http://media.wizards.com/2017/podcasts/magic/drivetowork425_lessonslearned_bfz.mp3
Lessons Learned -
Battle for Zendikar
Mistakes Made - "Whew. This is just a set full of mistakes." -- Direct Quote
- Mistake #1 - Picking up on Rise of the Eldrazi's cliffhanger
- Mistake #2 - Didn't try to capture adventure world, Eldrazi should have played a smaller role
- Mistake #3 - Focusing hard on the Eldrazi, they work better as smaller, more foreboding threat instead of full on invaders
- Mistake #4 - We Made the Eldrazi Too Weird - Needed to be more relatable
- Mistake #5 - Eldrazi Are Hard to Design and in Large Numbers
- Mistake #6 - Made the Wrong Choice to Have Eldrazi Winning Over Zendikari
- Mistake #7 - The War Against the Eldrazi Made the World Disappear Into the Background
- Mistake #8 - Divvying the Titans Into One Per Set Dragged It Out Too Much
- Mistake #9 - Trying to Make a Mechanic Similar to Annihilator Instead of Something New Related to Ulamog
- Mistake #10 - Trying to Recreate Rise of the Eldrazi instead of Zendikar and Worldwake
- Mistake #11 - Devoid Was a Keyword That Did Nothing
- Mistake #12 - COLORLESS MANA SYMBOL SHOULD HAVE BEEN IN BATTLE FOR ZENDIKAR
- Mistake #13 - Battle for Zendikar didn't introduce the Gatewatch in the best way
- Mistake #14 - Battle for Zendikar had too many goddamn mechanics
- Mistake #15 - Trying to come back to mechanics that were really powerful and doing them not as good sours players on the mechanics.
Ancillary Notes
* Worldwake was Brian Tinsman basically ignoring NWO. The set as a whole was designed without it in mind even though it was a new design paradigm.
* Processors and Ingest were a narrow mechanic and very unclear and a terrible replacement for Annihilator, but Annihilator was terrible too.
*
The development team really got handed a broken design set and had to piece things together to make it feel better to play. They spent more time on actually designing things themselves instead of development time because of how the set lacked any cohesion. A bad sign in any respect.
* MaRo takes full responsibility for design just failing to deliver something good enough.
* Acknowledges that all these mistakes were made and understanding that he made them is a good learning experience.
* The Two Set Block and Standard Changes really harried MaRo and his team, they had to juggle a lot of problems all at the same time, and Battle for Zendikar was hit the hardest.
* Eldrazi were designed against the idea of making them all colorless to avoid issues of "just every deck running the best ones".
* MaRo believed the frames were enough to convey "colorless" but players got too confused, so Devoid was developed to solve that issue. It's basically just rules text to stop confusion. Other names for colorlessness they wanted to use: Brown, Gray. It was hard to convey colorlessness.
* Players got extremely frustrated that Devoid didn't DO ANYTHING. They have expectations that if you add a keyword it must do something in the game. It created an expectation MaRo couldn't keep.
* Players expect things in a certain pattern and Devoid broke that pattern and created unhappiness.
* Tribal being abandoned meant it was harder to connect Eldrazi in the set but Tribal could have solved a lot of problems that Devoid involved.
* MaRo fought against OGW having colorless mana symbol, as it made limited look weird with Devoid and Colorless Mana Symbol basically meaning the same thing.
* Ravnica compartmentalized all the mechanics into the guilds so you could easily distinguish between the two, Battle for Zendikar didn't make it clear cut what each side did and really entangle them in a way that felt natural.
* Battle for Zendikar should have been slightly less than average number of mechanics, instead of more than average.
* Focusing on the war just made everything too tricky to navigate.
* Big regrets on the changes from Three Sets to Two Sets in the middle of design. It just really dominated their time that handing down design was regretful.
* Eldrazi giving back the exiled cards because of eating it caused confusion and player dissatisfaction.
* MaRo doesn't know exactly what he'd do to fix it (or what he was supposed to do) if given the chance to re-do the set again. He believes he went down a path of design that just came out at where an elegant solution couldn't have been found.
* MaRo admits he pointed his design team in the wrong direction, his vision for the set was just not in the right place, from the very start.
FOR THE FUTURE
-- Future Zendikar set will be ALL ABOUT "Adventure World". There will be only tiny remnants of the Eldrazi, but it will be about quests, adventuring, everything that made Zendikar great.
-- Player expectations of future mechanics will be kept in mind and release future cards that will be closer to the original power of the mechanic (if really strong) or stronger (if really weak).
-- New lesson for future sets: make a realistic target that can be met instead of trying to fit in everything from previous sets.
MY COMMENTS
oof. so much to unpack.