds are blown right they're they're trying to play and they're like i don't understand what's
going on what is this set and it was this moment of like okay this is kind of our first test
and uh-oh we've made a mistake and it's
starting to set in we've gone way too high if somebody is into magic as these people uh don't
know what's going on we kind of made a set a way to say this we made it for ourselves too much well
so so um okay you are correct that this problem was both stretched over time spiral and lorwyn
i think time spiral did it more on the constructed end
and Lorwyn did a little more in the limited end.
But so let me sort of,
I wanted to sort of define something
that's important to understand is,
we used to, there's some metrics.
We at Wizards, we have metrics.
Like, how do we know if a set's doing well?
And our two biggest metrics were sales and play.
Are people buying the set? Are people buying the set?
Are people playing the set?
And for years, sales and play were lockstep.
Like if sales were good, play was good.
If sales were bad, play was bad.
And it just felt like they were reflections of one another, right?
And then along comes time spiral block.
And play was still good, but sales was tanking.
And we're like, what's going on?
Why are people playing the product but not buying the product?
They didn't make any sense to us.
Yeah.
And a key piece here is when we're measuring play,
we're measuring what Bill Rose likes to call the tip of the iceberg.
This is not representative of everybody.
These are people who go to Friday Night Magic, play in tournaments, etc., etc.
So we're seeing that more hardcore Magic player enjoying the set This is not representative of everybody. These are people who go to Friday Night Magic, play in tournaments, et cetera, et cetera.
So we're seeing that more hardcore Magic player enjoying the set because it truly was.
That is kind of a takeaway is we made time for people like us.
So people like us go to Friday Night Magic, right? And they're enjoying it.
But sales are tanking or going down.
And it's the first time, like you said, those two graphs broke.
They had never broken before where play is up, actually, and sales are down.
And it made us rethink it a lot.
And then, of course, Lorwyn did it in a different way.
Right.
So what we at the time realized was we called them the invisibles,
as we called it at the time.
And what that meant was our data, and I'm also talking about back then.
So, I mean, our data is a little bit better than it was back then.
But our data at the time,
we really only saw the players who talked to us,
who went to sanctioned events.
Like, we did have a lot of data,
but it was not all of Magic players.
It was a subsection of Magic players.
And what we realized from what Time Spiral taught us was
we were not seeing,
not only were we not seeing Magic players,
but the majority, the vast majority of Magic players.
Which had been talked about, right?
We knew that the Invisibles were super important.
We knew that they played differently.
We call them sometimes kitchen top Magic players, right?
But this really made it hit home, right?
That we were, that they exist,
they're in larger numbers than us,
and we weren't serving them well.
It's so funny.
I remember Bill Rose, kind of the boss of everybody in R&D at the time,
I assume it's still true.
Still true.
Yeah, he got us cake to celebrate Time Spiral's release, right?
Pre-release events, tournaments are happening, people are loving it,
we're hearing good stuff, and then we get their numbers on sales,
and he's like, I'm never giving you guys cake again.
Yeah, the first two times, yeah. right so and so one of the the big things i mean the one of the reasons i wanted to talk about this
is it's really interesting to look at problems and figure out how we solve the problems like a
lot of game design is is problem solving um and so we were faced with this thing of, okay, what is going on here?
And, but, I mean,
but you and I sort of, like,
so the story of New World Order is,
you and I go to this
pre-release, and I think we had been
noodling in the head, but I, I don't
know whether we went to lunch, or, like, you and I were chatting
somewhere, we were just the two of us,
and we were sort of, like, bemoaning, like,
we don't want to not, like,
there's an audience that really likes
the complication.
We don't want to not have depth of play
for the audience that really wants really deep,
you know, play. But also, we're like,
well, but that's not what
our audience needs. So
how can we, I mean, like, this is the ongoing
magic problem. It's not one
audience. It's not really one game.
How do we provide for everybody when they're just, they need different things?
Yeah.
And I love to look at examples where we succeeded with that audience, right?
And I forget exactly how our discussions went, but I think two good sets to point to that
came before these years, before the Lorwyn and Timesporal years, is Onslaught,
and also a travel set like Lorwyn,
and
Ravnica.
And looking at that and
seeing that we believe those sets did
well for this kitchen top
magic player. Well, yeah, so it's funny.
You said Onslaught. I was going to say Legions.
Yeah, which is even better.
Right. So Legions, for those, real quickly,
Phil, I mean, Matt and I know this, but I need
to fill in for the audience.
Legions was a small set where there was a
gimmick, and the gimmick was
every card in the set's a creature.
100% creatures. Now,
the set overall was a little low
on power level, and so the
enfranchised player base
didn't like it. Generally, the vibe when you talk to the enfranchised player base didn't like it.
Like,
generally the,
you know,
the vibe when you talk
to the enfranchised players
was it was a bad set.
But it sold like hotcakes.
Yes.
And
when I first started working,
I was told that it was
the best selling
small set of all time
for Magic.
It was.
And for a while,
I mean,
it's since been passed.
But for a while,
for years it was.
And once again,
it was kind of,
it was the, before Time Sparrow happened, it was since been passed. But for years it was. And it was kind of... It was the...
Before Time Sparrow happened,
it was the one other piece of evidence
we hadn't quite pieced out.
And when you put it together,
it started, oh, oh, I see what's going on.
And that was the opposite problem, right?
Legion was...
Literally the opposite.
Yeah.
Right.
The franchise players weren't that interested,
but the kitchen table magic loved it.
I get 15 creatures.
That's great.
Right.
And those rare slivers that were hot, right?
Like people were trading for those at a very high level, even though they weren't in tournament decks.
That was really interesting to us, right?
Like, hey, it's not because people are trying to win a pro tour.
They just really enjoy these cards, right?
And that's part of why I think those sets sold so well is, you know, mechanics like slivers is so good.
Tribal is so good for the kitchen top player.
But that doesn't explain why Lorwyn did so badly, you know, and Time Spiral more so for that audience.
But it's interesting to look back and go, OK, so what did we do right?
Or what did people that came before me do right in these sets that we're doing so wrong?
I think it's super interesting to look at Ravnica when we're building, making the mistake slash natural uh you know game designer uh path of like making it for ourselves ravnica
is so interesting to have like oh what if i play three colors what if i play two colors what if i
play four colors so much of the depth was natural in having casting costs that require different
mana base different risk level etc super interesting to the enfranchised player.
And we didn't have to put so many mechanics at common, et cetera,
to make it interesting to us.
So we kind of naturally made it for the kitchen top player, I think.
Well, and there's another important lesson, I think, from Ravnica,
which is sort of the loud strategy.
Like, Ravnica very loudly says play two-caller.
And the idea of play more than two-caller,
play three-caller, play four-caller,
was there, but it wasn't the loudest message.
And it was a really important lesson of
the loudest message has to be for your most casual player.
Right.
And for the average player that is not an enfranchised
player that just, you know, hey, it's the
two-collar set, play a two-collar guild.
Oh, great! One of the things we've learned
about sort of the more
casual audience, and the word
casual is loaded, but in this case I mean
less enfranchised.
What we've learned about the casual audience is
they like loud messages, right?
They like sets that tell them what to do.
Legions was fun because it was about creatures.
It was hard to miss.
Every card in your pack was a creature.
You got that.
Ravnica, you didn't miss the guilds.
The guilds were as loud as possible.
Yes.
Which makes me laugh.
It makes me laugh that they had to add on the guild, like, what was it?
Ravnica City of Guilds? Because Brady and I kept saying, don that they had to add on the guild, like, what was it, Ravniveth City of Guilds?
Because Brady and I kept saying,
don't worry, they'll get the guilds.
And then Brady and I are on vacation
and they add City of Guilds
because like, no one's going to get it.
And I'm like, anyway, so people did get the guild.
People did get it.
What do you know?
Surprise, surprise, yeah.
Yeah, and so much of the skill, I think,
and the things that just,
not only was I not good at back then,
but it didn't even occur to me, is how do you build depth that is discoverable and not, you know,
puzzles you're trying to push in front of people's faces, right? Right. It's been a mistake that I
think Future Sight made, is we had so much interesting, like, oh, how does this play?
What does it mean to have these two keywords on one card, which was interesting, right? But it's
not the way to find hidden depth which is
so good if you can find an amazing set which i think ramekin is one of the best ever yeah and
adding hidden depth then you win doubly right because you can go okay well now we're gonna be
able to focus at common and uh thematically for that casual slash less than franchise player
and still win with the people that are you know hardcore gonna play 40 hours a week people
right another lesson real quickly is in some ways,
Future Sight was kind of Modern Horizons
before Modern Horizons.
Oh, okay, sure.
I think what Modern Horizons has become is,
hey, there's this enfranchised audience
that loves crazy complex things,
and it's a small portion of the audience,
but it's a very diehard portion,
and we can make a product for them.
Just the premiere set is not where we're supposed to do that.
We can make a product for them and they can, they can have fun.
Like Modern Horizons, you know, like you and I, like I love Modern Horizons.
Yes, there's 8,000 mechanics and whatever, but like, I know them because I've been playing
magic forever, you know?
Right.
And it's fun to see them come together and like, what does it mean to be in a set?
Like we had fun with it.
It was for us, like we were saying. And then, so as we, what's interesting is as we were saying, okay, what does it mean to be in a set like we had fun with it it was for us like we were saying and then so as we what's interesting is as we were saying okay
what does it mean what do we do right as we're kind of feeling the pain of yeah making these
mistakes and we're working on alara like you said it was more focused on zendikar right we did do
some of these new philosophies in alara but zendikar is the first set where we said yep this
gets the stamp of new world order applies to this set. Right, so
this is my memory, and jump in,
because, so
the problem we were trying to solve, so this was the
problem before us.
How do we make the game
simpler, or, you know, less complex
for the less
enfranchised player, but allow the
more enfranchised player to be
engaged, right?
And we had this, my memory was we were at lunch.
I don't, I mean, you and I were talking.
I remember being in one of the art rooms.
Oh, maybe it was in a meeting room.
I don't know where it was.
I remember this moment.
I don't remember exactly where it was.
Is you and I figured out that the secret was commons.
Yes. Because what is the
difference between a more
casual player and a more
enfranchised player? And that was the casual
player tends to buy less
overall packs than the enfranchised
player. And what we realized
was that the
complexity of commons
determines a lot about how complex something is
because when you open up a booster pack,
you know, of your 15 cards,
10 of them are common, right?
And, like, one's a land.
But, you know, only four of the cards
are uncommons and rares.
10 of them are commons.
And that's two-thirds the booster pack.
And the big epiphany you and I had,
I remember we figured this out,
we were just very excited about it,
was that it was all about commons.
That if you could control the complexity of common,
you really went a far, far way
to controlling the complexity in a pack.
And the idea was for the more franchise-advanced players,
look, they're going to have the uncommons and the rares,
they're going to just buy more packs.
You know, we're not,
it's not that we're not letting them
have the fun they want to have.
It's just like, oh, we need to be careful
about this one section of cards,
which is the commons.
Right.
And it's funny.
It was an important epiphany, right?
It was very important, I think.
Yeah.
It's also funny to say that, you know,
we discovered it because I think
if you look back at Alpha,
it was already in, you know, like the Su because I think if you look back at alpha, it was already in,
you know,
like the Subin doppelganger was a rare for a reason.
And my commons were much simpler back then,
except for the outliers,
of course.
I mean,
I will say early magic had some complicated commons,
but yes,
no.
Yeah.
I mean,
alpha in general,
alpha in general was better.
Alpha specifically,
like even the next few years is not nearly as true.
It's fun to look at Ice Age comments,
which is three years later, I guess.
They are hilarious,
more complex than you would make a Rare today,
which is really funny.
Yeah, there's an Ice Age comment
that has like 12 lines of text on it.
And you're like, what?
What does this do?
And also for no value.
Right, right, right.
Here's a lot of text.
It doesn't really do anything.
Right, it's like you can mess with circles of protection.
No, that's a whole card.
But they get a timer and they're going to blow up later.
That's a comment.
Yes, that's a comment.
Wow.
Yeah, but we liked it actually.
Right, so okay, so what happened was,
so the first big epiphany you and I had was that
it was all about comments.
That like really setting complexity from a pack level, right?
Our whole issue is
when you open up a single booster pack,
how complicated is it?
And we realized, okay,
it's really about
if we can control the complexity at common,
we can control the overall complexity
of a pack, not of a set,
because if you're going to open all the cards,
you get on commons and rares
and later mythic rares.
Mythic rares, I don't think,
were a thing yet, because Shards of Alara premiered mythic rares. Yeah, Olara was first.
Anyway, so you and I said, okay, how do we keep commons from being too complex?
Right. And this was tough, right? Because first of all, this message to us internally
is a tough message. Like, hey, we need to quote unquote dumb down the game. It's not anything
the players want to hear or any of us in R&D want to hear. So, hey, we need to, quote unquote, dumb down the game. It's not anything the players want to hear
or any of us in R&D want to hear.
So what do we specifically need, right?
And so one of the poster children for this
was Samhite Healer, right?
Frequently a common in a core set, right?
Tons of versions of that have been printed over and over.
But what does it do inside of a game, right?
And what could go wrong with Samhite Healer
for people to just know?
It prevents one damage to anything.
So it taps, it's a two cost's a it prevents one damage to anything so it
taps it's a two cost one one prevent one damage to anything and it adds tons of complexity right
because what are the different ways right if you just look at it like how can combat play out when
I attack with two or three creatures and they have two or three potential blockers it's humongous
right and tons of your attacks become terrible right it's not only does it create complexity
and how combat can resolve but also if you do it wrong, it's very punishing, right?
We call these onboard tricks, right?
And that is a great example of incredibly complex,
should not be at common.
And when we presented this to the team, it was like,
are you kidding me?
Samhite's been at common forever.
Magic's the best game on the planet.
How could this possibly be true that Samite is wrong?
Yeah, one of the things that I remember
one of the things we
talked about was
this idea of thinking of brain power.
How hard is your brain working?
Imagine a little RPM
on a car, right? How much are you
revving your brain? And the thing we
were really trying to explain to people is
this car makes you really, really rev your brain. Like, commons shouldn't rev you that hard. And the thing we were really trying to explain to people is, this card makes you really, really rev your brain.
Like, commons shouldn't rev you that hard.
And that Samite Healer
is a good example in that
it's not that it does one thing, it really
changes the dynamic of
how combat works in a way
that just makes you do lots and lots of math,
really.
And I remember the way
we demonstrated it is, we made a board
and I think we put like four creatures in each
side and said, okay, let's take
off, let's take away the
Samhite Healer. Okay, what decisions are
there? What are you doing? And we walked through what you're
making. And then we added the Samhite Healer
and said, okay, now what decisions are you making?
And it was like five times as many
decisions because all of a sudden
anything you did had a variable
that it didn't have before.
Right.
It's so many so that even though R&D at the time
was full of pros, I'm sure it is still today,
it was actually a hard problem.
It's not just I have to spend time, right?
Like you're talking about what we call,
Robert Gautier coined the concentration points concept.
But also it was incredibly hard.
So you're like repeating and you still make mistakes. And to me, that was
a big piece of it. Are commons
making the game so hard that the punishing
feeling is too high? What if
I choose not to go through all the permutations
of what combat could be? Well, I just keep losing.
First Strike does this to a degree as well.
Where it's like, if I'm not reading cards
and I'm not paying enough attention,
what can go wrong? Sandbite Healer
is, your 3-3 dies and mine doesn't. Are you done? Put your guy
in the graveyard. You've got no value for that attack. And it's just so embarrassing
and painful. And it tells you, you better be reading all my cards because I could punish you
if you don't, even at common. Right. Another dynamic you hit upon
that's interesting to talk about is one of the
things we find when there's too much to talk about is one of the things we find when you
when there's too much to think about
a lot of players, what they do is they go
I'm not going to think about it.
It's too much for me. And so what they do is they just
make actions, right?
And the problem is if they make actions
and get horribly punished
it discourages aggression. It discourages
them doing things, right? If the one
time I said, ah, I don't know, whatever, I'll attack,
and I get destroyed, I learn, oh, I guess
if I don't know, I shouldn't attack.
Right? And then, it just
makes the game, it just causes
all sorts of problems for the game, because
right, people aren't ending the game, you know, and
so a big part
of the New World Order was, so
we came up with this concept we called Red Flags.
And what a red
flag meant is if this is true you should think twice about whether it's supposed to be a common
not that it couldn't be there but what we were saying is hey you should never put this at common
without acknowledging that you're putting in a common exactly and that was so important too
right because we didn't want to take away the potential for fun and for synergies at common, et cetera, et cetera, right? And sometimes you need to pay the quote unquote price of complexity to make a set awesome, right? Because draft and people aren't buying tons of what we were kind of proposing how we view commons in the future.
And so identifying it, understanding it, and then being aware of it in our sets going forward was what we wanted to communicate to the team.
Right. And a big model of it was we called it the 80-20 thing, where what we're saying is 20% of your commons get to do things.
is 20% of your commons get to do things,
but 80%
should be simple.
I mean, simple in the sense that they're not causing the
revving we're talking about, right?
There's a lot of cards. I mean, the thing to remember
is even a vanilla creature
can make
interesting situations happen.
It's not as if a 3-3, it's boring.
There's lots of, like, you know, what do I do?
And they have this and that.
I remember I taught people how to play Portal. as if a 3-3, it's boring. There's lots of, like, you know, what do I do? And they have this and that, you know.
I remember I taught people how to play Portal.
It's a version of Magic we made long ago.
And Portal has, like, creatures and sorceries and land.
I think that was it.
That was the only creature context.
And you guys came up with the idea of sorceries that I could play during my opponent's turn.
That was pretty smart.
That was cool.
Well, we did that, I think, on Counterspell.
But anyway, I was teaching people.
And so when we weren't teaching people, we would just play ourselves.
And it was really like how much fun Portal could be.
And like, it was the simplest version of it.
But like, combat can be complex, even just mostly vanilla creatures.
Yeah.
A 2-4 is interesting, right?
How does it double block, right?
What are the risks if they have a giant growth, et cetera, et cetera?
And just, you know, in the simple mechanics that don't cause onboard complexity, right?
One of the cards I tried to draft in the new set says,
whenever you play an artifact, put a plus one, plus one counter on me, right?
These are the types of things that could be a common,
and we don't necessarily call them a red flag, right?
Because it's, you know, it's growing and it's not, you know, it's a different size,
but it's not like, oh, I got to think about this and how it's going to interact with these nine things. It's, hey, it's not, you know, it's a different size, but it's not like, oh, I've got to think about this
and how it's going to interact with these nine things.
It's, hey, it's a creature that grows, right?
And that can have tons of depth and how do I build my deck
and when do I play what?
How does it grow before I put it at risk, et cetera, et cetera.
There's tons of depth there still.
That was the software trick.
It was a big part of what we were talking about
when we were trying to explain this to R&D is that
we're not trying to explain this to r&d is that it's
we're not trying to strip interesting things from happening right what we were trying to take away
is what is creating these your rev your brain moments that make things much harder and let's
and another big thing about the the 2080 thing is what we said is if your set's going to do
something that's fine but make it that that's what the set's doing.
Like in Zendikar, as a good example,
hey, caring about when you play a land
is making you care about something you don't normally care about.
But Zendikar said, well, that's the thing.
We're going to make you care about one thing you don't normally care about,
but that's the one thing you have to care about.
That's a great example,
because sometimes I would hold a land in that format, right?
Because who knows, I might draw a landfall character uh creature later and i might have nine
of those on my deck if there was one at uncommon in a random set well now i'm forgetting and it's
like adding complexity in a different way right uh and another piece that we we uh i think was a
good argument for this is everybody who plays magic kind of has their limit we were kind of
talking about this when you start to check out
when you're revving too many
of these concentration points up.
Yeah.
We're saying we make magic so complex
in some of these sets
that even the pros are reaching their limit, right?
Like if I can pay attention to 17 things
and somebody else can pay attention to 19
and somebody else wants to pay attention to six,
well, we got 23 things going on.
We're not making this for anybody, right?
We got some of the best,
Mike Turian was on the team, right?
Like, we got some of the best limited players of all time as a part of our play test.
If nobody's having fun with the 23, why are we going above, right?
Why are we doing these complex, got to pay attention to so much stuff?
So we were arguing basically we had plenty of room to move down and still have a full complex game going on. Interesting game going on.
Even if we divided it in half, we thought.
And another thing we were stressing was
things that make you think solely for just to make you think
aren't inherently fun.
You know what I'm saying?
And that, like, one of the things we were talking about is, like,
you know, imagine I have a card that says,
you know, every time I attack,
you and I go play a game of chess,
and then the winner, you know, if I win
the game of chess, then I get a boost on my creature,
and I'm like, you know, like,
you can have things that have lots of
complexity, but that doesn't make it necessarily
a more fun thing, you know,
and that a lot of what we were trying
to say is, there are things that are
fun, that add value, we just want to say is there are things that are fun that add value.
We just want to make sure that our complexity, like here's an analogy.
When you talk about fats, they always say there's good fats and bad fats, right?
Like there's good cholesterol and bad cholesterol.
And that we want the fun to be the good cholesterol, right?
We want the cards like saying the things that are adding complexity need to be the good cholesterol, right? We want the cards, like, saying the things that are adding complexity need to be
fun. It's not that you
can't add complexity, but make sure you're maximizing
the fun on the cards that come
in that are complex, and
not just brain-revving
for the sake of brain-revving, you know what I'm saying? Not like
I have to make this very complicated puzzle
I have to solve just to do it.
You know, it's more like, oh, right.
Oh, if I hold this land in my hand, then maybe later I can play it, and like, it's more like, oh, right. Oh, if I hold this land in my hand,
then maybe later I can play it.
It's those fun moments where I think,
oh, like, one of the things that's awesome about
Magic is when you are playing a game, you go,
you know what? Normally I do this,
but in this environment, I'm not supposed
to do that. That's a great moment, right?
Yes.
And a lot of this, too, is making me think of
around the same time, I'm forgetting the exact timeline, but the, you know, the huge heated debates we have with all the M10 rules changes. A lot of them were kind of targeted in the same space. What do we have that's just complexity, you know it if you know it type of rules, right? That don't add to the fun, right? That don't actually add to depth, like, there's nothing, etc. Right. Yeah, I mean, like, I know
mana burn's one of the things that, like,
here's something to care about that doesn't matter
most of the time, but because it can
matter, I feel obligated.
Like, that's a real good
area of problems where
it's like, there's a 1-2%
chance this means something, so I
feel like, one of the reasons, for example,
we now, most of the time
you put cards on the bottom of the library we make it random it's because it like it's not going to
matter in almost every single game but like because it could matter you feel obligated to like maximize
and we're like it's just not worth the brain energy so we're not going to make you think
and where's the fun right i think there could have been some concept of like oh you got too
much man in your pool if things are making multiple mana, but it doesn't even come
up much at all. And you never hear
anybody be like, oh yeah, I love magic. It's got all these
cool dragons and it's got mana burn and...
No.
I mean, as with anything, and one of the things
that you always find out is whenever we remove something,
there's somebody who had the deck that
did it. I mean, there's always people that found a way
to love whatever part of the game.
Every part of the game has somebody who loves it.
But as game designers, you have to sort of, where is the best overall?
Like, I'm not saying we can't make rares that do crazy things and people can care about them.
I'm saying don't put them in common where you're making everybody have to care about them.
Right, and that's a great point too, right?
When we were first pitching this to the rest of the team, a lot of the argument was,
look, we're not limiting what can happen in magic right the craziest coolest rare that's ever
existed could be in zendikar this isn't trying to argue against that at all right and part of it you
know part of the argument was actually like hey maybe some of that complexity that we're moving
from common moves up in rarity so maybe for the enfranchised player, it's still the same amount overall,
but just not at common.
Yeah, and so anyway,
just sort of,
basically what happened was
the larger idea of New World Order was
we created a series of red flags,
and I have articles that walk through
all the red flags and everything.
In half an hour,
we're not going to hit all the topics here,
but basically the system was, at Common,
we have things that are red flags, and red flags would be
like, do you have four more lines of text?
Are you affecting other permanents on
the board? There are a bunch of different things,
and we said, hey, if you meet
any of these requirements, look
at it. It's not saying it can't be at Common,
but we had the 80-20 rule, which sort of said,
look, 80% of your cards shouldn't be problematic,
20% can be.
And then even in the 20%, we're like, look, concentrate what you're making people think about.
You know, figure out what's the main thing you care about.
And it's fine that the set makes you care about something new, but don't make every card be a different new thing.
You know, at common especially, concentrate where it is.
You know, and the funny thing is R&D was, it took a little while to get them
on board, but once we really got
them to understand it, you know, they were
quite
excited. I mean, they
did, once they saw it,
everybody did get on board eventually,
and R&D was very much a fan
of Noodle Dome. Yeah, and I remember us talking
about that, like, let's play this, you know,
because we don't think that people are really going to notice a massive difference right like
when we make a set and draft it and i forget exactly how we rolled that out but i think it's
right in line with what you're saying is we drafted sets that had this 80 20 rule in common
and they're still super fun i mean i think zendikar is super fun yeah you guys would go on
i left but you guys would go on to make my favorite limited format of all time a year or two later with flip cards and all these cool mechanics that were very defined to the set, but also it followed New World Order.
Yeah, and that was, I mean, the reason I wanted to talk about it today is a lot of time I talk about like making individual sets, but another big part of our job is not just the sets themselves, but the larger
structure. You know, how do we make sets? How do we think about sets? Like, what are the guidelines?
And, I mean, this is just talking about one aspect, but there are many, many things that when we make
a set, we have to think about. And New World Order was just an easy way to think about how
complexity works in Asfan. Asfan as fans for as fans how many cards are
in the booster of a particular quality um and that was like that was a lot of us really saying
hey let's be more conscious about how often something happens and where it happens and
what it's asking the player to do yeah and i find it so fun to to go through this right because it
didn't occur to us in the way that it did then in years earlier, right?
Like, it was right under our nose that we should have been paying attention to this.
That's what's so fun about being a game designer.
It's like, okay, where's there room for improvement that maybe hasn't occurred to us?
Maybe nobody's talked about yet.
But if we, you know, if we dive into it, we can find ways to improve a game, even like Magic, that's, you know, approaching 30 years now, which is just totally crazy.
like magic that's you know approaching 30 years now it's just totally crazy and one of the interesting things for me i mean as the person who's been through this for most of it is we keep
innovating we keep coming up with new ideas and new things and like it's amazing when somebody
will come up with something like i remember when um eric lauer suggested the idea that couldn't
we just draft the blocks backwards so like the you draft the newest thing and like we just had
never thought of that but as soon as he said it we're like
how why are we not doing it that
way you know
and it's
it is crazy after 30 years how stuff like that
comes up like how in 30 years do we not come
up with something you know
especially the things that in hindsight seem so
obvious
like one of the things I always joke about
was I was on Mirage
and one of my big innovations,
oh, I'm sorry,
what's Mirage?
No, no, it was on Tempest.
One of my big innovations
on Tempest
was taking the common expel
and adding two red mana
so it was harder to splash.
Nice.
Like, I never thought,
maybe the common
isn't where the expel
is supposed to be.
Yeah, well well good news Mark
it was still a bomb
and I'm glad you brought up
the pro tour that I won
thank you
yes it was
it was still a bomb
it was still a bomb
it was
it was
anyway
the
but yeah I
I can see here
I can see my desk
so I'm almost to work
but I
hopefully
the thing I'm hoping
the audience enjoyed today
is like
it's really fun to get into the crunchy you you know, the crunchy stuff of a set.
But I also wanted them to see, like, a lot of making cards is the meta structure, not just an individual set.
And this is you and I, like, this was a fun moment for you and I where we sort of innovated on something.
And we came up with something that, like, right, looking back, like, how did we not get this before this?
But we didn't, so.
Embarrassing.
At least you and I figured it out.
So at least we go, oh, okay, we figured it out.
Maybe we should have figured it out years earlier.
But we did figure it out eventually, so.
I think so.
But anyway, guys, I can see my desk.
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.
So thank you, Matt, for being with us today.
Thank you.
And it's always, I mean, I have a blast talking to you all the time,
but it's fun having you on and just talking about magic things.
So that's a lot of fun.
So fun.
So anyway, thanks, Matt.
And to everybody else, I will see you next time.
Bye-bye.