Magic: The Gathering Drive to Work Podcast - Drive to Work #158 - Block Plans, Part 1
Episode Date: September 19, 2014Mark talks about what design changes went into the Ravnica through Zendikar blocks. ...
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I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, so recently, or somewhat recently, I do this ahead so it's always hard to predict.
I had an article where I announced the end of the three-set block.
And then when I was thinking back, I realized that I actually, since I've been head designer,
have oversaw the block plan for ten three-set blocks. And I thought, you know what,
I talk about individual sets all the time. I don't talk block plans all that much. So today,
and probably next time, will be all about block plans. And I'm going to walk through
all the three-set block plans I did as a head designer and talk about sort of how the block
plan itself came together. Not the individual sets, but how we formed the block. So we will start with the very first set that I led, very first
block that I oversaw as head designer. I happened to also lead the first set. Ravnica, city
of guilds. Okay, so one of the big innovations when I talk about sort of changes that happen
over time is when I took over as head designer I was very big on the idea
that we needed to do more planning for our blocks
that there had to be more, you know, we had to be careful
how we doled things out
and before that
we had a few blocks that kind of
backed into a block plan
but the way we used to do it
is we'd do the first set and then we were done
we'd do the second set and we were done we'd do the first set, and then we were done, we'd do the second set, and we were done, we'd do the third set. And sometimes we'd leave something, but it wasn't really
thought out, you know, we would back ourselves in a corner a lot, we're like, oh, uh-oh,
because we did this and this, oh, it would have been nice if we had thought of that ahead
of time. So, when I became hand designer, I said, okay, we're going to think about this,
we're going to plan our blocks out. Okay, so Ravnica, during design
of Ravnica, I stumbled upon the
I walked into it knowing that I wanted
to do, it was a multicolor block,
we knew that walking in, and
I liked the idea to separate it from
Invasion, which was the previous
multicolor block, to
instead of focusing on playing lots of colors,
focus on just playing two colors.
In order to be multicolored, but be
the other end of the spectrum, that's where you needed to be.
And then Brady Donovan, who was the creative
director at the time, came back with the idea of
I said I wanted all ten color pairs
played equally, and
he came back with the idea of the guilds.
That we were in a city world, and
that each combination was represented
by a different group. I loved
the idea. The second I heard it, I'm like, that's awesome.
And I'm like, okay, that is going to be the backbone of our structure.
And so what I decided was, there's a bunch of different ways to do a block plan.
And so I wanted to experiment.
I wanted to try different ways.
So one of the means that I was interested in trying is what I'll call the pie method.
And the idea here is, is that the block is one entity, and all you're doing is chopping up the pieces. Like, on some level, I'm not sure
Ravnica even necessarily had any chronological movement between sets. I kind of feel like the
whole, all three sets took place at the same time, and we just were showing you different portions of
it. That we had, we chopped it up like, like a pie. And like, you know, four-tenths of it was here, and three-tenths
was here, and three-tenths was here. And so the idea was, what if we use the guilds and said, okay,
let's show off the guilds. And the way to do that is, we would emphasize a certain number each time.
Now remember at the time, this was considered a somewhat crazy block plan. In fact, I mean, block plans didn't exist yet.
But the idea that we were going to have ten colored pairs,
and in the first set, only four of the ten would appear,
was considered at the time pretty radical.
But, once again, one of the things I was looking at is,
how do I make you care about the entire block?
Well, if there's a cohesive whole, and I only give you part of that,
I only give you four-tenths of it, well, you know what? You want and I only give you part of that I only give you four tenths of it
well, you know what, you want the other six tenths
I knew that if I did a set
and there were four guilds
well, humans are pattern completion
it's like, okay, that's great, that's cool
what about the other six guilds?
and then I'm like, okay, we can dole them out
and that would be something that would be cool
is that we do something, we give you part of it
and then why do you want to play the rest of the block?
well, we haven't given you all of it.
And so that was the idea of this block plan,
was the idea that we divvy things up.
You know, that we take it,
and then the reason you want to go to the next part
is because, oh, well, we haven't given you everything yet.
We split it up on purpose.
And really, one of the things that I wanted was,
once I knew I wanted to do guilds, that I wanted was once I knew
I wanted to do guilds
once I wanted to build
around guilds
what that meant was
I wanted to figure out
things that all the guilds got
and then
you would
like there was a lot of
parallel design in the guilds
so that like
every guild
got thing A
and thing B
and thing C
and thing D
which meant that
if I showed you
some of the guilds
in the first set
you had some
expectation for things
to see in the second and third set.
But there also was some surprise.
It was like, oh, okay, well, each guild had its own mechanic.
I figured out early on that in order to give factions separation and identity,
you kind of need to give each one a mechanic.
We've experimented with not doing that.
Obviously, Ravnick was the first time we were doing it.
It was the clear
and lowest hanging fruit.
So we did the lowest hanging fruit.
We've since gone back
and looked,
and I get to cons
the Kareem Tarkir
I'll talk about a little bit
because we actually tried there
not to line them up.
It proved to be
actually really hard
and not,
it makes it hard
for you to identify
what the factions are
when there's not
a crisp, clear definition.
Anyway,
in order to do that, in order to do the parallel
that I wanted, because one of the
things that people argued is, well, maybe what you want
to do is put all ten sets in the first set, then all
ten in the second set, and all ten in the third set,
but what they get, like, they get thing A
and B in the first set, then thing C and D
in the second set, and then thing E and F in the third set.
But the reason I was
very hesitant for that, the reason that I did
not like that plan was
I felt like
if I gave you a little bit of all ten guilds
then none of them would stand out.
Let's say you were drafting. None of
them would have enough meat to them
that you could get a full identity of who they were.
But if I concentrated, if I said, you know what?
I'm only going to do four guilds here.
The other six guilds, they get their time later.
By doing that, well, I gave them space
so that I actually could give them the room to breathe
and for people to see what they were.
And so anyway, that was the first block plan.
That was Ravnica block.
Okay, next came time spiral.
So time spiral started as a set of a block
that was going to be theme-centered.
We had a bunch of mechanics,
suspend being the major one, but we had a bunch of mechanics, suspend being the major one,
but we had a bunch of mechanics that were time-related.
And I said, okay, well, maybe we could do
some sort of time-related block.
So when I got to the block plan,
I was like, okay, well, I want it to be time-related,
but there has to be three components to it.
Time, three components.
And it just hit me.
It's like past, present, future just made a lot of sense.
So if Return to Ravnica was the pie model, which was I give you a unified thing and chop into pieces,
the next thing was this was a sequential model.
It's like, okay, I'm going to take three things that you know in order you know.
You know, when you think of time, time does get chopped up into three components, past, present, and future.
So that said, okay, what we need to do is do this.
I'll obviously go in the order you would expect them, past, present, future.
And then the idea was to try to find the through line to connect them.
Now, I knew that past, present, and future was a nice connector, but it didn't, I still
needed one more thing that bound them together.
And what ended up happening was, while we were working on Time Spiral,
it became clear that nostalgia played an important role.
Especially when you're talking about the past, that nostalgia was, you know,
a lot of what makes the past the past is remembrance of things.
And we had a lot of fun of riffing off the past.
And I had come up with the Time Spiral sheet, the idea of,
well, what if the past was seeping into your pack
what if every pack gave you a card from the past
and the past frame
they weren't new cards, they were old cards
and we ended up with this bonus sheet which had 121 cards
so every pack had this bonus extra card in it
you only got 15 cards
but it was in place of one of the commons you got this card
but the thing that was missing was it needed more of a connector You only got 15 cards. But it was in place of one of the commons, you got this card.
But the thing that was missing was it needed more of a connector.
And so once I stumbled on the nostalgia, what I realized was what makes... Okay, the nostalgia, obviously, the past is to find my nostalgia.
So the interesting thing was I was trying to figure out how do I make the present and the future work.
Well, the present was really tricky because isn't every set the present?
How do I say, hey, I'm the present?
And then I came up with the idea of an
alternate reality present, where it's a
present, but not as you know it, that has been twisted
in some way. And once I knew that,
then like, oh, well, nostalgia becomes important
because if I'm twisting things,
then I have to twist known things.
So the time-shifted sheet for
the Plane of Chaos was
all cards that you knew, but color-shifted.
In this alternate reality, we had changed the color pie, and so these were cards you knew, but not in the color that you knew them.
And then for the third set, which was Future Sight, the same thing, which is...
Obviously the time-shifted sheet would be cards from the future, much like the first know, the first set, the time-tripped sheet were cards from the past,
and the second were cards from an alternate present.
But it also is important to me that I use nostalgia.
What that meant there is that a lot of what was fun for the future
was to do extrapolated future off things that you knew from the past.
Now, we did some new things.
We had some new mechanics, obviously.
But we also had a lot of, oh, here are
morph things that aren't creatures. Oh, I thought
one day maybe they'd do that. We took a lot
of extrapolation. We took cycling
and turned it into wizard cycling.
We just took different things that we knew.
Poison had existed, but we made poisonous.
We sort of ripped off
known things and then made things that were
future things, but part of what
made the future work is that you get to see them.
And I used to talk about to my team during Future Sight that when you see a time travel
movie where a character goes to the future, one of the things they always show you are
things you know from present day, but the futurized version of them.
And the reason they do that is the future means more if you could see some recognizable
things, but in a futuristic context.
You know, whenever you sort of see a time travel movie, they always put a lens on it, which is, here's the past.
Things you know, but the past.
You know, here's the present, and then here's the future.
Things you know, but in the future.
So Time Spiral, like I said, it started as a time block and kind of morphed a little bit into a nostalgia block.
But it also had a nice cohesiveness, which is the past, the present, and the future all meant something.
And they had a cohesive quality to them that, I mean, was self-defined.
When you saw the past, you had expectations of what the past meant.
But anyway, so that was TimeSpiral.
You had expectations of what the past meant.
But anyway, so that was Time Spiral.
Time Spiral very much was trying to do a,
have a sequential quality to it.
Okay, so the next one after that was Lorwyn and Shadowmoor.
So from a block plan perspective,
I thought of this as one block.
They are two mini blocks.
You could think of each of them as their own block.
But the fact that they interconnect with each other makes me feel like,
oh, well, really, this was one mega block in which it was made up of two mini blocks.
So the impetus for this set started from Bill had wanted to do a fourth set.
And two years earlier, because at the time, every other year was a core set.
And then every other year, we wanted to do something else.
And two years earlier, it had been Coltsnap.
And so Bill came to me and said, I'd like to do another four set.
Do you have any ideas?
I'm like, well, here's what I would like to do.
Could we build it in so that the four set is not external to the block, but part of the block?
Because with ColdSnap, it had some problems.
And I had said to him, next time we do this, could you let me incorporate it?
So Bill's like, okay, you said you want to incorporate it.
I'm telling you ahead of time, incorporate it.
And so I was trying to figure out how to have a fourth set.
So one of the problems I've talked about, mini, is the third set problem that we had.
Back when we had blocks of three sets, that the third set was always problematic.
So I knew doing a fourth set really was pushing it.
If doing a third set is pushing it, doing a fourth set is really pushing it.
And that's when I came up with the idea of mini blocks.
Instead of doing, you know, Flash to the future, instead of doing one three-set block, we did two two-set blocks. But I knew that I wanted the sets to have a relevance to each other,
meaning I wanted each one mechanically to be its own thing and drafted by itself, but there was an overlay where if you played them
together, they connected.
I knew they'd be played together in block-constructed and obviously in standard.
And so the idea we came up with was, what if there was some world in which some major
change happened to the world?
So we saw the world before the change, we saw the world after the change, and that way
we could mirror it.
So this block plan is what we call a mirror, where we show you one thing, and then we go through a change,
and we mirror that thing originally, but through the lens of the change.
So the idea was, we're going to show you Lorwyn, then we're going to show you Shadamore.
And that Lorwyn did a lot of stuff to set up things that Shadamore paid off on,
and Lorwyn's like,
these are the kind of creatures that are here.
And so one of the things we did was,
most of the creatures stayed the same,
but we changed them a little bit.
We shifted some colors.
We shifted sort of a look and feel of them.
So the idea is, as, you know, Shadamore,
sorry, as Lorwyn shifts into Shadamore,
you could see traces of Lorwyn,
but then also Shadamore had you could see traces of Lorwyn,
but then also Shadamore had its own identity.
And the idea for that block was I wanted to do mechanical things
that could overlap with one another.
So the idea was,
we walked in with the idea that Lorwyn would be
a tribal block.
That was the plan when we started.
Well, tribal block is really nice,
because the next block could give you things for your Tribal deck
without necessarily needing to have a Tribal theme.
Now, it's funny.
One of the decisions I made was,
I made the conscious decision to shift the creature type some,
so that every creature stayed in one color
but shifted in its second color.
In retrospect, maybe that was a mistake.
I mean, I was trying to show the shift of the worlds,
but the sets would have played nicer together
if I hadn't shifted where the colors were.
And so maybe that was a mistake.
I'm not 100% sure.
Probably what I should have done was
not removed a color but just added a color
and that Shadowmoor had things that were in three colors
we kind of backed into that a little bit
the third color definitely showed up a little bit
I think what we did is it shifted to two colors
but we made some hybrid cards
of the remnants from Lorwyn
probably we could have handled that
in retrospect I could have handled that a little better
and then the idea was
we wanted something else that would matter in the third set and that ended up being color um because the
second shadow more was up ended up being a hybrid block and and hybrid very much is about color and
so the first set hey the cards all had color the second set hey the cards all had creature types
we could line them up and we can make them play across each other um but the build for that block
plan and the idea behind um lore and shadow more was that I wanted to build something up get you and we can make them play across each other. But the build for that block plan,
the idea behind Lore and Chattamore was that I wanted to build something up,
get you used to it,
and then make it go through a shift
and make you realize,
oh, I recognize the things,
but they've gone through this change.
One of the big things,
one of the tricky things about doing block plans
is change is important.
Ravnica's kind of the exception to the rule
where really nothing changed.
It was just you seeing the whole block.
And we were able to chop it up into pieces,
so it took the whole block to see all the pieces.
Usually during a block, there's some kind of change.
We're trying to tell a story.
Usually something's happening on some global scale.
So normally during a block,
part of the block plan also is showing whatever the change is.
So with Laura Windham and Shanna Moore, obviously there was this giant shift to the world.
The world literally changed from, what I'll say, the day version to the night version.
And the creative team worked really hard, and we worked with them,
to make sure that we...
One of the things in screenwriting that they
explained to you is, wherever you're going
to end your story, you want to figure out how
to get your beginning of your story
as far away from the end of the story as possible
to give yourself a lot of room to get there.
So, for example, if the end
of the story, your character is very generous,
beginning of the story, they're probably
not. You know,
Christmas Carol is a good example
where, look, at the end, Ebenezer Scrooge has to, you know, realize the error of his
ways. Well, you better start him, you know, he better be really, really a penny pincher
in the beginning to show the change in him. That if you want him to leave being miserly,
he has to start really miserly. And obviously, he does. It's almost a joke how miserly he
is when the story begins,
but that's kind of how you need to play it.
So Shadowmoor and Lorwyn was the same thing,
which is in order for Lorwyn to be as dark as we wanted,
we wanted Shadowmoor, sorry,
in order for Shadowmoor to be as dark as we wanted,
we needed Lorwyn as light as we wanted.
And we went very light in tone, you know,
not just in light, but it was very fairytale-ish.
And, you know, the things, there wasn't a lot of harm.
Like, maybe someone throws a fish at you.
You know, it wasn't, you know, the things that were mean were tricky,
but not as vicious as they become when you get to Shadowmoor.
And anyway, so that block was very much all about trying to create this parallel structure with this mirroring.
Okay, the next block was Shards of Alara.
So Shards of Alara is interesting.
So Bill Rose, who's the VP of R&D, was the lead designer for Shards.
And Bill really had a vision for the block, and so I let Bill run with this one.
So Bill really loved the idea of having a set that was all multicolored
cards. But Bill
realized that you couldn't just start there.
That a large set was going to be too many
to function in.
Having a set in which there were no, like,
starting with just multicolored, you'd be
missing some key ingredients that you needed.
But Bill said, okay, well what if we built
toward a set of all multicolored?
And so Bill's master plan was to try to create a world in which you could then make, you know,
you could then end up with a set that was all gold.
That was the plan.
And so what Bill did was he decided that because it was a multicolor set
and we had done five color in Invasion
and we'd done two color in Ravnica,
that he wanted to try three color.
So the plan was that we'd start with three color,
then in the second set we'd ramp up,
go up to five color,
and then the third set would give you all these gold cards
and you had the opportunity to draft
smaller numbers of colors if you wanted to.
You still could play five color,
but he enabled you to probably be able to pull off playing two color. You still could play five color, but he enabled you to probably
be able to pull off playing two color.
That you could play two, three, four, or five color.
And so that was a
block plan that was very much
it's kind of, it was
building towards something, meaning he had a goal,
he wanted that to happen, and so he
maneuvered things around it
so that the block plan led toward the goal
that he wanted.
He wanted a finale all gold set.
And so he said,
well, what do I have to do
to make that happen?
And one of the things
I should stress
as I talk about
the different block plans
is each block plan
dictates different things.
You know what I'm saying?
The Ravnica block plan
was about separation
of the guilds.
So it's very important
to maximize
showing off the guilds. Where Time Sp very important to maximize showing off the guilds.
Where Time Spiral was trying to show this evolution and that we were trying to take
different themes and then put them through different filters.
Where Lorwyn was all about this dichotomy between the two worlds.
And Shards was building towards something.
So each one of those designs, so I talk about this all the time, which is one of the reasons
I like to have radically different block plans
is that A, I just
want things to be different, but B,
it enables me as a designer
or whoever else is designing
to be able to approach it from a situation that's different
than every other set. That's why I always
like to start my set with some challenge that I've
not done before. Because if I
revisit a challenge I've done before, I just
will tend to solve it in similar ways. Okay, so the next set is Zendikar. Okay, so Zendikar
is interesting. Zendikar started with the following premise, which was, Bill, we had
been concerned about third sets forever, rightfully so,
and so Bill was very concerned about how we would make it work.
So what Bill did was he said, okay, what if this year we did a block in which it was two sets
than a block that was one set that was all by itself?
So as you can see, by the way, it's funny, as I walk through the block plans,
you can see what we did with Shadowmore, you can see what we do with Zendikar.
the block plans. You can see what we did with Shadowmore. You can see what we do with Zendikar.
The big change, the two block paradigm that we're moving toward, it should be clear that it didn't come out of nowhere. Almost if you watch what we've been messing around with
and how we've been working with block plans, we've been trying to solve the third set problem
by shifting how blocks function. And the model that we moved to, like I said,
we literally did it in Lorwyn.
I mean, the two blocks were connected
more so than future blocks will be connected.
And even something like
Zendikar, the original idea
was that the third set was going to be its own world.
You know? Now,
so the block plan was
originally
was we were going to do two different worlds with two different themes.
And I think what happened was I pitched an idea of a land block.
I thought there was a lot of extra mechanics involving land that we could do.
Well, that's actually a little unfair.
I knew there was a deep design vein of place to explore,
and I felt like that's... That's actually a little unfair. I knew there was a deep design vein of place to explore,
and I felt like that's... I like the idea that sometimes our blocks are about top-down,
sometimes our blocks are about exploring different things,
sometimes they're exploring themes.
This was during the period where we were more into doing themes.
But I liked the idea, here was an untapped theme that we hadn't done
that I thought had a lot of potential.
And so I had convinced, at the time time Randy Buehler was my boss
that we should experiment, that we needed
exploratory blocks. Here's a block
doing something we'd never done before, but we needed
blocks like that.
And Bill was a little skeptical on my land
matters. So what happened originally was
what we did was
he said, okay, you can have two sets
and then we'll do something different in the third set.
What ended up happening was the creative team came up with a, built a world,
and then trapped the Eldrazi inside of it.
And they're like, oh, we came to this pretty awesome world where these alien creatures are trapped inside the world.
You know what might be cool?
What if they got out?
And then they said, you know what?
We think we could build a third set that would feel different and would have different mechanics
and be a creative that justifies
different mechanics but would have a different feel
to it.
And so Rise of the Odrazi ended up staying in Zendikar
but we're like, oh, well the
Rise of the Odrazi is a different enough thing
that we could, with a straight face,
change the mechanics.
And so what happened was, in that set
the block really much was us
building up the world kind of going crazy and then a payoff with the that set the block really much was us building up the world
kind of going crazy
and then a payoff
with the rise of Drazi
in which it shifts gears completely
you know
what goes on in Rise of Drazi
is like forget everything
you know the first two sets
is the people surviving their world
and the second set is
our world
that's not the problem
survive that
and so
the block plan
it's interesting because if you look at how the block plan actually worked
for all intents and purposes mechanically
we really did separate the third set from the first two
and in retrospect
I think the problem was that we
sort of connected them as a block but didn't
and I think that was a problem
I regret for example not having we should regret, for example, not having...
We should have had some allies.
Maybe not with the ally mechanic, but just
creature-type ally. Just having more allies.
Here's all these people fighting the Eldrazi.
Maybe they're allies with each other.
And so one of the
flaws there was I did not
connect the block as much as I should.
And the lesson there was
it has to do with how people perceive what you're doing.
If you stay in the same place,
that gets perceived as there's a connectivity to it.
You're in the same place with the same people
and the same things.
There needs to be more continuity.
And one of the reasons we moved to the two-block paradigm
is the idea that if we want the third and fourth set
to feel different, well, don't stick around.
Go somewhere else.
Really, if you want it to feel like two different blocks,
well, then act like they're different blocks.
And for us, blocks have always been defined by,
or mostly been defined by locale.
Not always, I guess.
And so the idea now is we go someplace,
we go there for two times, and then, okay, for the next second half of the year,
we go to two other sets in some other place.
And that really is a way to feel like we're doing two unique different blocks.
Okay, so it's funny.
As we're driving, I'm realizing that I have enough content for two podcasts and not just one.
So what I'm going to do is I'm going to continue talking about the first five and wrap it up.
And then next time, I will talk about the second five,
and talk about sort of
where the Black Planet came from then.
So one of the things that's very interesting,
and I go back and look at this,
the historian in me
can't not sort of look at the history.
If you notice,
what's going on here is,
and in some ways,
it's a neat divider,
because the first five sets were very theme-based.
Ravnica started by going, we're doing multicolor.
Time Spiral was, we're doing time-theme-based mechanics.
Lorwyn started as tribal.
Shardin the Lar started as multicolor.
Zendikar started as a land block.
But each of these sets were very much about
trying to play up a theme.
And there definitely were elements
built in, and I'm not saying there wasn't story built
in, but not in the same way.
Next time we see the second five blocks,
that's when we're doing a lot
more to build stuff in.
There's actually a big shift. When I talk about
the
different stages of design, Scars and Mirrors is I talk about the different stages of design,
Scars and Mirrodin is where I start the fifth age of design.
And so Raven, A Time Spiral, Lorwyn, Shards, and Zendikar
are the fourth age of design.
So it's interesting, as I am talking about this,
that my ten years as head designer over three set blocks,
over ten years, that actually half of them were the first age
and half of them were the second age.
And I think, hopefully, that stems from the fact that I learned from doing the first five
of how better to do the second five.
And that, one of the things that's interesting is, I mean,
I think each one of these blocks taught us something very important.
So let me talk about the lessons of the block as I finish up here and go to work.
The lesson of Ravnica was that you don't need to give everybody everything.
That it's okay to leave the audience wanting more.
It was a very big risk at the time, but it paid off huge.
And Ravnica's probably our...
The setting is our most popular setting,
and people just love the Ravnica blocks.
And I think part of it is really the idea of
we have identity, we have things mean something,
that are relevant to our players,
and then we take the space and time
to give each the do it needs,
and that we don't need to give you everything at once.
The lesson of Time Spiral was,
I think that the importance, well,
one of the big lessons is
be careful with your themes
that I think while we
found a way
to tie them all together and thematically it fits,
we went so broad with our
theme and...
I like the fact that each set had its own identity.
That is cool.
But we really, really stretched what was going on.
And, I mean, I guess in some level the block plan wasn't at fault
as much as we were not keeping complexity in check.
But I will say this, that I made a block structure
that was so forgiving and so flexible
that it allowed us to overstuff it.
And in some level it kind of hid how stuffed it was because everything had such a strong
theme to it that when you sort of stood back and looked at it, everything looked okay.
And it wasn't until you dug in deep that you realized, holy moly, we just crammed this
too full.
Now, I understand if you were a diehard experienced player that got it all, it was amazing because
normally we never make sets as dense as we made this block.
But for the average player, it was a little too dense.
Lorwyn Shadowmoor, I mean, obviously the big lesson of Lorwyn Shadowmoor is that we were not tied to large, small, small.
That we could break out of that confine.
And really, if you look at Lorwyn, like we talked about the two-step paradigm, Lorwyn just did it.
Where we're going,
I mean, now I understand, I designed it as a mega block, meaning the two
mini blocks were connected.
Moving forward, that's not quite the case.
That each block will be its own block,
much like now blocks are their own blocks.
But it did set that set up. It did
change, it did challenge
the idea of what could be where.
And that, the idea that a large
block could be in the spring, you know,
or that you could do a block that's just
two blocks, or that you could
put two blocks in a year. There's a lot of things
that we would later, I mean, obviously come
back to that really this was the
block plan that sort of opened up that idea.
Shards of Alara was
us exploring with the idea that if you're going
to lead towards something,
that you need the payoff to get there.
And the idea that if you want to do something cool,
you have to do the setup to get there.
And that a lot of times we sort of would back into things
and then not quite have all our ducks in a row.
And that really the lesson of Shards of Alara is
you need to prepare.
That if you want to do cool things,
if you're going to create payoff,
you need to lay the foundation for payoff.
That, you know, if you look at a story,
like a movie or something,
that when someone does the jaw-dropping moment,
it's important that you look back
and everything in the movie supported that moment.
That it wasn't like, huh?
It was like, oh, how did I not see that?
Zendikar, the lesson of Zendikar was, in some ways, I think the lesson of Zendikar block was you need to be cohesive in your
blocks, and that even if you're going to do crazy things and change things, that, you
know, if something is set in the same world, the expectation is that there is some cohesiveness between it, and that as much as Rise of the Drazi was trying to be its own thing,
the lack of cohesion with the rest of Zendikar felt wrong, and I believe it was a mistake.
And so the big lesson there is when you're doing a block plan, there's a certain amount of distance
you can get within the block plan, but you still need to have, you know, if the audience perceives it as a
single block, that you need to make
sure that there's some connectors, even if you're going to
make some space with the mechanics.
I don't think that's necessarily wrong.
I just look back at
Rise of the Drys and I'm like, oh, there's
more continuity we could have created,
but lack of continuity was a problem.
Okay.
So, as I explained,
that was the first five blocks
of the block plans
of my time as head developer.
Well, not my time.
Time's not up.
But of the ten three-block...
the ten three-step blocks that I did.
So next time,
next time on Drive to Work,
I will talk about the second five ones
and these are the
five that introduced
the fifth age of design
and I'll talk a bit
about that
but
I've just parked my car
so that means
it's time for me
to be making magic
so thanks for joining me guys
talk to you next time