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Achieving Two Worlds, Every Year: How Magic the Gathering Sustainably Doubled Its Worldbuilding 

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In this 2017 GDC session, Wizards of the Coast's Jeremy Jarvis, principal designer for Worlds and IP, discusses how 'Magic's' creative team and game design team work together to produce two Magic the Gathering worlds every single year.
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17 авг 2017

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Комментарии : 86   
@drdiabeetus4419
@drdiabeetus4419 2 года назад
The title of this video is hilarious in hindsight considering that not even a year after this was given they gave up on the block structure entirely and switched to doing a "However many worlds we feel like" in a year approach that has left every set made with it feeling rushed and empty compared to the older stuff. Turned out to be not so sustainable after all. Worst part is, they managed to solve one of the big problems they had with three set blocks (The middle set always feeling a bit blah compared to the others) by accident when they shifted away from the block structure, since one of the main reasons middle sets always felt so underwhelming is cause they were smaller than the first sets in blocks usually. Turns out a set will feel like it has less stuff in it if it has less stuff in it.
@kingsnogaryen6292
@kingsnogaryen6292 3 года назад
It's sad that 3 years later there are cards released like Finale of Eternity.. which not only don't tell the story we should be getting, they tell a story that never even happened...
@IFGchannel931
@IFGchannel931 6 лет назад
Great talk. I'm always astonished by how much quality content MtG puts out every year.
@LECityLECLEC
@LECityLECLEC 6 лет назад
Jeremy Jarvis I second that comment on this being a kickass talk.
@ROTTERDXM
@ROTTERDXM 5 лет назад
I love a lot of things about this talk. Good look at a creative process and very clearly explained.
@helloofthebeach
@helloofthebeach 5 лет назад
I have zero interest in card games but Magic talks are always amazing
@Gunth0r
@Gunth0r 5 лет назад
The worldbuilding is why I liked the Mirrodin Block the most.
@mischake
@mischake 6 лет назад
Amazing talk, and also in the questions section I really like his humor ^^
@LightTheMars
@LightTheMars 6 лет назад
This talk made me appreciate the work managers have to do a lot more.
@Drecon84
@Drecon84 6 лет назад
That really doesn't do justice to the process. I mean, making money is the end goal of course, but the interesting thing is that when you're a gaming company, you only make money of you make your players have fun. That gives a whole different spin on the story don't you think?
@andrewsparkes6115
@andrewsparkes6115 6 лет назад
chad5933 Duh? I don't know anyone that enjoys having less money than they could do. But that doesn't take away the fact they work hard for it, and the fact the things they manage can actually earn that money. Try handing a big project to someone whose never managed anything before, and see how much money they make...in fact don't because the answer is "not much". Their motivation may be money, but the point is they also have the skill and vision to manage a team to make that money. Not everyone has that skill and vision. Which is why that guy appreciates managers. Appreciating skill and vision is hardly a bad thing.
@guillermojrboy3292
@guillermojrboy3292 6 лет назад
Great questions from the audience.
@Owoshima_
@Owoshima_ 4 года назад
Truly an industry in it's own.
@stormwatcheagle5448
@stormwatcheagle5448 5 лет назад
It almost sounds like they're using Scrum-like methodologies to break up the tasks. Albeit the ownership is still with management, so not entirely Scrum.
@B1gLupu
@B1gLupu 5 месяцев назад
When tasks become too complicated for waterfall approach, usually with enough trial and error a scrum style approach emmerges.
@JockoJonson17
@JockoJonson17 5 лет назад
GDC talk on why 2 worlds a year is a bad idea ...
@artstsym
@artstsym 6 лет назад
Sooooo... with the 3 and 1 incoming, scale it more?
@pbrown7501
@pbrown7501 6 лет назад
Roughly half of the sets are Returns, so they can build upon the previous world guides for those planes. The Core Set presumably won't require a world guide.
@ZoidbergForPresident
@ZoidbergForPresident 6 лет назад
How interesting I left magic around the time they did that. :P 14:56 Where are the developpers there?
@asoronite
@asoronite Год назад
incredible! I love magic
@aaron9797
@aaron9797 6 лет назад
now i want to see zombie apocalypse on kealadesh
@draxthemsklonst
@draxthemsklonst 4 года назад
This comment gave us Ravica again, again, with zombies and Bolas in 2018. Good job.
@ethanwasme4307
@ethanwasme4307 5 лет назад
I don't really program AI, but I love to keep characters abstract So what I would probably do is find a way to trigger an interaction event on the AI Character, this interaction event will be 99% identical to how players interact with objects, but instead of ray tracing to see if an actor is interactable I'd use a sphere trace. The AI would then have a set of goals i.e interact with door, interact with light switch, interact with player, etc... This is where the flavour depends on your project, how will your AI decide if it should interact with the door actor? Cheap way to do this for the sake of prototyping is to just indiscriminately interact with any actor it overlaps Once you know this method works, you can start adding in conditions i.e nearest door, certain door, nearest door in vision etc... After all this is done you will need ways of executing these events i.e when AI sees a player, open nearest door in vision. I haven't really programmed AI outside of a few youtube tutorials when I first started using unreal, so best I can do is throw a few concepts your way, so I hope this helped you :) Players and AI should be interchangeable, the only thing that should have some real variance are the controllers All controllers do is handle input from the user or behaviour trees and then executing code within the Character. Example, the controller registers our player pressed space, so execute the Jump() function inside the Character The controller registers our Behaviour tree requires our NPC to Jump() I like to see AI controllers and Behaviour trees are just simulating player input and pawns just being a product of those actions
@misomiso8228
@misomiso8228 6 лет назад
One other thing - the best stories are those that have 'an end'. People love GoT because they want to find out what happens 'at the end', and they loved Harry Potter because we all knew it would be seven books then finished (until the play...) What I mean is, Story Arcs of Characters and how they grow and develop are very important, and the idea of stories ending is essential to keep people interested. If we think the Gatewatch are just going to go on and on and on then the story loses a lot of its dramatic credibility. I get that you guys are under pressure from corporate etc, and you don't have to go all George RR Martin on us, but we can't just keep going with endless Gatewatch stuff with no end in sight. Kill a beloved character, like Lilliana (Permanantly!), then watch how the fans re invest in the rest of the team when they know that everyone is vulnerable. Better to map a clear ending and then you can move on to something new. You can then learn the lessons from the Gatewatch and apply them to a new arc! (Not a Gatewatch hater at all btw, love the concept, but hate the idea of it just going on and on and on and on. MtG has moved on from stories before. No reason they can't do it again).
@seppforcher1619
@seppforcher1619 6 лет назад
In my opinion the "Urza solution" would be the best solution, start with a story and introduce a few characters (for 2-3 blocks), then jump to another plane and introduce a whole bunch of new characters (don't recycle the old ones) and let the second story add just a little bit to the first one - this way you have your overarching story, while the game doesn't get too boring.
@misomiso8228
@misomiso8228 6 лет назад
They still need an 'arc' though. They need to be able to END their stories.
@seppforcher1619
@seppforcher1619 6 лет назад
Well, I personally loved Serra's arc - her lover died, the plane was saved (from what I can remember) and that was the "end" of her story - later Urza, while escaping Phyrexia fled to Serra's realm - which she created after her story had ended. Wizards should use assets from older arcs (even if it's just for a chapter, this way we wouldn't have to deal with the Gatewatch all the time.
@misomiso8228
@misomiso8228 6 лет назад
oh ok i understand what you're saying.
@nomukun1138
@nomukun1138 6 лет назад
Was this written before the Gatewatch was brutally crushed by Nicol Bolas in Amonkhet block? No one on the team died, but everyone changed. In Theros, Elspeth died. There have been hints of prophecy about Gideon's death from Bontu. It seems to me the story team also values completing story arcs and demonstrating the vulnerability of the characters. Or by "bring stories to an end" do you mean "KILL JACE"? :-)
@nickschumacher2522
@nickschumacher2522 6 лет назад
41:10 Mark Brown?
@cutecommie
@cutecommie 5 лет назад
I thought Meld came from B.F.M. from Unglued.
@joanesunzu3087
@joanesunzu3087 6 лет назад
well... good luck with 1 block sets
@Mordalon
@Mordalon 6 лет назад
I’d image more returns to previous worlds.
@Ratstail91
@Ratstail91 2 года назад
Sustainably my ass.
@askmeagain43
@askmeagain43 Год назад
Two worlds a year? I bet that lasted a long time /s
@endlessorbaggins8223
@endlessorbaggins8223 6 лет назад
Next step I'd like creative takes is to have a more distinctive direction style that could cave a stronger identity to a block. Like knowing that this or this card come from this or this block just by the artwork. As for now their is too many different styles from the same artists and Raymond Swanland style along Theriese Neilson don't match togheter and don't contribute to give a style identity to a block and sure not when you find lot of cards from these two incredible artists in Every block. Just look at Alara block, most of the art is like really detailed colored pencil done and it is specific to Alara, it gives it a style identity. They started to mess it up with Zendikar where you got Highly digital art along watercolor, old school drawings, etc and a lot of very diferent styles and techniques. I think if they had a bigger artist pool they could match a directional art style with the flavor of the block. As for an example, I think it would have been cool if Amonketh had most of it's art in the style of Frank Franzeta, Julie Bell, and Boris Valeijo (earth tone palette with vintage old school style would have match the egyptian theme.) It's my opinion. I' m intregue what others think about this subject.
@nikolapetrov4929
@nikolapetrov4929 6 лет назад
I disagree. More styles make more people happy because everybody has a preference, but you can still look at a Magic card and totally tell what plane it is from. Art was a real mess in WoW:TCG. Please go ahead and Google "Dizdemona" and then "Radak Doombringer". These two cards were released in the same set alongside Litori Frostburn. Now that's some clashing art.
@HeatIIEXTEND
@HeatIIEXTEND 6 лет назад
Remember old MTG cards ? Shit was ALL over the place and it was amazing. Actual art instead of generic crap
@christianmcnally4323
@christianmcnally4323 6 лет назад
1:01:00 sounds like they do ALOT of simulated game play
@aeris2704
@aeris2704 3 года назад
This didnt age well...
@B1gLupu
@B1gLupu 5 месяцев назад
Considering it all went to shit after they gave up on Blocks, I'd say this aged very well.
@TheMormegil92
@TheMormegil92 5 лет назад
"Why don't you hire those people?" "Well, by shopping around and keeping them disposable it's easier to churn through more of them without having to splurge on stuff like benefits, a constant salary... essentially we get all the benefits of having them employed for a fraction of the cost!"
@Hhhhhh-sz9ud
@Hhhhhh-sz9ud 5 лет назад
To be fair, it also means that they can have a greater range of artists than would otherwise be practical for the amount of cards in a set
@cutecommie
@cutecommie 5 лет назад
That's capitalism, baby.
@jamesayewale5695
@jamesayewale5695 4 года назад
Of course you spin his great talk into capitalism and negativity. Fuck you.
@tiagodarkpeasant
@tiagodarkpeasant 4 года назад
in some games i would agree with you, many franchises got ruined once the first developers left the studio, but in mtg case they "brains" are staff they guys balancing the cards and the guys making the main theme are the same, only the artists change which makes the cards diferent from eachother just like comics look different
@CapriciousStoic2
@CapriciousStoic2 3 года назад
5000 $ to solve a problem ? Do this 1-2 people get paid 2k-5k to be art heroes ? ...kind crappy job if you ask me.
@qwormuli77
@qwormuli77 6 лет назад
If only the writing/pr division wasn't as bad as it is...
@Hhhhhh-sz9ud
@Hhhhhh-sz9ud 5 лет назад
Writing was really good on Ixalan
@lordmetroid
@lordmetroid 6 лет назад
Bring back the analogue paintings again!
@wordsmith451
@wordsmith451 3 года назад
This aged poorly.
@Aconspiracyofravens1
@Aconspiracyofravens1 2 года назад
explain?
@B1gLupu
@B1gLupu 5 месяцев назад
This aged very well. Magic went to shit after they gave up on blocks, and going from 1 world a year to 2 was a big part of that shittification process.
@ivankoladimer6533
@ivankoladimer6533 2 года назад
'I have a really shitty labour flow that burns out into diminishing... thankfully hazbro doesnt care AND contractorz! They're not reaaly people." Ugh
@MforMovesets
@MforMovesets 6 лет назад
MTG at GDC, how unexpected.
@Sanguimaru
@Sanguimaru 5 лет назад
Insightful, but they really didn't succeed in making worlds that players could connect deeply with for a period surrounding this presentation. Many of the places felt like one-hit notes, where the worlds felt smaller than they really were. Seeing stories as focused around or through the eyes of the Gatewatch also robbed us of opportunities to spend more time viewing the worlds through their inhabitants. This is rather problematic, particularly when the shortening of blocks means that there would be less time spent exploring the lore of any given plane.
@Hhhhhh-sz9ud
@Hhhhhh-sz9ud 5 лет назад
I really liked Kaladesh, personally (from a flavor and art design perspective at least).
@TheJacklikesvideos
@TheJacklikesvideos 3 года назад
@@Hhhhhh-sz9ud imagine if they spent any real time there fleshing it out, instead of jamming out two sets, just to inevitably try to ring some more shallow cash out of it in ten years if we're lucky.
@kylekafka6636
@kylekafka6636 2 года назад
@@TheJacklikesvideos Yeah it's even worse now, almost all the new worlds they've gone to for single sets have been disappointing to me.
@B1gLupu
@B1gLupu 5 месяцев назад
This was better. I wish they just went back to this type of production. MTG feels empty with bunch of disconnected sets.
@tristunalekzander5608
@tristunalekzander5608 Год назад
I hate it when people use the word "analog" to describe something that's not digital, that's not what it means. Is that rock on the ground analog just because it's not digital? No, it's not, it's neither digital nor analog. There are so many better words you could use, "tabletop," "physical," "paper" to differentiate between a video game version of something.
@B1gLupu
@B1gLupu 5 месяцев назад
Analog - Current is on a range, like a light bulb getting brighter or dimmer Digital - Current is either on or off There are such things as analog computers, and they can be really useful. It's weird when people use words without knowing what they mean.
@Beghty27
@Beghty27 5 лет назад
So this is the guy responsible for the visual homogenization of the game. Streamline the process, just crank out set after set in order to push as much product as possible regardless of whether or not goals are met.
@thorinpeterson6282
@thorinpeterson6282 5 лет назад
Seems like a lot of people at Wotc get paid to write a bunch of fluff that none of their customer base will ever interact with
@xandercorp6175
@xandercorp6175 5 лет назад
Seems like you need to learn about the difference between internal and external clients.
@Maurice040684
@Maurice040684 6 лет назад
Why do my Adblocker doesn't block this one hour comercial?
@christianmcnally4323
@christianmcnally4323 6 лет назад
We call that a content ad. Content + Ad = Win
@Joeofiowa
@Joeofiowa 6 лет назад
This guy thinks his own jokes are hilarious
@nikolapetrov4929
@nikolapetrov4929 6 лет назад
Either that or he felt obligated to give a forced laugh just so everybody gets he's joking. Wizards are very touchy about hurting people's feelings so the HAVE to make sure people know they're not being serious.
@Mordalon
@Mordalon 6 лет назад
Or it’s a nervous laughter. Public speaking isn’t easy.
@NoConsequenc3
@NoConsequenc3 6 лет назад
I never understood this criticism Why the fuck would someone tell a joke that they didn't find funny?
@wellfarekoon
@wellfarekoon 6 лет назад
well some of those jokes are based off of card effects like when he showed the creative side bieng token generation population effects and life gain and protection based cards. and the game developemental side were the some of the stronger demon in the game like withengar and grisslebrand and then at the center was headquaters was the child of alara which is a 5 colored legendary god creature that when it hits the grave id destriys all permanants on everyones field. i think his jokes were witty.
@shawnmongillo2684
@shawnmongillo2684 6 лет назад
Witty, but topical. Meaning his laugh is also to let non Magic players know an inside joke was dropped.
@RazorOfArtorias
@RazorOfArtorias 6 лет назад
Ravnica > Zendikar > Dominaria > Innistrad > Alara > Lorwyn/Shadowmore > Amonkhet > Mirrodin > Kamigawa > Theros > Tarkir > Kaladesh
@joanesunzu3087
@joanesunzu3087 6 лет назад
Vicente Andrés Quesada Mora you know nothing jon snow
@MFMegaZeroX7
@MFMegaZeroX7 6 лет назад
Really? I thought Kaladesh had some pretty sweet style. And Dominaria is kind of boring, honestly.
@nomukun1138
@nomukun1138 6 лет назад
Kamigawa is a plane that sounds cool but turned out horribly in every way (including story). Mark Rosewater discusses the reasons why it was terrible often on his blog and articles.
@PoolitzersZockerecke
@PoolitzersZockerecke 6 лет назад
so this is about a card game? ok...
@ZoidbergForPresident
@ZoidbergForPresident 6 лет назад
You seem dissapointed? The main subject is world building though.
@PleasestopcallingmeDoctorImath
Poolitzers Zockerecke nigga like youre gonna make a game fuck off imbred
@xandercorp6175
@xandercorp6175 5 лет назад
His youtube userpage background is mtg boxes, so...
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