Magic: The Gathering Drive to Work Podcast - 开车上班 #5 - 拉尼卡 封面

开车上班 #5 - 拉尼卡

Drive to Work #5 - Ravnica

本集简介

马克·罗斯沃特谈论拉尼卡系列。

双语字幕

仅展示文本字幕,不包含中文音频;想边听边看,请使用 Bayt 播客 App。

Speaker 0

好的。

Okay.

Speaker 0

我准备离开车库了。

I'm leaving my garage.

Speaker 0

我们知道这意味着什么。

We know what that means.

Speaker 0

又到了通勤之旅的节目时间。

It's another episode of drive to work.

Speaker 0

好的。

Okay.

Speaker 0

是时候了。

It's about time.

Speaker 0

现在该好好聊聊拉尼卡的设计了。

It's time I finally talked about the design of our Ravnica.

Speaker 0

这样安排再合适不过了。

Seems only apropos.

Speaker 0

好的。

Okay.

Speaker 0

那我们回到拉尼卡的时代吧。

So let us go back to the time of Ravnica.

Speaker 0

记得吗,我当时在卡姆林系列中途刚接任主设计师。

So remember, I had just become head designer in the middle of the Kamagawa block.

Speaker 0

所以,说实话,我对卡姆林系列根本没多少话语权。

And so, I mean, I didn't have any control of the Kamagawa block.

Speaker 0

那就像一列已经开动的货运列车,我只能尽力把它顺利收尾。

It was kind of it was a, you know, freight train in motion, and I I just try to do the best I could to finish it.

Speaker 0

但拉尼卡是我第一次不仅担任主设计师,还是整个系列的负责人。

But Ravnica was the first step that not only was I lead designer, but also I was the head designer.

Speaker 0

这是我第一次真正拥有完全主导权的系列。

So it's the first block I really had total control over.

Speaker 0

我当上主设计师后,有一项重要目标,就是所谓的‘系列规划’——要把整个系列的各个部分当作一个整体来设计,而不是东一榔头西一棒子,随便加点新花样。

And a big thing of mine, one of my big missions, when I became head designer was what I call block planning, which is to think about all the sets in a block as a cohesive whole rather than just do something, do some more do some more maybe with a twist.

Speaker 0

是的

Yeah.

Speaker 0

这算是我们以前的老做法了。

It's kind of our old school way of doing things.

Speaker 0

我想多做一些前期规划。

And I wanna do a little more planning.

Speaker 0

咱们来看看最后效果怎么样。

So let's see how it played out.

Speaker 0

我们一开始就知道这会是一个多色牌组。

So we knew going in that it was going to be a multicolor set.

Speaker 0

《入侵》系列反响非常好。

Invasion had gone over very well.

Speaker 0

我们知道,在所有主题里,最快会再回头做的就是多色,因为它的设计空间特别广。

And we knew of all our themes, the one that we'd revisit the quickest was going to be multicolor because both it's a very widespread design.

Speaker 0

我的意思是,从设计角度来说,它的可能性几乎是无限的。

I mean, there's as design goes, it's pretty open ended.

Speaker 0

你知道,可供选择的方案其实很多。

You know, there's there's a lot of options.

Speaker 0

设计金色卡牌确实有些限制,今天我想跟你聊聊这个。

I mean, there's some restrictions designing gold cards, I hope that I'll talk to you about today.

Speaker 0

但从主题角度来看,这个方向依然非常开放。

But it as as themes go, it's a pretty open ended theme.

Speaker 0

但我的想法是,想在拉尼卡里做点跟入侵不一样的东西。

But the trick was I wanted to do something different from how we had done it in Invasion.

Speaker 0

就像我之前博客里提到的,入侵系列的重点是让你尽可能多地使用多种颜色。

So Invasion, as I talked about on my previous blog or a few blogs ago, was about trying to let you play as many colors as you could.

Speaker 0

我们真的想鼓励你用三种、四种,甚至五种颜色来组牌。

You know, we really I mean, domain and like, it is like, play three colors, play four colors, play five colors.

Speaker 0

整个设计都在推动你使用更多颜色。

It really pushed you to a playing lot of colors.

Speaker 0

所以当我开始设计拉尼卡时,我就想好了。

And so I said going into Ravnica, I said, okay.

Speaker 0

那我要怎么跟《入侵》不一样呢?

Well, how do I make a difference from invasion?

Speaker 0

咱们反着来吧。

Let's go the opposite direction.

Speaker 0

现在是多色卡牌,至少得用两种颜色。

Now it's multicolor, so you had to have at least two colors.

Speaker 0

我想,要是我们只重点推双色呢?

I'm like, well, what if we just push two color?

Speaker 0

不推三色。

We don't push three.

Speaker 0

不推四色。

We don't push four.

Speaker 0

不推五色。

We don't push five.

Speaker 0

主题就定在双色上。

That the the theme is two color.

Speaker 0

我觉得这个点子挺有意思的。想法是,我们把那十组双色组合都拿出来,一视同仁地对待它们。

And I I thought that was an interesting idea, and I the idea was that we take the two color pairs or 10 of them, obviously, and that we'd treat them all equally.

Speaker 0

这套牌不再像之前的入侵那样区分盟友或敌人。

This set wouldn't be about allied or enemy like invasion had been.

Speaker 0

它仅仅就是这十组双色组合。

It would just be there's ten two color pairs.

Speaker 0

所以我去找了布雷迪·达默穆思,他现在是创意总监,但当时他还负责世界观构建。我把我的想法向他做了提案。

So I went to Brady, Dammermuth, currently the creative director, but at at the time, still in charge of the world building, and I pitched him my idea.

Speaker 0

于是 Brady 就去琢磨怎么把这个方案落地。

And so Brady went off to try to figure out how to make that work.

Speaker 0

与此同时,我就在那儿说,行吧。

Meanwhile, I was saying, okay.

Speaker 0

但我该怎么做呢?

But what do I do?

Speaker 0

然后,我偶然想到了混合这个点子。

And, I stumbled upon the idea of hybrid.

Speaker 0

我特别喜欢的一个想法是,传统上多色牌是‘和’的关系,但我想到,要是改成‘或’会怎么样?

I think the idea I liked was that traditionally multicolor cards were and, and I came up the idea of what if they were or.

Speaker 0

比如,别非得是红绿双色牌,干脆让它可以是红色的,也可以是绿色的?

Instead of being a red and green card, what if it was a red or green card?

Speaker 0

我对这个‘或’的概念特别着迷,觉得很有意思。

And I was very fascinated by that concept, that the or concept.

Speaker 0

意思是,这张牌虽然是多色的,但和我们平时理解的多色完全不一样。

Meaning that this thing was multicolored but in a very different way than you traditionally think of multicolor.

Speaker 0

它不是逼你必须同时用两种颜色,而是给你所有可能的选择。

It was because of all the options, not because it forced your hand on both.

Speaker 0

我觉得这很酷,因为在多色系列里,这样能给玩家更多灵活性。

And I thought that was cool because I thought in a multicolor set, it would give you some flexibility.

Speaker 0

于是我做了一个设计测试,想法是把全部10种双色组合都做出来,既有传统版,也有混合版。

So I put together a design test, and the idea was it would have all 10 color two color combinations in traditional and with hybrid.

Speaker 0

我们后来就拿这个做了实际测试。

So we had that play test.

Speaker 0

你要明白,研发团队里全是职业选手水平的人。

Now understand, r and d is full of people who are like pro tour caliber players.

Speaker 0

我的意思是,其中不少人甚至已经进了名人堂。

I mean, many of them, a few more in the hall of fame.

Speaker 0

很多人手上都有一个或多个顶级八强的成绩。

A lot of them have, you know, one or more top eights to their to their credit.

Speaker 0

这是一支经验丰富、非常专业的团队。

So this is this is a a serious experienced group.

Speaker 0

这可不是什么新手,都是真正懂《万智牌》的人。

This this is not, you know, this is people who know how to play magic.

Speaker 0

所以我跟他们一起试玩,结果他们全懵了。

So anyway, I played with them and their brains all exploded.

Speaker 0

他们给我的反馈就一句话:这太难受了。

Like the notes I got from them is, this hurts.

Speaker 0

这太难受了。

This hurts.

Speaker 0

因为当时的设定是,有十种双色组合,十种混色组合,再加上单色,还有神器和地牌。

Because we had the way it would play out is there were ten two color combinations, there was 10 hybrid combinations, plus there was mono color, Plus there's artifacts and land.

Speaker 0

所以你得整理出差不多二十七堆牌。

So, like, you're making, like, 27 piles.

Speaker 0

二十七堆牌。

27 piles.

Speaker 0

这实在太多了。

That that was just too much.

Speaker 0

顺便说一句,如果研发团队都觉得头疼,普通玩家肯定更搞不定。

I mean by the way, if r and d has trouble with it, obviously, it's gonna be way way too much for the average player.

Speaker 0

我当时遇到个问题,因为我原本打算全面推广混色机制。

So I had a problem because I was planning to go full price with hybrid.

Speaker 0

我本来想把混色做成主打亮点的。

That was the thing I was planning to do is that hybrid was gonna be the big thing.

Speaker 0

结果只能重新调整计划。

And then I had to regroup.

Speaker 0

与此同时,布雷迪正一个人琢磨该怎么做,他常讲的一个故事是,那时候他正在跑步,就在跑步机上锻炼。

Meanwhile, Brady was off thinking about what to do, and the story he likes likes to tell is Brady at the time was jogging, and so he was working out on a treadmill.

Speaker 0

大概跑到第四五英里时,他突然灵光一现——当然了,好点子回头看总是显得特别简单。

And somewhere around the fourth or fifth mile, he had his epiphany of and by the way, awesome ideas always seem so simple in retrospect, in hindsight.

Speaker 0

比如回形针,现在看简直再自然不过,但要想到这一步,往往得花不少功夫才能找到这么优雅的解决方案。

You know, the paper clip seems such an obvious thing, but getting there, it requires, you know, getting to the elegant solution can take a lot.

Speaker 0

于是布雷迪想到,不如直接设十个真正的公会吧。

And Brady came up the idea of, well, what if we just had actual guilds?

Speaker 0

他构想出十个团体,每个都代表一种颜色组合,充分体现不同颜色的风格特质。

You know, he he came up the idea of there were 10 groups representing these combinations that embody the the flavor of the colors.

Speaker 0

接着他问自己,这在什么情境下才说得通?

And then he said, oh, where does this make sense?

Speaker 0

然后他想到了一个城市世界的想法。

And he came up with idea of a city world.

Speaker 0

我觉得他之前可能就想过搞个城市背景,而这个点子正好契合。

I think he had he had thought of maybe doing a city world and that this made sense.

Speaker 0

有公会,有城市世界,一切都串起来了。

There were guilds and a city world and it all came together.

Speaker 0

所以呢,那时候我这边手忙脚乱。

So anyway, meanwhile, I was scrambling.

Speaker 0

我当时就想,天啊,我这个混合想法,实在太过头了。

I'm like, oh, my all hybrid idea, you know, this it it just is too much.

Speaker 0

这根本行不通。

It's not gonna work.

Speaker 0

后来我才意识到,多色体系虽然很受欢迎,但真的特别让人头疼。你知道,在普通万智牌里,你有五种颜色,大家通常会把法术和生物分开,再加上神器、地牌,已经够复杂的了。

And then I I I realized in general the following problem, which is multicolor while beloved is just frustratingly hard because, you know, in a normal magic game, you have your five colors, you know, you know, and a lot of times people separate between spells and creatures, and you have your artifacts, your land, and there's a lot going on.

Speaker 0

而多色体系呢,就是把这些全扔进搅拌机里搅一搅。

Multicolor just takes that and, you know, throws in a blender.

Speaker 0

各种额外的东西全加进来了。

There's all sorts of extra things added.

Speaker 0

所以我一直在琢磨,怎么才能让多色系统对玩家没那么难搞。

So and I've tried to figure out how to do multicolor in a way that made it a little easier on people.

Speaker 0

后来布雷迪提出了公会这个点子,正好契合我双色的构想,我一下子就喜欢上了。

And then Brady came up with the guild idea matching my two color plan, and I loved it.

Speaker 0

我一听到这个主意,立刻就明白了那个回形针的真正含义。

I mean, I the second I heard it, I I I saw the paper clip for what it was.

Speaker 0

我觉得这太棒了。

I was like, this is awesome.

Speaker 0

好吧。

Okay.

Speaker 0

明白了。

Okay.

Speaker 0

我们就围绕这个来设计。

That's what we're gonna build around.

Speaker 0

我们要围绕公会来构建整个系统。

We're gonna build around the guilds.

Speaker 0

现在我简单介绍一下我的团队,接下来他们会深入展开。

And so now remember, let me introduce my team real quick because I'll they'll get into it.

Speaker 0

我的设计团队是亚伦·福斯yth。

So my design team was Aaron Forsyth.

Speaker 0

记得那时候,亚伦·福斯yth还没当上研发总监呢。

Now remember back in the time, this is before Aaron Forsyth became, you know, director of r and d.

Speaker 0

早年亚伦可是我的得力助手。

For for back in the day, Aaron was my disciple.

Speaker 0

他当时被看好会成为下一个顶尖设计师,表现非常出色。

Aaron was gonna be the next big designer, and had shown a lot of promise.

Speaker 0

他直接向我汇报,是我重点培养的设计师——当然,我也没打算离开,只是想让他接班。

And so he reported to me, and, you know, he was sort of the designer that I was grooming, and not that I was going anywhere, but to be the next big designer.

Speaker 0

但后来事情有了变化。

And what happened was other things.

Speaker 0

亚伦先是成了主程序员,接着又当上了总监。

And Aaron ended up becoming the head developer, then ended up becoming the director.

Speaker 0

这一切都发生得特别快。

I mean, it all happened in very short period of time.

Speaker 0

但那时候,Aaron 就是那样的人。

But back back in the day, back at this point, that's what Aaron was.

Speaker 0

当时,Aaron 算是我带的徒弟。

Aaron was sort of my disciple at the time.

Speaker 0

Mike Elliott 也在团队里。

Mike Elliott was on the team.

Speaker 0

我以前提过 Mike Elliott。

I've talked about Mike Elliott before.

Speaker 0

Mike 是个非常出色的设计师,但人有点固执。

And Mike Elliott is a very strong designer, but Mike is also a bit stubborn.

Speaker 0

这个待会儿再说。

We'll we'll we'll get to that in a second.

Speaker 0

Tyler Bealman,我想我之前提到过他。

Tyler Bealman, I think I've talked about Tyler before.

Speaker 0

Tyler 最初是在品牌团队的。

Tyler had originally been on the brand team.

Speaker 0

事实上,泰勒一开始给法师们做广告提案。

In fact, Tyler started pitching ads to wizards.

Speaker 0

他和搭档一起写广告文案,说白了就是文案策划。

He and his partner made ads, you know, they were copymen.

Speaker 0

他们最早是给法师们做广告,后来干脆直接进了法师公司,泰勒成了《万智牌》的品牌经理。

And they first started by working making ads for wizards, and eventually, they ended up getting jobs at wizards, and Tyler became a brand manager for magic.

Speaker 0

再后来,泰勒加入了研发团队,负责带领一个创意小组。

And then, eventually, Tyler ended up coming to R and D where he started working he ran a creative team.

Speaker 0

我和泰勒在梅里登项目上合作得非常紧密。

And Tyler and I had worked very closely together on Meriden.

Speaker 0

不过,他后来也加入了拉尼卡团队。

Anyway, he was on the Ravnica team.

Speaker 0

而团队最后一位成员,是一位不太为人所知的设计师,叫理查德·加菲尔德。

And the the last member of the team is a a little known designer named Richard Garfield.

Speaker 0

理查德一贯如此,他天生就热爱游戏。

So the way the way it always works with Richard is Richard obviously loves games.

Speaker 0

他真的特别爱游戏,我从来没见过比他更爱游戏的人。

Loves I mean, I've never met somebody who loves games more than Richard.

Speaker 0

他什么游戏都喜欢。

And he loves all games.

Speaker 0

所以呢,理查德的思维总是在不同领域之间跳来跳去。

And so what happens is Richard, his his mind just goes to different areas at different times.

Speaker 0

他对游戏里的某个元素特别着迷,就会跑去设计那种类型的游戏。

And he's fascinated by some element of games and he goes and design that that kind of game.

Speaker 0

但偶尔,魔法的魔力还是会把他拉回来。

But every once in a while, the magic bug will get him back.

Speaker 0

他可能会去参加个万智牌活动什么的,然后突然说:你知道吗?

He'll just like, you know, he'll go to a magic event or something and he'll just go, you know what?

Speaker 0

我真想再设计万智牌牌面了。

I miss designing magic cards.

Speaker 0

于是他会跟我说,马克,我很想加入一个设计团队——这话背后的意思其实是,我下次带团队,一定拉上理查德。

And so he will then say to me, Mark, I would love to be on a design team, which is secret code for in my head for the next design team I run will be with Richard.

Speaker 0

他总是在我的设计团队里,是因为我和他合作很久了。

The reason he's always on my design teams is he and I have worked together a long time.

Speaker 0

我们彼此都很了解对方的工作方式。

We understand on each other functions.

Speaker 0

我觉得理查德喜欢当一个熟面孔,毕竟我们合作得太多了。

I think Richard likes coming in in a known quantity, and he and I have worked so much together.

Speaker 0

所以通常他加入我的团队,就是因为我们俩配合得特别默契。

So usually, he works on my design team just because there's a good synergy between us.

Speaker 0

他在这一轮团队里表现得特别棒。

He was wonderful on this team.

Speaker 0

我待会儿再讲讲他具体做了些什么。

I'll talk about some of the stuff he did in a minute.

Speaker 0

不过说到底,我总是很乐意让理查德加入团队。

But anyway, I'm always happy to have Richard on the team.

Speaker 0

好的。

Okay.

Speaker 0

所以我们组建了这个团队。

So we put this team together.

Speaker 0

我们之前试过混合模式,后来转向了行会制度。

We had tried the hybrid stuff, and then we got to guilds.

Speaker 0

于是我说,好吧。

So I said, okay.

Speaker 0

我们现在要全力推进行会制度。

We're we're doubling down on the guilds.

Speaker 0

我真的很喜欢行会这个想法。

I really like the idea of guilds.

Speaker 0

就像我说的,我一下子就认同了。

I like I said, I was a instant convert.

Speaker 0

我当时很清楚自己想走的方向,而布雷迪找到了一个特别棒的创意方式来实现它。

I the you know, I I I I knew the direction I wanted to go and Brady found a great creative way to capture that.

Speaker 0

而且效果非常明显。

And it was just it was clear.

Speaker 0

我们当时已经有了一些东西。

Like, we had something.

Speaker 0

我马上就意识到了。

I I knew about it right away.

Speaker 0

所以我决定,好吧。

So I said, okay.

Speaker 0

如果公会真能成事,那我们就围绕公会来构建。

If the guilds are a thing, then we are building around the guilds.

Speaker 0

核心就是公会。

It's going to be about the guilds.

Speaker 0

我当时想解决一个问题:玩家攒金币实在太难了。

And I was trying to solve the problem of, you know, gold is so hard for people to build.

Speaker 0

所以那时候我就想,好吧。

So that's when I said, okay.

Speaker 0

我该怎么让公会真正脱颖而出?

How do I make the guild shine?

Speaker 0

我就想,如果第一组、第二组、第三组都放同样的十个小队,那它们根本没法脱颖而出。

And I said, well, if I put 10 guilds in the first set and the same 10 guilds in the second set and the same 10 guilds in the third set, they're they're not gonna shine.

Speaker 0

它们根本没机会发光发热。

They're not gonna have a chance to shine.

Speaker 0

我说,我得把它们分开才行。

I said, what I need to do is separate them.

Speaker 0

不过当时这想法还挺疯狂的,因为我提出的是:我们从十组车对里挑出四组。

Now, be aware this was kind of a crazy idea at the time because what I was saying was we're gonna take four of the 10 car pairs.

Speaker 0

这四组只出现在第一组里。

They go on the first set.

Speaker 0

它们不会出现在第二组。

They don't go on the second set.

Speaker 0

也不会出现在第三组。

They don't go on the third set.

Speaker 0

它们不会出现在第一组。

They don't go the first set.

Speaker 0

另外三个会进入第二组。

Three more of them go on the second set.

Speaker 0

不是第一组,也不是第三组,是第二组。

Not the first set, not the third set, the second set.

Speaker 0

第三组也是同样的道理。

Obviously, the same with the third set.

Speaker 0

这意味着,如果你喜欢的话,会怎么样呢?

Now that meant, let's say you liked is it?

Speaker 0

因为你知道,这真的很棒。

Because, you know, that's awesome.

Speaker 0

第一组出来的时候,里面却什么都没有给你。

Well, the first set come out and there's nothing for you.

Speaker 0

只有单蓝和单红的牌,连一张蓝红双色的都没有。

I mean, there's mono blue and mono red cards, there's no blue red cards.

Speaker 0

一张都没有。

Zero.

Speaker 0

什么都没有。

Nothing.

Speaker 0

对你来说什么都没有。

Nothing for you.

Speaker 0

到了第二步,嘿,各种东西都来了,全都是你的。

And then the second step comes in, oh, all sorts of stuff for you.

Speaker 0

到了第三步,又什么都没有了。

And the third step, nothing for you again.

Speaker 0

我工作的一部分就是试着展望未来,想出一些有意思的新点子。

So one of the things about my job is I try to sort of peer in the future and try to come up with neat ideas.

Speaker 0

但每当我这么做时,我面对的都是前所未有的东西,看着跟以往完全不同的东西,确实让人有点发怵。

But when I do so, I'm looking at stuff that's never been done before and it is intimidating to look at something that is so different from what you've done.

Speaker 0

所以我刚提出这个想法的时候,底下的人反应是:‘你说啥?什么意思?’

So when I first pitched this, the response from the pit was kinda like, what what do you mean?

Speaker 0

我的意思是,总不至于就那么几个吧?

I mean, there there's no you know, couldn't be a few?

Speaker 0

或者他们觉得,大概主要是这四个吧,其他的就有一点点。

Or they're like, well, maybe mostly it's these four, you know, we have a little bit of the other ones.

Speaker 0

我说,不行。

I'm like, no.

Speaker 0

不行。

No.

Speaker 0

不行。

No.

Speaker 0

你不能这样,关键就在于这四个,别的都不行。

You you can't the whole point is it's these four, nothing else.

Speaker 0

第一个就只有这四个。

The first one is just four.

Speaker 0

你是不是想要另外那六个里的某个?

You know, you want you like one of these other six?

Speaker 0

马上就要来了。

It's coming.

Speaker 0

你明白吧?

You know?

Speaker 0

我之前一直坚持的是,听好了。

And one of my contentions had been look.

Speaker 0

尽管玩家可能会特别认同其中一个,但我觉得他们其实喜欢很多不同的公会。

As much as players will identify with one, I think players enjoy many of the different guilds.

Speaker 0

你明白吧?

You know?

Speaker 0

比如说,如果你特别喜欢某种颜色。

For example, let's say you love a particular color.

Speaker 0

那就有四个公会包含了这种颜色。

Well, there's four guilds that have that color in it.

Speaker 0

或者如果你只是喜欢某种感觉,比如约翰尼风格或者提米风格,好几个公会都能满足你。

Or if you just like a a certain feel, a certain Johnny sensibility or Timmy sensibility, multiple guilds will do that.

Speaker 0

所以呢,每个公会确实都有自己的粉丝,但我很清楚,不是每个人只喜欢一个公会。

And so, I mean, each guild kinda has different fans, but I knew that it's not like everybody only loves one guild.

Speaker 0

也许他们主要认同某一个公会,但还是会喜欢和其他几个公会一起玩。

And maybe they identify mostly with one guild, but they enjoy playing with multiple guilds.

Speaker 0

所以,我最后定了这个四三三的结构。

So anyway, I set up this four three three.

Speaker 0

当时确实有些反对声音。

There was a bit of resistance.

Speaker 0

有意思的是,最反对的人之一居然是迈克·埃利奥特,他其实很不喜欢这个方案,可他就在团队里。

And funny, one of the most resistant people was Mike Elliott, who didn't he really didn't like it and he was on the team.

Speaker 0

所以他成了我最难说服的人之一,但我还是坚持了自己的立场,说:听着,我们就这么干。

And so he was one of the ones that I had the most trouble with but I I sort of put my foot down and I said, look, this is what we're doing.

Speaker 0

结构就按这个来定。

This is how the structure's gonna work.

Speaker 0

我说了,那时候我刚接手主设计师的位置。

Like I said, I just become head designer.

Speaker 0

我就跟他们说,一个扩展包的规划就是这样的——你看到第一个系列的时候,慢慢就能明白第二个和第三个系列的设计意图,为什么第二个和第一个不一样,第三个又和前两个不同,总之,我就这么定了。

I'm like, this is what a block plan is, you know, that when you see the first set and you start to understand what the second and third set are, there's a reason that the second set is unique from the first set and the third set's unique and and anyway, I I said this is what we're doing.

Speaker 0

一开始阻力挺大的。

So there's a lot of resistance at first.

Speaker 0

后来大家终于明白,我们就这么干了。

Eventually, realized that this is what we're doing.

Speaker 0

他们还试图跟我争,说第一套该放五个,而不是四个。

And then they tried to argue with me that we should put five in the first set and not four.

Speaker 0

大家对抽牌机制特别担心。

There's a lot of worry about drafting.

Speaker 0

再说一句, hindsight 真是挺有意思的。

See, another thing, hindsight is fun.

Speaker 0

现在玩家都说,这是有史以来最好的抽牌环境之一。

So now players are like, was one of the best draft environments of all time.

Speaker 0

这个设计特别受欢迎。

It's it's very, very popular.

Speaker 0

但当初我们推进的时候,最大的疑问就是:这能行得通吗?

But when we went into it, you know, I mean, one of the big questions was, will it work?

Speaker 0

这真的能行得通吗?

Will this even work?

Speaker 0

你有四个公会,然后又是三个不同的公会,再三个不同的公会。

You have four guilds and then three different guilds and three different guilds.

Speaker 0

你该怎么去选牌呢?

How do you how do you draft that?

Speaker 0

你懂的。

You know?

Speaker 0

结果呢,挺有意思的是,选牌环境其实更多是围绕三色展开的,而不是像大家以为的那样,只集中在两色上。

And it ended up, which is funny is the draft environment was a lot more outside of the, you know, just, Ravnica, Ravnica, was a lot more about three colors than it was two.

Speaker 0

有人就说,这不全是关于公会的吗?

And that came up for saying, well, it's all about guilds.

Speaker 0

那为什么大家反而在选三色呢?

Why are drafting three colors?

Speaker 0

我就说,你还是能感受到每个公会的独特风格啊。

And I said, well, you know, you still have guild identities.

Speaker 0

我说啊,Return to Ravnica 最让我喜欢的一点,虽然我不太想多谈这个系列,就是你可以专门去选一个公会来组牌。

I mean, the the thing, by the way, that I love about Return to Ravnica, not really talking about Return to Ravnica too much, but is the idea that you can draft a guild.

Speaker 0

当年初代Ravnica的时候,除非你抽到前四个公会,不然想纯搭一个公会特别难。

One one of my sadnesses from the original Ravnica unless you're in the first four guilds, it was hard to draft just that guild.

Speaker 0

但我觉得这反而造就了一种挺有意思的玩法。

But I do feel like it created an interesting dynamic.

Speaker 0

我很享受整个过程是怎么推进的。

I enjoyed how the thing went.

Speaker 0

很多人一开始都持怀疑态度,但我一贯的想法就是,试试看再说。

A lot of people were skeptical, but I my my attitude is always, let's try it.

Speaker 0

只要听起来有意思,就值得去试一试。

Like, if it seems interesting, let's try it.

Speaker 0

别因为觉得可能行不通,就不去尝试。

Let's not not do it because it seems like maybe it won't work.

Speaker 0

你知道的吧?

You know?

Speaker 0

你总是很容易在心里想当然,但我一次次发现,只要你需要点子,答案其实就在那儿,办法也总能找到,总能为你想做的事找到突破口。

It is so easy to sort of logically assume things and that I found time and time again, if you need interesting ideas, that there are answers, there's solutions, there's ways to sort of carve out what you're doing.

Speaker 0

你懂的。

You know?

Speaker 0

所以,总之,我们终于达成一致了。

So anyway, finally, we're on board.

Speaker 0

我们决定做这些公会。

We're doing the guilds.

Speaker 0

我当时就跟团队说,我们真的很清楚,这个系列成败全在公会身上。

So what happened was, I sort of said to the team, we really wanted that I said, this set's gonna live or die by the guilds.

Speaker 0

只要每个公会都有鲜明的特色,各司其职,我觉得这才是能让它成功的根本。

If each guild is flavorful and does its thing, I think that that's what will make the that's what will make it work.

Speaker 0

为了做到这一点,我们得给每个公会分配一个独特的机制。

Now in order to do this, we had to give a guild to each we had to give a mechanic to each guild.

Speaker 0

也就是说,总共要设计四个机制。

That meant four mechanics.

Speaker 0

现在我们已经调整过来了,实际上我们有五个机制,因为我们愿意这么做。

Now now we've I'm actually five in turn around because so we're willing to do this.

Speaker 0

但那时候四个机制确实有点多。

But at the time four was a bit much.

Speaker 0

我们通常只用两个,再加点小改动。

We tend to do two with some minor things at the time.

Speaker 0

所以一下子搞四个,有点超负荷了。

So doing four was stretching a little bit.

Speaker 0

说实话,我们现在更愿意用关键词了,不像以前那么保守。

Mean, I I think we're more willing to keyword things than we were back then.

Speaker 0

而且,另一个问题是,那些关键词都不大。

Also, the other thing was they weren't big keywords.

Speaker 0

都是比较小的关键词。

They were small keywords.

Speaker 0

这算是我们中间规模的关键词。

That's our medium keywords.

Speaker 0

我们以前习惯在每个系列里做四到五十张牌。

We were used to making things in which we would make four to 50 cards during the course of the block.

Speaker 0

一个阵营关键词需要十二到十五张左右。

And a guild keyword needs, you know, 12 to 15.

Speaker 0

也就是说,得用更小的牌组规模来支撑。

You know, it it needed a smaller subset.

Speaker 0

这就带来了完全不同的机制设计空间,因为支持四到五十张牌和支持十二到十五张牌,要求完全是两回事。

And what that meant was it opened up a whole different amount of mechanics because what you need to do to support four to 50 cards is very different than what you need to support 12 to 15.

Speaker 0

所以我们决定把它做出来。

So anyway, we set out to make it.

Speaker 0

我来一一跟你们说说。

So let me walk through them.

Speaker 0

我不太记得具体顺序了,但理查德先提出了‘召唤’这个机制。

I don't remember the order that it happened, but so Richard came up with Convoke.

Speaker 0

不过他最初是为‘地穴’系列提出召唤机制的。

Although Richard pitched Convoke for Burrows.

Speaker 0

我不太清楚他的想法,但我记得我对理查德说,我特别喜欢这个机制。

I'm not sure his rationale, but I remember my what I said to Richard is, I love this mechanic.

Speaker 0

但这真的不适合波罗斯的颜色组合。

It just is not a Boros mechanic.

Speaker 0

这明明是塞莱西亚的机制。

It's a Celestia mechanic.

Speaker 0

他可能觉得是波罗斯,因为看起来像一支军队集结在一起。

I think he was thinking Boros maybe because it felt like there's an army coming together.

Speaker 0

也许他就是从这个角度想的。

I maybe that's where he came from.

Speaker 0

但我知道塞莱西亚代表的是那种嬉皮士公社,集体利益永远高于个人。

But I knew Selesnia was going to be, you know, the hippie commune of, you know, the the good of the group is is is super supersedes all.

Speaker 0

所以我特别喜欢这种机制——你拥有的生物越多,就越能得到奖励。

And so I really like the idea of some mechanic that said, hey, having a lot of creatures, you're awarded for having lot of creatures.

Speaker 0

于是我们最终把它改成了白绿组合,放进了塞莱西亚。

And so we ended up putting I switched it over to white green and we ended putting in Celestia.

Speaker 0

我觉得康沃克是拉尼卡里我最喜欢的机制。

And Convoke, I think, is my favorite mechanic out of out of Ravnica.

Speaker 0

我确实挺喜欢掘墓,但作为设计师,康沃克明显更出色。

I mean, have a soft spot for Dredge, but I mean, as a designer, like, Convoke is the better mechanic.

Speaker 0

明白了。

Okay.

Speaker 0

辐射这个机制是迈克·埃利奥特设计的。

Then Radiance was designed by Mike Elliott.

Speaker 0

我当时特别喜欢的一点是,它让你能用自己公会的牌玩出一些花样。

I think the thing I like about the time, I mean, is the it sort of allowed you to do tricks with your guild.

Speaker 0

结果发现这机制比我们预想的要复杂,取决于你打中了谁,效果的连锁反应比预期多得多。

It turned out to be trickier than we thought that it depending on what you hit, it kinda ricocheted more than we thought.

Speaker 0

辐射的设计初衷,就是让你能利用自己整支军队玩出精彩的团队配合。

The idea of radiance was that it allowed you to do neat team tricks with your team because you had an army.

Speaker 0

回头来看,我得承认,辐射是我最不喜欢的拉尼卡机制。

I will admit in retrospect, Radiance is my least favorite of the mechanics in Ravnica.

Speaker 0

我不是不喜欢辐射这个机制,只是它在地洞系列里不太合适。

It's not that I just like I mean, Radiance could it's not that I dislike Ravnica's a mechanic.

Speaker 0

我觉得它其实有潜力。

I think it has potential.

Speaker 0

我只是觉得在地洞里用它显得有点牵强。

I just think it didn't make a lot of sense in Burrows.

Speaker 0

我们当时有点硬塞进去,这机制本质上更该属于某个特定公会。

I think we kinda forced it in and it it really is mechanic that at least feels like it's guild.

Speaker 0

在整个系列的十个机制里,它是最不搭的那个。

It of all 10, the whole block.

Speaker 0

在我眼里,它最不符合应有的定位。

It's the one in my mind that least sort of had the fit it needed.

Speaker 0

不过作为机制本身,我还是挺喜欢的。

I do like the mechanic as a mechanic.

Speaker 0

它确实有点复杂,如果重做一次,我可能会调整一下。

I mean, it has some complication factors and maybe I would do it a little differently when we're doing it again.

Speaker 0

但那根本不是博里斯的问题。

But it wasn't really Boris.

Speaker 0

这才是我最大的不满。

That's my biggest strike.

Speaker 0

转移这个机制是亚伦·福赛思设计的。

Transmute was made by Aaron Forsyth.

Speaker 0

我觉得当初的设想是,德米爾最注重牌库,他们最看重信息,想要掌握别人不知道的情报,把知识当成一种资源,而保密至关重要。

I think the idea was we really have the sense that Demir was the most library centric, that they they're the ones that valued information and and wanted to know things that others didn't know and sort of knowledge as a commodity, but secrecy was important.

Speaker 0

所以亚伦才想出了转移这个机制。

And so Aaron came up with Transmute.

Speaker 0

我觉得德米爾的设计初衷是,让你输的时候,等一切尘埃落定,你还会懵:我到底是怎么输的?

I I think the idea was that Demir was supposed to beat you such that when the dust settled and you lost, you're like, how how did I lose?

Speaker 0

我完全想不通自己是怎么输的。

I don't get how I lost.

Speaker 0

就像黑蓝套牌那样,让你输得莫名其妙。

Kinda how BlackBlue beats you.

Speaker 0

就像这张牌不是直接干掉你,而是慢慢啃你的边角,把你耗死。

Like, it card avenges you to death in but by nibbling you around the edges.

Speaker 0

所以如果你没完全搞懂它的机制,你输的时候也会懵,不知道自己是怎么输的。

So that, like, if you don't quite understand how it works, you don't quite understand how you lost.

Speaker 0

回头来看,Transmute 这张牌本身挺好玩,但找牌效果确实有问题。

Transmute problem in retrospect, I mean, think it it was fun, is tutors are problematic.

Speaker 0

我们现在特别注意的一点是,不希望每张牌每次打出都做同样的事,那样重复性太高,玩起来就太枯燥了。

One of the things that we look out for these days is what we call we don't want you to have the same replayability that every time you play a card, if you always do the same thing with it's becomes much more boring.

Speaker 0

当初设计 Trends B 的想法是,这次你抽到卡 A,下次抽到卡 B,每次都不一样。

And I think the idea of trends b was, oh, well, this time you get card a and that time you get card b.

Speaker 0

但我们发现,找牌效果,尤其是在构筑赛制里,很容易让玩家每次都走同样的套路,拿到的东西也差不多。

But what we found is tutoring tends, especially constructed, to sort of lead to very similar play patterns that, you tend to get the same thing.

Speaker 0

所以它缺乏足够的变化性。

And so it didn't have as much of the variety.

Speaker 0

我们更希望的是‘工具箱’式的体验,就是玩的时候可以带一堆单卡,每次根据情况挑最合适的用。

I mean, we're hoping for what we call a tool belt approach, you know, meaning that it's fun sometimes to have decks in which you have lots of one offs and then you can go choose what to get.

Speaker 0

实际玩起来并没有那么明显。

It didn't really play out quite that much.

Speaker 0

我还是挺喜欢这个机制的。

I do like the mechanic.

Speaker 0

我觉得它显得特别含蓄。

I do feel it's very demure.

Speaker 0

我确实喜欢它这种含蓄的感觉。

I I do like the demureness of it.

Speaker 0

不过现在我们一般都尽量避免使用这种引导类机制。

I just we tend to shy away modern days from sort of tutoring mechanics.

Speaker 0

最后是‘掘墓’。

Finally, Dredge.

Speaker 0

‘掘墓’这个机制是我设计的,不过说起来,每次做公会扩展包,总有一个公会特别难搞。

Dredge was my mechanic, although so what happened was, I think every time we've done a guild set, there's always one guild that's just problematic.

Speaker 0

有意思的是,每次出问题的公会都不一样。

Never the same guild, interestingly.

Speaker 0

但真正给拉尼卡带来麻烦的是戈尔加里。

But the one that was the problem that was really was the problem for Ravnica was Golgari.

Speaker 0

我们早就知道戈尔加里会以坟场为核心。

Now we knew Golgari was gonna be grave centric.

Speaker 0

黑绿双色,都特别关注坟场。

Black and green with two colors to care about the graveyard.

Speaker 0

生死交织这个主题,你懂的,贯穿始终。

The whole thematic of life and death, you know, intertwining.

Speaker 0

整个设计都围绕坟场展开。

It's very graveyard oriented.

Speaker 0

所以我们很清楚,得用坟场做点什么。

So we knew we wanted to use a graveyard in some way.

Speaker 0

说实话,我没夸张,Dredge 这个机制可能是我们为戈尔加里尝试的第四十个方案了。

And we try I mean, I'm not exaggerating, but I think Dredge might have been the fortieth attempt at trying to get up with a Golgari mechanic.

Speaker 0

Dredge 最初的构想是,你可以选择不抽牌,而是从坟场里把这张牌拿回来。

So the Dredge the basic idea of Dredge originally was instead of drawing a card, you could choose to draw this card out the graveyard.

Speaker 0

而且当时的设计成本太高了。

And the idea was it was over costed.

Speaker 0

比如说,六费的三攻三防。

So like, you know, was like a six mana three three.

Speaker 0

你想想,真值得花六点法力值换一个三攻三防吗?

It was like, well, do I wanna spend 6 mana for three three?

Speaker 0

不一定。

Not necessarily.

Speaker 0

但有时候,我就是特别需要一个三攻三防。

But there's times where like, I really want a $3.03.

Speaker 0

那我宁愿花六点法力值也要拿它。

I'll I'll pay 6 mana for it.

Speaker 0

所以我们当时就在平衡这一点。

And so we're trying to balance in that.

Speaker 0

虽然成本确实偏高,但你可以自己决定什么时候用它,这种灵活性和实用性让我们觉得值回票价。

They were very much over costed, but the fact that you could choose when you drew them, you know, that we thought that flexibility, that utility would make them worthwhile.

Speaker 0

所以我交给首席开发人员布莱恩·施耐德的方案是这样的。

So the handoff that I gave to Brian Schneider, who was the lead developer, was that.

Speaker 0

就是这张牌打出后,你可以选择从墓地里将它抽出来,而不是等到正常抽牌的时候。

That, you know, the card just played and you could choose to draw it out of your graveyard instead of whenever you draw a card, you could draw that.

Speaker 0

布莱恩对这个设计有些顾虑。

Brian was concerned on that.

Speaker 0

于是他在团队里加了一个机制:每使用一次,就必须先弃掉几张牌,作为使用代价。

So Brian added in, on his team, the whole you had to mill cards when you did it as as a side effect of the cost.

Speaker 0

我觉得这个设计是自洽的。

And I think the idea was it fed into itself.

Speaker 0

这事儿挺有意思的。

That's the funny thing.

Speaker 0

我不确定他们是不是觉得我原版的太弱了。

I'm not sure if they thought my version was too weak.

Speaker 0

总之,从设计角度看,我很喜欢他们后来做的这种联动效果。

Anyway, so I mean, like design wise, I like the synergy of what they did.

展开剩余字幕(还有 102 条)
Speaker 0

我觉得这个机制能自我循环,挺有意思的。

I like the idea that it fed into itself.

Speaker 0

讽刺的是,我觉得他们这么改反而让卡牌更过强了。

Ironically, I think what they did made it more broken.

Speaker 0

所以说,这事儿挺耐人寻味的。

So, I mean, it's interesting.

Speaker 0

就像我说的,我其实挺喜欢掘墓这个机制的。

Like I said, I I kinda like Dredge.

Speaker 0

我觉得掘墓的设计方向很不错。

I like what Dredge is doing.

Speaker 0

不过掘墓和传输一样,都有个问题:你不想每局游戏都重复同样的玩法,所以设计掘墓卡牌得小心,要是太容易触发了,那就一直不停地掘,没完没了。

Dredge like Transmitting has the same problem though of you don't want the game to play too much the same way every time, and you have to be careful how you do Dredge cards because if the dredge cards are too easy, then, yeah, you just keep dredging the same cards again and again.

Speaker 0

这样一来,游戏就太单调了。

And the the gameplay is too much it's too repetitive.

Speaker 0

这种重复性,我们管它叫重复性玩法。

Repetitive gameplay is what we call it.

Speaker 0

就像米奇之前说的那样。

I as Mitch said earlier.

Speaker 0

顺便提一下,还有其他一些想法冒了出来。

So also, by the way, there are other things that came up.

Speaker 0

理查德·加菲德提出了一个叫‘结构’的点子。

Richard Garfield had come up with the idea called structures.

Speaker 0

我在之前关于 planeswalker 的讨论中提到过这个。

I talked about this during our planeswalker during the planeswalker talk I did.

Speaker 0

所谓‘结构’,就是一些你可以攻击的建筑,它们有耐久值。

So structures were just this idea of buildings that you could attack, and they had a toughness.

Speaker 0

而且通常会带来一种全局性的结界类效果。

And they tended to have a globally, you know, enchantment y effect.

Speaker 0

核心想法是你得先摧毁这些建筑。

And the idea is you had to sort of break down the building.

Speaker 0

我觉得这个设计挺有意思的。

I thought they were pretty cool.

Speaker 0

我们实在没地方放了。

We just ran out of space.

Speaker 0

顺便说一句,我曾经一度把混合法术从套牌里删了。

In fact, by the way, I actually took hybrid out of the set at one point.

Speaker 0

当时的想法是,可能内容太多了,于是我就打算把混合法术放到《时间漩涡》里,作为时间错乱机制的副产品,用来引入一种新的法术力形式。

The idea being, oh, maybe there's too much going on, you know, and I said, okay, I'll and I was gonna put the hybrid in time spiral as kind of the side effect of time ungluing was made in this new kind of mana.

Speaker 0

我们当时就是这么决定的。

That was the idea we're gonna go with.

Speaker 0

但后来布莱恩说,等一切尘埃落定后,他们觉得还缺一个新东西,而混合法术恰恰很合适。

But then Brian said that they realized after the dust had settled that they wanted one more new thing and that hybrid seemed to make a lot of sense.

Speaker 0

于是他们决定保留混合法术,但只用很少的数量,这样就不会堆太多,你只会看到几张混合法术牌。

So they would do hybrid but in just very small numbers so that, you know, it wouldn't have all these piles that, you know, you only have a couple hybrid cards.

Speaker 0

我觉得我们做了一个垂直系列。

I think we did a a vertical cycle.

Speaker 0

一张普通,一张非普通,一张稀有。

One common, one uncommon, one rare.

Speaker 0

所以 hybrid 机制只是稍微带了一点进来,给整体增添了一些趣味。

So there's a little bit of hybrid, introduced it, had a little flavor into it.

Speaker 0

当然,后来 Shadowmoor 把这个概念发挥得淋漓尽致,但当时 hybrid 的出现,确实引入了一个全新的想法。

I mean, obviously, Shadowmoor would go and blow that out of water, but and the idea of it just introduced this new concept.

Speaker 0

我对 hybrid 机制特别有感情,所以看到它出现在拉尼卡,我挺高兴的。

I was very proud of hybrid, so I was I was kinda happy to see it in Ravnica.

Speaker 0

拉尼卡还有什么其他亮点吗?

What else did Ravnica have going for?

Speaker 0

理查德设计了一个猎杀循环,你抽到一个生物,对手也会获得相应的生物,那是他做的。

So Richard had made the hunting cycle where you got the creature, the opponent got some creatures that Richard had done.

Speaker 0

理查德还设计了一组地牌,带有进场时的效果,也就是战场触发效果。

Richard also had done there was a cycle of ores with ETB effects, interest of battlefield effects.

Speaker 0

这也是理查德的创意。

That was also a Richard thing.

Speaker 0

还有个特别重要的部分,我其实特别推动了公会体系的设计,我特别看重循环卡牌的完整性。

I mean, another big thing we did, I mean, probably one the things my big things was I really pushed hard on the guilds and so I made sure I I was big on cycles.

Speaker 0

我喜欢套牌循环,但我觉得在拉尼卡中,循环特别重要,因为要区分十种不同的势力,最好的方式就是让它们做同样的事,但用各自独特的方式。

I love cycles, but I also felt cycles were very important in Ravnica because part of the way to differentiate between 10 things is to show those 10 things doing the same thing, but in their own way.

Speaker 0

所以我特别坚持设计一些像公会法师这样的卡牌,还有其他很多能帮助区分各势力的元素。

And so I I push hard for, like, you know, the guild mages and a lot of the different stuff that sort of helped identify.

Speaker 0

我也非常支持加入领袖和冠军这类角色。

I was also a big fan of having the leaders and the champions.

Speaker 0

而且,这个系列里故意设计了这么多循环,因为我真心觉得,第一,这本身就很有趣。

And, I mean, the set has a lot of cycles on purpose because I really felt that, a, it was another interesting thing.

Speaker 0

我希望玩家第一次看到这个系列时,

I wanted when you saw the first set.

Speaker 0

最棒的地方在于,

Here here's the neat thing.

Speaker 0

我希望玩家一看到拉尼卡,就能立刻对公会包和升阶机制有个大致的预期。

I wanted you to see Ravnica and say, oh, I have some expectations for what Guildpak and Ascension will do.

Speaker 0

但我并不想让你把一切都看透。

Now I didn't want you to know everything.

Speaker 0

所以比如说,狩猎这个元素就只出现在拉尼卡。

That's why, for example, you know, the hunting stuff, you know, was just in Ravnica.

Speaker 0

然后我希望不同系列里有不一样的内容,带点变化,但同时也希望玩家看到新 guild 时会说:‘哇,我还没见过这个,真喜欢!’

Then I wanted a different stuff in different sets with a little bit of variety, but I also wanted you to say, oh, I love guild x that I haven't seen yet.

Speaker 0

我喜欢这个吗?

I love is it?

Speaker 0

他们就会想:‘这个 guild 会有冠军卡吗?’

And they're, oh, well, is it gonna get a champion?

Speaker 0

会有领袖卡吗?

And is it gonna get a guild leader?

Speaker 0

会有 guild 法师卡吗?

And is it gonna get, you know, a guild mage?

Speaker 0

你会对即将出现的元素有一些预期。

And, you know, that that you have some expectation for things you're gonna see.

Speaker 0

我经常提到的一点,其实这对我来说是个老生常谈——设计中预期感的重要性。

And I one of the things I talk a lot about, mean, this is probably a recurring theme with me is the importance of expectation in design.

Speaker 0

随着我们越来越多地做系列设计,我不希望玩家的期待只局限于单个系列内部。

And as we do more and more block design, you know, I don't want expectations solely within the set.

Speaker 0

我还希望期待能在系列之间、大系列之间延续。

I also want between sets and between blocks.

Speaker 0

比如我之前提到过《入侵》这个系列。

Like, one of the things I mean, I talked about Invasion.

Speaker 0

我在我的播客《Onvasion》里也讲过这个。

I talked about this in my podcast, Onvasion.

Speaker 0

我们当时是偶然才走到《启示》这个主题的。

Like, we kind of stumbled into Apocalypse.

Speaker 0

那时候的想法很简单,就是觉得这个点子挺有意思,能给第三个系列一个独特的身份。

I mean, the idea at the time was just, oh, here's a neat thing, and here's a way to give an identity to the third set.

Speaker 0

但这件事也给我们上了一课:适当藏起一些东西,让玩家心生期待,再把它们交到玩家手里,会让他们特别开心。

But what it also did, an important lesson for us was, like, kind of withholding something so the players kinda want it and then giving it to them makes the players very happy.

Speaker 0

设计的一部分,其实就是去琢磨玩家的期待,然后让我们的设计正好满足这些期待。

You know, that part of sort of designing something is saying, oh, well, let's figure out expectation and then create what we're doing such that it feeds into the needs of the expectation.

Speaker 0

如果你打算最终兑现,让观众稍微等一等也没关系。

And that it is okay to leave your audience wanting something for a little while if you're gonna deliver it.

Speaker 0

说实话,故意让人期待却不去实现,这确实是个坏主意。

I mean, I admit, you know, it it it's bad idea to make them want something and not deliver it.

Speaker 0

你知道的。

You know?

Speaker 0

所以,像那种需要跨越多个系列、甚至整个系列才完成的循环,我一点都不介意。

And that and that's why, for example, I don't mind having cycles that don't that have take more than one set to complete or take the block to complete.

Speaker 0

我也不介意那些提前出现的伏笔,暗示着未来会有什么。

You know, I don't I don't mind teasers that show up where they hinted something.

Speaker 0

我觉得这些设计特别棒。

I I I think those are great.

Speaker 0

我觉得《万智牌》并不是一个单一的游戏,单个系列并不能代表全部。

I think that that's magic is not a singular game in the sense that any one set is not what magic is.

Speaker 0

《万智牌》是所有部分共同构成的整体。

Magic is everything in its entirety.

Speaker 0

所以我们做的其中一件事,就是确保所有部分都能连贯起来。

And so part of what we do is we try to make sure that it all hangs together.

Speaker 0

最近,尤其是在脱离区块规划之后,我们开始做区块内部的规划,也就是思考区块A在做什么、区块B在做什么,努力让它们之间有有趣的交集——比如当A和B放在一起时,它们都会关注某些东西,但关注的方式不一样。

And one of the things we've been recently and, you know, as as we move beyond block plan, we started doing inner block planning, where it's like thinking about what is block a doing, what is block b doing, trying to make sure there's interesting overlap so that there's something that, oh, when you put a with b, now does a and b care about them but in different ways.

Speaker 0

你知道,虽然现在的人可能看不到当年的那些设计了,但我们现在做的很多工作,其实就是想在不同区块之间制造协同效应,让每个区块的意义会因为邻近的区块而发生变化。

You know, that's something that we've I mean, guys won't see modern day, but a lot of what we're doing modern day is trying to create synergies between the blocks that make the blocks have different meaning based on what's next to them.

Speaker 0

所以当你从A切换到C的时候,B在A的语境下和在C的语境下,含义就完全不同了。

So that when you shift from, you know, a leaves and c comes, b has a different context with a than it has a c.

Speaker 0

也就是说,它们的含义会随之改变。

You know, that that they mean something different.

Speaker 0

说起来,当年做拉尼卡的时候,我同时也在为时空漩涡做前期准备。

Anyway, so the funny thing about Ravnica was at the same time we were working Ravnica, I was doing all the pre work for Time Spiral.

Speaker 0

那时候我心里特别笃定,时空漩涡一定会大爆。

And I really had in my head that Time Spiral was gonna be the bomb.

Speaker 0

我觉得时空漩涡会成为历史上最顶尖、最经典的系列之一。

That, like, Time Spiral is gonna be, like, you know, go down as the the pinnacle of of sets of all time.

Speaker 0

有趣的是,它只在一小群人当中引起了共鸣。

And and the funny thing is it has with a very select group.

Speaker 0

但拉尼卡却一下子爆火了。

But Ravnica just caught fire.

Speaker 0

我知道,我们搞的公会机制确实有东西。

I mean, I knew we had something with the guilds.

Speaker 0

我对这个系列感到非常自豪。

I mean, I I was proud of the set.

Speaker 0

我对它非常满意。

I was very happy with it.

Speaker 0

但说实话,它的热度比我预期的还要高得多。

But I'll be honest, I it it it went up even more than I thought it would.

Speaker 0

说实话,我有点没想到会这样。

Like, I I was I was kind of a little bit surprised.

Speaker 0

我知道公会这个点会受欢迎,但它的表现远远超出了我的预期,这种情况可不常有。

Like, I knew it was gonna be popular in in the sense that I knew the guild thing was gonna work, but it it exceeded my expectations, which it doesn't often happen.

Speaker 0

你懂的。

You know?

Speaker 0

我当时真觉得,大家会说,Ravnica?挺不错的。

And because I really thought, like, people would go, Ravnica, that's nice.

Speaker 0

天哪。

Oh my god.

Speaker 0

时间漩涡。

Time spiral.

Speaker 0

结果却恰恰相反,这当时真让我挺意外的。

And it ended up actually being the the the reverse, which which surprised me at the time.

Speaker 0

我经常能提前猜中一些事情的发展。

I mean, I often talk about things where I I correctly assumed ahead of time.

Speaker 0

这次却是我猜反了。

That's one of ones where I I had it a little bit backwards.

Speaker 0

不过,我该去上班了,今天就先到这里吧。

But, anyway, I'm I'm coming up to work, so I I have to wrap for today.

Speaker 0

我之前说过,关于拉尼卡的讨论特别多。

Like I said, there's a lot of talk about Ravnica.

Speaker 0

也许光是这些讨论,就足够让我以后再回来做一期播客了。

It might be enough that maybe I come back and do another podcast at some point.

Speaker 0

不过今天讲的都是些基础内容。

But today was sort of the staples.

Speaker 0

就像我说的,挺有意思的。

It is like I said, it was fun.

Speaker 0

和团队一起工作真的很愉快。

It was fun working with the team.

Speaker 0

理查德总是特别好合作。

I mean, Richard's always fun to work with.

Speaker 0

迈克、艾伦和泰勒都是很出色的设计师。

I mean, Mike and Aaron and Tyler are all very good designers.

Speaker 0

有这么一群顶尖的设计师,想做出个平庸的系列都难。

And so, I mean, it it's hard not to make an awesome set when you have an amazing group of designers.

Speaker 0

好了,我正在找停车位。

Anyway, I'm finding my parking space.

Speaker 0

看到了吧?

See?

Speaker 0

我找车位花的时间越长,给你们的内容就越多。

The longer it takes me to find my parking space, the more content for you.

Speaker 0

不过,今天我就先说这些了。

But anyway, that is all I got for today.

Speaker 0

希望你们学得开心,关于拉尼卡就聊到这里吧,我得去赶着做魔法牌了。

I hope you guys had fun learning about Ravnica, And it's time to go because it's time to make the magic cards.

Speaker 0

下次再聊。

Talk to you guys next time.

关于 Bayt 播客

Bayt 提供中文+原文双语音频和字幕,帮助你打破语言障碍,轻松听懂全球优质播客。

继续浏览更多播客