Vision Design

Generated on 10 Jul 2024
Based on 396 answers

Mark Rosewater's meticulous attention to Vision Design, the initial stage of Magic: The Gathering's card and expansion creation process, is punctuated by an array of interesting anecdotes, challenges, and philosophies. His responses span various aspects of Vision Design—from the early exploratory ideas to the final handoff—that offer invaluable insights into the complexities and nuances of creating a Magic set.

Beginnings and Origins

Vision Design functions akin to the architecture of a Magic set. According to Mark, "Vision design creates the blueprints for the house," where the larger themes and mechanics are established. This stage provides the framework from which Set Design and Play Design can build and shape the final product.

One such story worth highlighting involves Vision Design for Ikoria: Lair of Behemoths. Mark mentioned that during this phase, they played with a variety of designs, including tribal themes, before finalizing the Mutate mechanic. "Originally, you could only mutate a creature if it shared a creature type or 'inheritable' keyword," he said before simplifying the mechanic to work with non-Human creatures. This showcases how iterative and experimental Vision Design can be, continually refining ideas for better gameplay integration.

Favorite Mechanics and Memorable Moments

From the many mechanics Mark has brought to life, Plot from the 'Outlaws of Thunder Junction' set stands out significantly. Mark high-fived himself and his team for this mechanic, describing it as "one of the most exciting new mechanics I’ve designed in a long time." He appreciated its simplicity and strategic depth, perfectly encapsulating the creativity inherent in Vision Design.

Similarly, Spree was another mechanic originally called "mission" during Vision Design. It was renamed to "bonanza" before finally settling on "spree" to ensure its adaptability across various sets, demonstrating the fluid nature of the naming and thematic fitting process.

Behind-the-Scenes Challenges

Mark has often shared the various trials the team faces during Vision Design. One interesting example involves the concept of "battle cards," which Mark confirmed they experimented with in multiple vision designs. However, much like other complex mechanics, these cards had too many implementation issues to carry forward.

Another unique insight was the handling of mechanics deemed problematic. For instance, Shadowmoor's shift from race tribal in Lorwyn to class tribal and then into Shadowmoor's hybrid mana was challenging and riddled with pitfalls, as Mark candidly disclosed. These examples effectively illustrate the fluidity and risk-taking involved in early-stage design, where not every idea can sustain the journey from Vision Design to print.

Interactions and Dynamics

Communication between the different design phases—Exploratory, Vision, Set, and Play Design—is essential. Mark frequently highlighted how Vision Design interacts with other departments to gauge the feasibility and balance of new mechanics. For instance, Mutate in Ikoria underwent several tweaks due to input from digital teams who raised potential execution challenges.

Furthermore, Mark emphasized the iterative process of refining mechanics. Early feedback loops involve several playtesting phases. As he elaborated, "Vision design will test mechanical execution, proof of concept... set design then builds the set by either adapting these ideas or redesigning them."

Impact of Broader Changes

Beyond just the mechanics and card designs, broad changes to the game also influence Vision Design. Mark revealed that Vision Design for 'Phyrexia: All Will Be One' started during the pandemic—a unique challenge that altered how vision and playtesting sessions were conducted.

Moreover, major paradigm shifts, like the transition to a three-year standard rotation or the introduction of Universes Beyond, impact Vision Design significantly. These shifts necessitate careful planning and future-proofing to ensure new mechanic integrations and thematic coherence.

Ongoing Evolution and Forward Looking

Vision Design is ever-evolving, adapting based on past insights and future projections. Mark spoke about working on sets that won't see print until about two years later. This forward-looking approach necessitates visionary thinking and flexibility to accommodate potential changes along the way. He shared that while they predominantly do vision design for premier sets, they also integrate exploratory findings into future concepts and themes.

Interestingly, Mark hinted at upcoming prospects like a set where modular creatures/support for the archetype were tested but not yet implemented, suggesting that good ideas find their way back, evolving over time.

Quotes That Resonate

Over time, certain quotes from Mark have conveyed the essence of what Vision Design is all about:

  • "Pretty much every cool thing somebody initially reacts to in a Magic set came from vision design."
  • "Making something out of nothing is a lot of fun."

These statements reflect the heart and soul of Vision Design: a process driven by innovation, collaboration, and a relentless pursuit to enhance the Magic experience. It's a testament to the creative rigor and foresight that goes into bringing a set from conceptual blueprints to a beloved part of Magic's tapestry.

Mark Rosewater's meticulous attention to Vision Design, the initial stage of Magic: The Gathering's card and expansion creation process, is punctuated by an array of interesting anecdotes, challenges, and philosophies. His responses span various aspects of Vision Design—from the early exploratory ideas to the final handoff—that offer invaluable insights into the complexities and nuances of creating a Magic set.

Beginnings and Origins

Vision Design functions akin to the architecture of a Magic set. According to Mark, "Vision design creates the blueprints for the house," where the larger themes and mechanics are established. This stage provides the framework from which Set Design and Play Design can build and shape the final product.

One such story worth highlighting involves Vision Design for Ikoria: Lair of Behemoths. Mark mentioned that during this phase, they played with a variety of designs, including tribal themes, before finalizing the Mutate mechanic. "Originally, you could only mutate a creature if it shared a creature type or 'inheritable' keyword," he said before simplifying the mechanic to work with non-Human creatures. This showcases how iterative and experimental Vision Design can be, continually refining ideas for better gameplay integration.

Favorite Mechanics and Memorable Moments

From the many mechanics Mark has brought to life, Plot from the 'Outlaws of Thunder Junction' set stands out significantly. Mark high-fived himself and his team for this mechanic, describing it as "one of the most exciting new mechanics I’ve designed in a long time." He appreciated its simplicity and strategic depth, perfectly encapsulating the creativity inherent in Vision Design.

Similarly, Spree was another mechanic originally called "mission" during Vision Design. It was renamed to "bonanza" before finally settling on "spree" to ensure its adaptability across various sets, demonstrating the fluid nature of the naming and thematic fitting process.

Behind-the-Scenes Challenges

Mark has often shared the various trials the team faces during Vision Design. One interesting example involves the concept of "battle cards," which Mark confirmed they experimented with in multiple vision designs. However, much like other complex mechanics, these cards had too many implementation issues to carry forward.

Another unique insight was the handling of mechanics deemed problematic. For instance, Shadowmoor's shift from race tribal in Lorwyn to class tribal and then into Shadowmoor's hybrid mana was challenging and riddled with pitfalls, as Mark candidly disclosed. These examples effectively illustrate the fluidity and risk-taking involved in early-stage design, where not every idea can sustain the journey from Vision Design to print.

Interactions and Dynamics

Communication between the different design phases—Exploratory, Vision, Set, and Play Design—is essential. Mark frequently highlighted how Vision Design interacts with other departments to gauge the feasibility and balance of new mechanics. For instance, Mutate in Ikoria underwent several tweaks due to input from digital teams who raised potential execution challenges.

Furthermore, Mark emphasized the iterative process of refining mechanics. Early feedback loops involve several playtesting phases. As he elaborated, "Vision design will test mechanical execution, proof of concept... set design then builds the set by either adapting these ideas or redesigning them."

Impact of Broader Changes

Beyond just the mechanics and card designs, broad changes to the game also influence Vision Design. Mark revealed that Vision Design for 'Phyrexia: All Will Be One' started during the pandemic—a unique challenge that altered how vision and playtesting sessions were conducted.

Moreover, major paradigm shifts, like the transition to a three-year standard rotation or the introduction of Universes Beyond, impact Vision Design significantly. These shifts necessitate careful planning and future-proofing to ensure new mechanic integrations and thematic coherence.

Ongoing Evolution and Forward Looking

Vision Design is ever-evolving, adapting based on past insights and future projections. Mark spoke about working on sets that won't see print until about two years later. This forward-looking approach necessitates visionary thinking and flexibility to accommodate potential changes along the way. He shared that while they predominantly do vision design for premier sets, they also integrate exploratory findings into future concepts and themes.

Interestingly, Mark hinted at upcoming prospects like a set where modular creatures/support for the archetype were tested but not yet implemented, suggesting that good ideas find their way back, evolving over time.

Quotes That Resonate

Over time, certain quotes from Mark have conveyed the essence of what Vision Design is all about:

  • "Pretty much every cool thing somebody initially reacts to in a Magic set came from vision design."
  • "Making something out of nothing is a lot of fun."

These statements reflect the heart and soul of Vision Design: a process driven by innovation, collaboration, and a relentless pursuit to enhance the Magic experience. It's a testament to the creative rigor and foresight that goes into bringing a set from conceptual blueprints to a beloved part of Magic's tapestry.



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