Odyssey

Generated on 10 Jul 2024
Based on 321 answers

When it comes to *Odyssey* block, Mark Rosewater has shared a wealth of insightful details over the years, touching on its origins, design philosophy, mechanics, controversies, and nostalgic trivia. This article will comprehensively delve into various facets of *Odyssey*, painting a broad picture of its creation, its journey in Magic: The Gathering's universe, and the lessons learned from it.

Beginnings and Origins

One of the pivotal insights about *Odyssey*'s beginning is that it wasn't initially intended to be a graveyard-focused set. Mark mentioned that his two favorite mechanics created by the team—Threshold, by Richard Garfield, and Flashback, by himself—nudged the set in that direction. This thematic shift set the stage for *Odyssey*'s graveyard-centric flavor, which became one of its defining characteristics.

Design Philosophy and Mechanics

*Odyssey* was widely acknowledged as one of the "Spike-iest" blocks ever, designed primarily for competitive players who excelled at leveraging intricate card interactions and mechanics. However, this spike-centric design was a double-edged sword. Rosewater himself admitted that while *Odyssey* was appealing to hardcore Spikes, it alienated much of the audience who didn't find the mechanics as engaging or intuitive.

Rosewater reflected on some realizations post-*Odyssey*, saying, "I did something to prove that I could (turn card advantage on its ear) rather than to make the best game experience for the audience." This introspective lesson was crucial, as it underscored the importance of prioritizing player engagement and enjoyment over strictly showcasing design prowess.

Mark discussed various mechanics of the set extensively, such as:

  • Threshold: A dynamic mechanic that changed how cards acted based on the number of cards in a player's graveyard. Though innovative, it was tricky in terms of gameplay due to its complexity.
  • Flashback: Introduced a unique way to recast spells from the graveyard, which became a staple mechanic loved by many players across different sets.
  • Kyndle: A cycle of spells that synergized with the graveyard, where each spell improved based on the number of copies in the graveyard.

Interestingly, *Odyssey* also experimented with novel mechanics like the "tombstone" icon to signify cards that were active in the graveyard. However, this symbol didn't mesh well with the new card frames introduced in *Mirrodin*, and thus, it remained an *Odyssey*-exclusive feature.

Creative Choices and Controversies

*Odyssey* was notable for consciously deviating from traditional creature types. Rosewater confirmed that he deliberately chose unusual creature types to "branch out creatively". This experiment, however, was met with mixed reactions. It set up *Onslaught*, the subsequent tribal block, poorly as many relevant creature types were absent. This decision made balancing the game challenging and led to numerous "block monster" issues.

Another unique aspect was Rosewater's influence over flavor text and names. He ensured greater diversity in creature classes (e.g., making all Avens bird soldiers). Reflecting on his experience overseeing flavor text, he humorously recalled, "Bearscape was almost called Bear Supply, but I changed it because not enough players knew who Air Supply was."

Lessons Learned and Evolution

One of the most significant lessons from *Odyssey* was to design for the audience and not just to showcase design abilities. The overly complex mechanics refined Rosewater's understanding of player engagement. As he eloquently put it, "If your theme isn't at common, it isn't your theme." This lesson highlighted the importance of accessibility and playability in successful game design.

*Odyssey*'s creative direction also inspired future sets. For instance, Rosewater mentioned that the idea for *Innistrad*—with its strong gothic horror theme—was inspired by *Odyssey*'s mismatched creative and mechanical themes. He shared a conversation with Brady Dommermuth that led to setting the stage for *Innistrad*: "Brady said it should have been a gothic horror set. My response was, 'We have to do a gothic horror set.'"

Trivia and Nostalgia

Mark has shared numerous intriguing tidbits about *Odyssey* that provide a nostalgic glimpse into its development:

  • **Battle of Wits**: Part of a block-long alternate win cycle, showcasing innovative design thinking.
  • **Atogatog**: Designed initially for *Unglued 2* and included in *Odyssey* when the latter was canceled. Rosewater pushed for it during Odyssey's development, saying it wouldn’t even need new art. "I singlehanded designed Atogatog for Unstable 2."
  • **Repentant Vampire** and **Gallantry**: Both cards featured art that connected to tell a visual story, symbolizing redemption—reflecting his fandom for the series “Angel”.
  • **Squirrels Abundance**: *Odyssey* was well known for its numerous squirrel cards, a decision driven by Rosewater's love for unconventional creature types.

In conclusion, *Odyssey* remains a critical chapter in Magic: The Gathering’s legacy. Rosewater's reflections on its design process, philosophy, and impact on subsequent sets offer invaluable insights into how the game's design has evolved over time. Though fraught with mistakes and challenges, *Odyssey* significantly contributed to shaping modern Magic design principles.

When it comes to *Odyssey* block, Mark Rosewater has shared a wealth of insightful details over the years, touching on its origins, design philosophy, mechanics, controversies, and nostalgic trivia. This article will comprehensively delve into various facets of *Odyssey*, painting a broad picture of its creation, its journey in Magic: The Gathering's universe, and the lessons learned from it.

Beginnings and Origins

One of the pivotal insights about *Odyssey*'s beginning is that it wasn't initially intended to be a graveyard-focused set. Mark mentioned that his two favorite mechanics created by the team—Threshold, by Richard Garfield, and Flashback, by himself—nudged the set in that direction. This thematic shift set the stage for *Odyssey*'s graveyard-centric flavor, which became one of its defining characteristics.

Design Philosophy and Mechanics

*Odyssey* was widely acknowledged as one of the "Spike-iest" blocks ever, designed primarily for competitive players who excelled at leveraging intricate card interactions and mechanics. However, this spike-centric design was a double-edged sword. Rosewater himself admitted that while *Odyssey* was appealing to hardcore Spikes, it alienated much of the audience who didn't find the mechanics as engaging or intuitive.

Rosewater reflected on some realizations post-*Odyssey*, saying, "I did something to prove that I could (turn card advantage on its ear) rather than to make the best game experience for the audience." This introspective lesson was crucial, as it underscored the importance of prioritizing player engagement and enjoyment over strictly showcasing design prowess.

Mark discussed various mechanics of the set extensively, such as:

  • Threshold: A dynamic mechanic that changed how cards acted based on the number of cards in a player's graveyard. Though innovative, it was tricky in terms of gameplay due to its complexity.
  • Flashback: Introduced a unique way to recast spells from the graveyard, which became a staple mechanic loved by many players across different sets.
  • Kyndle: A cycle of spells that synergized with the graveyard, where each spell improved based on the number of copies in the graveyard.

Interestingly, *Odyssey* also experimented with novel mechanics like the "tombstone" icon to signify cards that were active in the graveyard. However, this symbol didn't mesh well with the new card frames introduced in *Mirrodin*, and thus, it remained an *Odyssey*-exclusive feature.

Creative Choices and Controversies

*Odyssey* was notable for consciously deviating from traditional creature types. Rosewater confirmed that he deliberately chose unusual creature types to "branch out creatively". This experiment, however, was met with mixed reactions. It set up *Onslaught*, the subsequent tribal block, poorly as many relevant creature types were absent. This decision made balancing the game challenging and led to numerous "block monster" issues.

Another unique aspect was Rosewater's influence over flavor text and names. He ensured greater diversity in creature classes (e.g., making all Avens bird soldiers). Reflecting on his experience overseeing flavor text, he humorously recalled, "Bearscape was almost called Bear Supply, but I changed it because not enough players knew who Air Supply was."

Lessons Learned and Evolution

One of the most significant lessons from *Odyssey* was to design for the audience and not just to showcase design abilities. The overly complex mechanics refined Rosewater's understanding of player engagement. As he eloquently put it, "If your theme isn't at common, it isn't your theme." This lesson highlighted the importance of accessibility and playability in successful game design.

*Odyssey*'s creative direction also inspired future sets. For instance, Rosewater mentioned that the idea for *Innistrad*—with its strong gothic horror theme—was inspired by *Odyssey*'s mismatched creative and mechanical themes. He shared a conversation with Brady Dommermuth that led to setting the stage for *Innistrad*: "Brady said it should have been a gothic horror set. My response was, 'We have to do a gothic horror set.'"

Trivia and Nostalgia

Mark has shared numerous intriguing tidbits about *Odyssey* that provide a nostalgic glimpse into its development:

  • **Battle of Wits**: Part of a block-long alternate win cycle, showcasing innovative design thinking.
  • **Atogatog**: Designed initially for *Unglued 2* and included in *Odyssey* when the latter was canceled. Rosewater pushed for it during Odyssey's development, saying it wouldn’t even need new art. "I singlehanded designed Atogatog for Unstable 2."
  • **Repentant Vampire** and **Gallantry**: Both cards featured art that connected to tell a visual story, symbolizing redemption—reflecting his fandom for the series “Angel”.
  • **Squirrels Abundance**: *Odyssey* was well known for its numerous squirrel cards, a decision driven by Rosewater's love for unconventional creature types.

In conclusion, *Odyssey* remains a critical chapter in Magic: The Gathering’s legacy. Rosewater's reflections on its design process, philosophy, and impact on subsequent sets offer invaluable insights into how the game's design has evolved over time. Though fraught with mistakes and challenges, *Odyssey* significantly contributed to shaping modern Magic design principles.



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