Magic: The Gathering Drive to Work Podcast - Drive to Work #162 - Enchantment World
Episode Date: October 3, 2014Mark talks about the challenges of designing a block centered around enchantments. ...
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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 today's topic is an interesting one.
One of the things I'm always trying to do on the podcast is to figure out
what are the things I can do in a podcast that are best done in a podcast
and aren't done in an article or aren't done, you know, through some other means.
My blog or whatever. So one of the topics I can
remember, so I work ahead. So for you guys, this is the distant past, but I just recently, my article
for the State of the Design article just went up last week, or this week. And so there's a lot of
discussion that it generated, which is good. That's why I write it. So one of the big questions was, I talked about...
One of the mistakes I felt I made is that I knew people wanted an Inchim and Matters element,
and I withheld it to try to make the third set something exciting.
In retrospect, I probably should have started in the second set.
But anyway.
But it led to the following discussion.
The following question keeps popping up.
Okay, okay.
You know, Theros was fun,
but when can we expect
the enchantment block
that is to enchantments
what Mirrodin is to artifacts?
When can we expect that block?
And what I realized was,
it's a complex answer.
It was more complex than I could answer in my blog.
It's the kind of thing I might be able to do in my article, but it's very, I don't have,
you know, I only have one article a week. Every other week is a theme week. I just don't
have a lot of spare weeks in my articles. So I'm like, you know what? This would make
a good podcast topic. So the question is, today's podcast is, Enchantment Matters World.
Today's podcast is Enchantment Matters World.
Where is it?
Why?
When can we expect it?
And what I'm trying to say today is not that you... Let me be clear.
I'm not saying that it'll never happen,
but I'm saying that it is a lot harder to do than I think people realize.
And I want to explain why it's so hard.
One of the things that I like doing with my podcast is kind of going in depth and saying, look guys, when you dig down deep, there are a lot of
issues. Like one of the things I find interesting when new people come to R&D and watch the process,
that one of the comments they always get is, holy moly, you guys discuss everything, you know,
that there's details that you don't even think about, that it's not even a detail the average person even contemplates that we might argue days about.
We might argue months about, you know, that there's so much little nuance of what we do
that we spend a lot of time and energy on it.
And so here's an example where I'm going to dig deep today.
I'm going to talk about some design, some really dig down deep in the dirt design
information today to talk about sort of what you can and can't do. Okay, so in order to understand
today's topic, I need to explain a couple things. First is, I need to explain the concept of volume.
And another way to talk about this also is as fan, which I obviously I talk about all the time.
Another way to talk about it also is as-than, which I obviously talk about all the time.
So what that means is, if you want something to matter, there is some volume in which it has enough of a presence that it can matter.
Now, what that thing is varies from thing to thing.
It's not that everything needs to be at the same volume, but there needs to be a volume to make something matter.
For example, let's say we're doing a set with a tribal component,
and I want to have goblins matter.
Well, you know, I need to have a certain number of goblins in order for goblins to matter.
You'll notice in both Onslaught
and Lorwyn, which were strong tribal things,
that almost all the
common and uncommon creatures were one
of the creature types that mattered.
In order to get the volume we needed,
we couldn't waste any space. Like, in Lorwyn, there were eight creature types. You were one of the eight creature types that mattered. In order to get the volume we needed, we couldn't waste any space.
Like, in Lorwyn, there were eight creature types.
You were one of the eight creature types.
And in fact, notice in Lorwyn,
we actually, even with that,
even with limiting ourselves to the eight creature types,
we ran into a problem of still
needing a little extra boost.
So we made Changeling,
which was based off Misform Ultimis,
that allowed a creature to be every creature type.
And what Changeling was, was like the glue we
use. So whenever you're saying, are there enough
blah? Well, blah
plus Changeling was the number you had to look at.
So by adding Changelings and making
Changelings at a certain
percentage, we were able to
just up the number of every
single creature type that mattered. And that's why
Changeling was in the set.
Okay, so the number issue is just understanding volume.
And like I said, different things need different volumes.
It has to do with how many do I need to have at a time to make matter.
And I've talked about this before, that like,
what we call threshold one is,
do I just need to have one in play?
Like imagine, for example,
so we'll talk about goblin cards,
this is what we talked about earlier.
A threshold one goblin card would say,
if you have a goblin in play, I gain blah.
Or if you have a goblin in play,
when you cast me, you get this extra bonus or whatever.
Which means that I just have to have a goblin.
I don't need tons of goblins,
I just need a single goblin.
The other thing that we often do
is things where they're scaling,
which says, you know,
for every goblin you have in play,
do one damage to target creature or player.
Or all goblins gain whatever.
Those say, oh, play as many goblins as you can.
So if you have more of the first set,
the threshold one,
you can be a lower in your volume.
You just need enough that people can have some expectation of having one in play at a time.
Which means, you know, a Threshold 1 might mean you need to play 6, 7, 8 maybe.
And if you want things to scale, well then you need to have a lot more.
Now, when people say to me they want enchantments like Artifacts,
Mirrodin was definitely the second camp.
It was a lot of scaling effects.
I mean, there was a little bit of Threshold I,
but there was a lot more scaling effects.
When you played original Mirrodin,
it's like, you know,
the more artifacts you have, the better.
You know, affinity for artifacts,
you're just like,
I'm cheaper for every artifact you have.
Play a lot of artifacts.
You know, these spells aren't good
unless you have a lot of artifacts in play.
And a lot of the things we did in that set
were very much like, okay, every time I
play an artifact, something happens. Every time I sack
an artifact, something, you know. It just said, play a lot
of artifacts. So when people, when they say
they want enchantment version of
Mirrodin, okay, that's saying
you want scalable stuff.
Now notice that Constellation in Journeyman
Nix was scalable, and we'll get
there. Okay, so number one, scalable. And we'll get there.
Okay, so number one, volume.
There's the volume problem.
Number two is what we call the card definition problem.
So if you ever listen to any of my podcasts or any of my articles or read my blog,
I am a purist when it comes to delineations between subsets.
Clearly, the place I'm the loudest about it is the color pie.
I want white to be white and blue to be blue and black to be black and red to be red and green to be green.
I want each color to have a clear delineation from the other colors.
The same is also true for card types.
I don't harp on this as much as I do on the color pie,
but I want creatures to be creatures and shamans to be shamans
and artifacts to be artifacts,
and lands to be lands,
and that there are rules we set up,
and like certain card types do something,
but don't do something else.
Lands type for or get you mana.
They're mana affiliated.
We, you know, with rare occasion,
we don't do lands that aren't connected
to mana in some way.
You know, enchantments enchant things.
They might be local, they might be global, but the flavorments enchant things. They might be local,
they might be global, but the flavor
of enchantment is it's adding
a magical element
to something.
It's forever changing something by
granting on a magical element.
Artifacts are things, are physical things
that you are using that have magical properties.
So it's important
that there's delineation.
That's issue numberation. Okay?
That's issue number two.
That I believe it is bad if, you know,
one of the things you have to be careful of,
and this is true of colors,
this is true of car types,
that magic pushes you toward doing what you haven't done.
You know, there's a lot of inertia to say,
ooh, we haven't done this thing, let's do that.
And so there's a lot of impetus to, ooh, we haven't done this thing, let's do that. And so there's a
lot of impetus to bleed.
And if you notice,
every set, we'll do something and we'll bleed
a little bit. We try hard to
not break anything, but we
bleed a little. But there is inertia
to go to places you haven't gone before.
And on some level, the reason I hold
so fast, the reason I'm just not willing to make
red cards and destroy enchantments is,
you've got to hold firm.
Colors have to have weaknesses.
There have to be things that, oh, I don't know, this color can't deal with that well.
And that you want to make sure that there is, you know,
the reason that you might not play mono-red or, you know,
might need to splash a second color or, you know,
if you're playing whatever color you're playing,
the reason we want you to sort of think of going to second color is
that color does something better than the color you were in.
You might want that other color.
And card types are very similar in that if you blend them all together,
I mean, as is, artifacts and enchantments already, there's a thin line.
I mean, one of the things that happened, in fact, if I had magic start all over again,
I would draw a much harsher line between enchantments and artifacts.
In fact, little story,
during the design of Mirrodin,
the original Mirrodin, there's a man named Tyler Bealman
who was on the design team of Mirrodin,
also at the time was in charge of the creative team.
He and I did an exercise where
we tried to delineate artifacts from enchantments.
We were trying to rehaul artifacts
and we were going to tow some hard
lines. And one of the lines we were going to tow
which is what I would do if I started magic over again
is we said, you know what, global effects
not artifacts bane
artifacts don't do that
artifacts, you use the artifact
that enchantments will be the thing that goes
okay, everything now does this
and that we weren't
the idea was, Howling Mine shouldn't be an artifact
it should be an enchantment Winter Orb shouldn be an artifact, it should be an enchantment. Winter Orb shouldn't be an artifact, it should be an enchantment.
The enchantments do global things that change the nature of the world, and the artifacts
physically do things. We didn't make that change, there was too much, one of the things
with the game is there's things where just you get enough inertia that it's hard to change.
When I talk about I do this differently, well, we've got 21 years of inertia.
It's hard to undo things.
There's certain things that the game is just committed to, and it's hard to...
Some things are just hard to undo.
But anyway, Artifacts and Champions are already close.
We just have to be so careful.
Okay.
Number three is New World Order.
I have a whole podcast on that if you have no idea what I'm talking about.
In a nutshell, New World Order says,
in order to make sure the game is accessible to newer players,
we toe a line at common on complexity.
Now note, that doesn't mean anything but uncommon or rare or mythic rare.
People who love to say, oh, New World Order is dumbing the game down.
I'm like, we still make the cards that Uncommon Rare
and Mythic Rare we would always make.
But at Common,
we are making things a little less complex.
Now, there's lots of other things going on
that aren't New World Order.
People like to think New World Order is 8,000 things
when it's actually one thing.
And the one thing it is
is simplifying complexity at Common.
Okay.
So those are the three problems. I laid out the problems. Now let me talk about what's complexity to common. Okay, so those are the three problems.
I laid out the problems. Now let me talk about what's
going on here. Okay, so
I want to make an enchantment set
a la Mirrodin.
Enchantments, enchantments, enchantments.
Oh, enchantments!
Okay, so here's the first problem. The volume problem.
In order
to get the volume you
need to have, like, scalable enchantment effects, you need to have scalable enchantment effects,
you need to have a certain threshold
or a certain volume of enchantments.
Okay.
Let's assume that you...
Let's take creatures on the next.
Creatures...
Well, creatures are 55% of the card set.
That's really not the number we need to be looking at.
We need to be looking at,
especially for limited, like
what we call the Azphan, how many
can you expect to play? So in limited
game, you're going to play
roughly 16 creatures,
17 land, and about 7 spells.
So let's assume that
you say, I'm going to play
everything I can, I will play an enchantment.
Every non-creature, I will make an enchantment. Which means you have 7 enchantments in your deck. And that, I'm going to play everything I can, I will play an enchantment. Every non-creature, I will make an enchantment.
Which means you have seven enchantments in your deck.
And that means I'm not playing instants or sorceries.
I'm not playing artifacts.
You know, I have to figure out how to use...
All my kill cards somehow have to be enchantments.
Let's assume you could do that.
Which would, to be fair, be kind of hard.
But let's assume you could do that.
This is what we did in Theros. And what we found was, it's just not enough. Even if all
seven of your cards are enchantments, it usually just isn't enough.
And what that means is, in order for you to get the volume
you need, you need to dig into creatures. Okay.
So let's explore that. Now we get to the delineation problem.
So here's the first problem, which is how do you feel like an enchantment?
Now you'll notice, by the way, in Future Sight, there's a card called Lucent Luminid,
which was a 3-3 flyer that was an enchantment creature.
Now originally, when I designed the card, it had a global effect.
You know, all creatures get plus one, plus one, or something.
And then to simplify the card, I think Mike
Turian, who was the lead developer, needed to
move it down in rarity. But anyway, he ended
up chopping off the effect and just made it
a vanilla creature. And the problem
I had is, well, what exactly
makes that an enchantment creature?
You know, it's a dangerous person
where you're like, well, I'm just going to label it.
Why is it an enchantment creature? Because the word enchantment
is on it. You know, that doesn't...
The thing that's nice about artifacts,
and this is why I think Mirrodin was a much easier job,
is enchantments come with two very strong things.
One is they have a colorless mana cost,
which is very distinctive.
Now, I mean, yes, yes, everyone's in a blue moon,
you do Eldrazi or something that has colorless mana,
Instinctive.
Now, I mean, yes, yes,
every once in a blue moon you do Eldrazi or something
that has colorless mana,
but most of the time
the colorless cards are artifacts.
Now, the second thing is
artifacts have a pretty strong
creative vision, right?
They are physical objects.
It's a sword.
It's an orb.
It's an amulet.
You know, when I say to someone
it's an artifact,
you have some sense of what we're talking about.
Chapmings are fuzzier.
Artifacts are a little cleaner.
So when I want to make an artifact,
all I have to do is make sure the flavor is there
and put a colorless mana cost on it.
That means I can make artifact creatures.
In fact, Richard in Alpha made artifact creatures.
They can be vanilla.
The thing that defines them can be done in the mana cost and in the creative,
which means that you can make very, very simple cards and feel like it's an artifact.
Another thing that's helping you is the idea of artifact creatures are pretty natural.
You know, that a golem
is an artificially made creature.
It's a mythology
long before the game existed.
Or a scarecrow, or
whatever sort of creature you want to make up
that's a created creature.
Now,
once again,
if I had the game to do all over again,
I would rethink how we flavored magically made creatures. You know, once again, if I had the game to do all over again, I would rethink how we flavored magically made creatures.
You know, for example, if Alpha had started
and illusions were enchantment creatures,
maybe even elementals were enchantment creatures,
you know, we could have defined a way to go,
oh, in the game, this is the flavor of enchantments.
It's something in which is magically made.
Oh, it's, you know, it's components put together. It's a golem carved out of silver. Oh, that's an artifact.
Oh, it's a creature made up of magic. It's an illusion or it's made up of magical energy.
Oh, well, that's an enchantment. We could have done that. We didn't. And so the problem
now is if I want to do enchantment creatures,
I have to justify them as being enchantments.
Now, I can't just do something we've done for years and years and years
and haven't called enchantments. We missed the boat.
I can't just say, oh, that's enchantment creatures.
But that's the 20th one of those we've done,
because it'll just be non-intuitive.
The players have built up enough expectation, it won't make sense anymore.
Okay, what that means now is,
in order to make the volume,
I have to have creatures that are enchantments,
but in order to have creatures enchantments,
I have to make them feel like enchantments.
Now here's the next problem.
The blurring of the line between creatures and enchantments.
We put static abilities,
or global abilities, on creatures.
So, having a creature that says
all creatures get plus one, plus one,
yeah, we did that in alpha.
That is something that's...
Now, I'm willing to put global effects on creatures
and try to go with a straight face.
Those are enchantment creatures.
But even that is kind of hard
because, like, when we did it,
one of the things you'll notice is
the reason we still want to bestow creatures in Theros is
those feel like I've never seen those before.
Oh, I see why those are enchantments.
They can be local enchantments.
They can be auras.
And they can be creatures.
Oh, that makes perfect sense.
That's why those are enchantment creatures.
But it was hard to make, you know, and we tried.
Born of the Gods, for example,
definitely made some creatures with effects.
And one of the things you'll notice is
one of the tricks we did on a lot of them is we put two effects on it.
Two global effects.
Is this enchantment enough?
It does A and it does B.
Because you can just do A, it doesn't feel, you know, because creatures do it so often, it's hard to feel like it's an enchantment creature.
Then we have a second problem.
Which, this is where New World Order starts peeking in.
So, let's say, I'm willing to say, okay, I'm willing to just accept creatures with abilities that would go into enchantment.
Just with a straight face, if this card, you know, if it didn't say creature on it, and I read it,
where I go, okay, it seems like an enchantment, good enough, good enough.
There's some issues, there's some blurry lines, it's not clean, but let's assume I'm willing to
suck that up.
Okay, here's the next problem.
If you look at common, how many global
enchantments do we normally do at common?
The answer is usually
zero. Every once in a while, we'll do
one or two. There's a few things we can do.
In fact, the funny thing is
we're more often to have a creature with a global
ability at common, so we can do some.
But a handful, not that many.
Even if I'm willing to stretch it,
I'm not sure we get up to the volume we need.
We're not getting the Azthan we need.
Plus, here's the following problem.
There's two different kinds of enchantments.
There's local and global.
I'm not sure those are the technical terms anymore.
But I'm using them because
imagine there's a thing where we have terms for stuff
and then the terms go away,
except there's no new term for it.
Like fizzle.
Anyway, as far as I'm concerned, things still fizzle.
They don't have counter,
because counter means too many things.
Okay, so the problem you run into is
that if you have too many...
Well, there's local and global enchantments.
Local go on a creature, or on a thing., could be on an artifact or on a land.
Global just sit there.
Global effects, especially if they only hit a subset, can make a complicated board state.
For example, I have one enchantment that says all white creatures are plus one, plus one.
Now I have another one that says all soldiers get plus one, plus one. Now I have to look
at my board and go, okay, well all white soldiers are plus two
plus two, all white cards that aren't soldiers
are plus one plus one, and all soldiers that aren't
white cards are plus one plus one.
Or imagine, I don't even do plus one plus one,
let's say all soldiers have first strike.
It's like, okay, well,
white soldiers are plus one plus one and first strike,
and soldiers have first strike if they're
not white, and then if they're white but not soldiers they're plus one plus one in First Strike, you know, and soldiers in First Strike, if they're not white, and then if they're
white but not soldiers, they're plus one plus one.
You can imagine, it doesn't take long
if you have a bunch of global abilities
before they can get complicated.
Especially if they're affecting a subset.
Now, on the other
hand, local
enchantments, auroras, are much simpler.
It's like, oh, it's sitting
on that creature, I can look at it and go, okay, well, that creature
has enhancement, and whenever I have to care about
the creature, maybe I look to make sure I know how big it is.
But unless that creature attacks
your block, at the
time, I need to figure out what that is. It's just easier to track.
So what we did in Theros is
that, okay, well, let's see if we can make use of local
enchantments. It's just easier to keep track of the
board state.
Okay, so there's just a number crunch problem
of how many enchantment creatures can we make.
Because there's only so many enchantments we can make,
and then we can make some enchantment creatures.
Now here's the next problem,
which is one of the things people complained about in Theros Black
was there wasn't a lot of global enchantments.
And the reason there wasn't a lot of global enchantments,
part of it was we were trying to make the enchantment creatures stand out
but another problem was
we were just using up all the enchantment space
that there's only so many
there's only so many different enchantment effects
before you're just like you've used them
and you're bumping up into one another
one of the problems you run into is
there's a certain amount of space for different things
there's so many space for artifacts
so many space for enchantments, so many
space for creatures. Now every once in a while you
can steal from one for another. If you notice
what we did in Theros is
some of our auras kind of were filling the role
of other cards. You know,
we have an aura, I think it was plus two plus two, flash
plus two plus two. Oh, well that's a lot
like a giant growth. Now it's a giant growth
that sticks around, it's a little bit different.
But it had a lot of the functionality like a giant growth. You know, and what giant growth that sticks around. It's a little bit different. But it had a lot of the functionality
like a giant growth.
You know?
And what we can do
is we can say,
okay, you can maneuver
things a little bit
so you can take effects
that are normally
not in one area
and push them there.
We do that in artifacts a lot
when artifacts matter.
We take effects
that normally aren't artifacts
and push them into artifacts.
And there's some space
to do that.
Within the delineation
of the cartrips,
there's some space
to do that. But there's not infinite space is the issue. Within the delineation of the card types, there's some space to do that.
But there's not infinite space is the issue.
You know, it's not like...
So enchantments have less total space of things you can do
because enchantments are just narrower than artifacts.
For example, because artifacts can do global effects,
well, and they have equipment,
like pretty much anything enchantments can do,
artifacts can do.
But artifacts can do more things.
They can tap.
You can use them more like,
I have an ability that I can use once per turn.
They also can function a little more like creatures
in that regard,
where it's harder with enchantments.
Enchantments can activate,
but there's only so many times you can say once per turn,
and you can graft tap abilities on an aura.
But anyway, okay.
So the problem is we need the volume.
In order to get the volume, we've got to go to creatures.
There's limited space on creatures.
There's limited space on just enchantment design.
And so the thing we run into is
that there's just a number of volume issues.
Now, let's go to the other place.
Now let's talk about the cards
that make it matter.
The Enchantment Matters cards.
So Constellation, let's talk about Constellation during the next.
So Constellation is the kind of thing people are talking about.
Okay, every time I play
an Enchantment, something happens.
Well, the other
problem we run into is the kind of cards
you can do that make Enchantment Matter is the kind of cards you can do
that make enchantment matter
there's less cards
you can do
you know
for example
a lot of the ways
you make things matter
is making creatures matter
but unless you have
enough volume
of creatures
making enchantment
creatures matter
there's only so much
you can do with that
and
like
you can only have so many effects.
Like, saying, every time I cast
thing X, I get a small effect.
There's just a limited number of effects you can do that with.
And, and, here's the other thing,
the developmental thing.
Constellation, there were two
restrictions. One restriction was
how many different effects can we do? But that wasn't
the biggest restriction. The biggest restriction
is there's just so many of those that you can do.
You know what I'm saying?
That there's some threshold point where,
especially when there's their own thing,
and we did that on purpose,
but especially when I'm an enchantment
and I care about enchantments,
you can only make so many of those cards
that if I can fill up my deck
with nothing but Constellation cards,
it gets overwhelming.
Like, one of the interesting complaints that I had is,
where was the enchantment land?
Okay, you know, Mirrodin got an artifact land.
Why didn't Theros get enchantment lands?
And the answer basically is,
because Mirrodin ruined it for everybody.
We didn't know any better when I made the artifact lands in Mirrodin.
I didn't understand what I was doing.
We had never done anything like that before.
And voila, it broke everything.
So what it turns out is,
being a land is so important
that just being this other thing that you care about,
even if you come and play tapped,
is just too good.
Especially if you wanted things like Constellation.
The reality is,
we could not make Eidolon of Blossoms
and make an Enchantment Land. The two cannot coexist. And we wanted to do Eidolon of Blossoms. We wanted to do Constellation. The reality is we could not make Eidolon of Blossoms and make an Enchantment Land.
The two cannot coexist.
And we wanted to do Eidolon of Blossoms.
We wanted to do Constellation.
And it's like, well,
look, I only can make one or two Enchantment Lands,
and then if I make those,
there's a whole swath of cards I can't make.
Well, that's why I didn't make it.
So the other issue is that
not only do artifacts have the ability to do more volume,
and the artifacts have more general design space you can fill in,
but because of those things,
because you can spread it out more,
you can spread effects out more,
you can spread it over more cards,
you can dilute it a little more.
Then enchantments get less diluted,
and so having effects that care about enchantments,
A, means there's less of them,
and B, it means that they're more dangerous,
that you have to be more careful
of how many you have in the environment.
Now, look, in a perfect world,
this is why I'm saying my state of design,
probably we would have started a constellation
in Born of the Gods.
Maybe there were a few cards in Theros
that hinted at it,
but even Theros was so full
that probably the enchantment matter stuff
wouldn't have been there.
It would have been Born and Journey.
I could have started born in Journey.
I could have started a set earlier.
But even then, even then, that isn't what people are asking for.
What people are asking for is, where is my Enchantment Matters block like Mirrodin?
And what I'm trying to say today, the reason I'm having this podcast,
the reason I'm talking about this for 30 minutes, is I don't know if it's possible.
I don't know if we can do that.
In order to do it,
one of two things is going to have to happen.
Either, we have to have some breakthrough and go, oh, here is some clear way
that we can communicate
and do the things we need to do
in which it all feels right
and people intuitively do the right thing.
Or, we talk ourselves into breaking one of the rules
and the problem is, the rules I'm talking to you are pretty important rules.
I mean, the enchantment is so, like I said today,
enchantments blur so much with both artifacts and creatures,
that the last thing I want to do is give up more definition for enchantments.
Like, it already is in a place where I feel it's tenuous at best.
And so, like I said, the thing to remember, and this is hopefully my goal of today's podcast,
is that design is layered, meaning it's causal. That what you do in one thing affects other
things. And that a lot of when I want to do a design,
you know, for example, like today I'm trying to say, okay, what do I need to do if I
want to do an
enchantment matters block a la
Mirrodin? Well, I'm
like, okay, I need volume. That's the first. Number one,
I need volume. You know, and what is my volume? And I can
figure it out with my Aspen. And there's some technical
stuff I would probably do where I was like, okay, how
many Aspen do I need? How many, you know,
exactly how many commons and uncommons?
What's the volume I have to get to make this work?
The second thing is,
then I say, okay, where am I getting it from?
I need this much. Well, what I have available
isn't enough, meaning that's what gets me into creatures.
Okay, I have to figure out a way to make enchantment creatures work.
I just can't make the whole thing work without enchantment creatures.
And then
once I do that, then I start getting into
complexity issues. Well, okay, how do I make the enchantment creatures matter, make them feel intuitive, but not
have this problem where I override the complexity issues that I have to deal with in New World
Order? And that, to be fair, I mean, as much as I was talking about this one topic today,
I'm really talking about design in general, which is no matter what my design is, you
know, if I'm starting with a weird block
structure, or I'm starting with a top-down design,
or I'm starting with,
you know,
ten two-color pairs,
whatever I'm starting with, it makes me
say, okay, I have a parameter, and this is why
it's important in design to start with some
parameter. I know people have been asking about
concept architecture, like, why a draft structure? I'm like,
it's just different. It was a different place
to start. It's not even that I built
the block around the draft structure.
I used the draft structure to figure out
what I would need to do to lock in
parameters, use those parameters to find
an interesting structure, which was a time travel story,
and then built around a time travel story.
But my
point is, one of the things that's important
when you start your design is something has to be absolute. When I talk about restrictions pre-creativity, one of
the things is, when you have nothing to hold on to, when anything is possible, you kind
of freeze, because you're like, well, anything is possible, that doesn't help me. And what
you need to do is, if you don't have a restriction, make a restriction, you know. And what I like to do when
I started designing is saying, okay, here's the thing that matters. This thing matters. And this
is the non-negotiable. I have to do this. And that gives me a restriction to start on, you know. The
way I always talk about it is, like, you need to get traction on your design. And that if there's
nothing there, there's nowhere to get traction. So what you need to do is just commit to something, and by committing to that thing,
you make your first point of traction. And once you have your first point of traction, you can follow along.
My sort of goal of today is to walk you through, what do I need to do
to do an enchantment world a la Mirrodin? And the answer is, wow,
there's a lot I have to do, and there's some problems to solve.
I have to solve the problem of
how to get the volume of enchantment creatures that I need
in a way that reads,
without violating what enchantments are,
in a way that feels natural.
And then, I have to figure out
how to do the enchantment mattering stuff
in a way that development can develop,
that we have enough design space to design
and development can develop,
both of which are giant issues. So what I'm trying to say today is, for all the people that are
begging for this thing that seems so obvious, it's not always so obvious, you know. It's not,
my goal of today is to sort of say, you're probably not thinking, like, just because
enchantments, I'm sorry, artifacts can do something, doesn't mean enchantments can do something.
You know why it's not that hard to make land matter?
Because 40% of every deck,
of all decks, are land. Why is it
not hard to make creatures matter? Because a lot of your deck
are creatures. That's not true with enchantments.
You know, why is it
easy to make lots of artifacts? Because it's very
flexible in what it does. You know,
the artifacts normally are a smaller percentage,
but you can make them a larger percentage, because
enchantments,
artifacts just have more to hang your head on.
They have a little bit cleaner and more delineate flavor to them,
and the colorless mana cost,
having something that defines them
that sits in the mana cost
that doesn't sit in the rules text
is really important
for being able to make a lot of cards.
And so why is it so hard to do enchantments
when we can do artifacts?
Because they're just different card types and they have
different rules and do different things.
And that it's very easy to look at match and go
well you did something with thing A, I want the same thing
with thing B. It's not always that
simple. And the goal of today's
podcast is it's not
that simple. I'm not saying it's
impossible. I'm not saying we can't do it. I'm not
saying I won't continue to try to figure out how to
do it. But I know what people want and what I'm saying to you is, it's just not that easy.
It is not a matter of, oh, just do it. You know, oh, you did artifacts, just do enchantments.
It's hard. Anyway, I've now parked my car, which means that it's time to end my drive to work.
So thank you guys for joining me. I hope you enjoyed it, and I'll talk to you next time.