Magic: The Gathering Drive to Work Podcast - Drive to Work #131 - Story History
Episode Date: June 13, 2014Mark talks about the history of the story of Magic. ...
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I'm pulling on the driveway. You know what that means. It's time for another drive to work.
Okay, so today I'm going to talk about the story of magic.
Actually, I'm going to talk about the story of the story of magic.
So today is not about the story itself, but about the different means and ways we've tried to tell the story over time.
So it's a history of the story rather than actually the story.
There's a lot of story, and maybe one of these days I will do podcasts about different parts
of the story, but today is more of a history thing about how the story has been done.
So we'll begin, we go way back to Alpha.
So when Richard Garfield first made the game, Alpha didn't have a lot
of story in it. It had a bunch
of names. Urza had
some glasses, and he had some sunglasses.
Apparently he liked
vision wear. Mishra
had an ankh.
Nevnral was there.
He had a disc. There were people
mentioned, but other than people mentioned,
there wasn't any inherent story. The flavor text didn't really come together to tell you any larger
story. There were just, there were characters mentioned. So the first expansion was Arabian
Nights. That did have story, but not magic story. That really was just taking famous
stories from Arabian Nights, you know, Sinbad and Aladdin, and bringing those to life.
But the second expansion, called Antiquities,
now that, my friends, that's where we begin.
So what happened was, back in the day,
the people that designed the set also did story.
There wasn't a creative team at the time.
So the people that did Antiquities
was the East Coast playtester. So
Scafalias, Jim Lynn, Dave Petty, Chris Page. Also Joel Mick, who worked on the Mirage team,
he was the co-designer of Mirage, also I believe worked on Antiquities. So what happened was,
by the way, Antiquities wasn't the first design they did. What happened was when Richard realized
that the game was getting big, he had all his playtesters work on sets,
but then when magic started sort of exploding,
they realized they needed to get some sets out.
And so they quickly put together some smaller sets.
Richard put together the Arabian Nights,
and East Coast Playtesters, with Joel,
put together Antiquities.
So one of the things that really drove the idea
behind Antiquities, there was two things.
One was it had a mechanical theme.
It was an artifact set. It was the One was it had a mechanical theme. It was an artifact set.
It was the first set
that had a mechanical theme to it.
I mean, obviously,
Arabian Nights had
a flavor theme to it.
So,
and the idea was
that
the East Coast Playstructures
took the story
that kind of was hinted at
very briefly in Alpha,
Urza and Mishra,
and said,
okay, these guys were important.
And what they did is,
they tried to build a story such that
you were like archaeologists,
and as you were playing cards,
you would see snippets of flavor text.
And the flavor text would hint at the story.
So Antiquities did this thing where
they didn't really tell you the whole story,
but they hinted at a story
and gave you bits and pieces. And the idea was that you could fill a lot of it in, thing where they didn't really tell you the whole story, but they hinted at a story and
gave you bits and pieces. And the idea was that you could fill a lot of it in, but that
as you gathered these antiquities of days gone by, you could learn about where they
came from. And that, underlying it was a story that we now refer to as the Brothers' War.
So for those that don't know their magic, story history. Urza and Mishra,
two young boys, they go
in the cave of Kaelos and they discover
what is it? The power
stones? The might
stones? Anyway, they discover
something and they realize it's a new
source of energy. They become artificers.
Urza eventually becomes a planeswalker.
Anyway, they have a
massive battle.
The two of them, through their artifice, they make machines.
And there's a mighty war between the brothers.
And Antiquities did a lot to introduce new characters.
There was Ashnod and Taunos.
And, you know, it definitely sort of, for the first time ever, put context to magic.
That, as you were playing, you realized there was some larger story going on.
Now, around the same time,
magic started doing novels.
So the original novels for magic,
I think the very first one was called Arena,
and it was about a man who fights with magic.
After that, there was a trilogy.
I think they called it the Whispering Woods trilogy.
One of the books was called Whispering Woods.
Anyway, the main character is a guy named Garth One-Eye.
And interestingly, Garth was not a planeswalker,
but rather, he was the victim of planeswalkers, and the planeswalkers
kind of ended up being the bad guys in the story.
In fact, so the very
first chapter,
Garth is at home, hanging with his
family, and two planeswalkers
are fighting, and one of them casts a
pestilence, and the pestilence
destroys the village and wipes out
Garth's family. And I remember reading
this, and I was like, what?
I'm like, so every time I cast Pestilence, I'm like,
I wonder what family I'm destroying.
So anyway, it was a very odd choice,
being that the game players were the planeswalkers.
I'm not quite sure why they chose to make the planeswalkers these villainous creatures.
But it did, one of the problems that,
we'll address this later, as you'll see,
is planeswalkers early on were godlike.
They really could do almost anything.
And it is hard to write characters that are godlike.
And like I said, this will come back to become important.
But anyway, they did a bunch of novels.
Originally, the reason the novels actually sold decently well was they put unique cards in them.
They're called the book promo cards.
And so if you bought Arena,
you got two cards,
like Arena and Sewers of Estark.
And anyway, after that,
each book had one in it.
And some of the book,
most of them were kind of innocuous.
Um, but, uh, one of them ended up being, um, was it Mana Crypt?
Ended up being really, really good.
Um, and that's the only place to get it.
And so what happens, you'd buy the book, there'd be a page in it, you rip it out, you mail it in, and then you could get the card.
They mail you the card. Um, and we decided we we changed our policy and said we're not going to put unique
cards in products as
promos anymore.
If you want cards, they come out of products we sell
and the promos now are
alternate versions of things
but not things that don't exist
for sale product.
Anyway, those
novels did okay
and then eventually the next batch of novels started sort of going to actual source material.
So the next batch of novels, I believe, were like Ice Age.
And they actually, not after the fact that they'd already come out,
but they went back and started to write novels based on card sets.
And the writers they got for those, the thing that was funny about those was
because the card sets were finished and done,
the writers tended to use a lot of card material.
And so you almost could read the novels and go,
oh, oh, I see he's casting that spell.
Oh, yeah, yeah, that's this spell.
And so it was almost prescriptive
in the amount of direct card referencing there was.
So, meanwhile, inspired by Antiquities,
the people who designed sets,
and what happened was we started to get a creative team.
It was called Continuity back in the day.
So, after Antiquities was Legends.
Now, Legends had stories built into it,
but mostly what it was is Steve Conner and his team were using characters from the role-playing sessions that he and his friends had played,
and that the characters were characters from role-playing sessions.
So there was a backdrop, and there were characters, and there was some sense of story,
but it wasn't a magic cohesive story as much as was a lot of snippets of things going on pulled from role playing.
Then we get to the dark.
The dark had a tone.
I think there must have been
some story underneath it,
but there wasn't a lot
of avenue for the story.
There later would be
a book about it, obviously.
And then we get to
Fallen Empires.
Fallen Empires was also made
by the Antiquities fellas, these ghost poet chapters. And Fallen Empires. Fallen Empires was also made by
the Antiquities fellas,
these Coastal Chepters, and Fallen Empires
very much had a story.
It was a war. In fact,
there were five different
factions
tied to color, and then each faction
had kind of a
ruling race and a
subjugated race.
And so there were fights between different factions,
and then within each faction,
there was a fight between the two races within the faction.
So there was a lot of...
There were some empires that were falling, if you will.
And there was a lot of conflict built in.
So once again, the same people sort of built in a story into it.
Then we get to Ice Age, also done by the East Coast Placetouchers. And Ice Age very, very much had a a story into it. Then we get to Ice Age, also done by the East Coast Playtesters,
and Ice Age very, very much
had a story built into it.
It was about Terrasier,
it was the continent on Dominaria,
there was a great Ice Age that came,
there were, I mean,
there were main characters,
and there were villains,
and, I mean, things happened.
Ice Age, in some ways,
was the first, I mean, antiquities clearly hint Age, in some ways, was the first...
I mean, Antiquity clearly hinted at a story,
but Ice Age was the first one in which,
concurrent to the set, there was a story.
Antiquity was kind of like, here's some objects,
they tell you something about this story from the past.
But Ice Age was like, right now, there's a story
with these characters, and a legendary character showed up,
and, you know, there was an ongoing story.
Then Homeland's came after Ice Age, and Homeland's, top-down, was an ongoing story. Then Homeland came after Ice Age
and Homeland's top down was about a story.
You know what I'm saying?
It was about Sarah and Faraz
and their forbidden love
and the place of Ogathra
and the Singer family
and there's stuff going on.
And so what happened was
we started getting a team,
like I said,
it was originally called
the continuity team,
eventually become the creative team,
they started saying,
oh, there is a story,
and we created a continuity,
and we made maps,
and here's where this story happens,
and here's where these people are,
and there started to be
a story going on there,
so eventually what happened was,
there was a decision that said,
okay, we need to start tying,
oh, wait, wait, I'm jumping ahead, so the next thing that happened, okay, we need to start tying... Oh, wait, wait.
I'm jumping ahead.
So the next thing that happened,
actually, I'm involved in this one,
is I and a guy named Mike Ryan,
Mike Ryan was an editor,
I was obviously an R&D,
he and I were both writers,
and we said, you know what?
You know what?
Magic really needs an ongoing story.
Because what had happened was,
here's Ice Age,
and Ice Age would tell a story,
and then there's Homeland, and Homeland would tell a story, and each set was telling its own story. Because what had happened was, here's Ice Age, and Ice Age would tell a story, and then there's Homeland,
and Homeland would tell a story,
and each set was telling its own story.
And we said,
wouldn't it be great
if there was a story
bigger than just one set?
That there's a story
that's an ongoing story.
And so we pitched
what ended up becoming
the Weatherlight Saga,
or the early version
of the Weatherlight Saga.
And what we had done
is we said,
okay, let's have a cast of characters
that we will identify and create and costume and you'll recognize these people.
And then these people will show up every set.
So it won't just be different characters every time.
It's the same characters.
Now, there'll be new characters as our cast of characters interacts with other people.
But these are our heroes. So, you know, there was Gerard and Tongarth and Squee and Sissay and Hannah and Karn and Oram and Stark and Krovacs and Mirri.
And there was a cast of characters in our floating ship, Weatherlight.
And the idea originally was we were going to, like, tell a story in which our heroes go from place to place.
But we were going to have some continuity, that the same characters were going through these stories.
And what happened was they got in a big team, and we storyboarded, and we figured out what the characters looked like.
And early on in Tempest, we actually put a lot of the story, like, not only was there a story, it was mapped out, and we tried to show every piece of it in art.
every piece of it in art.
So if you go online,
this was in the Duelist,
but it's also online,
and search on our website,
on dailyntg.com,
for Tempest Storyboard,
you will see what I'm talking about.
And there, we explain the story.
It is not just,
it is, imagine like we had made a movie.
That's the kind of,
it's a story.
It's a legit beginning, end, middle story. Now, we were telling a larger story so there's you know
ends in the cliffhanger but um you know the story of weatherlight had kind of been our we were going
to start with tempest and then people were so eager that we did a sort of a pre-story with
weatherlight of the gathering of the of the people together but tempest was the beginning of the story
and tempest really you see most of the art a little You saw a little bit of the art in Weatherlight,
but that was done
kind of after the fact.
So not too much art
was in Weatherlight.
A lot of art was in Tempest.
We were telling the story.
If you read the flavor text
and looked at the art,
you had to get a little help.
That's why we had
that storyboard in the Duelist.
But anyway,
so we started telling the story.
Now, along with that,
there were a series
of short stories.
There was stuff in the Duelist.
There was a whole novel of short stories.
So we started telling stories about these cast of characters
and about what's going on.
Around that time, I believe, we started doing novels.
So the first series of novels was short stories
on the Tempest story, Tempest block.
And I believe, starting with Urza's Saga,
we began doing novels, if I remember correctly.
So what had happened was a different group of people sort of took over the story.
That's for another day.
And they decided that they wanted to get Urza involved, and so they went back in time.
They wanted to get Urza involved, and so they went back in time.
And so after the Tempest story, they spend a year doing a prequel talking about how all this was Urza's doing.
That was sort of built into the story.
So Urza's saga was a saga of Urza.
And basically through the story, you learn about how Urza interacts with Yawgmoth
and the Phyrexians and how he realizes they're a great threat.
And so the Weatherlight Saga
became this story of Urza through the Weatherlight
trying to stop the threat of the Phyrexians.
And so Urza Saga,
so each set had a story that dealt with it.
So there was a book on Urza's Saga called Urza's Saga.
There was a book on Urza's Legacy called Urza's Legacy.
There was a book on Urza's Destiny called Urza's Destiny.
So during that period, there were novels that actually
explained the story
of each thing of what was happening.
And this is when we first
started learning, I mean, we
kind of had known it was a problem, but
we started to try to tell stories with Urza.
And Urza was
an old school planeswalker.
He was powerful.
I mean, he literally could create and destroy entire planes.
That's pretty powerful.
When you talk about being like a god,
the ability to create and destroy worlds is pretty godlike.
And it became tough.
A lot of what they found was they started telling stories
to people around Urza.
You know, like Baron was the wizard that worked with him,
and Baron was Henna's dad, for those that don't know.
Anyway, so we started doing individual novels to get the stories.
Now, what had happened at this time was the following problem,
which was the previous set of novels were about magic sets,
but they were about already finished magic sets.
Here's a book about Ice Age,
now that Ice Age is two years old.
And what the thought was is,
well, we want to be telling stories
about the current things,
not the past sets, but the current sets.
And so we launched this mighty plan of,
well, when Urza's Saga comes out,
the Urza's Saga book comes out.
The problem with this plan was that
the timeline between how much advanced knowledge
the writer needed to write the story
and how much advanced knowledge we needed to do the card set
didn't really work well, meaning that
we needed to know...
So, for example, one of the characters,
I forget which of the Urza Saga books,
but one of the major characters in one of the Urza Saga books was Xantcha.
So for those that played Urza Saga, you guys remember the legendary creature Xantcha?
No, you don't. It didn't exist.
Because we didn't know until too late in the process that this character mattered.
And so here's a major, major character in the book that literally didn't show up in the card set.
And we had a lot of those kind of problems
where it was hard to do the link up.
Now, on top of that, the other problem was,
right now, we've spent a lot of time and energy
creating processes where design and creative
are intertwining all the time
and making sure that everything is working together.
That didn't really happen back in the day.
I mean, it happened during Tempest
only because I was in charge of the Tempest story
and I was the one designing Tempest.
But after that schism,
there was kind of a break
between R&D and the storytelling people.
I guess you could piece this together here.
And so they really weren't consulting with us.
And so there was a story being made,
and there was a card set being made,
and they really did not interlink as much as they needed to,
to the point that major characters would show up in the novels
that weren't in the card sets.
Things would happen in the card sets.
There were major cards in the card set
that weren't at all in any way acknowledged,
and so some things overlapped.
We tried.
I mean, I actually did the card concepting for Urza's Legacy.
So I remember getting notes on the story,
and I was trying where I could to show scenes.
Like, there's a card called No Mercy.
So for those who don't know, Urza's Legacy, actually,
is one of my favorite parts of the Urza Saga story.
So Urza had started, he had a Tolarian Academy,
the Tolarian Academy, and he was messing around with time.
The reason he made, he made Karn Silver Golem.
The reason Karn is made out of silver is silver is the one object that can travel through time.
And Karn was meant to be, anyway, it's a whole other story.
But anyway, there was an accident on Teleria.
And Teleria had, there were time bubbles.
So there was a time explosion, and different
bubbles on Teleria were trapped such that time went at a different speed. So, for example, Teferi,
young Teferi, he was a student at the time, was trapped in a slow-moving bubble, and they had to
watch him, and he was trapped for a long time, in which he was moving super, super slow. Meanwhile,
the Phyrexians were there, and were planning this, I don't know, invasion or whatever.
They were planning something,
and they got caught in a fast time bubble.
And so where they were, they were evolving so fast
that even though Urza and his people could see they were there,
whenever they would try to invade to stop them,
the Phyrexians saw them coming as if they were coming in slow motion
and easily were able to dismantle any threat that came at them.
And so No Mercy shows the Phyrexians
dismantling the
oncoming attack from Urza.
And so, like, we tried what we could
to show stuff.
But it was problematic.
It was not a perfect system.
And the schism kind of grew wider
with time.
So eventually, I mean, that continued for many years of us doing the novels.
And so we started trying to do some other stuff.
So what happened eventually was, so we, if you look at Magic,
we had really done up until when we get all the way through.
So after Invasion, so Invasion was the end of the Weatherlight Saga.
After that, there were two blocks that were set on Oteria, which was a continent of Dominaria,
which is where the story with Kamal and the Cabal took place.
Sounds like a little kid's book with Kamal and the Cabal took place. Sounds like a little kid's book.
Kamal and the Cabal.
And that was the whole story
about the Mirari and pit fighting.
Anyway, we got a little better
about trying to match up stuff
as we got a little farther, I guess.
We started at least having
the characters match up
and the characters that mattered
in the story were there.
But the problem was the novels were written by people that were separate from the building and it was
very hard and so the little details didn't always match up. But eventually what happened
was we decided that we needed to get off of Dominaria. So if you look back up through
the end of Onslaught, technically Arabian Nights was
on Ravaya.
Arabian Nights?
Arabian Nights?
Anyway.
Homelands was on Al'Gothra, and then Tempest, Block, and Nemesis were on Wrath, and Mercadian
Mass was on Mercadia.
Other than that, everything in Magic had been on Dominaria.
And, as part of the story,
Wrath and Dominaria got overlaid, so even
Wrath was gone. We didn't really want to go back to
Robia. Ogothra was not particularly popular.
Mercadia was not particularly popular.
So, we didn't have a lot of worlds ready to go to, so we decided
that we wanted to start making our own worlds.
Hey, part of what made Magic
the same was you went to a new world every year.
We should actually go to a new world.
It's a plan we had started to do with the Weatherlight Saga,
but it kind of got derailed.
So we were trying again.
Mirrodin was our first attempt.
That's in which the creative team itself made the world.
That's the first world really where the creative team crafted a world.
We talk about our modern world making.
That's the first kind of real world that the creative team,
that's the beginning kind of the modern-day creative team
was Mirrodin.
And it was a world in which it was crafted
to match what the mechanics of the world wanted to be,
which was an artifact world.
And so, you know,
Mirrodin was crafted to be an artifact world.
Kamigawa, we tried this experiment of doing a top-down based on Japanese mythology
with obviously some mixed results
after that
was Ravnica
and Ravnica was us building a city world
which went really well
and so what we found was both Mirrodin and Ravnica
had gone very very well
Kamigawa had some problems but we realized what we had done wrong
but we really realized we had done wrong.
But we really realized we were getting good at making worlds.
So then the big problem that was lasting was the planeswalker is God problem, which was what we wanted to do, really,
when we would leave Wizards and go talk to other people about our story,
they always would ask, who's your main character?
And we were always like, well, this year.
And what we needed was, we needed something that was sort of, what is magic about?
And we sat down and said, okay, what is magic about?
Magic is about people fighting with magic.
It's about planeswalkers.
That's what you, the player, are.
The center of our IP should be our planeswalkers. That's what you, the player, are. The center of our IP should be our planeswalkers.
But the problem was our planeswalkers were so
powerful that it was hard to tell a
story about them.
And so one of the things I remembered was
when Superman
got created in the 30s,
and when he was first created, he wasn't
that powerful, not as you think of Superman
today. In fact, if you
know, so he was faster than a
locomotive. I'm sorry, he was
more powerful than a locomotive, faster than
a speeding bullet, able to leap
a tall building
in a single bound. And I'm like,
well, why are they talking about him jumping over buildings?
Because he couldn't fly. He just could
jump really far, you know.
And faster than a speeding bullet
is fast. I mean, bullets are fast, but
you know, or mightier than a
locomotive is strong, but, you know,
those aren't particularly, you know,
Superman would later go on to, like,
be able to change the rotation of the Earth, or
like, to clean his outfit, he used to
fly through the sun, you know.
And like, well, and so what
DC, the people who make Superman,
decided was, oh, they needed to depower him a little bit.
And so they had a thing called Crisis on Infinite Earths, where they sort of revamped everything.
Not just Superman, but when they brought him back, they depowered him a little bit.
He couldn't just breathe in space.
He had to hold his breath.
He needed some oxygen.
He could hold his breath for a while, but he needed to hold his breath.
And he wasn't quite as strong as he had been.
He couldn't rotate the Earth anymore,
and he couldn't fly through the sun.
We needed to do the same thing with our Planeswalkers.
We needed to depower them.
We needed to make characters that we could tell stories about.
And so Brady Donmermuth was the head of the creative team at the time.
He and his team came up with this idea
of having this time calamity,
which took place on Dominaria,
this is a time spiral,
and that the planeswalkers
would have to use their spark.
So for those that don't know what a spark is,
within certain people,
and like one in multiple millions of people,
it's very, very, very frequent,
they have this thing called a spark.
If the spark ignites,
which usually is caused by some trauma,
you are now able to walk between worlds.
Understand the average person has no idea
that they live in a multiverse.
As far as they know,
the world they live in is the world that is.
And so one day something happens,
boom, the spark happens,
they walk to another world,
and like, eye-opening, other world, what?
And so we like the idea of our planeswalkers
being people that were not so uber-powerful.
And so what we did is all the planeswalkers
ended up giving up their sparks,
some voluntarily, some not voluntarily,
to heal a rift that the multiverse was breaking down.
And basically what happened was it healed the multiverse
and the multiverse sort of redistributed our sparks,
but the sparks were not as powerful
as they once were before.
And we created a new batch of planeswalkers.
Originally the plan was for them
to come out during Future Sight,
but we needed a little bit more time,
so they ended up coming out for the next set in Lorwyn.
What people now know as the Lorwyn 5,
which was white was
Ajani, blue was Jace,
black was Liliana, red was Chandra, and
green was Garak. Each one was
meant to be the epitome
of their color.
They were supposed to, you know, that the
white mage was very white and noble
and looking for the greater good, and the white mage was very white and noble and looking for the
greater good, and the blue mage was curious and mental, and the black mage was selfish
and out for power and such.
And they worked very, very hard in stylizing them and giving them a cool look, and so we
made the new Planeswalkers.
And at the time, I had a podcast on this, Matt Cavada came up with an excellent idea
that said
if we want people
to care about planeswalkers
we've got to bring them
in the game
and that led us down
the path of making
planeswalker cards
which have become
very important to our game
and so
we went down the next path
of trying to
tell stories
of the new planeswalkers
so we wrote some books
about the new planeswalkers
and we tried them into
different, uh, sets we were doing, but then we said, okay, let's try some other stuff. The,
the, the books, the books weren't doing all that great. Not a lot of people were buying the books.
Um, for a while we put them in our fat packs and the number one means by which we were selling
books was through the fat packs. Um, So we decided to try some other things.
We did a series of webcomics
where we had different magic artists illustrate
comics and then we told stories
that tied into the different sets.
We
eventually the novels
turned into e-novels or novellas.
The Secretist was the one
done by Doug Byer for Return to Ravnica.
And currently on sale, or part one is on sale, part two, hopefully by the time you guys hear this, it should be on sale,
is Godsend, which is by Jen Helland and is about the Thero story and all about Elspeth and her story.
And so we definitely
started doing that. We started up a thing called Uncharted Realms, which is a column
on Wednesdays that is a short story column in which we use it to tell lots of the different
stories about what's going on. Some of them tie into the big part of the story. Some of
them are minor. They just fill in little gaps. You know, what is Kiora doing on Theros? Well, there's a story to tell you.
And so we're trying really hard now. One of our goals is, and this has always been a goal,
but as we move forward, it's becoming more center, is we want the story to be something that
everybody who plays magic can partake of at the level they want to partake of.
And the way I like to think of it is, for the people that don't want to go outside of the cards,
we want to make sure that the cards are telling you enough that you have a gist of the story.
You're not going to know all the details, but you know, here's deicide.
That kind of tells you something that happens in the story.
And I will tell you that we are moving even more in this direction,
that we're making sure that we want, if you just played the card set,
we want to make sure that there's enough story there for you.
But on the flip side, if you love story, if you want to dig deep,
if you want to know the intricacies of how the world works and the cosmology,
we're providing that as well.
And so what we're trying to do is give a story for magic
that allows you to sort of participate at the level you want to participate.
And I know there's a lot of energy right now.
I mean, we work years ahead.
So, like, I can see the future.
Story is something that's very important.
And one of the things that I hope to stress in today's podcast is that we have tried lots of different ways to sort of communicate the story to people.
We've tried it in written form.
We've tried it through flavor text, which I guess is also written.
But we've done it through books and novellas.
We've tried it through comics.
I didn't even mention, like like right now there's a comic that
IDW puts out about Gak Faden,
the greatest thief in the multiverse, and
that's definitely showing a different aspect
of magic.
One of the things that we hope is we want magic to be
big enough that there are different facets
of what's going on. Now always there's a major
storyline that we want people to care about, and that storyline
is something that's going to
be something that people are
able to pay attention to. But also, we
love having a lot of little tiny details. Like, one of the
things I love about
the Uncharted Realms is
that
it's great to have
a story about Elspeth and her
journey and what she's up to. But also, hey,
I like hearing about Fibblefip. What's Fibblefip
up to? That, you know, for those who don't know Fibblefip. What's Fibblefip up to? That, you know, for those
who don't know Fibblefip, he's the little one-eyed guy
from Totally Lost who's become
a fan favorite. I have a stuffed
Fibblefip. I have a stuffed Fibblefip.
That's how I say it. At my desk.
Anyway.
So, I am
not too far from work, so I'm going
to wrap this up. So, basically,
there is a second part to this story,
or second part to this podcast. This is actually part one. But
I got up to modern day! What else is there to talk
about? And so what I want to talk about next
time is
gameplay.
So I've talked about how the creative
team tried to tell the story. So what I'm going
to talk about next time is how I, the head designer, and my designers have tried to and are trying to
tell the story. And so part two of this little podcast is going to be about the essence of
how do you tell a story as a game designer? And to me, that is a very fascinating topic. So
if you enjoyed today,
so today,
by the way,
was more of the history
of the story
and less so about
the design
that I'll get into next time.
So anyway,
I'm stopped at a light.
I think any final things
to bring about the story.
I will say this.
If you've never really dug deep into magic story,
there are a lot, there's a lot there.
In fact, the story kind of breaks into a couple parts.
There is the story of Urza and Mishra and the Brothers' War.
And by the way, one of my favorite novels of all time,
written by a guy named Jeff Grubb, is The Brothers' War,
which told the story of Urza and Mishra. And it's one of my favorite of all time, written by a guy named Jeff Grubb, is The Brothers War, which told the story of
Urza and Mishra, and it's one of my
favorite of all the magic stories
put in book form. It is one of my
favorites. I would recommend that.
There was a lot of stories
that went through the sets. Obviously, we had the
Weatherlight Saga,
the story on Eteria with Kamal,
that was a two-year story.
And then what has happened was, one of the things that we've been trying to do is that the magic story,
while it has pieces, all ties together. That the story of the Brothers' War, and what happens
in Terrasier, and what happens on the Weatherlight Saga, and what happens on Oteria. All that's tied together, it's all connected.
And that, what you will find, for example,
Oteria introduces
the Mirari.
And the Mirari becomes a major, important source
of that whole two-year storyline.
But, the Mirari's also important.
The entire, well, I don't want to give anything away,
but the Mirari plays an important
role later on, a very, very important
role later on in the Magic story.
Just like, for example,
Nicole Bolas was introduced
in Legends,
actually part of a Legends story,
part of the Elder Dragon
Legends, and he has gone
on to be a major part of the modern day story.
He's one of the big villains right now of the
story. Karn comes from
the Weatherlight Saga. In fact, he's one of the few characters I created that's still of the big villains right now of the story. Karn comes from the Weatherlight Saga.
In fact, he's one of the few characters I created that's still in the game.
And Karn, you know, comes from a different time period,
and he's still a relevant aspect part of the current story.
So, you know, as much as we're always doing new things,
we're trying to make sure there's some history.
I mean, if you have not delved into the history of magic
in this story, it is a very deep well.
There's a lot of fun and interesting things.
A lot of stuff happened.
Some of them I was even involved in the storytelling.
And like I said,
one of these days,
one of these days I'll tell the White Light Saga.
At least I hope to.
Let's see, I'm almost at work.
Final wrap up is,
so definitely delve in deep
if you'd like to know more about the story.
I believe the comics, the webcomics, I think are
still on the web. Uncharted Realms,
the entire archive is there.
If you've never read Uncharted Realms,
I highly recommend reading it.
Jenna's novella is
I believe currently for sale.
If you want to read Godsend, I think you maybe even
can still get The Secretist if you've never read
about Jace and Return to Ravnica.
But let me leave you with this.
I'll leave you with this thing, which is, as excited as I am about storytelling, I have to say that the creative team is upping their game and that good things are coming.
One of the things that I'm really, really excited about is I love storytelling.
I come from a background in storytelling.
And all the stuff I'm telling you about, I've lived through most of this.
I've been around for a lot of it.
And I believe that the current creative team cares more about conveying the story
and just trying to find more ways to make sure that everybody can get involved
at whatever level they want to be involved.
And that the future of the story is very,
very bright. That there is
a lot of cool stuff coming.
And I guarantee you, when I'm talking
about this two years from now, when
my present is your present,
you guys are going to be smiling ear to ear
that there's so much cool stuff coming for the
story. So if you guys love the story,
there is a lot
of fun stuff coming.
And I'm excited to be part of it, and I'm excited
design's going to be a huge part of it,
and so you will see.
Anyway, as much as
I love talking about magic and magic story
even more, I like making magic,
so I gotta go. But remember,
join me next time when I'm going to talk about
storytelling through design.
See you then.