Magic: The Gathering Drive to Work Podcast - Drive to Work #91 - Names
Episode Date: January 24, 2014Mark chats with Matt Cavotta about the role of card names. ...
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Okay, I'm pulling on my driveway. We all know what that means. It's time for another drive to work.
Okay, well, it turns out that Matt Cavada has been having car problems and needed to take his car into the shop.
So we all know what that means. Carpool with Matt Cavada!
Okay, so I'm going to go pick up Matt, and what I've done is I've chosen a topic that I thought would be a good one for me and Matt to discuss.
So last time I had Matt, I drove Matt to work, we talked about flavor text.
But this time, we're going to talk about names.
Now, for those who don't remember, Matt has actually worked at Wizards twice.
The first time he worked at Wizards, he was on the creative team
in charge of names and flavor text.
Now he does,
he's in charge of the look and feel
of magic packaging.
Maybe one day I'll do a podcast
and talk about that.
But today,
talk about his old job.
Now the interesting thing is,
I, back in the day,
was also very involved
in names and flavor text.
In fact,
for both Unglued,
Unhinged,
and Odyssey, I was in charge of the flavor text, and the names and the flavor text. In fact, for both Unglued, Unhinged, and Odyssey, I was in charge
of the flavor text, and the names and the flavor text. So when we talk names today,
both Matt and I have had some experience naming things. Also, one of the things that we'll
talk about today is that in design sometimes I will make honest, attempted names. We'll
talk about that when I pick them up. That part of doing design sometimes is trying to get the right name.
There's a naming person, if that doesn't work out, to give it the right name.
But we'll talk about that today.
Anyway, I'm on the way to pick him up. He lives very nearby, so I will get him momentarily.
But anyway, I always like having Matt in the car, and when I found out yesterday that he...
So one of the things you have to understand is what will happen is Matt will talk to me at work and say,
Oh, I need a ride. Can I get a ride with you?
And then I'm always like, Do you feel up for a podcast?
And he's like, Sure.
I think Matt enjoys the podcast.
I've gotten really good feedback.
People like when Matt is carpooling with me.
Just get a little different, change things up.
Most of my podcast is me babbling on,
but then you get me and Matt babbling on together,
so a little different dynamic.
Oh, I'm caught in traffic from school,
because I'm leaving right...
Normally what happens is, for those who care,
is I get my kids off and ready to school,
and then right after they go,
then I hop in the car and I go.
But if I go right after, if I go too quickly, I get caught up in the school traffic, which is, uh, see,
Matt, it turns out, lives across the street from the school. Um, but anyway, uh, we're
almost there. By the time I get there, Matt should be ready and waiting. Um, anything
else I can tell you to sort of set this up? Um, what can I tell you to set this up? I don't want to give away any good, juicy
stuff that we're going to talk about. One of the things that I can bring up, I guess,
is be aware that every year we make over 600 cards. And all those six, I mean, brand new
cards. I'm not talking about repeats. 600 new cards. Now, all those cards, a few of
them are reprints, in the sense that, you know, they have
a new treatment, but they're the same name.
So, but I would
say there's at least 600 names a year
that we make, because we make over 600 cards.
Let's assume a few of them are reprints.
So we have like 600 names to do.
So that's, as Matt
and I are talking about, Magic's
20 years old, you know,
at 600 names a year times 20,
that's 12,000 names so far. Magic has over 13,000 cards, but let's assume some of those are reprints.
So 12,000 unique names. That's a lot. The English language, it's got lots of words in it,
but not an infinite number. And we're going to talk today a lot about names as a resource.
I think that's something that
most people don't think about. But when people ask me about what are the true limitations,
like what are the resources that we have to be most careful about using up, names are one of them.
And that a good, clean, crisp, cleaner name, there's a very finite number of those. And one of my big pet peeves is early in magic, we wasted some really, really good names,
especially early, early magic.
Like one of the ones that always burns me is there's a card in Legends called Teleport,
and it's the worst, it's a horrible card, and I'm like, really?
Teleport?
We burned Teleport on that card?
There are a bunch of ones like that.
Teleport. We burned Teleport on that card.
There are a bunch of ones like that.
But anyway, so today we will be discussing what it takes to make names,
what exactly what names need, what are the qualifications for names,
and then we'll probably share a few stories about just names we liked,
you know, some of the cards we named and how we got the names.
It'll be a name-a-palooza once I pick Matt up.
So the fun part is I'm sitting here in traffic
trying to like make
you know
like I'm trying to
entertain you
while not giving away
the very topic
I want to discuss with Matt
so
but luckily
we're almost there
and like I said
I always have
I enjoy having Matt
A. I like Matt
and I like carpooling with Matt
B. I like having Matt
on the show
because it is a change of pace.
I had a bunch of people ask me, by the way,
if I could have other guest stars.
The problem is, I mean, I have,
Ethan Fleischer was on once,
but because I drive to work,
I mean, Matt lives right near me,
so he actually carpools with me,
but it is tricky to get other people
to be in the car on my way to work.
That's why there's not a lot of,
not tons of guest show opportunities
with other people.
If they come up, I promise I will
try to do them if they occur.
But thus
far,
Matt is the number one option.
Okay, I'm pulling over here.
Is Matt here?
Let's see.
I do not see Matt.
Where is Matt?
Okay, we have to go...
Ah, there he is.
Okay.
Ladies and gentlemen,
it's Mr. Matt Cavanaugh.
Hey, Matt.
So until you get in the car,
I have to do a monologue
where I set everything up.
So I've been trying to explain
who, like...
You have two different jobs. One of these days, we you have to do an interview about your other job, but
this is about your old job. Yes. One day we'll talk about product packaging in there. I'm
not enthralling the names and flavor text. So today's topic is names. So we're talking
about, we talked about flavor text last time. So before you got in the car, here's the thing
I started with. I said that names are a very valuable resource.
If you looked at magic and said, what are the things we're going to run out of quickest?
I don't think people would necessarily think of names as being one of those things, but it is.
Well, good names.
Simple names, yes.
Yes.
That's true. Blanks, blah, we can do it at the end of time.
Well, I have found even in the job that I do now
that card names and in some cases keywords and whatnot
even step on the toes of other work that we do.
For example, we can't write a product tagline
that uses the word storm that doesn't mean storm.
Yeah.
We can't use the word legend unless it means legend.
Right.
And those are both really good, powerful words that are evocative and in a lot of cases would help sell a concept. So what we could do is we could sit down with Dog and figure out the most keywords
we need for packaging
and start making mechanics
named after those things
and completely make
your job impossible.
It's already pretty challenging
given we have, what,
15,000?
There's 13,000 plus magic cards.
I think there's about
12,000 unique names.
That's the math I did
before we got here.
That plus all the keywords?
Right, plus there's 100 keywords.
It's not so.
And the funny thing is, you want to pick really good words for names and keywords and everything.
Yep.
And then you end up stealing from yourself those really good words.
Yes.
Catch-22.
One of the things that keeps coming up that's kind of, I don't know,
an ethical debate among R&D,
which is, is there a point at which
we reclaim words that just didn't really,
like, it's on a dumb card, no one ever plays,
do we just go,
what I brought up before you got in the car
was Teleport, which is the card of the legends,
no one probably ever played that card,
it's a horrible, horrible card,
and I'm like, really?
Teleport? We lost Teleport for that?
Right.
So. Yeah, it's true horrible card. I'm like, really? Teleport? We lost Teleport for that? Right. It's true.
If we could go back
to all the
either one-word
card names or
singular
concept card names
that are on non-repeatable
cards and
have those back.
There's a point at which, and I was in a run for this,
where we started realizing that names were important.
About maybe four or five years in, we were like,
okay, we've got to be very careful.
We've got to mark when things are supposed to be repeatable or not.
Although the problem we had back then was
we thought that things with keywords wouldn't be repeatable,
so we sort of didn't put some clean words in things
we wanted to do and other things, you know.
But we've been better in something we're very, like, in the file right now, when you get
handed a file to do naming, usually there's notes saying, we think this is repeatable.
Right.
Do we still use the word promotable?
Does that even exist anymore?
It might.
So promotable means that this is a card
simple enough that it could go in a core set
and usually those are the kind of cards
that it's very easy for us to put in another
expert expansion.
And one of the things that's tricky
about names, I guess we can get into the nuts and bolts
of making card names, is
that
the name of a card
has a very, very important function,
which is it's how everybody refers to it, right?
It is the, you know, a card does a lot of things,
but it all gets boiled down to one thing
as far as how everybody refers to it, and that's the name.
And the name has a lot of, like, jobs, right?
It has a lot of things it has to do.
So...
One of the more important things that
it has to do is
roll off the tongue nicely while
playing. Yes. One of the
things we try to do, and we don't
do this exclusively, but we try
to have
active spells be
named as verb or verbable nouns.
So when you're playing, you don't have to say,
you know, I play my three mana such and such.
You can say, I lightning bolt you,
or I do this or that to you.
Right, so one of the tricks,
usually instants and sorceries tend to be verbs.
I mean, sometimes we get metaphorical, but usually they're verbs.
Although one of the tricks we'll do sometimes, and lightning bolt's a perfect example,
where lightning bolt happens to be a noun, but bolt is a verb.
Yes.
And so when I say I bolt you, it sounds right because the word bolt happens to also be a verb.
So when I say I bolt you, it sounds right because the word bolt happens to also be a verb.
There's quite a bit of wordplay, at least in the English language, on magic cards.
And I'm not totally well-versed in what happens to those once they get localized.
Well, here's a real quickly, I know a little bit about this.
So we, each language, and we're in 11 languages now, each language has a translator or a team of translators. And that their job is to take
whatever the name is and then apply it to their local language. And each language has its own,
you know, quirks they have to deal with. But one of the things that's funny is this came up a while
ago. English is a very robust language. We have more words than some other languages.
In fact, English is one of the most robust languages.
And so, the problem is, we will name cards something where we're having nuance to the name.
In other languages, like, here's a classic example is, in some other languages, there are, like, maybe two or three words for a dead thing.
You know, English has, like, 50 words for a dead thing. English has like 50 words for a dead thing.
And they're like, you're killing us.
Because we have ghoul and zombie
and all these different subtle type things.
And they're like, guys, we have two words.
Yeah.
Yeah, I imagine that there's some wonky
and uncomfortable card names in other languages.
That's where the difference between localizing and translating comes into play.
The person in that other country might have to attempt to hit the same sort of flavor
note we've created, but with their own wordplay and customs or whatever.
It comes out totally different.
wordplay and customs or whatever comes out totally different.
It's funny.
This ended up not happening, but when
Unglue 2 was going to happen, the set that never
came out,
the Japanese market said that they
wanted to print it.
And so we were going to translate
Unglue 2 into Japanese.
And so I had this, Ron Foster,
who works at our office, by the time
was the translator, the Japanese translator, I had this Ron Foster, who works at our office, by the time was the translator,
the Japanese translator, I had this
document that are his notes
on my names for Unglued 2,
which are hilarious. Hopeless.
Because, like, just things
in which I was making a reference, because, like, we don't have that,
you know. And
one of my jokes was, there's a card in Unglued
called
The Cheese Stands Alone, and I was joking
in Japan to be the Cheese Has No Honor.
Okay, so we're going to name...
Hold on, there's another couple of semi-ridiculous constraints when it comes to naming cards.
Okay.
One of them is length.
There have been times where we were forced to use different card names
than we would have chosen otherwise. I have an example. Because of, I'm pretty sure I
know which one you're going to give. Because the rules text and or the mana cost soaks
up all of the available room for the words.
Are you thinking of a artifact dragon? Oh, no, I'm not. That's a good one.
You do that one and I'll do my one. You go first.
Well, as I understand it, the card Tek. Yeah, T-E-K.
Unassuming little three-letter name
for a big, crazy monster came into being because the rules text were so long.
Correct.
The longer name would have forced the smaller point size.
Yes.
Right.
It was a card in which they had referred to the name a bunch of times.
And so the only way they could print the rules text was if the name was super short.
Yes.
And so it has the name tech because a three-letter word was all that could fit
to make the rules text work.
Right.
So here's an example where we changed the name, by the way,
is in Mirage, there's a card called Spirit of the Night.
Originally, it was Spirit of the Night Stalker,
and it just didn't fit.
Right.
And so we had to shorten it to Spirit of the Night
from Spirit of the Night Stalker.
There was a card in the first Ravnica that
had to get a shortened name because the
mana cost was so thick.
It was
a Dimir card. I can't remember what it is.
Some big crazy monster
but it needed a short name
just to fit.
Something that also happens people are completely unaware of is
sometimes the name and the
mana cost will fight and so either we have to shorten the name and the the mana cost will fight yeah and
so either we have to shorten the name or shorten the mana cost and the way you show the mana cost
is have less colored mana and more so you know that way you can get rid of a bubble or two right
um and then there's fights between development creative of which is more important you know
having it one less man you know one less colored mana or having this better name. Oh, speaking of Ravnica names, the original name for the dragon Niv-Mizzet was Niv-Mizzet Strix.
Okay.
It had like 46 letters, 12 syllables.
That didn't pass the test on so many levels.
It didn't fit.
You couldn't refer to itself in the text box.
There wouldn't be enough room.
And it's just unpronounceable and unspellable.
It just failed in so many ways.
I remember going through a whole bunch of iterations
with other people in the editing and creative teams
to come up with something that was easily grokkable
that had anything to do with his name.
So let's, you bring up a good point.
We can segue to this point, which is what do names have to do?
I don't think people are even aware of a lot of the guidelines we have on names.
So one is it needs to be pronounceable, which you would think, by the way, there was a card called Night Errant that was in the starter game that was 1W22.
And we had focus group dash.
Is that how you pronounce it?
I don't pronounce it that way.
But go ahead.
Well, we had focus groups.
And what we do is we watch people who have never played before behind a glass,
and then we watch them play.
And we have no guidance.
So time and time again, this name, like, they would stop and spend minutes on this name,
trying to figure out how to pronounce it, instead of learning how to play the game.
And, like, it's your absolute worst nightmare.
Like, the last thing you want is people, like, instead of focusing on learning how to play it's like how is this pronounced and uh
that's got to happen a lot then because night errant at least that's how i pronounce it
seems like it's on the easy end of the spectrum and i'm saying that that's my point is there are
things in which um you think would be easy and then just... Like, I know on names,
on proper names,
one of the big problems is
words that are pre-existing words
that people know,
there's a good chance
they know how to pronounce them,
obviously.
But when you're making up words,
I mean, that's another big thing
is we make up words, right?
Yes.
In fact, there's a lot of stories
in which, some classic stories,
where the artist didn't realize
we didn't make up the word.
So my favorite is Rootwalla.
So Rootwalla was originally Chuckwalla.
And Chuckwalla is an actual kind of lizard.
And so we gave it to an artist,
and the artist didn't realize that it was a real type of lizard.
He knew it was a lizard, but he thought we had made it up.
So he just did what he thought was a fun fantasy lizard.
And then we changed the name because it wasn't actually a chuck wall anymore and became a root walla. But
so right, when you make names, they have to be pronounceable. They have to be something
that people usually know what it is. One of our rules, we call these 25 cent words, which
is we allow a little bit of vocabulary, but we try to keep it out of common. Like, a classic
example is, oh,
it's true.
I can go in the
carpool lane.
I forgot that I'm
in a carpool today.
We're stuck in
traffic, and Matt
is pointing out
that, like, everyone
in the carpool
is driving by us.
And I'm like, oh,
yeah, carpool.
So, for example,
in Tempest, there's
a car called
Ledger Domain.
So, Ledger Domain, if, yeah. So Ledger Domain,
if you don't know,
is a very fancy word
that means sleight of hand.
You know,
it means,
it's magical.
If you're literally in French,
that's what it means.
Yeah,
it might just mean that
in French.
And I remember the time
we had this big debate
about like,
is it too big a word?
Although I,
I for one appreciate
that every once in a while
peppering in
some scripts spelling B words,
because, frankly, I feel like magic is a game for thinkers,
and that doesn't seem out of bounds to me.
No, no.
So I often get letters.
In fact, I have a great story.
I'll tell you one story, because this is an awesome story.
People write in to me to explain to me how magic helped them in some way.
So one of my favorite stories.
So a guy writes in, and he says that he and his mother loved playing Scrabble.
And ever since he was a little kid, they played Scrabble.
And he had never beaten his mother, because she was really, really good.
And as he was getting older, he was getting better and better.
So they're in this game in which they're really, really close. And he plays Taiga.
And his mother challenges him.
And he's like, no, mom, it's a word.
And she's like, what is it?
He goes, some kind of mountain forest.
And they looked it up.
Obviously, it was a word.
And he won.
Because Taiga was a word.
And he knew that because of magic. I saw, this was probably five or six years ago,
on the ESPN replay
of the Scripps Spelling Bee
in the finals,
the word autochthon
that we used in Ravnica.
Yeah.
And I would have never,
never encountered that word otherwise.
There's just no way.
Yeah, I was watching,
who makes, do you want to be a millionaire?
Who wants to be a millionaire?
And the quarter million dollar question was,
what is the collective name for rhinos?
I was like, score!
Yeah, so here's another interesting thing
we can talk about,
which is names tend to go through different, like there are different kind of names we'll do and we'll kind of rotate.
Like during Mirage, an era that I was very involved in, we got into this doing collective names thing, like Crash of Rhinos, obviously.
Except we had fun making ones up because all the real world animals, there's a collective name.
By the way, do you know who made?
Wait, is that when you guys got that book?
Who's the...
Yeah.
The Lipton.
Lipton, yeah.
It's called...
Extaltation of LARP.
Right, yes.
Yes.
So he wrote a book,
the guy who does the actor's studio.
He's an actor.
He wrote a book in which he just made up, basically,
here are the collective names for animals.
If you're into
highbrow
humor, it's really
funny. It's a really good book.
Anyway, we used a bunch of those.
Murder of Crows, I think, is from that.
That's for real.
Anyway, we had fun making up our own.
I had a blast. I remember we did
Cloud of Fairies.
It was fun. It's fun making those up.
I had a good time.
Did we ever end up doing the dwarf one?
We argued forever about what a collective name of dwarf is supposed to be.
A tankard?
I don't know.
So, okay.
So, I realize I got off on time.
So, names have to be pronounceable.
People have to understand what they are.
They have to fit on the type line.
Yes.
They have to not be a repeat.
Oh, yeah.
And also they have to be reasonably different in pronunciation from other cards that are likely to be in play or in standard at the same time.
You can give your click slither example.
Right, so in one set, was it Legions?
There was quick sliver and click slither,
which I tried to stop so badly.
I just, I couldn't, at the time,
I wasn't involved in names at the time. And they're like, ah, no problem.
One's a goblin, one's a sliver.
And then there was actually a pro tour in which Randy had said one,
and then the person thought he meant a different one because it was limited.
And all the confusion came up because they were confused which it was.
So there have been times, and quite often if you're working on a set with 250 cards,
you can be so close to it you don't even realize what's happening.
Yeah.
And we would go through and we'd finalize all the names
and then submit it to editing,
and the editor would come back and say,
you know you have four names that start with the word doom.
Yeah.
You're like, really, what?
are four names that start with the word doom yeah like really what um so we'd have to set about changing probably three of them to something else yeah also the editors will also catch i mean
although this is this problem has happened in other languages in english so far we've never
actually repeated a name and the editors often will catch it because that one of the passes they
do is they go have we ever used this? And then sometimes there's some obscure card
from way back when that like,
oh, here's a funny example.
I had a card in Unhinged,
and the art was a guy was being erased
by a giant eraser.
And so I was going to call it Erase.
And then somebody pointed out to me
that there was a card called Erase in Ursa's Legacy. So I changed the name to Erase. And then somebody pointed out to me that there was a card called Erase in Urza's Legacy,
so I changed the name to Erase,
not the one from Urza's Legacy.
But I was doing unhinged, so I was allowed to...
There's some creative solutions you don't have
available to you in most...
More tools in the toolbox.
So here's another thing.
So I was in charge of names for Odyssey,
and right before Odyssey, I sort of got put in charge of names right, what was the set right before Odyssey? It would have been the
end of...
Masks?
No, no, no. Before Odyssey's invasion, so it would have been Plane Chase. It would have
been Apocalypse. So, I was, Apocalypse was about to go to films, and I needed to do a
pass on it because the person who was charging names
had just left the company
and so I got sort of tasked
with names and flavor text.
And so one of the cards
was a card called Spirit Links, L-Y-N-X.
Except it didn't have the ability Spirit Link.
I mean, we now call it Life Link.
But at the time,
it was casually known as Spirit Link
because it's based
on the Spirit Link
card from Legends
and I was like
we can't call our
card Spirit Links
if it doesn't have
Spirit Link
you know
and so
now what happens
is it was so late
in the process
so wait
that's a perfect
example of what
we were talking
about at the very
beginning
which is how
our own words
end up kicking us
in the gut
oh yes
exactly so what happened was it was so late in the gut. Oh, yes, exactly.
So what happened was, it was so late in the thing that the collector numbers had already
been assigned to cards.
And so what happened was, I had to change the name, but I had to stay within a tiny
gap.
So like, I had from like SL to SP or something.
And so Spirit Links became Spectral Links.
Yes.
And by the way, that happens all the time.
You have to change names and you have to stay within the collector number.
Yes.
It's become almost a rite of passage for like trying to solve.
Do you remember any for you that we had to solve a name?
I mean, it happened so many times that it didn't even stick out as like a thing.
But a card might get changed late in development
but that card slot was already like baked into the set um it might have changed from a creature
to a sorcery and therefore couldn't be called something dude you know But it had to start with S.
Yes.
Oh, so here's another thing we have to be careful of is,
and we talked about this a little earlier,
but let me be more clear about it,
is you want to make sure that your name
conveys to the person playing it,
or especially the opponent,
what kind of card it is.
One of my example of,
I think a set that might have been
our greatest error in names and flavor text was Champions of Kamigawa.
Yeah.
Because one of the things was they were trying so hard to sort of get this affectation of a Japanese flavor that they ended up making names that you had no idea what the cards were.
They were so lyrical.
They all sort of blended together.
Right.
It's kind of like that which stutters.
You're like, is that a sorcery or is that a creature or is that an enchantment?
Like, you have no idea.
That was a land, by the way.
Oh, that land.
The one I remember that my pet peeve was Council of the Soratami.
Which, if you read the word, the word council as in a body of people
and council as in advice are spelled differently.
But the problem is names are said
and so when I say I do something
that you just hear it.
And so
Counsel the Sword Tommy
sounds like a bunch of guys
from the, you know,
a bunch of the Sword Tommy
got together
and I disliked the name
because it just didn't sound
like a sorcery.
Actually, it was an incidental sorcery
but it was a card drawer.
I think it was sorcery.
Draw two cards?
Okay. Which is divination, right? sorcery, but it was a card drawer. I think it was sorcery. Draw two cards? Okay.
Which is divination, right?
Yes.
Which is divination, better name.
Yes.
Although even divination, by the way, it's a noun.
The thing that you learn, by the way, is that people, if they say something enough, it'll eventually just sound okay to them.
But we do want to make sure that as much as possible, the names can help you in making it sound good.
Oh, here's another thing to talk about.
Sometimes, another thing to be careful about is sometimes names you are not careful sound
wrong if you...
Oh, good.
There's some examples that I don't even think we should mention here.
Well, I mean, how about this?
I will mention a name that went awry and not explain how it got used.
I will leave that for my audience.
But a classic example is Stroke of Genius.
Okay.
Where when you verb it, it just sounded wrong.
They get way worse than that.
Yes.
In fact, there have been some card names that have made it as far as when we reviewed the slideshow.
Yeah.
Oh, the slideshow?
The slideshow.
Yeah.
That have been, again, you can get so close to your own work that you can lose perspective.
And the writer lost perspective.
The person in charge of names and flavor text at the time lost perspective.
And even the editors lost it because a card name came out that if you read the,
if you look at the words, it meant one thing.
But if you actually read the words, it meant a sort of violence
against a particular subset of our culture.
I'll just leave it at that.
It was horrible. Right. But the problem is you're in the context just leave it at that. It was horrible.
Right.
But the problem is you're in the context
of what it actually means
and sometimes it's hard
to hear the other context.
Yeah.
When you look at it
on a card,
you see the word
above the word
above the effect.
And you get,
you think,
it's very common
in writing you have this problem
where you know what you mean
so you always interpret
the meaning you meant
and you just forget there's a completely different meaning um yeah i mean
one of the things that's funny about names is that like i i remember when i was putting together um
odyssey uh i had to name the five atons and so what we did was, all of them were some Latin root with Atog.
And I knew that one of them
had the best chance of being the really good one.
So at the last minute, I changed it.
And originally, Psychotog had one of the other names.
And I go, oh, I like Psychotog.
So I swapped them so that Psychotog would be on the one,
which I'm happy because that ended up becoming this major major major card and like Psychotog's a much
much better name than I forget what the other ones were but they weren't as good as Psychotog
oh a Togatog is awesome what else can you call it an 8-dog that eats 8-togs
so here's another thing that happens a lot by the way which is so the way it works is the person who's in charge of names and flavor text, that is their job.
I mean, they can be overruled as if anybody can be overruled by, you know, their bosses and stuff.
But pretty much your job is like you're the final say and this is what it is.
And people will not like certain names and they will come to you and they will be very, very vocal about how they hate this name.
Yeah.
And part of the job is sort of balancing, you know,
what you think's right, you know.
Oh, here's an example of the opposite of that.
This was, it's either Guild Pact or Ravnica City of Guilt,
where a random late development card comes in.
It's just like a meaningless hole filler for a large
black creature. Yeah. And we had to just shotgun a name onto this thing just to kind of shuttle
it through the process. Yeah. And then creative team member Brady Dom Domermuth, had a moment of what I consider to be lowbrow genius
when he came up with Helldozer.
Oh, that's funny.
I was like, that is awesome.
And I poked that thing in and finalized it immediately.
And it was less than a couple hours later
when the development guys on the other side of the wall
had seen what came to them,
and they were like,
that is so awesome.
We are making this better
than it was supposed to be originally.
I wrote the flavor text for Helldozer.
Yes, you did.
That was me goofing off on...
Anyway, flavor text, that's a different topic.
We did that last time.
So other things on names,
I'm trying to think of other fun naming stories.
I know a lot of times
what will happen
is you will name
something and
then art comes in
and then the art
just contradicts
what the name
was going to be
here's a name
phenomenon
that happens
a lot
one thing that
many names
have to be able
to do
is to be able
to cycle
the atog
is a perfect
example
and anything times five is going to be able to cycle. The ATOG is a perfect example.
And anything times five is going to be difficult.
You have to come up with some route or link between those five that is really flexible.
And I've noticed that in almost every case,
three of them are good, four of them are solid,
and one yeah stinks and it makes you like
cringe and and and you know get twisted in frustration thinking there's got to be a way
to finish out this cycle without sucking but yeah it's just nine times out of ten
there's going to be a stinker in the group.
So here's a story I came up with of how I had a name I really loved, and then the art came in.
We use it later, obviously.
But, okay, so this was an odyssey.
I forget the card, but one of my writers had come up with the name Faceless Butcher.
And I thought that was the most awesome name.
And then we get the art back, and he has a face!
Like, no!
And then we end up...
So what happened was, next time, I saved it for...
What came after?
Torment.
Torment.
And the note in the art description is,
Faceless Butcher does not have a face!
Just so we could get the name Faceless Butcher in.
But it's funny.
One of the things about the names is it serves so many masters.
It has to fit, and it has to make sense sometimes in the rules text,
and it has to sound right, and people have to be able to pronounce it,
and they have to know what it means.
So we had, in our last conversation about flavor text,
So we had in our last conversation about flavor text, we had talked about how in many ways flavor text was like a veneer, a in the process ended up looking not anything like what the mechanic relates to at all.
Right.
And all you have to help out is some crazy turn of phrase or nuanced group of words to
pull those things together.
And that happens a lot.
Yeah, right.
A lot of times, right, the component, like,
sometimes you get the art in and you have the mechanic,
and the art and the mechanic aren't perfect fits.
They're kind of like, and right,
it's up to the name to save it all, to say.
This card destroys enchantments,
and the art is a woman asleep on a hill.
What?
What do you do with that?
I'm pretty sure that's a real example too.
Yeah, there's one.
Actually, in my Odyssey podcast,
I talked about it
where we had swapped all the art.
Back in the day, we used to swap art around.
We don't do that much anymore.
Our art directions got way, way better.
But back in the day,
we would have a lot of pieces
and we would move them where they needed to go
and then we would end up with
some random effect and some random
somewhat neutral looking card
and then we had to somehow make it make sense.
And...
What was that card?
Someone with fire. Ceasing fire.
Cease fire. Right.
The card we had left was
a foggish effect in white
and a picture of these guys sitting around like a fire
with all the smoke with faces in the thing.
And I knew that the card was a card that wouldn't be played a lot
and it was like a very neutral piece of art.
So I'm like, okay, I'll figure this out.
And it came up with Ceasefire.
That's good.
Because it stopped the attack and there was fire.
Sometimes,
that's all you need,
by the way,
is the name has to make sense
with each.
Like ceasefire made sense
because there was a fire
and ceasefire made sense
because it stopped damage.
But,
hey,
it connected both.
Good enough.
You know,
and everyone's happy.
The translators hated you.
I'm sure they did.
There's no way to do that
in their language.
So,
well,
that's the other thing.
We solve the problems in English,
and then some poor translator has to solve the problem in their own language.
Yeah, it's rough.
I do know that the...
It's very, very hard.
Translating Magic cards is very hard
because you're not just directly translating.
You have to solve the problem for your local language.
So I do know that it's...
I've had a chance to talk with translators
and it's interesting because
the problems that they have,
like when you do names and flavor text,
here's a whole other issue,
which is problems with translation.
And there's certain things
that they have issues with.
And one of it is certain languages
just can't talk about certain things really well.
And so they respect the fact that we are sometimes doing specialized words.
But I know in other languages that they have to be a little more blunt sometimes.
Like English is the perfect word for this concept.
And in other languages, like, yeah, we don't have that word.
Right.
So.
But, oh, here's another problem.
All German names
increase the card line
by what
20%
oh
like German is just
about 20% longer
yeah
and so
um
we have to be careful
I mean sometimes
we squeeze it in
but you always have to
kind of be conscious of
other languages
especially German
are longer
right
um
and then
and the reverse
the reverse thing
in Japanese
and Chinese
they tend to be shorter because they're using
characters rather than
but anyway
it sounds like we're close to work
any other things you think of that are like
pitfalls of naming things that you would not have thought
if you had not done it
what sets did you name by the way
I was going to ask you this earlier
the first Ravnica block
or the Time ravnica block first or the time spiral block
and cold snap it was that two-year period yeah whatever was in there
and i did some uh some of the late late writing in whatever was the final set of the Kamigawa block.
The Savior's Kamigawa.
Yeah.
But after that...
Sure, you joined
basically when I
became head designer.
Yes.
Right.
After...
You were my first hire
when I got the job
because when I became
head designer,
I also ran the creative team
for a while.
And the one,
the very first thing
I did is I had
to fill a position,
which you did
an awesome test to get filled a position you made a fine choice yes um but i had i had worked on
names and flavor text as a as a writer right pretty much up until i came back to work here
three years ago yep and then we and then we sucked up all your time
not a lot of time to do the writing these days
no painting, no writing
I know, beatings
one thing that
is pretty interesting regarding
card names is that a project
that I'm working on right now
that I can't really
elaborate on for the folks
but that requires me to
find art that
represents
each of our major worlds and each of our
major characters, like a suite of art for
each of those
people and places.
Enough to
tell the tale, to summarize
what that person or place is
all about.
I can go through and find all kinds of awesome pieces of art,
but so many of them have to get kicked to the curb
because without the context of words, what the hell is going on?
Yeah.
It's like the context of the card allows the art to play, to be like either a visual evolution of a concept as opposed to being that very thing.
Yes.
And I now have a greater appreciation for what the names do.
what the names do.
There would be spells that summarize
a wolf's
predatory instinct or whatever,
but when you take away the name,
it's a wolf.
What do you do with that?
You just have to toss it
in the circular file,
I guess.
The thing that...
I've said this multiple times.
The power of words.
Words are so powerful
and that, you know,
the reason that, like,
we will take on a single card,
I mean, you could spend
days and days and days
trying to get the right name
for a card.
I did.
And that...
That happens.
Right.
And the key of it is just,
you know,
like, the right word
and the right context
will just mean so much
and, like, if you're just off by a hair, it just isn word and the right context will just mean so much and like,
if you're just off by a hair,
it just isn't quite as right.
Anyway,
we are now here at work.
I'm late for a meeting.
Okay,
Matt's late for a meeting
so I want to say
thanks for joining us today guys
and I gotta be going
making magic.
I'll talk to you next week.