Magic: The Gathering Drive to Work Podcast - Drive to Work #30 - Lessons I Have Learned - Part 1
Episode Date: April 19, 2013Mark Rosewater starts a two part series about the lessons he's learned from the sets he's lead in design. ...
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Okay, I'm pulling out of my driveway. We all know what that means. It's time for another drive to work.
Okay, as you all know, I do this a bunch of head. And right now, in my present, but your past, I'm running the Rosewater Rumble.
For those who have no idea what that is, I realized that Gatecrash was going to be my 16th, or was my 16th release set.
And so I thought it would be fun to do a March Madness style thing where I pitch my 16 sets against each other and let the audience vote.
In the middle of doing that, all sorts of fun is happening there.
I have an article you've probably read about already that I wrote about.
Anyway, so what I realized as I thought about it was one of the important things of doing design is not just the act of doing it, but once you're done, you need to look back and say, what lessons have I learned?
What has this experience taught me?
So I thought for today, and maybe more than today, we'll see how long this one goes, um, I want to look at the lessons I've learned from the sets that I have led.
And so I dubbed this, this drive to work the lessons I've learned from the sets that I've led and so I dub this
this drive to work
lessons I have learned
so I thought I would go in order from the sets I did
and talk about them
and as many podcasts as that takes
my guess is one or two
I will sort of examine what I've learned
from the sets that I've done
and be aware that one of the things that I realized
is that some of the sets that I realized is that some of the sets
that you learn the most from are the sets where you made the most mistakes. So as you will see,
many lessons came from many different places. Okay, so we'll start with set number one,
which for me was Tempest. And I did a podcast on Tempest. So understand that when I did Tempest,
I kind of told them that I thought I was a designer.
And before I came to Wizards,
I had done some game design,
but I'd never done magic design.
And I kind of bit off quite a bit.
Like I said, my first time out,
I was doing a large set.
Like Mike Elliott, who was also on the design team,
he had designed a set before he came to Wizards.
Now, it wasn't made, but I mean,
he had gone through the motions and made a set.
I had never done that.
I had made individual cards, but I never made a set.
And so the first lesson I learned from Tempest
was that I was able to do it.
I mean, I had a lot of confidence.
I don't have lack of confidence, especially in this area.
But I think the thing about Tempest was I did something,
I kind of pushed myself and said,
I think I can do this, and then just did it.
You know, I had no, I mean, the lesson kind of was
that sometimes you have to put yourself out there and take some risks and challenge yourself.
Tempest was difficult, but I did it. It was doable.
One of the most important things I learned is the idea that sometimes part of being a designer is pushing yourself.
One of my attitudes in general, I mean, I'm a pretty
optimistic person. I actually, honest to God, was voted most optimistic in my high school yearbook.
In my standard days, I used to say, you know, I knew I'd win. Anyway, I'm an optimistic person.
And so I tend to approach things assuming they can be done. That's one of
the ways I always approach design is I don't say, can I do it? I'm like, there's a way to do it.
I got to find that way. And so Tempest was interesting for me because it was a pretty
big project. Now, I learned a couple other things. One was, I don't think I realized until I did my first design how collaborative a process magic design is.
I mean, I think temp is shown not just because I did good work, but I had a really strong team.
You know, I mean, Richard Garfield obviously knew what he was doing, but he hadn't done magic in a while.
You know, when I got him to be on my team, he hadn't done magic design in a couple years, and obviously I had faith in him, and he had faith in himself,
but I mean, he really stepped up and had really cool ideas. Buyback came from him. Mike Elliott
was one of the people I tagged who had never, also never done design, but like me, he said he was a
designer, and I wanted to give him a
chance to prove it, and Mike mega stepped up, you know, I mean, Mike and I went on to be the, the
lead designers for a lot of sets following Tempest, um, and like I said, Mike, Mike did slivers, and
Mike did licits, and Mike did, um, shadow, I mean, a lot of Tempest mechanics came from Mike. And so I think I learned that,
you know, part of being a good designer in Magic is not just your own abilities, but
having a team and relying on the team, you know, and that, like one of the things now
that I've learned as a designer, I mean, as someone who's done a lot of these sets is I have to have my entire team invested in what we're doing.
It can't just be my set.
It can't just be my project.
It has to be our set and our project.
The entire team needs to be on board, you know. long time is that whenever I can give somebody else credit, whenever somebody else, like
one of the tricks is, a lot of people will turn things in, and often you'll get the same
cards, as we call parallel design. Very common. Especially when you're shooting in similar
areas. When I say, guys, we're looking for this kind of thing. So what happens all the
time is that someone will design something
and I will design the exact same thing
because it's just in the same area.
I will always take their card with
their name and put that in the file.
Because the reality is
although
funny enough, I had the
reputation for being super egotistical,
I actually care
that I want my people invested and that,
hey, I've had thousands of cards made. My issue no longer is about individual cards
or even about mechanics. I'm much more about trying to create a set and a feel and a block
and interblock. And I'm really sort of looking big picture. But I do know it's important
for people to have cards and feel connected to the cards.
And so I make sure that everybody involved,
when they do stuff, that they can see the stuff that's there.
That's why, to me, it's really, really important
for all my designers to put names on things
and then use those cards with those names
so that people have ownership.
One thing that's super important is
the creative process is a process of ownership.
That if you want to create, if you do not feel you own it, you will not do as good a work.
Let me repeat that because I think that's super important. That when you are emotionally invested
in what you are working on creatively, you will do a stronger job. Why is that? I think that has to do with how humans function.
That if you feel distanced from something,
you, for example, I mean, I'm a parent.
And there is a bond when you have a kid.
I mean, it's chemical, I'm sure.
And it's probably psychological.
But I mean, you have this amazingly strong bond.
Your baby is born and you're like, bam!
That's my baby.
And you have this incredibly strong bond. Well, why is and you're like, bam, that's my baby. And you have this incredibly
strong bond. Well, why is that? Why does nature do that? Nature does that because nature wants you
to take care of the baby. Nature wants to make sure that you do the best for the baby. And part
of it to make sure is, look, the more bonded you feel something, the more responsibility you feel,
the more you put yourself into it. And creative things are your your baby and that if you don't feel invested if you
don't feel connected you just won't step up as much you know why because the creative process
is hard like raising a baby is hard you know and that your nature needs you to stick in there and
and really fight for stuff and and be there for your baby and so it bonds you to it. And that's important. And
I want all my fellow designers on my team to also feel bonded. I want it to be their
baby too. Not just my baby, it's my team's baby. And that's really important. Tempest
taught me that. Tempest also taught me the importance of story. So one of the things,
one day I'll tell the story, but my friend Mike Ryan and I,
Mike was a lead editor,
or not the lead editor,
but a editor of Magic.
And he and I pitched this idea of a story,
the magic of the story,
would go on to become the Weatherlight Saga.
And Tempest was us working together.
I mean, things would go astray later,
but Tempest was really,
I mean, if you ever look at Tempest
and like Doulas did a thing,
it's online,
where we showed all the art,
to like show you a storyboard of the story,
because Tempest had a very tight story.
It was all seen in the cards,
or most of it was seen in the cards.
But a lot of what we did was,
I tried very hard to take the mechanics in the story
and mesh them.
Now, it wasn't the best way to do it,
in the sense that,
a lot of what I did is I found mechanical things and then found a way to mechanically tie them into
the story. So they were connected, and I like how they were connected, but they weren't
as emotionally connected as I later learned. We get to end of Shrine stuff. I'll talk about
how I've learned better how to sort of ingrain them. But it was the importance of having
value story. I realized the story meant something.
It's the first time I got to play around with that area. The other thing that I learned
is before Tempest, the way magic sets worked back then is you had two keywords. They had
nothing necessarily to do with each other. You said, what are your phasing, flanking and phasing, or, you know, echo and, what was echo? Echo and
cycling. But I had shadow and buyback. And I really realized that I wanted them to mean something to
each other. I didn't just want two things. And so I worked really hard in my design to make them
push against each other. That one said, you know, if the game goes long enough, I'm very powerful. So if you can control
the game and make it go long, you will win. And the other mechanic said, I'm fast. If you win
quickly, I'll win. But you get to the long game, I'm, you know, I'm not going to win for you. I'm
a fast mechanic. And I pinned them against each other. So the Tempest had this sort of, you know,
one part was trying to be fast, one part was trying to be fast
and one part was trying to be slow
and I gave each side resources to have that fight.
And so Tempest taught me that it was important,
you know, to have that,
to make sure the internal elements
meant something to each other.
Now, I would later go on to get much better at that.
That was my first attempt at it.
But I was proud that I took what was, at the time,
just like, whatever, had two mechanics and said, no, no, no, I want them to mean something to each
other. And I thought that was valuable.
The other thing that Tempest taught me was
that everything you come up with isn't going to make it in
the file. And that, for example, we tried really
hard, I tried super hard, to make draw
triggers work. What draw triggers are is cards that say when you draw it, something happens.
Now, many years later, Brian Tinsman would figure out how to do it with miracles. I didn't
figure it out at the time. And I spent a lot of time trying to make it work. It's funny
that I kind of got into buyback, which Richard made,
as a means to try to fill the void
of this mechanism I couldn't solve.
And then buyback ended up working really well.
Oh, and the other thing I learned, the other thing I learned from Tempest,
I will learn this again in Odyssey,
is you need to figure
out what you're going to do and don't...
You want to overfill a little bit. I say this
to my designers, which is, when you hand something over
to development, you want to have 110%, 120%. You want a little above. I say this to my designers, which is, when you hand something over to development, you want to have
110%, 120%. You want a
little above what you need, because the act of
development is they're going to pull stuff out
and things aren't going to work, and that
you want to make sure you're a little full,
because the act of development will dilute things
out, and that they might
need things, and you give them extra choices,
you help them. Like, one of the things
about doing design is, design is about getting the set to a point where
development can do good work.
Design is not about finishing the set.
The design is about doing the first part of what we need to do so that the second team,
which is the development team, can do what they need to do.
And that my goal is not to get as far as possible down the line.
My job is to set up development as well as I can set them up.
And one of the problems Tempest had
was Tempest just had too much in it.
I mean, a little bit,
you know, 110, 120% is fine.
Tempest, like, Cycling and Echo,
which were the two mechanics
from Urza Saida a year later,
they were both in it.
It was just chock-full of stuff.
And it's not bad that we as a team
came up with it
because we were
overloaded with ideas
especially because
Mike and I
had never done design before
Richard hadn't designed
in three years
I mean Charlie
I don't know
hadn't been on design
since Mirage
but anyway
there was too much
there wasn't enough focus
and that
I overstuffed
a little too much
it's a very common
early design mistake
and I made it
which is
not committing
to what
you're doing, meaning people sort of don't have enough faith in what they're doing, so they do
lots of little things going, well, so maybe some of this will work. And what you need to do when
you design, especially for magic, is figure out what matters and then commit to those things.
You can't commit to a lot of things. If you want to do something right, you got to have a handful
of things and then commit to those things, rather than, to those things you don't want to commit to a lot of things a little
you want to commit to a few things a lot
especially in a thing like magic
where we have to keep making things
there's not a lot of value of taking ten mechanics
and saying well we'll do a little bit of ten mechanics
no no no no
do a lot of four mechanics and save the six mechanics for later
okay
after Tempest was Unglued, my second set,
so unglued taught me, one, to trust my sensibility. I think what happened was,
in a lot of ways, Tempest was me doing what I thought a magic set was, and that's not bad,
but I was very much trying to be what magic sets were. And Unglued,
kind of by the nature of what it
was, said,
instead of making magic sets,
instead of making your aesthetic
match magic sets,
try taking a magic set and match your aesthetic.
And Unglued
is one of my favorite things I've ever done,
in that I feel like
I really had no constraints,
and I tried doing something.
Now, remember, the other thing that was interesting about this was,
and I tried to put this in my podcast,
I unglued the assignment I was given wasn't what it ended up being.
My assignment was much vaguer.
It was like, they're silver-bordered, they're not termed illegal, do something.
The idea of having humor, of having parody elements, of making things that
were funny, that was all me. None of that came in what was asked of me, you know. And the thing
that I'm very proud of on Glued was that we really did a lot of things, you know, like full art land,
like tokens, like there's a lot of things I did that were sort of like me stretching boundaries
that Magic would go on to embrace as these were perfectly acceptable things. And so the lesson I learned there was
that it's very easy when you are doing something that's bigger than you, and magic's way bigger
than me, to get lost in the ideal of what you're doing. And that one of the things I say to my
designers is, you are special.
The reason you are here is you have something to bring that nobody else has to bring to
the table.
You know, when you do a design, I don't want a design that someone else can do.
I want a design that only you can do.
For example, I did an interview with Ted Knutson a while ago about writing for Magic.
And one of the things I said is, if I can write an article and you can scratch my name
off and put somebody else's name on and nobody recognizes, then what are you doing?
As a writer, what are you doing?
You know, I want to write something that you read and go, that's Rosewater.
I have a voice and I'm saying something.
I'm not just saying what anybody else could say.
And I feel the same way about design is, you know, that I want my designers that you can tell it's their set.
I'm not saying they should stretch what magic is. They have to stay within the confines of
what they're doing. But in the same sense, I want them to be able to take part of them and imbue it
on what they're doing. Because I think that's where the best designs come from, you know. I think one
of the things I hope, like when I did the Rosewater Rumble is, hey, these are my sets, and if you look at them, you see a lot of themes that come out through them.
You know, I wrote an article which came out in your past, but my present, about synergy,
where I talked about the importance of synergy, and how that one of my design aesthetics is,
I think games are about teaching people something.
That games are about you helping people learn skills.
And that you as a designer have some skill that you love that you want to imbue on people.
And my skill that I love, that I really love, is creativity.
I love teaching people how to be creative.
And one of the ways of doing that is in my design I use a lot of synergy.
I make cards
connect in weird ways. And part of, I think, cracking one of my sets is figuring out what all
works together and how you make things happen. And that magic naturally does this really well. So I'm
playing the magic strength, but I'm really imbuing with something that is my aesthetic. And that
Unglued taught me it's okay. Embrace your own aesthetic. Don't be somebody else.
Be yourself.
You know, be what you're doing.
Don't, I mean, there is breaking too much.
And definitely in magic we've had some of that where people try to make magic too much their own thing.
That's a problem.
But I do think you want to bring enough of yourself to it.
And the other thing, by the way, that I love that Unglued taught me was that designing should be fun.
I should have fun designing.
Now, that's not to say I didn't have fun in Tempest.
I did, and it was exciting.
But I think Unglued sort of said, you know, I think I can bring joy for players if I find the joy in the process myself.
And Unglued really taught me that.
And Unglued really taught me that.
And finally, the last lesson of Unglued was the lesson of it's okay to go to places that you don't understand in the process.
My favorite book is a book called Whacking the Side of the Head by Dr. Roger Van Eck.
And he talks about how the importance of stepping stones, which is, the premise of the book is that the reason people aren't creative is that they have their
own mental locks that prevent themselves from being creative. And one of the mental locks
is, that's ridiculous, that's silly. And the idea is, this idea isn't practical, but one
of the things he talks about that I really believe in is the idea of stepping stones,
is just
because something doesn't work doesn't mean it can't get you to things that do work and that
one of the things I loved about uh what Unglued taught me was because kind of I was allowed to do
anything I just went to places that I never would have gone that made me a better magic designer
you know now I do believe that restrictions are good and restrictions help
you, but I believe also sometimes it's nice to sort of remove restrictions and say, look,
assume you can do anything. What do you want to do? And I think that's very freeing and
helps you do stuff. Okay, number three set I did was Urza's Destiny. Okay, so Urza's
Destiny, I guess the biggest claim to fame Urza's Destiny is
it's a solo design, meaning
I was the design team.
In Magic History, I mean,
maybe you can argue Alpha is the other
exception, but
Richard had a lot of help.
For whatever reason, I decided
I was going to do this set by myself. Bill,
who was the lead designer at the time, signed up on it,
and I literally designed it by myself. Bill, who was the lead designer at the time, signed up on it, and I literally designed it by myself.
Now, I learned in Tempest
that magic is a collaborative process.
So I'm not saying that I...
My lesson versus destiny wasn't,
hey, I should do this more,
and I never did it again.
I'm kind of proud I did it once.
But the lesson versus destiny,
A, it gave me some faith in myself.
I mean, it is, it is a very, a point of pride for me that I did a magic set all by myself.
That is a very hard task.
Um, and I'm proud I did it once.
Um, I think the biggest thing I learned from Earth's Destiny is that it's not enough to
have structure.
Um, the audience needs to understand what the structure is.
So let me give you an example.
One of the themes of Urza Saiga, one of the mechanics, was cycling.
So the tweak I had on cycling was what I refer to as cycling from play.
Cycling are cards you have in your hand.
You pay two mana, you draw a card.
So I made a bunch of cards where you paid two mana
and you could sacrifice them from the battlefield to draw a card.
And the idea was, oh, they cycle from play.
I was very proud of this.
But what happened was no, not nobody, but, you know,
0.01% realized it.
You know, it became a running joke whenever I would talk about it to somebody.
And I'd talk about cycling from play and their eyes would let out. They'd go, oh, yeah, it became a running joke whenever I would talk about it to somebody.
And I'd talk about cycling from play and their eyes would look at me and go,
oh, yeah, I didn't get that, you know.
And I remember time and time again, every time I explained it, nobody got it.
And what I learned is, I mean, the point of our society was,
part of what you're trying to do in design isn't, I mean, I do believe in aesthetics. I do believe in having good design
subconsciously makes you feel better.
So I do believe there's things you do
that won't be seen on a conscious level.
But my lesson is I wanted that to be seen.
That one of the things I learned from Earth's Destiny is,
look, you have to be able to,
it's not enough to do something
that sometimes you need to be visible enough that
people can see it.
You know, that when I'm working on a design, I want other people to be able to figure out
what I'm doing and to see that thing, you know, and that, I mean, I like burying synergies
in, but also I don't need to bury everything.
I don't need to hide everything in a set. A little bit is good, but also part of what you're doing is, I mean, and this is the reason
that I like writing articles, you know what I'm saying, is that I think part of design
is showing off what you're doing so people can see what you're doing and that it's not
all supposed to be secret. Yes, you want some secrets. Yes, you want your audience to be
able to search for things and I love doing that. I'm not saying not to do that. But at the same time, it's not
supposed to be a mystery. You know, part of doing art is having structure to it and having a
structure that people can see. Now, the solution there, I learned, is that I become a much bigger
fan of labels, of using keywords and ability words and keyword actions
and, like, I became
a much bigger idea of, look, label
the things you're doing so people can see them.
Because that's not a bad thing. People enjoy
making the connections. People enjoy
seeing it. And that, on some level,
hiding too much is taking some joy
away from the players. That, I think the players
would have enjoyed the cycling from
play if they got it, you know? And I feel like not enough people had that opportunity. And I learned that,
look, I have to do that. I have to be able to lay things down, and I have to be able
to label them so people can see them. Because one of the things that people have to understand
is that design is not for yourself. Design is not, it's not that I'm doing something
all for myself in a thing,
alone, I do my thing,
and then, well, the world can do,
can see it as they see it.
I don't think art,
I don't think of art in that way.
I think the audience
is an integral part of art.
And that you, the artist,
if you're not thinking about the audience,
then on some level,
you're being selfish.
You know, you as an artist
are just being selfish.
I mean, if you want to do self-expression and do things and hide in a selfish. You know, you as an artist are just being selfish.
I mean, if you want to do self-expression and do things and hide in a closet, you know,
more power to you.
You know, you can Emily Dixon set it up.
But that, I believe that part of art is the act of it being seen.
That is an important part of art.
And I do believe, I mean, I know people maybe, you know, I think I'm being highfalutin here, but I think of magic design as art.
You know, I'm not saying there's not some science to it.
There's a lot of craft to it.
But I do think of it as art.
And part of it is that I want the audience to be able to appreciate it, you know.
But to do that, to do that, I have to understand that the audience,
that them seeing it is part of the art, you know.
And that if I want the audience to be
able to participate, I have to help them, you know, that I, the artist, have to put
some work in.
It's not the audience's job to figure everything out, you know.
For example, as a connected thing, I've done a lot of puzzle design.
My wife and I love to throw parties, and one of the things I always do at my parties, we have puzzles.
I love making puzzles. It's fun.
And one of the things I learned as a puzzle designer, which I bring to my magic design,
is in puzzle design, the biggest mistake that people make is they think it's them versus the audience,
as if they have to trick the audience, or can the audience figure it out?
They're going to challenge the audience.
And what they miss is puzzle making is a collaborative process with the audience.
The goal isn't to stump the audience.
If you stump the audience, you have failed as a puzzle maker.
You've made a horrible puzzle.
The goal of puzzle making is to work with them to create an experience that is enlightening for the audience, right?
For example,
one of the things about an awesome puzzle is, you put
handholds into the puzzle, you know what I'm saying?
As people figure things out,
you give them ways to,
you know, to
solve more.
A great puzzle says,
oh, well, here's a few things in the beginning
to get ideas, and then as you
start solving it, it gives you new clues
and so the act of solving it helps you open up
and it's an onion that gets unraveled and different layers come off
and then a beautiful puzzle is this interactive process
where you and the audience are going back and forth and doing a little dance
and then in the end, they're reaching this glorious climax
that you've designed for them to find
like a puzzle that no one can solve, whatever.
I don't know what that is.
You're not thinking of the audience, and you're not really making a good puzzle.
And I feel that magic design is the same thing,
that I'm trying to make something for the audience to discover,
but I have to put the handholds in.
I have to help them.
That is not like throw them to the wind
and whatever they find. No, no, no, no.
My job as a designer is to
make sure that I'm doing a dance with
my audience and helping them discover things
but in a way where I
give them the tools to help find it.
You know, just like puzzle making.
You know, and that, I mean, Earth's Destiny
was the first place I really learned that. I really
realized that, like, it's not I'm not just doing something and putting it on
display and whatever you see, you see.
I'm trying to work with my audience as an audience.
Okay, I see the Wizards building.
So, I've realized something very important here, which is, this is a lot longer.
This is not one or two podcasts, because I managed to get through three sets in one.
But I, I like what I did.
I like it's good. So this will be as long
as it needs to be. I don't know. Maybe
next week I'll... Maybe some of my lessons won't be
as long as my first three. I think
the early lessons you learn more in the sense
that you've let, you know... Well, I guess you learn on everything.
But the early lessons are interesting in that
you know
less. So maybe the early lessons are bigger
lessons. I honestly don't know how long this is going to last, but
I'm enjoying myself. I hope you guys are.
That's the first three of my 16 sets.
So, anyway,
I'll pick up next week when I talk more about
lessons that I've learned.
Anyway, it's time for me to go make the magic.