Magic: The Gathering Drive to Work Podcast - Drive to Work #234 - Lessons Learned: Innistrad
Episode Date: June 12, 2015Mark looks back as the lead of Innistrad and shares what he learned from it. ...
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I'm pulling out of the parking space, so we all know what that means.
It's time for another drive to work.
Okay, so today I had to deliver my son's Rube Goldberg project to school.
So I am leaving from school, but as we all know, school's right near my house,
so we get a full day of drive to work. Full episode.
Okay, so today I'm going to talk about, I'm going to continue a series that I call Lessons Learned, where I started this long ago, where I talk about sets that I've led and what lessons I learned from leading those sets.
Just, it turns out, by the mere circumstance of how things work, that I'm up to Innistrad at the same time that I'm talking about Innistrad block. They converge!
So, what I'm going to do is
I'm going to talk about Innistrad
and I'm going to talk about Dark Ascension.
My plan is that this podcast will probably be
Innistrad, but if I get to Dark Ascension, we get there.
I might
intertwine, actually, maybe
what I'll do is I'll intertwine a little bit
since some of the lessons between the
two of them, they were shared. I did
both Innistrad and Dark Ascension.
It's the only large, small, back-to-back set.
Well, I did Shadowmourne Eventide, so I guess it's the second one I've done.
But anyway, so let's talk about what did I learn.
So let me start off by saying the following.
If you had to ask me of every set that I've done that's been released,
what set is my best design, probably i have to say innistrad i mean
i have some soft spots for like tempest and unglued and some of my early stuff that just
emotionally means a lot to me but probably if i had to be honest like what is the best design
i've done i think innistrad is the answer innistrad is i'm very very happy with how it
turned out um so the interesting thing is you, a lot of my lessons learned are like, you know,
I talked a lot during the Odyssey one about all the mistakes I made and what I learned from it.
Today is about how you can do something and be very successful.
You know, Innistrad might be one of the most successful sets I've ever done, at least.
And yet, there are a lot of lessons to learn from it.
Even though it was successful
and I'm very happy with it, that doesn't mean there weren't lessons learned. And I talked
about during my mistakes podcast about how when something goes wrong, you have more motivation
to learn because things didn't go right. You know, things went bad. I don't want that to
happen again. What do I need to change? But one of the important lessons so lesson number one is that you have to make sure
you understand not just what went wrong in your failures but what went wrong in your successes
and what went right you know i'm saying but um i i think successes tend to breed repetition so it's
very common when you have a success for you to go okay i'm gonna repeat that success i'll keep doing
what we did before and that into in and of itself can be dangerous
because a lot of times, what makes something successful?
Like, Industrials is a good example
where
Magic, early on
in the very first expansion was
a set called Arabian Nights, made by
Richard Garfield, and that was the first time
Magic did what I would call top-down design.
Where Richard took the Arabian Nights
and very much designed cards from call top-down design, where Richard took the Arabian Knights and very much designed
cards from a top-down perspective
of Arabian Knights. What does Aladdin
do? What does Ali Baba do?
He was taking all the different components
of Arabian Knights. Now, the one thing
he did that we don't do anymore is he was doing
what I call a straight transliteration.
He was making characters as they
existed in the story. Since then,
when we do top-down, when we do Top Down
what we do now is
we do stuff inspired by a source
but it's our own version of it
so the first set that we really did Top Down on
in any sort of modern sense
of us taking our own take on it
I think would be Champions of Kamigawa
and the idea of Champions of Kamigawa was
what if we started from a place of creative
what if the creative did its work first
the way it used to work was
design would do its work
and when design was done
creative would then figure out
what they could layer on top of it
okay well we know the design is this
what is that
and then create a creative to match the design
so Champions of Kamigawa was the first time
where we said okay
what if we start with the creative and then layer the mechanics on top of the creative?
Now, the big lesson from that set, lesson learned from a set I didn't do, was that mechanics aren't as flexible as flavor.
And so, when you start with flavor, you have to really ham-fist mechanics to work.
And so, Champions of Kamigawa did a lot of things incorrectly that didn't
quite work out. And it kind of scared us away from top-down sets. It's one of those things
where I talk about how your successes can have things that you, you know, there are
failures within your successes, and there are successes within your failures. The idea
of doing a top-down design was actually a pretty neat idea. It wasn't executed well
the first time we did it, but that doesn't mean the idea was
a poor idea.
It just meant the execution needed to be changed.
But the interesting thing about Innistrad is when I wanted to do Innistrad, so remember
a little, for those that don't remember this because my Innistrad podcast, the original
one was a long time ago.
The way Innistrad came about was we were making
Odyssey. And Odyssey
had a strong graveyard component.
And Brady Donovan, who would later run
the creative team, although the time wasn't even on the creative
team, made the comment to me
that the creative was a very
poor fit. That the creative for
Odyssey was a story about Kamal,
but it had nothing to do with the graveyard.
And Brady brought up how we could do something cool, a gothic horror sort of thing. And that when
Brady brought up the idea of gothic horror, something that I really liked the idea was
to take a genre, which is horror, and build around a genre. That I thought that was a
really neat idea. And so when Brady brought that up, it triggered an idea that I had,
which is the idea of a design in which you take something that has a pulp culture relevance to it,
a genre that means something to people because they've seen this kind of story again and again.
And I married the idea of the gothic horror sense that Brady talked about we could do with the idea of a set that I wanted to do that was genre-specific, that was built around a genre.
genre-specific, that was built around a genre.
And horror specifically.
Horror fits very well because horror and fantasy have a lot of overlap.
A lot of classic fantasy
very much overlaps
in some of the fantasy tropes.
Traditional fantasy tends to be a little more medieval,
where a lot
of the gothic horror tends to be more Victorian.
But magically new
could shift up a little bit.
So anyway, I had this idea.
So this is Odyssey.
So I'd taken sort of my idea, Brady's idea,
and pushed him into a neat idea.
And it was not for 10 years before Innistrad got made.
And even then, for those who remember,
Innistrad wasn't even originally going to be the fall set.
Originally it was going to be the small,
what was in the Avacyn restored slot, was going to be
Innistrad in its own world, by itself,
a little one-of large set.
You can kind of tell, by the way, early on
in the way we were messing around with
when we were starting to do large sets in the spring,
we were torn with the idea of it having to be their own
thing, which was really a precursor
to where we ended up with a two-set paradigm.
So anyway, or the two-block
paradigm, sorry.
Okay, so what happened was,
in Ashrod, it just took me a while to convince people to do it.
Partly because, I mean, champions did not help.
When champions happened,
me trying to pitch this idea of a more top-down design,
people were a little intimidated by it.
And there was not a lot of confidence outside.
I mean, I think Brady believed in this.
The creative team, I think, believed in it.
But the idea of there being enough substance
to do a whole set around.
Could you make a whole world build around horror?
And the answer, obviously, was yes,
but people were nervous at the time.
One of the things to remember is,
and this is an important lesson unto itself,
which is the role of design is to see what isn't there. My job is to design things that
don't yet exist. Sometimes I bring things back. I mean, I'm not reinventing the wheel
every time, but a lot of design's job is to find the thing that could be that is not yet.
And people can rely on the known. When you say,
we're going to do this known thing,
it's like these people go,
okay.
You know,
when I say we're going to return to Ravnica,
I can get people on boards like,
Ravnica was successful.
You want to go back?
Okay.
You know,
or even when I was picking themes
that were just established themes,
I want to do a multicolor set.
Oh,
we've had successful multicolor sets.
Okay.
But when I want to say,
I want to do something in a way we've never really doneolor sets. Okay. But when I want to say, I want to do something
in a way we've never really done, and the one
best example to compare it to
was one of our least successful
products ever, it is, it's a
hard sell.
And the funny thing is, the thing that I think
finally, ironically,
got me, got the foot in the door
was that thanks to things
like Twilight, horror was
taking off, becoming very popular.
It had a kind of resurgence.
And so when I was going to the powers that be and said, hey, I was able to pitch.
You know this idea I've had, that even in horror, horror is hot right now.
And I think that helped get the ball rolling a little bit.
Like, well, okay, I guess we're going to take a risk.
At least, you know, there's some proof that the theme is popular.
And that's one of the things that helped get me the foot in the door.
But anyway, so the first lesson, the first lesson in Innistrad is one of persistence,
is one of believing in good ideas.
And actually, there's two examples from Innistrad.
One is just the whole set itself.
It's funny because trying to get the set made took forever there was a lot of resistance once the set was finally happening once the set
was in design the actual idea of doing gothic horror nobody blinked an eye like once like
getting to get the right to do it took forever but once they got the right and was like okay
sounds good and people were happy um and in general, I think as we were designing, people could see what we were doing, and they were happy.
But, it's funny, so once we got into design,
I had told my team that werewolves were very important. Magic had not really
ever been successful doing werewolves. I think we had three werewolf cards, but none
of which were successes. And so what I said is, look, we're going to do stuff like vampires and zombies.
Magic's done good vampires and zombies before.
But we've never really nailed werewolves.
If we can nail werewolves,
then, you know, we could have something to hang our hat on.
And it's out of my desire to sort of figure out werewolves
that got us to Dark Transformation,
that got us to double-faced cards.
And for those that remember the story,
it didn't start like,
that was just one of a bunch of ideas
it was weird but so one of the lessons was
I mean
something I knew but I got reinforced during the set
is when Tom Lapilli
first suggested double-faced cards as a solution
to the werewolf issue
on that I was a little
skeptical you know
magic had always had a back to it that felt like
a pretty radical thing I'm, I, magic had always had a back to it that felt like a pretty radical thing.
I'm not,
I don't believe in
breaking out of the box
for the sake of doing it.
I don't want to do something
that we've never done
just to say we've done it.
I only want to do something
because it fits the needs at hand.
But Tom's idea
did fit the needs at hand.
And so even though
I was a little skeptical,
I'm like, you know what?
We have a lot of ideas.
Let's try them.
An important part and a big lesson of this, which got reinforced is, you know,
even things that seem impractical in design, try them.
Do not.
There's so much.
If things work, if things are showing sign of progress,
you will figure out ways to solve your problems.
And so design, early design is not the place to be naysaying.
If something is fitting what you need, try it.
You know, that there's plenty of things that will fall out along the way.
If the idea functionally won't work, trying is not going to make it happen.
You know, if Devil's Face Cards was not doing what we needed to do, you know,
but it did.
It's like, oh, we need werewolves.
Werewolves need two states.
That is definitely a way to show two states of werewolves. It had baggage with it. There's a
lot of complication. It wasn't something that was an automatic, of course, we're doing it.
But I did say, okay, let's try it. I did not write it off. Even though, I'll be honest,
like I said, I was a bit skeptical. But I've learned, and like I said, this is a big lesson,
was, you know, you've got to try things.
Even things that might sound crazy, you have to try them. Because sometimes, A, they're
not as crazy as you think, double-faced cards, or they lead you down the path of something
that is not as crazy, but you wouldn't have got there without the stepping stone of the
crazier idea. Now, second thing was, so we made these cards it became pretty clear to me
about midway through we were doing it
there's a point where I realized
like I said the set handed over in
July or August and like February
I went to Aaron and said
I'm pretty sure we're going to do this
and we needed to talk to other parts of the company
there's a lot of things we do that only R&D
like as long as the rules and the template
and people can figure it out,
if R&D can handle it,
it can be done. This was a printing thing.
I know Duel Masters had done it, so I knew
it was something that was doable.
But I knew we needed to adopt
earlier because there were a lot of factors that went into it.
It turned out to be tons of factors. In fact,
in February, I started the ball rolling, and
had I started a month later, we might
not have been able to get them in the set.
I thought I was starting insanely early, and I wasn't. later, we might not be able to get them in the set. That's how, like,
I thought I was starting insanely early
and I wasn't.
Although, I mean,
that's when we figured out we were using them.
But one of the big lessons is
you have to have passion to support your ideas.
A lot of people came along
and said, you cannot do this.
This is breaking a fundamental rule of magic
that cannot, should not be broken
and I had to fight very hard
I had to say no no no
this is okay, magic is a game
that breaks its own rules and we do things
and that it's scary to do something
you've never done before
but I've worked on magic for a long long time
I've watched us do things
that we've never done before
and every single time
I mean, interesting by the way,
there always was, outward,
the players would be skeptical
but they're not the most skeptical
because to the players, we've made it.
You know, most players are like, well,
it's here, they can complain about it, maybe we
shouldn't have done it, but we did it.
By the time the players see it, it's a done thing.
We have done it. And so players will gripe done it, but we did it. By the time the players see it, it's a done thing. We have done it. And so players
will gripe about it, usually
before they've seen it, but at some
point they'll get used to it because it exists.
When you're inside the building,
if you believe it shouldn't be done,
you are fighting to stop it. You are fighting
to say, this should never happen.
So the people that disagree with things
are very passionate. Now that's
great. I love passion. People make magic. Now, that's great. I love passion.
People make magic.
I think that's good.
But the thing here was I had people who were trying to stop it from happening
because they fundamentally believed we were making a critical error,
that we were taking magic someplace it should not be going.
So I had a lot of fight in my hand.
Eric Lauer, who was the head developer, a lot of people came to
him, because by the time
people didn't really understand what we were doing until
it got to development.
And so there was a lot of me having to
convince Eric that
this was the right thing to do, and Aaron
and all the people. There was definitely
a lot of voices on the other side
saying it was a huge mistake, and I had to sort of be
the voice saying
no it's not
we need to do things like this
and it's going to be okay
and players are going to love it
so that was a big
stick to your guns
understand what you're caring for
take chances
and then when your chances work out
you got to defend your puppies
you got to believe in them
and you have to fight for them
and that
had I not been so passionate about double-faced cards, had I just been willing to
be a little more accommodating of, well, maybe there's another way we can do it. I don't think
they would have happened. You know, that I, and I realized early on that in order to make them
happen, I needed to be full committal. You know, I, I had to sell it. So that's another big lesson here is that one of the big jobs of a designer,
a lead designer, a head designer, is you are a salesman.
You have to convince people that some of the stuff you're doing is the right thing to do.
Now, when it's small things, it's not that hard to convince them.
Here's a new mechanic.
Usually it isn't too hard to convince people.
But when you want to do something radical, when you want to, right, go someplace
the game's never gone before, that requires some salesmanship. And one of the things I
think I'm proudest of, looking back at Innistrad, was I had some salesmanship. I had some salesmanship
to get the set off the ground. I had some salesmanship to make the double-faced cards happen.
There were a lot of things that had to be done.
Another thing that I had to sell people on,
that people were a little skeptical was,
the set had three keywords in it.
We had transform, which was a double-faced mechanic.
We had flashback, which was coming back.
And we had morbid.
Now, there were other things going in the set.
There was a tribal component. There were curses. It wasn't like that was the only thing going on but there are only three keywords now early in magic we used to do two keywords and over time we it started keywording more things
so the time three keywords was actually pretty low for us at the time and what i said was there's a
lot going on it's okay that the three keywords is there's plenty happening. One thing that's very interesting is,
and this is true with players as well as internal,
is that people tend to use the keywords
as a marker of what's happening in the set.
And that if there's few keywords,
a lot of people will read that as meaning
there's less going on in the set.
That other thing had five keywords.
There's more going on there than this,
so there's three keywords.
And part of the answer is, there was a lot else going on,
but not everything needs to be keyworded.
And the way that Innistrad was designed,
a lot of the tribal components,
a lot of the, some of the flavor, like the curses and things,
they just, they worked better not as a named mechanic.
Didn't mean they weren't there.
It didn't mean it wasn't something people couldn't build around or draft around or have fun or, you know.
Like, they were themes to play with.
But they weren't things that needed the keyword.
And so there was some debate at the time about, you know, was there enough in the set?
And so I also had, like, one of the things that's important, Innistrad really taught me this is
don't put things in your set
like understand the volume of what you have
you have to believe in
you need to gauge how much you need
and then don't put more
in your set than you need
in fact one of the big lessons and Innistrad was a really good
I mean Innistrad was a good example
where I did this and the response
proved I was correct in my assumption,
which was, you want to put as little in your set as you need
to accomplish what you need to accomplish.
The forces of being will make you put more in.
And there's a lot of moving pieces to a magic set.
I'm not saying magic sets shouldn't have a decent amount in them.
By the nature of what they need to exist, they need a bunch of stuff.
But, avoid the pressure of putting things in because you feel you need to put things in.
Put things in because you need them.
Put things in because there's space missing.
Put things in because, you know, there's something that the set isn't doing that it needs to do.
But do not put things in because they are...
Do not put things in your set
because they are...
Because you feel that, well, I don't have
enough.
It doesn't seem like I have enough that I should put more in.
I mean, if there's a gap, if something's missing,
that's okay.
But there were a bunch of conversations about, oh,
should I be adding a keyword?
And I was very... I'm like, no, no,
no, the set's doing what it needs to do.
The set has enough in it. There's enough going on.
And
Innistrad, the thing that's interesting about Innistrad is
on the
surface, because of three keywords,
it looks like there's a little
less going on. But when you start playing with it
and you start seeing some of the tribal connections
and some of the different themes that were woven in
the role of the graveyard, there was a lot
going on, it was by no means
a simple set
it definitely had a lot going on
but on the surface, one of the things
that I learned being a
top down set was
I let the top down
carry a lot of the content. What I mean by that was,
I knew when you played the set, there's things you're going to want to do because the top-down
leaves you there. I want to build a zombie deck, and I want zombie deck to act like zombies. Okay,
we got that. You know, I wanted to do the same with werewolves, with vampires, with spirits,
with humans. Each one of them had a story and had a role. And that story and role, because I was building top down
from pop culture, meaning I knew you had seen zombies in movies and TV and read them in
books and you had a sense of what zombies were like. So when I made a zombie deck and
figured out how the zombie deck worked, I knew the audience would have an expectation
and I could meet that expectation. And a lot of the interesting things about Innistrad
was trying to figure out what people would expect and designing to match the expectations.
That was, so one of the biggest lessons, I guess, of Innistrad was I did not do Champs Kamigawa. I
mean, I was on the development team, so I was familiar with how it was designed, although I did not design it. So this was the first time that
I had done top-down. And I learned a lot. I learned a lot about top-down. And one of
the big things is the need to allow your top-down to sort of guide expectations and try to design to expectations.
The other thing, which is a big thing, which started with Scars of Marriage but got reinforced
in Innistrad, was trying to understand the emotional content.
The one nice thing about using pop culture was when you're messing with a genre, genres
come pretty emotion loaded, if you will.
Like, it's clear horror was about fear.
That when you watch a horror film, it's crystal clear.
The emotion that it plays around with is fear.
It is playing into fears you have.
That's what horror is about,
is taking human fears and exploring them
and digging into them.
So if I'm doing a set around that
and I want an emotional response,
well, fear is what I'm going for.
I'm trying to provoke fear out of the other player. I want to scare them. I want to make them feel uneasy.
I want some sense of tension. And a lot of the design was built to match that feel. And
the big thing I learned walking out of Innistrad was that there are a lot of tools available
to a top-down design that are unique to a top-down design.
And not that that was the only way to design,
but it was a way to design.
And I think a lot of what Innistrad did
was sell the rest of R&D
that this was a viable format to design.
In fact, if anything, it oversold it.
I believe that our player base so loved Innistrad
that the response is, stop doing how you do design. Let's make all the designs it oversold it. I believe that our player base so loved Innistrad that the response is,
stop doing high-end design.
Let's make all the designs top-down designs.
And the answer is, we can't.
Partly because there's not the amount of top-down material
as we need.
Partly because Magic is better
if every set is not designed the same way.
Magic is better if different sets
come from a different place.
I really was happy how Cons came out,
but Cons was not at all from the top down.
Not that it wasn't the top-down component that was later woven in,
but that's not where it started.
That's not how it got designed.
And I guess even, I mean, the big takeaway from Innistrad
was the idea of there are tools available from us
that we should be more conscious of.
And we had definitely tapped into some resonance things that were going on
during Magic 2010
and Zendikar. I mean, there were places we were
looking at resonance.
But it made me sort of approach it in a whole new way.
I think we looked at resonance
as a thing. What things can you replicate?
And Innistrad taught me that there was resonance
in emotion
and feeling and sort of how things were played
out and that we could take advantage of
that. It's clear to me, by
the way, I'm not quite to work yet, but
I'm not getting into Dark Ascension
today. So today will be an Innistrad day
and the next time I do Lessons Learned, I will do Dark Ascension.
Dark Ascension, actually, a lot more
went wrong, so Innistrad's more
of things went right, Dark Ascension's things went wrong.
We'll get to that next time.
But anyway,
so what went wrong in Innistrad? I'm talking a lot about
things I did right and how it taught me.
So let's flip the coin.
What went wrong? So the number one thing that went wrong in Innistrad
was I had a
lot more going on than I think I explained
to my lead developer,
Eric Lauer.
I mean, the classic story, I've talked about curses,
how I had this big plan for curses,
and one of the things I was trying to do
was I was trying to show the role of the humans
versus the monsters in the first set
so that I could play it off in the second set.
And the problem was, although I had set this stuff up in the design,
I didn't elaborate with my lead developer what I was doing.
There's a lot of stuff I was doing that was trying to pay off.
And some of it happened.
Some of the payoff happened.
But not all of it.
And the reason was
I didn't do a good enough job
explaining to my lead developer
what I was up to.
And part of that was
that one of the things is
I am very intuitive in how I do design.
That there's things that I believe
I was setting myself. Like I knew I was doing Dark Ascension. I knew design that there's things that I believe I was setting myself,
like I knew I was doing
Dark Ascension.
I knew when I was doing
Intro that I was doing
the next set.
So I acted a little differently
than I normally do.
But I didn't change
my process
even though
I acted differently
because I was leading
into myself,
something I don't often do.
And even with Shadowmore,
I didn't know
when I was doing Shadowmore
that I was going to be
leading Eventide.
For those who remember that story, the lead designer dropped out of the last second,
and I let it just so I had nobody else I could put on it.
So I didn't design Shadowmoor knowing I was designing Eventide.
I designed Innistrad knowing I was designing Dark Ascension.
And so I did a lot of things.
I now realize a lot of them I did on a gut level,
but I didn't do on a level where I understood
what I was doing until I got to Dark Ascension.
And then I saw what happened in Innistrad.
I'm like, oh, why didn't I explain this?
Because why didn't I explain it?
Partly because I didn't know.
And that's an interesting thing about,
about design that I learned from Innistrad
was how much of the way I design is by feel.
People ask me a lot
sort of how I design,
what do I do?
One of the things you learn as you design
is every time you design something
you are learning more about who you are
as a designer. And that's a never ending
process. It's not like I go, I mean I'm 20
years in. I've been designing a lot of magic sets.
I've designed like 20 magic sets.
I'm still learning about what makes me tick as a designer.
Now, partly that's because I'm growing as a designer, and so I'm changing.
But part of that's also like, oh, I now see something I didn't understand before.
And so Innistrad was a very important design for me to understand a little bit more about who I was and how I designed.
And one of the things that, like, it's funny because I write a design column.
I talk about my designs all the time.
I do my podcast.
I mean, it's not like I'm not constantly talking about my designs.
But it's interesting that as I talk about my designs, like, when I do a podcast like this,
you know, it is, a lot of times I'm saying aloud things that I had never said
until I bothered, I mean, I might have internalized them, but, like, the big lesson I learned
in the industry that's funny is understanding how important, um, I think I knew I was trying
to evoke emotion out of people, but what I didn't understand, like I talked about this before, which is you want to understand your,
I talked about in writing,
I had a writing teacher that said
that everybody has a theme.
Every writer has a theme, you know,
and we would read famous writers
and figure out their theme.
And then one day she's like,
now let's figure out your theme.
What's the theme you write?
So if you guys remember,
my theme as a writer that I always come back to
is how people
like to function intellectually
but in reality
they make most of the decisions
by emotion. That people want to think that
they process intellectually
when they process more emotionally than intellectually.
And
I made a whole play about it.
The theme pops again and again.
Mood swings is about emotions.
Emotions are a very strong theme in my work.
One of the things
I didn't realize is
that I think that I spent
a lot of time thinking about what my
audience would think about what I was doing
and not what they would feel
about what I was doing.
I did a whole podcast about emotional
connection. And I think that a lot of the lessons of that podcast came from Innistrad design,
of working on something that had this really emotional core and starting to understand that
what I was trying to do was match expectations and that expectation wasn't as much emotional
as anything else. And a lot of what I was doing, interestingly, was as a designer, was I was trying to, and
this was done subconsciously, that I was trying to say, oh, they're going to respond not intellectually
but emotionally.
Let's make sure I'm emotionally hitting the beats I need.
You know, that I was, as a game designer, having the same theme I was as a writer,
and just unaware that I was doing it, you know, and that was a very illuminating thing, that one
of the neat things about doing design is understanding how you are functioning as a designer,
so one of the things that's a great thing to do, what we call post-mortem, and I mean post-mortem
in R&D is when the whole group sits around and talks about
what went right, what didn't go right.
But one of the things that I still call
sort of a personal post-mortem,
which is, I find it very interesting,
I mean, obviously I write things,
I have a very public place to do this,
but even if it's privately,
write down, after you're finished designing something,
about the design process.
Walk through your design process, talk about it. And that, what I find the design process. Walk through your design process.
Talk about it.
And that what I find is
when you walk through your design process
and you're forced to kind of label things
and think about how you did things,
that you will,
you know,
whoa!
Light will open up.
You're like, oh my goodness.
All these things you did not understand
why you did them.
And like I said,
it was very interesting in Innistrad.
In some ways,
next time I talk about Lessons Learned, we'll do Dark Ascension. I didn't realize some said, it was very interesting in Innistrad. In some ways, next time I talk about Lessons Learned,
we'll do Dark Ascension. I didn't realize
some of the stuff I was doing in Innistrad until I got to Dark Ascension.
I did a whole bunch of things
to set up stuff in Dark Ascension that I did not
understand when I was doing Innistrad,
even though I did it. I mean, I knew
I was doing Dark Ascension, and I did it, but I didn't understand
what I was doing necessarily.
And so there's a lot of
design work that is done
subconsciously. Like one of the things
about writing that I know from my writing teachers
is that when you write things,
there's a lot of themes and things you put in
your work that you put in, you did
it, but you weren't aware that you were doing it.
And Innistrad taught me that I do that
a lot in design, more so than I was aware of.
So my first big mistake
was not getting a better understanding
of what I was doing so I could communicate it.
Second big mistake, I mean, I didn't make major big mistakes,
obviously, that's the set I'm most proud of.
I also, like I said, I think I made a mistake on the spirits.
I solved them in Dark Ascension, I believe,
but I wish I'd solved, like, I wish I'd given spirits more of a definition
in Innistrad
I feel like Dark Ascension kind of picked up the ball there
now part of it was, early on I didn't realize
we were doing four monsters and I kind of added it
a little later and I didn't give them the same treatment as the first three
I also think that
I wish
I mean it taught me that I needed to be clear earlier about some of the things I want
Innistrad did a good job
the fact that I came out early trying to explain double-faced cards and wanting to do double-faced cards
made me realize that that was something that we should be doing all the time
and a lot of how design has changed is
we are getting involved much earlier
with other people outside of design
to say, hey, is this working?
Hey, development, is this developable?
Hey, rules teams, can we write text for this?
Hey, templating people, can we template this?
You know, talking to different people,
talking to digital, talking to creative,
talking to, there's lots and lots of people
that have repercussions of what you are doing
and that design is better if it's
serving those other functions and Innistrad made me realize that we need to be doing that more
often that part of being good at you know part of being a good designer is making sure that you are
setting up all the people down the road that are going to be working on what you're doing and you
are maximizing your design for those people a good good design is a design that is developable. A good design is a design that creatives can do the work they need to do on it.
A good design is a design that digital can work with.
A good design is a design that organized play can work with.
A good design is a design that can be templated, that rules can be written for it.
A good design is a design that everybody else doing their job making magic can do their job.
And your job is the first ones down the road, the first ones in line,
is to make sure that you are making something
that fulfills what everybody else
working on the product will need.
That you are making a product,
you're not making a product in a vacuum,
you're making a product
that a whole bunch of other people will work on.
Your job as first one in the line
is to make sure that everybody else
is served by what you are doing.
Your job as a designer is to service everybody down the line,
to make your design not just the best design it can be,
but the best design it can be to fulfill the roles of everybody else.
And that was a big takeaway.
So anyway, I think that Innistrad, I learned a lot from Innistrad.
It's funny, as I talk about it today,
there were major things I learned from it,
major things I understood.
It was successful, but it really made me rethink
a lot of how I did things, how I structured things,
how I thought, how I thought about myself as a designer,
how I functioned with the rest of R&D
and the rest of Wizards.
So anyway, it was pretty illuminating.
Like I said, while it was a very successful set,
I think behind the scenes it was very successful too,
that I walked away with a lot of lessons.
Interestingly, the very next day at Dark Ascension,
I made a whole bunch of mistakes.
But that will be the next lesson we talk about.
But anyway, I'm now parked in my car,
which we all know what that means.
It means it's time to end my drive to work.
So instead of making magic, it's time for me...
No, I said it backwards.
Instead of talking magic, it's time for me to be making magic.
See you guys next time.