Magic: The Gathering Drive to Work Podcast - Drive to Work #123 - Who's Who in R&D, Wave 1
Episode Date: May 16, 2014Mark talks about different people who were instrumental in the making of Magic. ...
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I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, so one of the things about doing a podcast for a while, you slowly figure things out.
And one of the things that's important to me that I've been doing with this podcast is trying to show the history of magic.
And part of the history of magic is the people who made it.
And so one of the things I've been trying to do is definitely let people know about all the different people that went into making magic.
And what I've discovered is two things. One is some people are fascinated by who the people are,
and it's an interesting history lesson. Some people could care less. The second thing is
I've been trying to do a lot of this during my design talks, and they've been getting longer.
And so I've decided that here's what I'm going to do. I'm going to start a new
series that I'm calling Who's Who.
And I'm going to use this series, which will be every
once in a while, it won't be consecutive, but every once in a while
I will do a story about the people
of Magic.
And I'll talk about different sections.
Today I'm going to start with R&D, but I'll talk
not just about R&D, but other people that
were involved in the game.
And the idea is, when we're all done, hopefully I've had a chance to talk about a lot of the people that have worked on Magic.
So there's a long, varied history.
Anyway, I really think if you want to know Magic, it's important to know the people behind the Magic.
The people behind the Magic.
If I didn't use who's who, I would have to use behind the Magic.
Anyway, okay, so what we'll do today is I would have to use behind the magic anyway
okay so what we'll do today is
I'm going to start with R&D
the way I've decided to divide up R&D
because R&D is way more than one podcast
is I've talked before on how R&D came in waves
if you look at kind of how R&D happened
especially in the early days
a bunch of people got hired and there was a little bit of a pause
and a bunch more people got hired
and so I'm going to talk about the first wave today.
And in the future podcasts, I'll talk about
second wave, third wave, and such.
And like I said, this is not just going to be R&D.
I'm going to try to look at other sections
and talk about other people.
One of the things that's important to me is
I'm going to try as much as I can to capture
the history of the people
that made the game. That's really important to me.
And if we're trying to capture history,
like, who did it? It's pretty important.
Okay, so let's start with R&D, Wave 1.
So the first wave of R&D,
pretty much the first wave of R&D
are all people that were connected to Richard Garfield
and pretty much were the original playtesters of the game.
So I've talked about a little of this,
so I'll go over it real quickly.
So Richard Garfield,
the story, for those who don't know,
is Richard was a math professor
living in Walla Walla, I think,
at the time.
And he came to pitch a game.
He and his friend Mike Davis, who I will talk about today, another first waver,
came to pitch a game to Peter Ackeson, who was the CEO of Wizards at the time,
one of the founders and the CEO.
And they were trying to sell him on a game called Robo Rally.
So for those that have never played Robo Rally,
it's a game in which you play a robot,
and each person's a robot,
and you're racing on the floor of the factory,
the robot factory.
And there's all sorts of conveyor belts
and flame jets and pits and laser beams.
I'm not sure what kind of factory this is.
But anyway, there's all these things
that are causing problems, and you are racing.
And the unique thing about the game is
that you have a bunch of cards that you program,
whether you go straight or left or forward, and you pre-program your five moves.
And the cool thing about it is you sort of predict what you think is going to happen,
but because you interact with other people and there's other components you have to interact with,
sometimes things go a little haywire.
Anyway, it's a very, very fun game.
Wizards of the Coast did later make it,
so I think it's in our backlog.
If you go to your store,
I believe you can still buy RoboRally.
Awesome game.
Anyway, so Richard and Mike came
to pitch RoboRally to Peter.
Peter's response was,
oh, this is a really nice game.
I like this game a lot.
The problem is, I'm a small company.
This is expensive.
Just the components to make a board game is very expensive.
But Peter said, here's what I can do.
I made a contact with someone at a printer,
Cartamundi,
and I also know a local art store,
a place where I can get artists that I can do some work.
And so I know I can make pretty cards with pictures on them.
Do you have a game that we could put on cards?
And then he said, what Peter really wanted
was, he wanted a game that had
short play time that was portable
that you could play in between role-playing sessions.
That was Peter's original vision.
So Richard,
let me explain Richard a little bit.
Part of today is explaining people.
So Richard, I've never
met a person, and I've known a lot of
gamers in my life, I've never met a person, and I've known a lot of gamers in my life,
I've never met a person that loves games more than Richard Garfield.
He loves, loves, loves games.
In fact, he is constantly trying to play different games.
Richard's the kind of person that, he's not looking for a game that he likes and then plays it a lot.
He's looking to play every possible game he can.
I mean, he replays games he likes, but he is constantly on the move, looking for new games and new things.
He will try games in languages
that are not even in, that
he knows. In fact, when I first got
to Wizards, I explained this in one of my podcasts
that, like, Richard had bought a lot of German
games, which at the time weren't translated, and
he would get translations for them and teach people
how to play.
He, Richard, and Scaffold, the work Scaffold later,
taught a class on the history of games.
Richard studied sort of where games came from.
Richard is fascinated on literally every aspect of games.
And Richard loved game design.
In fact, Richard, one, people often ask me how you know you're a writer,
and the answer is you write games.
Well, how do you know you're a game designer?
Because you design games.
And I think most of the people I know
before they came to, all the game designers
before they came to Wizards designed their own games
because they're game designers.
On my blog, I've been talking recently about a bunch
of games that I designed that you obviously have never seen in the light of day.
But like,
game designers game. I'm sorry,
they do game, but they also design.
And Richard loved making games.
So Richard had just made a lot of designs.
So when Peter said,
I need a portable game on cards,
two things popped in Richard's mind
as I know the story.
One is, Richard had been fascinated
by the concept of a trading card game.
And second, Richard had made a card game
many years before called Five Magics.
And so, now that, I believe Five Magics wasn't a trading card game.
It just was a lock game.
But Richard thought of taking the basic essence of Five Magics,
putting a trading, you know, blending it with the idea of a trading card game.
And that is where Richard got the idea of magic.
And so Peter said this.
Richard goes, I think I got something.
And so Richard, I think he must have been going to Penn.
So Richard went to University of Pennsylvania for his graduate degree, I believe, to get his master's.
Richard is a mathematician in combinatorics, which, if I understand correctly, is a fancy word to say, big counting.
It has to do with numbers.
I'm not a math guy.
word to say, big counting.
It has to do with numbers. I'm not a math guy.
So, in the math department
at the University of Pennsylvania, Richard
met four guys.
Scafalias, Jim Lynn,
Dave Petty, and
Chris Page.
Those four people are now kind of known
affectionately as the East Coast Playtesters.
They're the ones...
So, Richard had a couple different groups
that he ended up playtesting.
This was the first group, his mathematician friends.
So I believe all four of them were also studying math.
I know for sure that Jim and Scaf were studying math.
I believe Dave and Chris were studying math.
It's possible one of them was friends.
So, okay.
I'll explain those guys in a second.
So Richard, anyway, went back.
He got some playtest groups.
He tried magic, brought it back to Peter.
Peter loved it, said,
we're making this, and boom, the game is off.
So Richard, by the way, growing up, has a decently large family.
I think he has two sisters and a brother, a mother and father, obviously.
And they moved around a lot when he was a kid.
He has stories of, like, being in Nepal as a kid,
and, you know, a lot of fascinating stories.
And his father, I think his father's
an architect. Anyway, so Richard, very close to his family, his family played games growing
up, always loved games, got into math, because I think to him that he saw a lot of math in
games, and it was one of the things where I really wanted to be a game designer,
but practically, how about I become a math professor?
And so Richard ended up, probably was the first person hired in R&D.
I mean, there were a few people that were, I guess, in R&D.
I don't know if they were there before Richard.
There was a guy named Glenn Elliott that was technically the first person in charge of R&D, but he predates, I believe, in R&D. I don't know if they were there before, Richard. There's a guy named Glenn Elliott that was technically the first person in charge of R&D,
but he predates, I believe, Magic.
I mean, he was still there for quite a while after that.
Oh, one of my caveats,
I meant to say this at the beginning of my thing.
I, in the whole idea of the who's who,
I'm going to try to talk about
who the key people who made Magic are.
So a couple caveats.
Number one is a lot of people had their hand in magic.
A lot of people.
I mean, literally,
if you worked at Wizards
at some point,
you did something with magic.
I'm going to talk about
people who, at some point,
their primary role
was working on magic.
A lot of people, by the way,
would start in magic
and go on to do other things
or start with other things
and go on and do magic.
So I'm talking about
the people that played
a major role in magic.
Number two is, I'm going to talk about them
at the point where they were relevant with magic.
So for example, I'm talking about the first wave.
There are some people who may later become relevant
that were around during the first wave
but weren't in R&D during the first wave.
And so I'm sort of talking about when they were relevant,
at least for R&D, when I do timelines.
A lot of what you'll find is, as I talk about this,
the people kind of interweave together.
People move from section to section.
There's some people that end up in R&D that didn't start in R&D.
There's people in R&D that started in R&D but didn't end up in R&D,
that moved to other sections of the company.
And so anyway, there's a lot of people to talk about.
So I'm going to, like I said, this is a multi-series podcast.
It won't be consecutive, but I really do want to have you guys get a sense of who the people are.
Anyway, Richard Garfield.
So Richard loved games, made a lot of games, ends up making magic.
And then so he goes back and he playtests with his playtesting.
So like I said, his first playtest team was in the friends,
his math friends,
in the graduate program
at the University of Pennsylvania.
So Scaf Elias and Jim Lynn were friends.
They'd gone to Princeton together.
So let's talk about Scaf Elias.
So Scaf Elias is probably best known
as the creator of the Pro Tour.
Scaf was a senior vice president
for many years. He was in R&D,
but he kind of did lots of different projects.
Scaf was
brand manager of Magic for a while.
He oversaw organized play for a while.
He had his hand
in lots of different things. But,
all during that time, he constantly was involved
in Magic. He was very, very involved
in creating the organized play system.
He was instrumental in making the Pro Tour.
And Scaf is a character.
I often talk about how if I make a sitcom,
how I would have to take bits and pieces of different R&D people
to make characters out of.
I don't need bits and pieces of anything.
Scaf is a character.
Scaf is famous for, he had a sleeping bag, he used to sleep under his desk.
Scaf was, how do I describe Scaf?
Because Scaf is quite the character.
Scaf was insanely smart, very insightful.
He definitely had his pulse
on sort of the way
he wanted things to be.
But let me describe it this way.
If Richard,
for those that know
psychological terms,
if Richard is the ego,
Scaf is the id,
and Jim Lynn is the super ego.
So I'll explain that.
For those that don't know,
in psychology,
the ego is your sense of self.
It's the center of who you are as a person.
And then you have two parts.
One that guides kind of the emotional side.
One that guides a little more of a logical side.
To all psychology people out there, I'm apologizing for my gross, gross simplification.
Scaff was more the id.
Id is the kind of thing that says, I want to do this, I have to do that.
It's more impulsive and kind of follows emotional impulses.
In some ways, the id superego is kind of like blue-red,
where blue is more logical-based. Anyway, Scaf
is very id-like, in that he definitely,
he just embraces things and he does them.
And Skaff, if you listen to stories of Skaff,
Skaff just goes on adventures,
because Skaff comes up with an idea to do something,
and whatever that little voice in his head is supposed to say, you're not supposed to do that,
he doesn't have that part, so he just does it.
I mean, Skaff, there's so many stories about Skaff.
Skaff was famous, by the way,
for eating anything, including old food, no matter how old. That if Skaff was hungry,
he would, like, people would put old leftovers in the fridge at work, and like, if he was hungry late at night, doesn't matter how old it was, he'd eat it. You know, like, he'd
have pizza that had, you know, some mold on it. I mean, he didn't eat the mold. He brushed the mold off.
But, you know.
And Scaf is the...
Scaf is definitely the person who...
One of the things about Scaf,
this is true of Jim too,
is on some level, if you want to be an R&D,
the following is true.
You have to be smart.
You have to know games and know magic.
You have to have an opinion. You have to be able to voice your opinion. You have to be smart. You have to know games and know magic. You have to have an opinion. You have to be able to voice your opinion.
You have to be able to argue.
And you probably are a little stubborn.
In Scaf's case, he's a lot stubborn.
It's the same with Jim.
There's a story I told, I'll be able to tell again
just because it's a great story,
where Scaf and Jim are arguing
about something. I don't even remember what it was. They're arguing about something.
And I'm there, and I'm listening to them argue.
Eventually, I get bored, because it's hours into this.
I'm like, whatever, I'm going home.
They're just not going to stop arguing.
So I go home.
I have a full night's sleep.
I get up, get ready, have my breakfast,
shower, get dressed, do everything, come in.
They are still arguing about the same thing.
They argued so long, I grew bored, I went home, I had a full night's sleep, got ready,
came back, still arguing.
I mean, like 10 hours of arguing or something like that, that is Jim and Scott's relationship
right there.
They had great respect for each other.
In fact, the East Coast playtesters all a great respect for each other, but they would argue like nobody's business
because they were all very
hardcore gamers that like...
And this is to an R&D.
I think what happens is
each one of these guys were used to being the
smartest guy in the room. Growing up,
they were the smartest guy in the room.
They would win every argument they had because
they were the smartest guy in the room. And then all of a sudden
they got in a room in which everybody else was also the smartest guy in the room.
And I think R&D is a lot like this, where it's a lot of really bright people who are just kind of used to winning the argument, having arguments.
We are not quite as stubborn as Scaf and Jim, although we have our moments.
So Jim, Scaf and Jim
both were math professors
I think
Jim actually
might have been
an engineer
Scaf I think
was also a commentator
I think Jim
was an engineer
so Scaf and
sorry
Jim and Richard
I'm
sorry
Scaf and Richard
throwing a lot of names
out here
Scaf and Richard
were very very good friends.
They're best friends.
Have been that way, I think, since their time in college.
Scaf is the one that introduced Jim to Richard.
And Jim is...
So what happened was Jim came to Wizards, worked on Magic for a while.
Eventually, he was in charge of all non-Magic TCGs.
Because remember, by the way,
when Richard Garfield first started making Magic,
the idea was that...
Look on the back of a Magic card.
You'll see Deckmaster.
The idea originally was that
Wizards was going to become the trading card game company.
They weren't just going to make Magic.
They were going to make lots of trading card games.
And so Richard, after Magic, started making other games.
He made Jihad,
that later got renamed to Vampire the Eternal Struggle.
He made...
That's like a horde-based
vampire clans.
It's very multiplayer-oriented.
You each represent
different clans of vampires fighting for dominance.
And Richard claimed that while it's a good game,
he didn't understand trading card games well enough at the
time to understand that you needed a faster-paced game
and that the flaw he sees now
with Vitas, Vampire the Turn of Struggle,
is that it's too long.
It's a fun multiplayer
game, and if you enjoy the game, it's great,
but it's a long game, and it's hard
to get in and out of. And trading card games are about adapting your deck, and the game is a little long, and Richard you enjoy the game, it's great, but it's a long game, and it's hard to get in and out of, and trading
games is about adapting your deck, and the game is a little
long, and Richard says in retrospect.
Second game he made was Netrunner.
That was...
All the games other than Magic were based on other people's IPs,
most of which
I think were role-playing games.
So Netrunner
is a cyberpunk game.
It has to do with hackers breaking into the mainframe,
breaking into the cyber world,
and the corporation's trying to stop them.
So the unique thing about Netrunner is
it's a game in which each side's playing a different deck.
That one side has the runner deck,
and one side has the corporation deck.
And you have different cards.
They actually have different color backs.
Very good game, but the fact that each side had a corporation deck, and you have different cards. They actually have different color backs. Very good game,
but the fact that each side had a different deck
was confusing,
and I think made it hard for people to pick up games easier,
because you had to kind of carry both decks around with you,
because you didn't know who you were going to meet
or what they'd have.
A fascinating game, by the way.
Probably, of the games outside of Magic,
it's probably Richard's best game,
best trading card game other than Magic.
Magic's number one.
And then the third game was Battletech.
That is another science fiction game.
It's based...
There is a role-playing game.
There also is pods you can video game fight with.
You go to a place that has these pods that you fight in.
And it's battling mechs is basically the flavor of the game.
And those were the three Deckmaster games,
other than Magic.
Anyway, the idea was,
at the time, Wizards was really going to evolve
and become more than just Magic.
It was going to become the trading card game company.
And we were doing RoboRally and the Great Del Moody
and lots of other games that we were making.
In fact, Richard was just pumping out games,
and Wizards was making the games Richard made.
And games from other people made. It wasn't just Richard.
One of these days I will do a history of Wizards games.
That's a fine topic.
Anyway, so Jim started on Magic,
eventually became in charge of non-Magic TCGs,
then he would later become the VP of R&D,
and even later than that he would become an executive VP that oversaw multiple things, including R&D.
So Jim was, I mean, is, all these people are still alive.
Jim's very logical.
He's very methodic.
I think that a lot of early magic, Jim was the force to try to put order on things.
I think that a lot of early magic,
Jim was the force that tried to put order on things.
That, in some ways, if you want to think of it as sort of a blue-red conflict,
or it's up to you, however you want,
that Jim and Scaf definitely,
there's a lot of conflict.
Jim was trying to make the order,
get the system working correctly,
and Scaf was trying to get the feel correct,
and they would butt heads a lot.
What stories of Jim?
Jim is
originally from Cincinnati.
Yeah, Jim every year
has a Super Bowl party in which
he makes Cincinnati chili,
which for those that read my blog have learned
it's different from normal chili.
Anyway,
and I don't know, Jim is, all these people were really hardcore gamers.
Jim was a little more quiet than Scaf.
Scaf is very in-your-face.
Although, the funny thing is, talk about quiet.
So, there were four East Coast Players' Touchersorts three of the four actually came out to Wizards
so Scaf came out
Jim came out and Dave Petty came out
Chris Page stayed to finish
getting his degree
I don't know
I know Richard has finished his degree
I'm not sure of the rest
between Scaf and Jim and Dave
I think that Jim and Scaf had finished
and Dave hadn't,
because Dave would later leave, I believe, to go back to finish it.
Anyway, Dave Petty was the quietest of those three.
Chris Page, I've interacted with, but never at Wizards.
He's a person, by the way, who listens to my podcast and reads my articles,
and when I get factual things wrong on this stuff, he will always kindly write me and tell me what I've gotten
incorrect. So thank you, Chris, for listening. I'm hoping I'm doing fair today. I'm doing
the best I can. A lot of this is my memory and what I know from what people have said.
So Dave was the quietest of the bunch, at least of the three of them, of Jim Scaff and Dave.
I only overlapped with Dave for a little while,
maybe six months at most,
because Dave ended up going back.
So the timeline real quick for today,
for the first wave, is the game hit in July of 1993.
I believe Richard was the first one to come out.
And he came out into summer or the fall.
And then slowly after him,
other people would start coming out.
I think Jim and Scaf were some of the earliest ones to come out.
And then Dave came out.
Oh, someone else that came out earlier
that I have not talked about yet
is Mike Davis.
Let me talk a little about Mike Davis.
So Mike Davis was a very good friend of Richard's.
I do not know where they met.
I don't think Mike is a mathematician.
So actually, I don't know what Mike did
before he came to Wizards.
That's a good question.
So probably the warmest thing in my heart for Mike Davis
is Mike is the person who hired me.
So if you've ever heard me tell the story
of how I was up at
Wizards and I said, you know, I'd be willing to
move to Seattle, and someone said
to me, when can you start? That was
Mike Davis. Also, if you've ever heard the story
where when I
was originally going to be hired, I had a
walk and talk with Mike Davis, where
I explained to him that I thought I was a designer, not a developer.
And Mike's the one that said,
well, we need developers, not designers, because they had Richard.
And I said, oh, okay, I can develop.
But anyway, that's Mike Davis.
So you probably heard, I probably told stories where you, Mike Davis was in the story, you just didn't know it was Mike Davis.
You know, he was a good friend of Richard's.
He was the one that came with Richard to pitch RoboRally.
So Mike became the VP of R&D.
I think the first VP. I think Glenn Elliott had been in charge of R&D. I think the first VP.
I think Glenn Elliott had been in charge of R&D
but wasn't a vice president.
So Mike became the first vice president of R&D,
I believe.
And he was there for a while.
He ended up,
he and I overlapped for a couple years
and then he moved on to do some other stuff.
Mike was a real sweet guy
and, I mean,
I keep saying was. He is. These guys are not dead
or anything. I just interacted with him a long
time ago. I had a
great fondness for Mike and he,
like I said, if it wasn't for Mike, I wouldn't be at
Wizards.
The other thing that was interesting is
that
I had worked with a lot of different sections of the company,
and that when I first said that I wanted to work at Wizards,
the Duelist was interested in me because I had done a lot of stuff with the Duelist.
The Magic team was interested in me, and R&D was interested in me.
And Mike fought really hard to get me in R&D, and so I'm really, really happy that Mike did
because I've had a good time in R&D.
So what else does I want Mike?
He's sweet.
I mean, he's a gamer, too, but he is not as,
he's a little less hardcore.
I mean, he enjoys games and loves gaming.
And I believe that RoboRally was a co-design
between Mike and Richard.
So I guess Mike did do some game design.
Anyway, like I said, he was, unlike most of the rest of R&D, and Richard. So I guess Mike did do some game design.
Anyway,
like I said, he was,
unlike most of the rest of R&D, the stories I'm telling were like, they were stubborn. Mike was not
nearly as stubborn and
was very easy to get along with.
I liked Mike a lot.
Okay, other people.
So,
Richard comes out, Mike Davis
comes out shortly after that. Soon after that, so either during the fall or the winter, so, uh, Richard comes out, Mike, Mike Davis comes out shortly after that, soon after
that.
So either the, during the fall or the winter, so either the fall of 93 or the winter of
94, Scaf and Jim come out.
I think Dave comes out shortly after that.
Uh, what else can I say about Dave Petty?
Um, Dave was very exact in what he wanted.
One of the things about the East Coast Playtester is that there were legendary stories about
them designing, which was, you had four actually
really good designers.
One of the things about
Alliances, for example,
was the last that they did.
So the East Coast Playtasters
did Antiquities, Ice Age,
Fallen Empires, and Alliances.
And I,
my favorite set
before I came to Wizards
was Antiquities.
One of the sets
that people asked me
that I thought showed
the most potential for the future was Alliances.
I thought they were a very, very good design team.
They had their biases.
They really didn't like flying.
But in general, I really like a lot of the stuff the team did.
And I enjoyed working with Scaf and Jim and Dave.
I've enjoyed my interactions with Chris.
I've never worked with Chris.
But all bright guys, all really understood magic and gaming and that.
A lot of early magic.
If you, I mean, they're the people that really put, I mean, some of the people,
that really put magic on the map.
And the three of them did a lot of the early development.
So what happened was, let me figure out the timing here.
They got out here in time to do development work on Legends.
That's the first set I believe they did development on.
So what happened was,
magic exploded.
Peter's like, oh, we've got to make more sets,
we've got to make more sets.
And so Richard made Arabian Nights mostly by himself.
Antiquities was made by the East Coast Playtesters.
And Legends was made by,
led by a guy named Steve Connard,
who was a role-playing buddy of Peter Atkinson's
and Legends was based a lot on
a lot of the characters and stuff from the role playing
games that they had played together
most of Dungeons and Dragons
and the
R&D, the first set they worked on
was they did some development on it
and if you've ever seen the cards
from the design,
Steve Connard is an awesome man and very imaginative.
Legends had a lot of very cool and neat ideas.
But if you've ever seen the original Legends card,
they were written very...
They weren't any technical speak.
It's kind of like, go get a guy and he comes and plays
and he fights with all the other people.
And like, well, what does that mean?
He sort of just got
the gist of what he wanted, but then
R&D had to sort of turn that into
actual magic ease.
So the first thing they worked on
was Legends.
So, also
that came, so the
East Coast Playtesters, that was one group. The other big playtest group, and there were some Coast Playtesters that was one group
the other big playtest group
and there were some individual playtesters that Richard had
but there were two main groups
the other group Richard met through his bridge club
and that was the group
East Coast Playtesters did Ice Age
and the other one
when Magic first took off
he assigned each of his groups
a set to work on knowing that eventually they'd need it and it took off, he assigned each of his groups a set to work on,
knowing that eventually they'd need it.
And it took off faster than he thought, so that's why some quick work had to be done.
The other group he met through the bridge group would go on to make Mirage and Visions.
So that was a group that Bill Rose was in, a guy named Joel Mick, Charlie Cattino,
Don Felice, Howard Kallenberg, I think is his last name, and Elliot
Spitzer. If I get Howard and Elliot's last name
wrong, I apologize. I literally met each of them
once.
So what happened is
that group
would design
Mirage. Joel
Mick actually worked with East Coast Playchafters
on Antiquities. And Joel
was the first person from the Bridge Group,
they don't have a fancy name like the East Coast Playstafters,
to come out to Wizards.
Joel, in fact, was the very first head designer of Magic.
Well, I mean, one could argue Richard was the first head designer,
but once Richard was moving on to other things,
Joel was the first head designer that wasn't the creator of the game.
And when I say head designer, he was head designer slash developer. It was actually one to other things. Joel was the first head designer that wasn't the creator of the game. And when I say head designer,
he was head designer slash developer.
It was actually one role back when.
It would get split into two later. In fact, when I became head designer,
it got split in two, because I really
didn't have the chops to be head developer.
So Joel was
the original head designer slash head developer.
He was there...
When I talk about the waves of design, he was
oversaw the second wave of design, or
the beginning of it. He was the person who
was the head
designer during the period where
we did Mirage. I mean, Bill was the lead designer
of Mirage, but Joel was the head
designer, and he was the one that pushed us
toward
doing blocks and stuff. That was
his doing.
Now, Joel would later go on
to become the brand manager of Magic,
and probably at some point,
one of my who's who's will be on the brand managers of Magic.
That's actually an interesting thing,
and I'll talk more about Joel there.
But Joel did a lot of innovations on the brand team,
real quickly,
like stuff like rarity
icons and
premium cards. That was all Joel was doing.
Joel's reign as head designer.
Sorry, his head as block.
Let's try this again.
Joel has a lead as brand manager
of Magic.
So, in fact, two of the people today, both Scaf Elias and Joel
were brand manager of Magic for a while.
Joel for longer than Scaf was. So, in fact, two of the people today, both Scaf Elias and Joel Mick, were brand manager of Magic for a while. Joel for longer than Scaf was.
So Joel was, what did Joel do?
I think Joel, was he in business?
I'm not sure what Joel did before he got here.
I do know that Joel, I think he'd been a manager because he managed very well.
And Joel and Bill were really, really good friends.
One of the funny things about Joel
is Bill and Joel had gone on a trip to Europe,
and this is before cell phones,
so they were supposed to meet up
in a certain city at a certain place,
and then Joel just never showed.
And that became a running joke
of what was called getting Joel'd
when someone was supposed to show up and they just didn't show up
and that became lingo in R&D
so if you had a meeting and someone just didn't show up
for the meeting, you got joled
it's funny now because one of the
things I tell stories about some of these people
people in R&D now, most of them don't know who I'm talking
about because
you know, of the
I'm going to mention in a second Charlie Coutinho
of the first wave people, the only person that's still there, first wave, is Charlie Coutinho.
And of second wave, the only one still there is me and Bill.
But anyway, second wave is not this podcast.
Okay, so Joel, Joel came out, I think, shortly after Scaf and Jim, and definitely started definitely worked on a lot of the early stuff.
Charlie Cattino, who was also part of the Bridge Club,
he came out later.
He came out in February of 1995.
So I call him the tail end.
So the first wave starts in the summer of 1993
and goes through the beginning of the winter of 1995.
That's the first wave.
Most of them actually got hired at the end of 1993, beginning of 1994. Charlie, in some
way, is his own wave, but I tend to think of him as being more of the first wave than
the second wave, although he's definitely in the middle. So Charlie ran, I think Charlie
worked in a chemistry lab before he came out. I think he was a...
I think he majored
in chemistry, I think.
That's a good question.
I know he worked
in a chemistry lab.
So Charlie was...
Charlie is currently...
He worked on Magic
for quite a while,
worked on other games.
Now he's in charge
of our Japanese
trading card games.
Well, he's in charge
of Duel Master,
which is our Japanese trading card game, and Kaijudo, which is, we brought it
to the U.S. It's slightly changed, but we brought it to the U.S.
Now Charlie runs that.
For many years, Charlie was on
the design teams, obviously, for Mirage and Visions.
I had him on the design team for Tempest.
He did a lot of early stuff. Charlie
was one of
the earliest advocates of
don't make all the cards. You want a balance of cards. Charlie was one of the earliest advocates of don't make all the cards.
Like, you want a balance of cards.
Charlie was one of the big voices of you need bad cards.
That magic can't just be every card pushed.
And Charlie was one of the people saying we have to watch the power level.
We've got to pull stuff down.
Charlie really actively would like to make bad cards. In fact, ironically, Charlie's favorite bad card he ever made was
a
Mirage
Lion's Eye Diamond.
So he made a Lotus that you had to discard
your hand and tap for three colors mana.
I made one change in development, which I said
if it's going to be a bad Lotus, it should be a bad Lotus.
And I changed it to three of one color.
And anyway, it went on to be the most broken card
in the set. So, Charlie's job of making a broken card.
He made plenty of other, not broken cards.
His job of making a weak card.
Charlie is super fun, and he always has a smile on his face.
And he is almost the opposite of some of Jim and Scaf.
I mean, I guess Charlie can be stubborn and can argue,
but he is less likely, you know.
He usually tries to find a way to find the solution
that makes everybody happy.
He definitely is good at finding the middle ground,
and he's a very, very good sort of people person.
Charlie, by the way, for a while, was a level five judge
and used to judge the Pro Tour.
He wasn't the very
first level five judge, because that was Tom Wiley,
one of these who's a lot to be on rules managers,
but he was the second,
I believe the second level five judge.
And he had judged a whole
bunch of events. He was a very good judge,
I thought.
So Charlie came out, the tail end came out in February of 1994. Charlie was a very good judge, I thought. So Charlie came out,
the tail end came out in December, or sorry,
February of 1994. Charlie, by the way, now
has the distinction of everybody who currently
works at WOTC to have worked at
Wizards for the longest amount of time.
There are some people who used to work at
TSR, we bought them,
the Dungeons & Dragons people, that still work at Wizards,
so they've continually worked on D&D
longer, but they've not continually worked for Wizards longer.
Charlie is the longest employee.
I, right now, am number seven or eight.
Bill Rose is one ahead of me
because he started two weeks before me.
But anyway, Charlie, I started in October of 95.
Charlie started in February.
So that is the first wave.
Like I said, there's a lot of other people that were around, a lot of people that did stuff.
These were the major players that had the biggest impact on Magic.
Um, and one of the things to remember is, so let me walk through what they did. Um, okay, so this group showed up in time to do, or a bunch of the early ones, did the development work on Legends.
They then, The Dark was done by Jesper Mirfors, who was the first art director for Magic.
And they did the development on The Dark.
Next was Fallen Empires.
That was East Coast Playtesters.
They did that.
And they both did it
and did their own development work on it.
After Fallen Empires was Ice Age.
That was also the East Coast Playtesters.
After Ice Age was Homeland.
I did a podcast on this.
So Homeland was two people from Wizards,
Kyle Namvar and Scott Hungerford.
Kyle ran
the customer service group
and Scott
or Scooter was on
the creative team
it's called continuity of time
but it was the creative team
and they made Homeland
R&D had a big fight over Homeland
because they didn't like the original design
they did some
development on it.
Probably not as aggressive
as they would want to do,
but
they really wanted to make major changes,
and Peter wouldn't let them do that.
So, they were there
for Homelands. And then, Homelands is the
first set that I was not yet
working at Wizards, but I was
a playtest group. I did a playtest work on Homeland.
And then
the passing of the torch between
the first wave and the second wave would be
during Alliances. In fact,
all the first wave, or most
of the first wave and most of the second wave were on Alliances.
Alliances had like a
development team of like 13 people.
But a lot of...
So what happens is
these people spent...
The first wave spent
almost two years,
a year and a half working on Magic.
And then Wizards was growing,
and so they were all interested
in working on other games.
And that we were making new TCGs
and new games,
and so Scaf kept...
Scaf is the one of the original ones
that kept his
toe in the most. I mean, he still
worked on organized play stuff. He was
on the occasional development team.
So Scaf kept his
fingers in Magic. Jim
went on to do
other trading card games. He was
in charge of other trading card games for a while, and then
new games, and then he ended up being
the VP of R&D.
Dave Petty ended up going back
to school, so he did not stay around too long.
So he worked on Magic, and then he ended up
leaving.
Joel Mick
would go on to become brand manager of
Magic.
Charlie Coutinho would go on to be
in charge of our Japanese TCGs.
Mike Davis
was the vice president of R&D.
He was there for a couple years, and then he left
to go on to do some other stuff. He was
still making games, but other places.
And that is
wave one.
One of my plans, by the way, real quickly, I'm almost to work
with this Husu, is I'm going to try to mix up a by the way, real quickly, I'm almost to work with this Husu,
is I'm going to try to mix up a little bit
the kind of Husu that I'm doing.
I'll definitely get through all of R&D,
but I'm not just going to do R&D.
My plan is that there's all sorts of different people
that worked on Magic.
And so my idea is I want to run through,
I'm going to pick some area of, like, today I did R&D,
but I'm going to pick some area. In the, today I did R&D, but I'm going to pick some area.
In the future, my idea is I will talk about rules managers,
I will talk about art directors, I will talk about brand managers.
You know, I will pick different aspects of the game.
You know, I can talk about creative team members.
I want to pick sort of different people that had their hand in magic.
And like I said in my intro today,
if you want to understand the history,
you know, understanding history is understanding people.
This is very much true if you study history of anything.
That, you know, what made changes happen?
People.
What made magic the game it was?
People.
You know, and that one of the things that's very, very important to understand
is that magic is a game,
and the reason Magic is where it is now, 20 years later,
is all the hard work of all the people along the way that kept innovating and improving on the game.
And if you look at early Magic, you know, the first wave, for example,
these are the guys that came up with Standard as a format and understood the importance of Standard.
A lot of these people were the people that started pushing toward a lot of the rule changes.
I mean, some of that would be Bill in the second wave.
Oh, so by the way, what happened is, well, I'm getting ahead of myself.
This group did formatting.
They started doing some rule things.
They really revamped a lot of stuff on templating
and understanding what shouldn't go in a set.
They really much sort of started ironing out
that a lot of the early color pie,
like color pie early on was a little bit in flux.
They're the first ones that started sort of figuring out
where things needed to be.
So this early group really was the ones
that took magic from this kind of infancy through
its toddler years and got it to the point where it was a little more stable.
The early group was also ones that, as magic started going international, this is the early
group.
There was a lot of work early on of making sure that new markets and new languages sort
of, you know, you had to figure out how to start them
when they weren't starting at the absolute beginning.
And anyway,
this early team did a lot.
That if you love magic, a lot of things
that you think of as probably being
a core part of what the game is,
things you may not even realize the game didn't start with,
this group got and came together and brought.
But,
this group decided they wanted to go on and do other things.
And so they decided they needed to hire a whole new wave of people
that could take care of Magic R&D.
That wave was what I call the second wave.
I will come along with that.
Bill Rose, Mike Elliott, William Jockish, Henry Stern.
So anyway, when I pick up
like I said, this series is not going to be consecutive
I'm not even sure
the next time I do this I'll do R&D
but the next time I do R&D
so the next Who's Who R&D
I will do the second wave
in which I'll introduce
basically my group
when they came in, how they came in, where they came from
I'll talk about background a little bit and basically my group, when they came in, how they came in, where they came from.
I'll talk about background a little bit.
Anyway, I hope you guys enjoyed today.
I purposely decided to do this because it's its own thing.
For the people that don't care,
they don't have to listen to it.
But I want people to know
who the people were that made the game.
They're an awesome group of people.
And magic exists because of their hard work.
And so I'm going to spend some time
over the next...
I'm sure it'll take years
for me to get through all the people.
But I'm dedicated to doing
this Who's Who's category
to really introduce you guys
to all the people
who made Magic Magic.
Anyway,
as much as I love talking about
magic history and magic people,
even more,
I like making magic.
So it's time for me to go, guys.
I'll talk to you next time.
Ciao.