Magic: The Gathering Drive to Work Podcast - Drive to Work #1 - Tempest
Episode Date: October 1, 2012In his very first podcast, Maro talks about leading his very first design, Tempest. ...
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Hello, everyone. So every morning I have to drive to work. It takes about half an hour. And I'm like, oh, that's the perfect amount of time for a podcast.
And I'm just driving to work anyway.
Why don't I use this time to do a podcast?
So anyway, I'm experimenting.
This is a brand new idea.
I've never done this before.
But anyway, I'm going to call this Drive to Work.
That's the name of my podcast.
And I thought each time what I would do is I would examine a different set that I worked
on and just talk about, I don't know, how it came together, how the design happened, sort of behind
the scenes. So I decided I will start with Tempest since that is the first set I did. So I've explained
this in my article a little bit, but let me talk about the setup of how I ended up getting Tempest.
So when I first got hired, Mike Davis was the head of R&D.
He and I had a talk.
And I said to him, I said, Mike, I think I'm a designer.
I don't think I'm a developer.
I think that's where my skills lie.
And he said, well, we have Richard Garfield.
We don't need a designer.
What we need is developers.
So I'm like, okay, sign me up.
So I started at Wizards as a developer.
But in my back of my head, you know, what I really wanted to do was design.
So after Mirage Block was done, they didn't have anyone set to do the next large set.
So I convinced Richard to be on the set with me.
Richard hadn't done a set since Arabian Nights.
And then I went to Joel Mick, who was in charge of magic design at the time,
and I said,
hey, I would like to do the next large set,
and Richard Garfield will be on the team with me.
And that was enough.
I guess they obviously had a lot of faith in Richard,
and Richard said he wanted to do it with me,
that they said, okay, Mark, go ahead.
And they let me pick my team,
and so along with Richard,
I picked Mike Elliott, who was someone who at the time hadn't done a lot of design either, but he
was like me. And he and I had shared a lot that we wanted to do design. So I had Mike
on the team. And then Charlie Catino was someone who won the original Playtester. He'd been
on the Mirage team. And I thought Charlie would be a good mix. Someone who had a little
more experience and done a little more development. So anyway, I put together the team. I somehow got the okay for it.
Most designers don't start with a large set, but this was way back when before things were well-defined.
So what happened was the four of us went down to Portland.
Richard's parents live in Portland, and so we stayed at their house.
And the idea was we just for
a week sort of did nothing but work on the design.
So the way it worked was both Mike and I, because it was our first design, and both
of us were designer wannabes, had actually designed a lot of cards.
Mike had actually designed an entire set.
I forgot the name of it, but it had the flavor of
fighting with the afterworld, if I remember
correctly. But anyway,
when Mike had gotten hired, Wizards
had purchased his set as part of the hiring,
and so Mike had all these
cards that he had from this set.
I, mind the way,
I hadn't made a set, but I just made a lot of
individual cards, because I had always been excited
by magic, and so I just designed my own spare time, designed a lot of cards.
Richard also.
Richard hadn't really designed any magic cards since Raven Knight.
So Richard had a lot of ideas that were up in his head.
Like I said, Charlie was brought along more because I wanted a development force.
I didn't expect Charlie to design a lot of cards.
He made some, but not the volume of the three of us
because one of the things about that team was
it was all these people who
really wanted a design that either
hadn't designed or hadn't designed in a long time.
And so we were just, it was explosive.
We made a crazy amount of cards.
In fact,
what you'll find out is a lot of mechanics.
So next year, the year that followed
the 7-Pence was Urza Saga, where Urza
Saga's major two mechanics were cycling and echo.
And both of those actually came from the design of Tempest.
So we made some mechanics that we made the next year's mechanics as well.
So what happened was, let's run through the mechanics.
Okay, so buyback was an idea of Richard's. What had happened was I had this idea
for draw triggers that I love the idea of having cards that when you drew them would do something.
So the idea was imagine a direct damage battle that was a little more efficient, but it did
damage to you whenever you drew it. And the idea is, well, how many they used to put in your deck.
And there's all these neat scenarios scenarios where these cards have this effect.
But what we found out was it's hard to have a negative effect in a game in which it's hidden information.
Because how do you know that you drew it?
And it's disadvantageous for me to have it.
Well, maybe I don't want to tell you I drew it.
And so we toyed with the idea of having different color backs.
Remember, at this time, sleeves really weren't popular yet.
That you would just see, oh, you must have one of those.
But a lot of people didn't like that idea.
We toyed with the idea of making them opt-in things where you could choose when you reveal it.
And that didn't quite play out.
I mean, we tried a whole bunch of different things.
None of it really worked out.
Obviously, modern day, those would, you know,
miracles are kind of the end state
where we finally found a way to do that.
So Richard had a different idea.
He had an idea for a card that you could reuse
if you were willing to pay extra for it.
And I'm not quite sure.
It came out of the discussion of the draw trigger reveal.
I don't remember exactly where it came from, but he had this idea,
and somehow as we were talking about having cards as you play them did something,
Richard said, well, I've always had this idea, you know, how you pay extra mana.
And at first, one of the things we did in design was I just put any good idea in the set.
So, like, the early version of Tempest Design probably had, like,
15 mechanics in it. Like, if it was
interesting, I put it on a card, and Richard
made a couple, and so the set just had a couple
cards with this mechanic in it. I mean,
I didn't even name the mechanics at the time.
I mean, some of them might have had names,
but I just was putting anything interesting in the set.
So Richard had a couple of these, we put them in.
I really thought nothing of it. I was like, oh,
here's a few cards, this might be cool.
So also we had Shadow. Shadow, I think, was from Mike Elliot.
I think Shadow would come from his set, the Astral set.
And, because it was all about these creatures from this other place,
and I think the shadow was representing that.
So we had the idea that we would do Shadow
as sort of this
different form of evasion.
And also,
from the same set,
Mike had the slivers.
And the flavor in the set,
if I remember correctly,
was that there was
some mighty being
and that person
somehow fell to earth
and broke into pieces.
And so all these things
were part of this
original being.
And the reason they all
worked together was,
you know,
instead of being slivers,
it was like eye of whatever his name was,
or, you know, leg of whatever his name.
And the idea is that they all sort of joined together.
The idea I liked a lot was of a race.
For people that don't know, slivers ended up being,
they are essentially shape-changing creatures,
but they have a telepathic link
so the flavor of it was
they had the ability to change shape
but since they share a telepathic bond
if one of them learned how to make a wing
and it was near enough to the other one
well it now knew how to make a wing
and if you knew how to make a wing you could fly
that was the flavor of it
so I liked Shadow and I liked Slivers
and both of those, I kind of
knew we put in large amounts. Buyback was put in smaller amounts. I mean, Richard had
come up with Cycling. We put a few of those in. Mike had Echo. I think that might have
been slightly larger early on. A lot of Mike's stuff was Mike had made it from this other
set. It's interesting. I really have no mechanics in Tempest. I mean, I have a few things, like the Kindle. I made Kindle as a card, and once again, I didn't make a
whole mechanic out of it. I just said, oh, here's a neat card, and Kindle, we would go
on later, I mean, cumulative knowledge, and then I made a Kindle mechanic in Odyssey.
So I had a lot of individual cards that had some mechanic potential. Oh, the one mechanic
I did make in Tempest was the spikes, which ended up not really showing up until Stronghold.
I had, we ended up putting one spike drone as a little teaser when on the set.
And my idea of the spikes was I love the idea of these creatures that sort of could boost other things,
but the spikes worked nicely with the spikes.
The thing that was neat about that was the realization
that spikes would work better
with spikes because only spikes could remove the counters.
So if you put a spike with other creatures,
it could boost them, but only through spikes
you could keep moving them. And that way
it had a linear
quality to it, but yet it could stand alone.
So anyway, we threw
the Hodgepodge.
Tempest was just
three strong designers
I mean if you look at the history of Magic
I mean Richard and Mike
and I you know are probably
three of the five top designers
as far as just output of cards
and we were all like literally
in a set in which Mike and I's first set
Richard hadn't done Magic design in a couple years
I mean we were just bursting
with ideas, and we just, we made a
crazy amount of cards.
Oh, the other thing that was funny is, for some reason,
there's the four of us down there, we decided
that for the week, we weren't going to
shave. Like, somehow that would
give us creative energy.
And so, I don't know if
you have pictures of it, but like,
so for the week, we just didn't shave.
And every day we made jokes about how much beard people had.
And if I remember correctly, Charlie was the one who bearded up the fastest.
But everybody by the end of the week, actually, all the Tempest team all had beard potential.
So anyway, so what happened was we spent this week, we generated a crazy amount of cards.
And so the next big step was playtesting.
And so it was very quickly like we would figure out whether something had potential.
And a lot of things that people don't realize is you don't understand what potential your cards have when you make them.
Because, I mean, you're just enthralled by something you think is cool,
but you don't necessarily know, you know,
you don't really understand what it is until you play with it.
And, I mean, I make this, I constantly say to people,
if you're going to make a set, you have to play with your set.
There's only so far you can get, like, thinking things through.
You know, and then when you play with it,
what you'll start finding is
things have a certain feel to them.
I'm a really big believer in
when you design of your set
wants to have a certain feel to it.
That when your audience plays,
their response,
people have an emotional response.
And whether you're happy or sad,
whether something's fun or not,
is not intellectual.
You don't intellectually decide that you like something or that something's fun.
You're kind of on a gut level.
And so if you're trying to evoke that out of your audience,
then you, the designer, have to make sure that's imbued in what you're doing.
And I've always believed this.
Now, I think in the more recent years, I've been much more conscious about it.
Like now when I design a set and I pass it along to development, I'll say like, here's the mood I'm going for. You know,
Innistrad was trying to create a sense of dread, you know. But back then, I just kind of knew
certain things felt right. And so I pushed the things that had a good feel. So what happened
was we play tested and we figured out that there was just too much going on, that we had lots of good ideas,
but we had too many good ideas.
And I think what happened actually is
a lot of this didn't even happen until development.
When I turned Tempest in,
it was over brimming with things,
and I think development pulled a bunch of stuff out.
I think Cycling Echo were there in small numbers,
and I think Bill,
or actually the lead developer was Henry,
Henry Stern.
I think Henry's the one that said,
okay, you have really good ideas,
but it's too much,
and we pulled back a little bit.
I do know that buyback,
we played with it,
and it was instantly apparent to me
from playtesting
that we had something.
Buyback really was something
just phenomenal.
And like I said, it's funny. We've done polls,
and I know that both Buyback and Flashback tend to do really well in polls, which makes
me believe that mechanics with back in their name. No. I think that people like doing things
multiple times. It's fun to get extra utility out of your things, and there's kind of nothing
funner than doing something and then getting to do it again. And Buyback was really the first time we had done something like that.
And it was clear to me that it was a cool mechanic, and so I upped it in design.
It went from being kind of on a couple cards to being one of the major things.
And then I realized that, I ended up realizing that Shadow and Buyback had this interesting
dynamic that I really enjoyed, which was that Shadow was all about sort of making this fast, aggressive,
beat-em-down game,
and Buyback was about this slow, controlling game.
And they actually had this neat diversity, which is
Buyback was very powerful if you got to the point
where they really started kicking in.
And Shadow was neat in that, you know,
it was good up front, but it ran out of steam.
And so it had this nice, I mean,
a lot of people think, like, that Shadow and buyback
sound like just two random mechanics,
like they don't have anything to do with each other.
Nowadays, like, our mechanics are themed,
and they carefully have a connection to each other.
But I did, in my mind, very much pick those as the two major mechanics,
because they had this sort of opposition to them.
So meanwhile, let me explain what's going on.
So now there was this going on, but at the same time,
Mike Ryan, who was an editor and a friend of mine,
we had pitched to the powers that be that Magic should have a story.
And we sold them on
the Weatherlight Saga. Now that's
its own story.
Mike and I ended up getting kicked off the project,
but Tempest, very much, we were
involved. And
so
what I did was, I was
working as we would come up with mechanics
to figure out how it made sense in the story.
And we knew that we were doing
a very
by-the-books,
the epic, the hero's journey,
for those that know Joseph Campbell.
We were following literally by the
letter, kind of what
Lucas did with Star Wars.
And so we knew we were going to a dark plane.
We knew that we were sort of, that
the main hero was going to face
his darker reflection.
But anyway,
so we liked the idea of
the plane of Wrath.
In fact, Wrath was,
the name we came up with as our playtest name
was Wrath,
and then it ended up sticking.
And yes, by the way,
two seconds after Wrath was a name,
I made a card called Apes of Wrath
so
we ended up saying that
we liked the idea of shadows
so we got this concept of this world that was trapped within the world
and that these creatures existed
but they were not quite all there
and then the slivers we ended up putting
in the flame pits
like the idea that Volrath liked to experiment on things,
and he found this native race of these mesomorphs that could change their shape, and that he was fascinated by them.
In fact, metallic sliver was him experimenting and making something, making sort of a spy, if you will, to sneak in.
Notice, metallic sliver is the only sliver that doesn't grant anything. It just
takes, because it's artificial
and it's not really a sliver.
Anyway, by the way, that was supposed to be called
silver sliver, and we got the art
back, and it didn't look silver, and we're
like, oh! So anyway, that was supposed
to be silver sliver.
Okay, so
buyback, we never really gave a great
one of the things about spell mechanics is sometimes there's Okay, so buyback, we never really gave a great...
One of the things about spell mechanics is
sometimes there's a flavor that makes a lot of sense,
and sometimes it's like, well, it doesn't have a lot of strong flavor.
We ended up not giving a lot of flavor.
But both Shadow and Slivers, we very much worked into the story.
The other big thing about the design was not only were we doing mechanics
but we were just making one of
cards left and right and like I
said
ours was chock full of stuff so there's all sorts
of interesting things for us to pick from
like one of the hard times I had was we just had
lots of neat cards
and so I kind of just went through
I liked, I'm a big believer of
a set should not only have a strong theme
but just have a lot of cards that you want to build around
or cards that kind of inspire you
and so a lot of the rares I was trying to make cards
I'm like, what are you going to do with this?
I don't know, living death or recycle
or things in which, well I think you can do cool things
but I didn't know what they were
the other thing that's very interesting by the way recycle or, you know, things in which, well, I think you can do cool things, but I didn't know what they were.
The other thing that's very interesting, by the way, is how, what we call parallel design,
how you will make a card and somebody else at the same time makes the exact same card. Like, Recycle is a perfect example where Mike and I independently almost made the exact
same card, and then I just sort of blended them together.
I don't remember. I think one of them was sort of blended them together. I don't remember.
I think one of them was black and one was green.
I don't think both of them were green.
But anyway, I blended them together, and like, you know,
because a lot of people always love to ask who made card X or who made card Y,
and it's not always so clean cut.
I mean, sometimes one person made it.
It's clearly their card.
But other times, like this, it's parallel design,
where both people kind of made their version,
or sometimes someone
makes it and someone else tweaks it, and
a bunch of people can
have their hands in a design. It's not
always so clear cut.
Now, Tempest was interesting because
we had such a reservoir of cards
that a lot of people had turned in
whole set ideas.
Sometimes
in design now, I do meetings where like,
okay, you know,
in Innistrad,
it's like we're going to design
to Evil Twin
and then make the card.
Tempest, we had nothing like that
because we had so much stuff
that had been saved up over time.
So anyway,
we play test,
I started weeding out a little bit.
Like I said,
I didn't weed out everything,
but I started figuring out what mechanics had the most say.
I was definitely trying to get a feel for Tempest.
And so I take it, and I play up the cards that I think are valuable.
And I spend a lot of time...
One of the things about your first set that...
It's funny, because I'm working on my, I don't know, 18th set, something like that,
is the first time you do it, you are super nervous because you've never done it before.
You have no instincts to guide you.
And so I talk about making a set skeleton.
Tempest is where I sort of came up with the set skeleton.
I said I need a structure.
And so I sort of laid everything out.
And then I figured out, well, what do I need?
And then once I sort of laid it all out, I started figuring out where things could go.
And then I had a lot of fun also because our team had so much creativity of like,
oh, well, where can we do this, you know?
Like Kindle, let me talk about Kindle for a second because I'm very proud of Kindle.
So Kindle came about because I loved the card Plague Rats.
I mean, Richard had made it.
And I really loved the idea of
a card that sort of went up in value
when there was more of them.
And so, I think the card
was called Plague Bolt,
which doesn't sound right, but I was trying to make a nod
to Plague Rats.
And I was trying to figure out how to
have a spell that grows with
time. And eventually I
figured out, oh, the graveyard was the answer, because you had to put
the card in the graveyard.
And that way, when you cast the first time,
we'll do two. Second time, it gets to count it,
now it's three, and it goes up with time.
It's funny that
Kindle ended up being very defining
in the limited environment and in the
Tempest block-constructed environment,
because that ended up being the main
bolt, and it being the main bolt,
and it was an adjustable bolt,
so, like, you know, it required your gameplay to sort of figure out how best to use it,
and it definitely...
I know, for example, in the L.A.,
that was a Tempest-only, the one Dave Price won,
the Pro Tour,
that, like, understanding when to catch your Kindle
was, like, super important.
Anyway, other cards. I mean, like, Living Death was turned like, super important. Anyway, other cards.
I mean, like, Living Death was turned in by Mike Elliott.
I loved Living Death.
In fact, I think it might be my favorite card that Mike designed in the set.
Only because it was this neat card that has huge flavor.
It sort of traded life and death.
And then just, I'm a Johnny, right?
I love building decks.
And so it's just like, oh, my God, what do you do with this?
And it turned out to be a very powerful card.
But I think my fascination wasn't the power level.
Anyway, so I get the set.
We playtested a lot.
I mean, we had the week away to sort of make the germ of what was going on.
But we playtested a lot.
I did a lot of tweaking.
I spent more time with that file than probably any file ever.
I mean, I was, I mean, I really wanted to prove myself because this was my, essentially my audition to be a designer.
I mean, obviously a pretty big audition since it was actually a large set, but I really
wanted to, you know, to do the best I could.
really wanted to, you know, to do the best I could.
And what ended up happening was I did all the story stuff because I was also doing part of the story.
And I spent a lot of time working with Henry.
Because I was also, I'm pretty sure I was on the development team.
I wasn't the lead.
But I was on the team because at the time everybody was on the development team.
So I was not only on the design team, I was on the development team.
And that meant I was around to explain things
and defend things and sort of make sure
the design team, or sorry, the development team
understood what I was up to.
But everything, I don't know, it all clicked together.
Everything sort of really worked.
It was Henry's first lead development.
It's funny because Tempest really ended up being
a very watershed sort of set. And it's funny because Tempest really ended up being a very
watershed sort of set. And it's funny
that both Henry and I, it was our first time
doing it. But
it worked out well. I mean, I think that
it went over very, very well with the
audience.
Obviously, the story really connected.
And the...
I mean, I think it was just a set that really was
kind of different than the sets before it.
I mean, all the other sets, Mirage and Ice Age, had been made when Richard originally,
when Magic was doing well, and Richard realized he was going to need some other sets.
And so those had been worked on for many years.
And this was the first set that said, okay, we're designing a set, give X amount of time, you know, and make it.
finding a set, give X amount of time, you know, and make it.
You know, and in retrospect, I overstuffed it because I was just trying so hard to impress
that I did what often people do when they are trying to impress,
is I just put everything in the sun under it.
And the big lesson of that, I mean, one of the things that to me is important
is when you walk away from a design and say,
okay, I'm done, what did I learn from it?
And one of the things Tempest taught me was, A, the importance of flavor and interconnecting.
I think a lot of having a story made Tempest kind of more interesting.
And I learned that figure out what your best thing is.
That overstuffing something, putting, you know, you're not going to make the best cupcake in the world by putting 8,000 things in it, you know.
Figure out, get one thing or two things, you know.
The best designs are not,
some people think that if you show all these great stuff
that it's going to make the set better,
but what ends up happening is you have no focus.
And the thing that development did well,
that Henry did well, is saying,
hey, you know, let's get rid of these good
but extraneous things and help make the set
more be about what I'd want the set to be about, you know, about's get rid of these good but extraneous things and help make the set more be about what I'd want the set to be about,
you know, about shadow and about buyback
and about a lot of the flavor that we were trying to get in.
And, I mean, I learned from the set that the key, I think,
to making a good set is really crystallizing on what you want
and then making sure everything helps that move that along
and that one of the hardest things i think for designers to understand is you might come up with
the most awesome thing literally like this card is just awesome it's the best thing ever you know
but if if that individual card is not moving along the whole set if it's not advancing what you're
doing you know you're actually hurting your set and it's not advancing what you're doing you know
you're actually hurting your set and it's hard it's so hard to understand that this thing that
in it's in a vacuum is so beautiful and such a wonderful thing is detrimental um but part of
being a good designer a good set designer is putting the the set before anything else that
the set is more important than any one component of it.
And that, so what happened was,
Tempest came out, and it was a huge success.
It was, I mean, I know walking in,
I was very nervous because I wanted to prove I could design,
and it just came together wonderfully.
The set went over, really, I mean, gangbusters,
and it really moved went over, really, I mean, gangbusters, and it, it, it really moved me that,
like, before that set, I was just, you know, I was a developer, and after this, I was like, oh,
Mark's a designer, and, I mean, it's opened the doors for me, like, moving forward, like, people
thought of me as a designer, and that, you know, I sort of had a good audition, and it's funny,
I will always think of Tempest as being,
I mean, people always ask me what my favorite set is,
and, you know, you remember your first, as they say.
I mean, Tempest always had such an important place in my heart.
It was really me pouring out my heart and soul.
It was really me emptying ideas I had for years.
I mean, I'm big on story.
It was the time where I really first
integrated story into mechanics. And, I mean, obviously that big on story it was the time where I really first integrated story into mechanics
and obviously that would pay off much later
but
anyway, it went over well
and it really sort of
made
me, put me on the map
from a design standpoint
and it's funny, I look back
and like
here's a quick story I'm almost to work, back and like here's a quick story
I'm almost to work so I'll tell you a quick story
I believed at the time of a concept called
the marquee card, the idea that
every set should have a card that kind of
anybody could play in their deck and just did something kind of out of the box you'd never seen before
I feel like Jester's Cap was a marquee card
of Ice Age,
and Green Totem was the one I made for Mirage.
Anyway, Helm of Volrath was supposed to be the Marquis card for Tempest,
and the idea of the card was you took over your opponent.
For a turn, you took them over.
Yes, Mindslaver was in Tempest.
And I couldn't...
There was a problem
with Mana Burn, because
you just sort of kill your opponent by having
the Mana Burn themselves, and
I just never quite got a template
that anyone was happy with.
I mean, later on, we would
be willing to do more flairful templates
that didn't quite explain everything, but in the day,
back in Tempest, you had to explain everything.
And just, it wouldn't fit on the card.
And I tried, and I tried.
And it was the thing I'm most sad is that Tempest wasn't able to do.
And obviously, I put it in my back pocket and mirrored it many years later.
I pulled it out.
But that's the card that I most wanted to get in Tempest that I wasn't.
Anyway, I'm driving up to Wizards.
So I'm curious what you guys think of this. Uh,
if this is something that people like, I could do more of them. Like I said, uh, I got nothing
better to do my driving work. So I'm more than happy to talk about magic and sort of how sets
got made. Uh, I think I decided that I like this podcast to be about, uh, the making of things,
you know, rather than talking modern day, because there's tons of things talking about modern day. I kind of have fun digging back in the past. Let's me tell some
stories that maybe never got told. And to me, I guess podcasts are about storytelling. So I guess
I enjoy most digging back. But anyway, please, I would love any feedback on this. If there's
something you guys would like to see more of, I'd like to know. I definitely had fun doing it, so hopefully there'll be more drives or works in the future. Anyway, I am now pulling up and parking in my
space. It is time for me to go make some magic cards, so thank you very much for listening, and
I guess it's time to go to work.