MTG Wiki
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==Creative==
 
==Creative==
 
The creative team begins work on the card's creative elements once the card is in its near-final state (ideally). <ref>{{DailyRef|mtg/daily/stf/43|Flavor Driven|[[Doug Beyer]]|June 17, 2009}}</ref>
 
The creative team begins work on the card's creative elements once the card is in its near-final state (ideally). <ref>{{DailyRef|mtg/daily/stf/43|Flavor Driven|[[Doug Beyer]]|June 17, 2009}}</ref>
* Concepting – Creative looks at the card's mechanics and decides what kind of creature / spell / location / object it should be within the setting.
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* Concepting – Creative looks at the card's mechanics and decides what kind of creature / spell / location / object it should be within the setting. <ref name="Life of a Card">[http://dtwtranscripts.blogspot.nl/2015/04/1915-episode-190-life-of-card.html Mark Rosewater (January 9, 2015) "Life of a Card" ,''Drive to Work'' (transcript)]</ref>
 
* [[Art]] Description – Creative writes an art description for the [[artist]] based on the concept.
 
* [[Art]] Description – Creative writes an art description for the [[artist]] based on the concept.
* Art – The art director commissions an artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
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* Art – The art director commissions a freelance artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
* [[Card name|Name]] and [[flavor text]] – Creative solicits and selects from contributing writers' name and flavor text submissions for the card.
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* [[Card name|Name]] and [[flavor text]] – Creative solicits and selects from contributing writers' name and flavor text submissions for the card. [[Keywords]] are also given their final name by this group of people. <ref name="Life of a Card"/>
 
* Packaging text – Very short summaries which capture the essence of product and flavor.
 
* Packaging text – Very short summaries which capture the essence of product and flavor.
   
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The creative team als contributes to articles (''[[Uncharted Realms]]''), [[webcomics]], player guides and the occasional [[book]]. <ref>{{DailyRef|mtg/daily/stf/89|Form of the Writer|[[Doug Beyer]]|May 05, 2010}}</ref>
 
The creative team als contributes to articles (''[[Uncharted Realms]]''), [[webcomics]], player guides and the occasional [[book]]. <ref>{{DailyRef|mtg/daily/stf/89|Form of the Writer|[[Doug Beyer]]|May 05, 2010}}</ref>
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  +
==Editing==
  +
While design is going on, the team has a check-in with the rules manager to make sure that what they are doing things that will work. The editing team is constantly monitoring the card file as it goes along. They start editing it usually at some point during development. And even in design sometimes they’ll make notes on general wordings. Then futher in development, templating starts. Each set has a lead editor. Together with the rules manager (who may be the same person) and the development lead get together and try to figure out how the cards have to read. Editing also involves writing [[reminder text]]. <ref name="Life of a Card"/> Furthermore, it is Editing’s job to make sure the art comes in and the names and flavor text get done, and takes care of [[collector numbers]] and other [[information below the text box]]. After the cards are physically laid out by the CAPS team (Creative and Professional Services), Editting gives the final go ahead to create the [[print sheet]]s.
   
 
==Digital==
 
==Digital==

Revision as of 11:39, 29 May 2015

R&D is an abbreviation for Research & Design, formerly Research & Development. It is a section of Wizards of the Coast that create upcoming sets and cards. Design creates the vision, development upholds that vision even if it has to make some changes to get it there. The design/development split is a very important facet to Wizards R&D. It ensures that each set has two different set of eyes overlooking each decision to make sure that what we end up with is the best the set can be. [1][2] Other teams in Magic R&D are creative, editing and digital. Despite the R in R&D, there is no research team. [3]

From the release of Magic 2014 on, design and development teams are officially referred to as "Initial Concept and Game Design" and "Final Game Design and Development" teams, respectively. Although these names had previously been in use at Wizards of the Coast internally, the announcement for M14 was the first to use them in public. [4]

Design

The designers create new cards, mechanics and themes for Magic sets. Every set should do something innovative that hasn't been done before. It also set should bring back something from the past and present it in a new light, it should add new elements to old ideas. [5] Every set should make players have to shift their thinking about the game in some way, while creating a moment that is uniquely its own. [6] [7] By definition, also some bad cards have to exist, even at rare. [8] [9] [10] The rules of design provide four major functions: structure, clarity, consistency and focus. [11] [12] [13] [14] [15] [16][17] [18][19]

Design can be bottom-up or top-down. [20] [21] [22] It can also be linear of modular. [23]

Stages of design (history)

Head designer Mark Rosewater distinguishes five stages of Magic design, and corresponding dynasties of Magic designers. [24] [25] [26]

First Stage (the Golden Age)

Alpha through Alliances. This stage was about the focus on individual card design. Design decisions tended to be made on a card-by-card basis.

Second Stage (the Silver Age)

Mirage through Prophecy. This stage was the introduction of the block and the focus of design in thinking of Magic in terms of a year. This was also the era of the psychographics with Timmy, Johnny, and Spike first getting defined.

Third Stage (the Bronze Age)

Invasion through Saviors of Kamigawa. This stage was the introduction of block themes. Blocks were no longer just a collection of mechanics, but contained specific things chosen to highlight the block's theme.

Fourth Stage

Ravnica through Rise of the Eldrazi. This stage was the introduction of block planning. Instead of picking a theme and continuing it through the block, design now planned out how exactly the block was going to evolve. This planning allowed for themes to be better set up and paid off. Members of the fourth generation includes several participants of The Great Designer Search (GDS) 2006, Wizards of the Coast's historic search for R&D's for a Magic design intern. [30]

Fifth Stage

From Scars of Mirrodin until now. How mechanical themes are looked at and used is radically changed. In the previous two stages, themes had been used as the foundation to build the block on. Starting with Scars of Mirrodin, mechanical themes are now thought of as tools used to put a block together. Metaphorically, themes are no longer the canvas, but the paint. The fifth generation includes participants of The Great Designer Search 2 (2010). [31]

New World Order

R&D is always fighting complexity creep. They have always tried to make the cards as simple as possible (which is sometimes seen as "dumbing down the game"). [32] [33] New World Order refers towards R&D's movement towards putting less complexity in the common rarity slot. The concept was introduced in 2008. [34]

Stages of design (practical)

Advanced planning

Also known as pre-design or advanced design, advanced planning is the latest innovation in how Magic sets are designed. Long before design starts, advanced planning begins. The concerns itself with the needs of the block and loops in the development and creative teams. The team can talk about mechanics and how each color plays out, but is not concerned with an actual card file. [35]

Vision, integration and refinement

Mark Rosewater distinguishes three distinctly different yet equal-sized stages in the main design phase: the vision stage, the integration stage, and the refinement stage. [36]

"Devign" – Structural Development

Devign is the space in between design and development. Design still has control of the file but is addressing notes from the developers. [37] During these early times, Development try out cards that feel risky, but could also add something cool and interesting to the game. Early playtesting is for taking the big swings. Many of the cards design hands over in the initial handoff will not make the final version of the set, and many more will get tweaks, such as to casting cost, power and toughness, or activation cost. Still others will get cut from the set entirely to make room for new cards that either fill a specific role that is missing or are just independently cool cards. On the opposite site, some fun cards are made stronger. [38]

Development

At its essence, design is responsible for vision, and development for execution. [39] [40] Many think that development's job is to just tweak numbers and correctly cost things, but the main job for developers is to make Magic as fun as it can be for all the different types of players. [41] Most of the time is spent working on game-play design to ensure the play experience is as good as it can possibly be. [42] [43] This means that the mechanics and themes and overall feel of a design file should express themselves satisfyingly when actual games are played. The developers try to find the most fun parts of the design and bring them to the forefront of the set, and kill unwanted elements. [44] [45] [46] Casting costs and other balance issues for both Limited and Constructed are still considered. [2] To assess the strength of a card or card set, development uses a process called "pointing'. [47] [48] [49]

One of the most important parts to developing sets today is to create cross-block synergies so the sets within Standard play well with each other, but also so that there is enough of a change when Standard rotates to change things up. A diverse and shifting metagame is a healthy metagame. [50] After structural development, there is format development. By the time format development begins, most of the previous set is locked down, and the new set has to integrate with it for both Limited and Constructed. [38]

Creative

The creative team begins work on the card's creative elements once the card is in its near-final state (ideally). [51]

  • Concepting – Creative looks at the card's mechanics and decides what kind of creature / spell / location / object it should be within the setting. [52]
  • Art Description – Creative writes an art description for the artist based on the concept.
  • Art – The art director commissions a freelance artist to illustrate the card. The artist illustrates it to the art description with feedback from the art director and the creative team.
  • Name and flavor text – Creative solicits and selects from contributing writers' name and flavor text submissions for the card. Keywords are also given their final name by this group of people. [52]
  • Packaging text – Very short summaries which capture the essence of product and flavor.

At the very beginning of the creative proces there is a concept push of world-building, where a specially picked team of Magic artists are flown in for a couple of weeks to generate sketches and ideas for what a brand new world looks like. [53] This results in a style guide [54] [55]

The creative team als contributes to articles (Uncharted Realms), webcomics, player guides and the occasional book. [56]

Editing

While design is going on, the team has a check-in with the rules manager to make sure that what they are doing things that will work. The editing team is constantly monitoring the card file as it goes along. They start editing it usually at some point during development. And even in design sometimes they’ll make notes on general wordings. Then futher in development, templating starts. Each set has a lead editor. Together with the rules manager (who may be the same person) and the development lead get together and try to figure out how the cards have to read. Editing also involves writing reminder text. [52] Furthermore, it is Editing’s job to make sure the art comes in and the names and flavor text get done, and takes care of collector numbers and other information below the text box. After the cards are physically laid out by the CAPS team (Creative and Professional Services), Editting gives the final go ahead to create the print sheets.

Digital

The Magic Digital R&D team, not to be confused with the Magic Online team, is responsible for coordinating game design resources for digital projects, like building decks for Duels of the Planeswalkers or creating the list for the Magic Online Cube. [2]

Trivia

See also

References

  1. Mark Rosewater (July 12, 2010). "Know How, Part 1". magicthegathering.com. Wizards of the Coast.
  2. a b c Zac Hill (August 24, 2012). "Developing Development". magicthegathering.com. Wizards of the Coast.
  3. Error on call to {{WebRef}}: Parameters url and title must be specifiedMark Rosewater (April 25, 2015). "". Tumblr.
  4. What prompted the change in departmental titles for announcement articles, as seen in today’s M14 article?", Blogatog, Tumblr. (January 7, 2013.)
  5. Mark Rosewater (April 1, 2002). "Tweak in Review". magicthegathering.com. Wizards of the Coast.
  6. Mark Rosewater (May 03, 2010). "The Ten Principles for Good Design, Part 1". magicthegathering.com. Wizards of the Coast.
  7. Mark Rosewater (May 17, 2010). "The Ten Principles for Good Design, Part 2". magicthegathering.com. Wizards of the Coast.
  8. Mark Rosewater (January 28, 2002). "When Cards Go Bad". magicthegathering.com. Wizards of the Coast.
  9. Tom LaPille (October 14, 2011). "When Cards Go Bad, Part 2". magicthegathering.com. Wizards of the Coast.
  10. Mark Rosewater (July 18, 2005). "The Good, The Bad and the Ugly Truth". magicthegathering.com. Wizards of the Coast.
  11. Mark Rosewater (April 07, 2003). "Rules of the Game". magicthegathering.com. Wizards of the Coast.
  12. Mark Rosewater (July 12, 2004). "Design 101". magicthegathering.com. Wizards of the Coast.
  13. Mark Rosewater (April 21, 2003). "Design 102". magicthegathering.com. Wizards of the Coast.
  14. Mark Rosewater (November 06, 2006). "Design 103". magicthegathering.com. Wizards of the Coast.
  15. Mark Rosewater (August 19, 2013). "Design 104". magicthegathering.com. Wizards of the Coast.
  16. Mark Rosewater (June 13, 2005). "Saving Space". magicthegathering.com. Wizards of the Coast.
  17. Mark Rosewater (August 01, 2005). "Once More With Feeling". magicthegathering.com. Wizards of the Coast.
  18. Mark Rosewater (July 24, 2006). "Talking Tech". magicthegathering.com. Wizards of the Coast.
  19. Mark Rosewater (June 15, 2009). "Design Seminar: The 10 Mental Locks". magicthegathering.com. Wizards of the Coast.
  20. Mark Rosewater (June 09, 2003). "Top Down and Goal". magicthegathering.com. Wizards of the Coast.
  21. Mark Rosewater (September 15, 2008). "A View From the Top". magicthegathering.com. Wizards of the Coast.
  22. Ken Nagle (June 15, 2009). "Convertible Design". magicthegathering.com. Wizards of the Coast.
  23. Mark Rosewater (October 06, 2003). "Come Together". magicthegathering.com. Wizards of the Coast.
  24. Mark Rosewater (August 29, 2005). "State of Design 2005". magicthegathering.com. Wizards of the Coast.
  25. Mark Rosewater (August 26, 2011). "State of Design 2011". magicthegathering.com. Wizards of the Coast.
  26. Mark Rosewater (November 28, 2011). "Eighteen Years". magicthegathering.com. Wizards of the Coast.
  27. Mark Rosewater (July 6, 2003). "Of Ice and Men". magicthegathering.com. Wizards of the Coast.
  28. Mark Rosewater (March 22, 2010). "Working Draft". magicthegathering.com. Wizards of the Coast.
  29. Steve Conard (December 24, 2002). "The History of Legends". magicthegathering.com. Wizards of the Coast.
  30. Wizards of the Coast (2006). "The Great Designer Search". magicthegathering.com. Wizards of the Coast.
  31. Mark Rosewater (November 03, 2010). "The Great Designer Search 2 – Meet the Finalists". magicthegathering.com. Wizards of the Coast.
  32. Mark Rosewater (May 20, 2002). "Keeping It Simple". magicthegathering.com. Wizards of the Coast.
  33. Mark Rosewater (August 05, 2013). "Twenty Things That Were Going To Kill Magic". magicthegathering.com. Wizards of the Coast.
  34. Mark Rosewater (December 05, 2011). "New World Order". magicthegathering.com. Wizards of the Coast.
  35. Mark Rosewater (January 06, 2014). "Advanced Planning". magicthegathering.com. Wizards of the Coast.
  36. Template:NewRef
  37. Mark Rosewater (January 14, 2013). "Gatecrashing the Party, Part 3". magicthegathering.com. Wizards of the Coast.
  38. a b Sam Stoddard (March 21, 2014). "Playtesting Constructed". magicthegathering.com. Wizards of the Coast.
  39. Shawn Main (April 04, 2014). "Designing for Development". magicthegathering.com. Wizards of the Coast.
  40. Template:NewRef
  41. Mark Rosewater (April 18, 2005). "Fun, Fun, Fun". magicthegathering.com. Wizards of the Coast.
  42. Tom LaPille (July 15, 2011). "Engineering Tolerance". magicthegathering.com. Wizards of the Coast.
  43. Zac Hill (December 09, 2011). "What Developers Do". magicthegathering.com. Wizards of the Coast.
  44. Mark Rosewater (April 04, 2005). "The Answer Lies Within". magicthegathering.com. Wizards of the Coast.
  45. Mark Rosewater (January 10, 2011). "Let's See What Develops". magicthegathering.com. Wizards of the Coast.
  46. Tom LaPille (February 20, 2012). "The Problems That Wouldn't Die". magicthegathering.com. Wizards of the Coast.
  47. Randy Buehler (February 01, 2002). "Limited Pointing". magicthegathering.com. Wizards of the Coast.
  48. Randy Buehler (February 08, 2002). "Limited Pointing II". magicthegathering.com. Wizards of the Coast.
  49. Aaron Forsythe (November 18, 2005). "Pointing Out the Obvious". magicthegathering.com. Wizards of the Coast.
  50. Sam Stoddard (October 11, 2013). "Cross-Block Synergies in Theros". magicthegathering.com. Wizards of the Coast.
  51. Doug Beyer (June 17, 2009). "Flavor Driven". magicthegathering.com. Wizards of the Coast.
  52. a b c Mark Rosewater (January 9, 2015) "Life of a Card" ,Drive to Work (transcript)
  53. Doug Beyer (February 29, 2012). "Theme-Driven Worldbuilding". magicthegathering.com. Wizards of the Coast.
  54. Adam Lee (August 25, 2010). "Slime, Trials, and the Inner Garruk". magicthegathering.com. Wizards of the Coast.
  55. Doug Beyer (September 29, 2010). "Rotation Season". magicthegathering.com. Wizards of the Coast.
  56. Doug Beyer (May 05, 2010). "Form of the Writer". magicthegathering.com. Wizards of the Coast.