Generated on 10 Jul 2024
Based on 354 answers
Set Design is a complex and multifaceted phase in creating Magic: The Gathering sets, and Mark Rosewater has shared numerous intricate details about it over the years. From how teams collaborate to specific changes in card mechanics, Mark has addressed various aspects that give us insight into the behind-the-scenes efforts that go into set design.
Abbreviations and Terminology
The Magic team often uses shorthand for different stages of design. For instance, "Exploratory Design," "Vision Design," "Set Design," and "Play Design" are often shortened in conversations to "exploratory," "vision," "set," and "play." Mark mentions that while "set" is frequently used, "play" is used less often.
Collaborative and Evolving Process
Set design is a collaborative effort. Various teams contribute to the making of a set, from exploratory design to vision design, set design, and finally, play design. Vision design creates the blueprint for a set, outlining the major themes and mechanics. Set design builds on this, making the majority of the individual cards, while play design ensures balance and fair gameplay.
In essence, set design is all about translating the initial vision into a functional and enjoyable set of cards, with mechanics that are balanced and thematic. Mark states, "Designers usually copy the general form I use," highlighting the systematic approach taken in crafting these handoff documents.
Mechanics and Themes
The design of mechanics and themes typically starts in vision design, which Mark emphasizes heavily. However, set design can introduce late changes when necessary. For example, in the case of "The Lost Caverns of Ixalan," some mechanics and aspects were significantly altered during set design compared to their initial vision design phase. This adaptability ensures that the final product is refined and cohesive.
Removing and Adding Mechanics
Mechanics sometimes get scrapped or added based on practical considerations. For instance, "Recurring Nightmare," a powerful reserved card, was tested for Modern but removed due to its overwhelming strength. In the case of "Ikoria: Lair of Behemoths," the mechanic "Mutate" was initially more powerful but was adjusted to maintain balance and reduce vulnerability to removal.
Mark points out, "We occasionally talk about mechanics we tried, but didn’t use, much more than I did say ten years ago," reflecting a transparent culture in sharing design decisions with the community.
Draft and Limited Play
Designing for Limited formats, such as Draft and Sealed, poses unique challenges. Mark notes, "Set design and play design test the sets with all the cards including any bonus sheets," indicating the extensive playtesting efforts to ensure viable draft environments. Making mono-color sets work in Limited, as another example, is particularly challenging.
Visions and Realities
A crucial dynamic in set design is how initial visions sometimes undergo significant changes. Mark shares that while vision design sets a broad direction with sketches of mechanics and themes, set design often revises these based on practical testing. For instance, the Vision Design team for "Ravnica Allegiance" proposed multiple mechanics, but most were either modified or replaced during set design to better fit the set’s structure.
Interestingly, some cards and mechanics that seem intuitive or fitting can be revisited to ensure they align with gameplay needs. The team once considered daybound/nightbound cards where the day side was stronger but removed this due to gameplay tensions. This highlights the crucial phase where vision ideas meet practical gameplay considerations.
Individual Card Management
Set design has substantial leeway in tweaking or replacing cards initially conceived during vision design. The final card designs often contrast significantly from their original forms, optimized for balance, flavor, and gameplay synergy. Mark notes, "The cards created by vision design are more proof of concept than anything else," testifying to the iterative nature of the design process.
Set Themes and Mechanics in Context
Mark frequently discusses the importance of fitting mechanics within the set’s context. He mentions how "Kaladesh found most of its mechanics in exploratory design" while "Ravnica Allegiance had them all come from set design." The balance between predictability and innovation is crucial, ensuring mechanics feel fresh while still being coherent within the set's overall theme.
Controversial and Unique Mechanics
At times, unique mechanics generate controversy either due to gameplay complexity or player expectations. For example, the mutate mechanic in "Ikoria" was subject to misunderstandings initially but was well received after players experienced it in-game. Similarly, "Nearby Planet" in "Unfinity" was initially non-functional within the rules, yet sparked significant interest and subsequent rule adjustments for potential future use.
In terms of themes, Mark mentions, "Magic sets stop feeling like Magic sets if you push too many different things at once." This underscores the challenge of balancing innovation with the established feel of Magic sets. "Rise of the Eldrazi" serves as an example where set design pushed conceptual boundaries, catering to enfranchised players but alienating casual players due to its complexity.
Behind-the-Scenes Insights
Mark often shares behind-the-scenes stories that offer a glimpse into the design intricacies. For instance, the decision to include Godzilla-themed cards in "Ikoria: Lair of Behemoths" happened well into set design, emphasizing the evolving nature of the creative process. Similarly, the handling of a special cycle of lands, such as the "Triomes" in "Ikoria," showcases the balancing act between thematic coherence and gameplay functionality.
Fun Quotes and Trivia
Mark often adds a personal touch to his insights with humorous or notable quotes. For example, when asked about working solo on set design, he humorously noted, "Under today’s structure, such a thing would be highly unlikely. The set I did solo was Urza’s Destiny. That only happened because there were only five members of Magic R&D at the time and we were all overworked."
He also shares interesting trivia, such as the backstory behind cards like "Biogenic Ooze" in "Ravnica Allegiance," which was kept in the set due to a personal request from Mark to the design team.
Overall, the journey from vision to set design in Magic: The Gathering is a complex, collaborative effort that involves constant iteration and testing. Mark Rosewater’s insights provide a deeper understanding of the creative and practical challenges faced by the design teams, making the final product a balance of innovation, flavor, and gameplay.
Set Design is a complex and multifaceted phase in creating Magic: The Gathering sets, and Mark Rosewater has shared numerous intricate details about it over the years. From how teams collaborate to specific changes in card mechanics, Mark has addressed various aspects that give us insight into the behind-the-scenes efforts that go into set design.
Abbreviations and Terminology
The Magic team often uses shorthand for different stages of design. For instance, "Exploratory Design," "Vision Design," "Set Design," and "Play Design" are often shortened in conversations to "exploratory," "vision," "set," and "play." Mark mentions that while "set" is frequently used, "play" is used less often.
Collaborative and Evolving Process
Set design is a collaborative effort. Various teams contribute to the making of a set, from exploratory design to vision design, set design, and finally, play design. Vision design creates the blueprint for a set, outlining the major themes and mechanics. Set design builds on this, making the majority of the individual cards, while play design ensures balance and fair gameplay.
In essence, set design is all about translating the initial vision into a functional and enjoyable set of cards, with mechanics that are balanced and thematic. Mark states, "Designers usually copy the general form I use," highlighting the systematic approach taken in crafting these handoff documents.
Mechanics and Themes
The design of mechanics and themes typically starts in vision design, which Mark emphasizes heavily. However, set design can introduce late changes when necessary. For example, in the case of "The Lost Caverns of Ixalan," some mechanics and aspects were significantly altered during set design compared to their initial vision design phase. This adaptability ensures that the final product is refined and cohesive.
Removing and Adding Mechanics
Mechanics sometimes get scrapped or added based on practical considerations. For instance, "Recurring Nightmare," a powerful reserved card, was tested for Modern but removed due to its overwhelming strength. In the case of "Ikoria: Lair of Behemoths," the mechanic "Mutate" was initially more powerful but was adjusted to maintain balance and reduce vulnerability to removal.
Mark points out, "We occasionally talk about mechanics we tried, but didn’t use, much more than I did say ten years ago," reflecting a transparent culture in sharing design decisions with the community.
Draft and Limited Play
Designing for Limited formats, such as Draft and Sealed, poses unique challenges. Mark notes, "Set design and play design test the sets with all the cards including any bonus sheets," indicating the extensive playtesting efforts to ensure viable draft environments. Making mono-color sets work in Limited, as another example, is particularly challenging.
Visions and Realities
A crucial dynamic in set design is how initial visions sometimes undergo significant changes. Mark shares that while vision design sets a broad direction with sketches of mechanics and themes, set design often revises these based on practical testing. For instance, the Vision Design team for "Ravnica Allegiance" proposed multiple mechanics, but most were either modified or replaced during set design to better fit the set’s structure.
Interestingly, some cards and mechanics that seem intuitive or fitting can be revisited to ensure they align with gameplay needs. The team once considered daybound/nightbound cards where the day side was stronger but removed this due to gameplay tensions. This highlights the crucial phase where vision ideas meet practical gameplay considerations.
Individual Card Management
Set design has substantial leeway in tweaking or replacing cards initially conceived during vision design. The final card designs often contrast significantly from their original forms, optimized for balance, flavor, and gameplay synergy. Mark notes, "The cards created by vision design are more proof of concept than anything else," testifying to the iterative nature of the design process.
Set Themes and Mechanics in Context
Mark frequently discusses the importance of fitting mechanics within the set’s context. He mentions how "Kaladesh found most of its mechanics in exploratory design" while "Ravnica Allegiance had them all come from set design." The balance between predictability and innovation is crucial, ensuring mechanics feel fresh while still being coherent within the set's overall theme.
Controversial and Unique Mechanics
At times, unique mechanics generate controversy either due to gameplay complexity or player expectations. For example, the mutate mechanic in "Ikoria" was subject to misunderstandings initially but was well received after players experienced it in-game. Similarly, "Nearby Planet" in "Unfinity" was initially non-functional within the rules, yet sparked significant interest and subsequent rule adjustments for potential future use.
In terms of themes, Mark mentions, "Magic sets stop feeling like Magic sets if you push too many different things at once." This underscores the challenge of balancing innovation with the established feel of Magic sets. "Rise of the Eldrazi" serves as an example where set design pushed conceptual boundaries, catering to enfranchised players but alienating casual players due to its complexity.
Behind-the-Scenes Insights
Mark often shares behind-the-scenes stories that offer a glimpse into the design intricacies. For instance, the decision to include Godzilla-themed cards in "Ikoria: Lair of Behemoths" happened well into set design, emphasizing the evolving nature of the creative process. Similarly, the handling of a special cycle of lands, such as the "Triomes" in "Ikoria," showcases the balancing act between thematic coherence and gameplay functionality.
Fun Quotes and Trivia
Mark often adds a personal touch to his insights with humorous or notable quotes. For example, when asked about working solo on set design, he humorously noted, "Under today’s structure, such a thing would be highly unlikely. The set I did solo was Urza’s Destiny. That only happened because there were only five members of Magic R&D at the time and we were all overworked."
He also shares interesting trivia, such as the backstory behind cards like "Biogenic Ooze" in "Ravnica Allegiance," which was kept in the set due to a personal request from Mark to the design team.
Overall, the journey from vision to set design in Magic: The Gathering is a complex, collaborative effort that involves constant iteration and testing. Mark Rosewater’s insights provide a deeper understanding of the creative and practical challenges faced by the design teams, making the final product a balance of innovation, flavor, and gameplay.