Magic: The Gathering Drive to Work Podcast - Drive to Work #162 - Enchantment World

Episode Date: October 3, 2014

Mark talks about the challenges of designing a block centered around enchantments. ...

Transcript
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Starting point is 00:00:00 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
Starting point is 00:00:40 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.
Starting point is 00:01:06 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.
Starting point is 00:01:21 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?
Starting point is 00:01:48 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,
Starting point is 00:02:21 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.
Starting point is 00:03:03 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
Starting point is 00:03:33 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.
Starting point is 00:03:49 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.
Starting point is 00:04:06 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
Starting point is 00:04:22 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?
Starting point is 00:04:44 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.
Starting point is 00:05:01 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.
Starting point is 00:05:16 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,
Starting point is 00:05:45 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,
Starting point is 00:05:57 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
Starting point is 00:06:10 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.
Starting point is 00:06:27 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.
Starting point is 00:06:56 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.
Starting point is 00:07:11 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
Starting point is 00:07:28 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
Starting point is 00:07:43 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.
Starting point is 00:08:01 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
Starting point is 00:08:16 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.
Starting point is 00:08:32 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,
Starting point is 00:08:55 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.
Starting point is 00:09:16 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
Starting point is 00:09:32 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
Starting point is 00:09:54 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.
Starting point is 00:10:20 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.
Starting point is 00:10:43 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.
Starting point is 00:10:59 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.
Starting point is 00:11:14 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.
Starting point is 00:11:32 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
Starting point is 00:11:47 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.
Starting point is 00:12:03 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.
Starting point is 00:12:22 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,
Starting point is 00:12:55 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
Starting point is 00:13:13 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,
Starting point is 00:13:32 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
Starting point is 00:13:43 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.
Starting point is 00:14:01 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,
Starting point is 00:14:14 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.
Starting point is 00:14:41 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,
Starting point is 00:15:01 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.
Starting point is 00:15:22 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.
Starting point is 00:15:55 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,
Starting point is 00:16:11 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.
Starting point is 00:16:28 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
Starting point is 00:16:44 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.
Starting point is 00:17:00 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.
Starting point is 00:17:22 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.
Starting point is 00:17:49 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.
Starting point is 00:18:06 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.
Starting point is 00:18:21 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.
Starting point is 00:18:36 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
Starting point is 00:19:06 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,
Starting point is 00:19:22 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
Starting point is 00:19:37 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
Starting point is 00:19:54 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,
Starting point is 00:20:11 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
Starting point is 00:20:29 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
Starting point is 00:20:45 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
Starting point is 00:21:02 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
Starting point is 00:21:11 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
Starting point is 00:21:18 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.
Starting point is 00:21:27 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.
Starting point is 00:21:45 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,
Starting point is 00:22:00 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.
Starting point is 00:22:23 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.
Starting point is 00:22:40 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
Starting point is 00:22:51 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
Starting point is 00:22:59 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.
Starting point is 00:23:12 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?
Starting point is 00:23:27 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,
Starting point is 00:23:41 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.
Starting point is 00:24:00 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.
Starting point is 00:24:18 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,
Starting point is 00:24:30 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,
Starting point is 00:24:51 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,
Starting point is 00:25:05 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,
Starting point is 00:25:19 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?
Starting point is 00:25:37 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
Starting point is 00:25:55 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.
Starting point is 00:26:26 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,
Starting point is 00:26:56 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?
Starting point is 00:27:11 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
Starting point is 00:27:33 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
Starting point is 00:27:56 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
Starting point is 00:28:11 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
Starting point is 00:28:34 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
Starting point is 00:29:16 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
Starting point is 00:29:35 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.
Starting point is 00:30:03 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,
Starting point is 00:30:20 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
Starting point is 00:30:36 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
Starting point is 00:30:49 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.
Starting point is 00:31:09 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.

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