Magic: The Gathering Drive to Work Podcast - 通勤路上 #6 - 黄金 封面

通勤路上 #6 - 黄金

Drive to Work #6 - Gold

本集简介

马克·罗斯沃特谈论金卡。

双语字幕

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好的。

Okay.

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正从车库里倒车出来。

Pulling out of my garage.

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所以我们都知道这意味着什么。

So we all know what that means.

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又是《上班路上》的一期。

It's another episode of drive to work.

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好的。

Okay.

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我最近一直在想《上班路上》的未来。

So I've been thinking a little bit about the future of drive to work.

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我意识到自己已经做过大约五十个左右的项目了。

And I realized that I've worked on a lot of projects, somewhere 50 or so.

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所以有好多话题可以聊,不止限于那些系列内容。

So I have a lot of things to talk about, and I have other things beyond sets that I could talk about.

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但我并没有一个具体的项目数量清单,我只是想把这个做成一个每周更新的播客。

But I do not have any number of things I've worked on, and I'm trying to make this a weekly podcast.

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所以我想先做个小小的尝试。

So I'm gonna experiment a little bit.

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今天呢,我会聊一聊设计,不过不是针对某个具体的作品,而是谈一种设计类型。

So today, I'm gonna talk about design, but rather than a particular set, or particular thing, I'm gonna talk about a kind of design.

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为了跟整体主题呼应,我打算聊聊多色设计。

And to be apropos with the full set, I'm gonna talk about multicolor design.

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之前我写过一篇叫《点石成金》的文章,讲的就是这个话题。

Now I wrote an article about this a while back called the Midas Touch.

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所以待会儿我会用到文章里的一些术语。

And so I'm gonna use some terminology that came from that article.

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我觉得这个播客的一个特点,就是会以不同主题作为切入点。

One of the things I think I'm gonna do with this podcast is I'm going to use different topics to jump off of.

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将来我也会引用一些文章作为素材,说不定哪几期会专门深入解读那些特别受欢迎的长文。

So one of the things I think I also will do at some point is use articles as reference and, you know, I I might have a couple podcasts that are really about going in-depth on some of the articles that have been very popular.

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说来有点好笑,我这‘点石成金’的灵感居然来自我并不算擅长的领域。

It's kinda funny if I'm from my touch because that is not one of my, you know, highlight, columns.

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但正是这个领域,我写过关于多色设计的文章,而且今天开车上班的路上,我觉得这话题特别值得聊聊。

But it is the one where I talked about the design of multicolor, and I do think that is an interesting topic for my drive to work today.

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那我先说点背景吧。

So let me start with a little bit of history.

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我自认是魔法历史的记录者之一,不过这样的人真不多。

I I consider myself one of the historians of magic, and there's not a lot of us.

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所以我的播客里会掺点历史内容。

So I my podcast will have some history in it.

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如果你不喜欢历史,那这档播客可能不太适合你。

If you don't like history, maybe maybe not the podcast for you.

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我来聊聊多色设计是怎么来的。

So let me talk a little bit about where multicolor came from.

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理查德·加菲尔德最初设计《万智牌》的时候,就已经意识到一个道理——从单色到双色,其实没那么难想象。

So when Richard Garfield first made magic, he was aware of the concept, you know, that it it is not a giant leap to get to the point of saying, oh, well, what if this requires not one color, but two colors?

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但阿尔法版里并没有这个机制。

But it wasn't in alpha.

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所以当时的情况是,我提到他让不同的人负责不同的卡牌系列。

And so what happened was I talked about how he had different people working on sets.

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有个叫巴里·赖希的人做了一个叫《幽灵混乱》的系列,这其实是第一个尝试色彩机制的系列。

And there's guy named Barry Reich who made a set called Spectral Chaos that was really the first set to experiment with the idea of color.

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后来这个系列被纳入了《入侵》扩展包。

Now that the set would later go on to be part of invasion.

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我在关于《入侵》的播客里讲过这个。

I talked about that in my invasion podcast.

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但第一个真正把这想法做出来的人,其实是在幕后默默推进的。

But the first person to actually get there, it's it's all good and something to do behind the scenes.

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第一个推出彩色卡牌系列的人,是史蒂夫·康纳德,他是《传奇》系列的主设计师。

The first person to make a set to to come out with it, is a guy named Steve Connard, and he was the head designer for Legends.

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我之前说过,当《万智牌》开始走红后,理查德就让很多测试玩家开始设计系列,但当时威世智的总裁彼得·阿特金森,也找了一些自己的朋友来设计系列。

Now I talked about how, when Magic started doing well, Richard went to a lot of his play test to have them start designing sets, but Peter Atkinson, the president of Wizards of the Coast at the time, also went to some of his friends to get them to design sets.

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史蒂夫·康纳德和彼得是多年一起玩角色扮演的朋友。

And Steve Connard and Peter were long time role playing friends.

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他们经常一起玩角色扮演游戏。

They played did a lot of role playing together.

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史蒂夫和罗宾,我觉得应该是他团队里的成员。

And so Steve and Robin, I think, was on his team.

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我不太记得他以前的团队具体有哪些人。

I know don't his old team.

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史蒂夫和罗宾是那段时间最主要的两个人。

Steve and Robin were the two main main people.

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他们决定根据自己和团队一起玩的角色扮演内容来设计一套卡牌,而彼得也是这个团队的一员。

They decided to make a set based upon the role playing that they had done with their group, which Peter was part of.

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他们特别想引入一种叫‘传奇角色’的概念。

And so one of the things they really wanted to do was introduce the idea of these legendary characters.

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为此,他们想出了几个点子。

And so to do that, they came up with a couple things.

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有两件大事,很明显。

Two big things, obviously.

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第一就是‘传奇’这个概念。

One is the concept of legendary.

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那时候,传奇是个子类型,叫‘传奇生物’。

At the time, it was a subtype with legends.

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关键是,这些角色都是特别的存在。

But the idea of these are the special things.

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最早的时候,我记得规则是牌组里只能放一张传奇牌。

And the legend rules originally, I think you only allowed to have one in your deck was how it worked originally.

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后来呢,规则改了,说可以放四张。

And then later on, it's like, okay.

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但你知道的,一次只能上场一张。

You got four, but, you know, you'll only have one to play at a time.

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不过一开始,就是牌组里只能有一张。

But beginning, it's like, you could have one in your deck.

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这些卡牌非常特别。

These are so special.

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每种只有一张。

There's one of them.

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你的牌组里只能放一张。

You could have one in your deck.

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除了传奇这个类别,他还把这些传奇生物都设计成了金色。

And beside being legendary, he also made all of these legendary creatures gold.

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另外要注意,我今天聊到的多色牌设计,指的是传统的金卡多色设计。

And note today when I'm talking about the design of multicolor, I mean traditional gold multicolor.

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当然,混合费用卡和多色卡本身也算多色牌。

Obviously, hybrid cards are are multicolor, slip cards are multicolor.

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这些内容我会在后面的播客里再聊。

I will talk about some of those things in later podcasts.

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但今天主要讲的是传统的金卡设计。

But today, I'm talking about traditional gold design.

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所以他创造了一堆金色的传奇生物。

So he made a bunch of legendary creatures that were gold.

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这些是魔法历史上第一批金色卡牌。

Now these were the first gold cards to ever appear in magic.

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有趣的是,它们当中大多数都很弱。

Now the interesting thing about them is, first of all, most of them sucked.

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我不知道有没有人玩过传奇系列,但除了那张例外,所有非稀有卡基本上就是纯身材,或者稍微带点文字描述。

I I don't know if for those that weren't around during legends, but all the uncommons barring one was basically, I think, a vanilla or maybe a French vanilla.

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稀有卡里有几张还挺特别的,但大部分都挺普通的。

There were a few interesting ones at rare, but most of them were pretty mundane.

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而且它们和自己的颜色组合也没什么关联。

And they didn't particularly have much to do with their color.

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如果你去仔细看,就会好奇:为什么是这几种颜色的组合?

That's an interesting thing when you go look at, like, well, why is it these combination of colors?

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我觉得他做的就是把所有传奇生物都变成了金色。

I think what he did is he made all his legendary creatures.

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很多都是三色的。

A lot of them were three color.

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我觉得有几张是双色的。

I think he had a few two color.

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但他确实想做出些让人眼前一亮的东西。

But he was really trying to make something something exciting.

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而且他真的做到了。

And he and he did.

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我的意思是,当年《传奇》刚推出的时候,你得知道。

I mean, when legends first came out, be aware.

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那是传奇这个机制第一次出现。

That's the first time legendary ever appeared.

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金色卡牌也是头一回登场,结果都大受欢迎。

It's the first time gold ever appeared, and they both went on like gangbuffers.

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事实上,这些传奇生物虽然设计上有点别扭,但人气超高。

In fact, the legendary creatures were hugely popular even though they were janky, to use modern technology.

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你知道,它们其实没什么特别的。

You know, they weren't anything special.

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很多情况下,我记得有一个牌,费用和 Craw Worm 一模一样,只是需要三种法力颜色,而不是一种。

And in a lot of cases, like, I remember there was one that was essentially the same cost as a, craw worm except it just cost three colors of mana rather than one.

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而且费用也是一样的。

And it and it cost the same amount.

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也是六点法力。

It was, 6 as well.

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不过呢,它打开了一个缺口。

Anyway, but it opened up the door.

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一旦这个口子打开了,接下来推出的系列就是《黑暗》,由耶斯珀·米尔福斯负责设计,顺便说一句,有个小冷知识给你。

And then once that opened the door, the next set to follow was the dark, a set made by Jesper Mirfoss, who by the way, a little trivia for you.

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当时他就是艺术总监。

He isn't he was the art director at the time.

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所以,确实存在过一个系列,艺术总监亲自担任主设计师——如果你喜欢这种冷知识的话。

So, actually, there's a set in which the standing art director was the lead designer, if if if you opt for those trivia bucks out there.

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Jesper特别注重牌面的氛围。

And Jesper was very much into flavor.

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他真的想打造一个有整体感的系列。

He was really trying to create a set.

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我是说,暗黑系列的核心——我以后在讲暗黑的播客里会细说——就是想探索每种颜色的阴暗面。

I mean, the point of the dark, and I'll probably get into this in my dark podcast, but is he was trying to get tone and trying to really say, oh, well, let's look at the dark side of all the colors.

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不过,他也稍微用了一点金色卡牌。

But, anyway, he made a little bit of use a little bit of use of, of gold.

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他是第一个让我觉得金色卡牌真正说得通的人。

And he is the first one who I feel like the gold cards really made sense.

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那些卡牌的颜色搭配,完全合理。

Like, they were in the colors that made sense.

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那些金色卡牌不只是生物牌。

Those were gold cards that weren't just the creatures.

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他还做了一张结界牌。

You know, he had an enchantment.

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而且,他其实还做了不少别的东西。

And, I mean, he he did some other stuff.

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顺便说一句,《森林的黑暗之心》是我最早期最钟爱的牌之一。

I mean, dark heart of woods, by way, one of my favorite early cards.

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接下来,我觉得金色牌再次出现是在《冰河时代》。

So then the next time I think gold showed up was in Ice Age.

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《冰河时代》可是把这玩意儿用得明明白白。

And Ice Age really went to the bank with it.

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真的,数量多得不得了。

Really, like, there's a lot.

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之前我们虽然也用过一点点,但那根本不算什么。

I mean, we've dark had a little tiny bit of it.

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你知道的,《冰河时代》里金色牌可不少。

You know, Ice Age had a lot of gold cards.

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有一阵子,像《冰河时代》和《幻境》这些系列,每个版本都会放上几张金色牌。

And and for a while, you know, Ice Age, Mirage, it was kind of like, well, every set had, you know, a handful of gold cards in it.

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后来我们决定把这种设计留到《入侵》系列再用,偶尔还是会用一下,但不像早期那么频繁了。

And then eventually, we figured out we wanted to sort of save it up for invasion and, you know, it became something that we use from time to time, but not not quite as often as it did in the early days.

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所以今天我主要想聊的是,怎么设计一张多色牌?

So anyway, mostly what I wanna talk about today is how do you design a multicolor car?

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我们其实有好几种做法。

So there are a couple of different ways we do it.

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首先,让我说明一下核心目标。

First off, let me explain the major goal.

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从理念上讲,一张多色牌,或者说金卡,到底想实现什么?

Like, philosophically, what is a multicolor card trying to do or gold card?

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举个例子,我就拿红色和绿色来说吧,它要同时兼具红色牌和绿色牌的特点。

Well, what it is trying to do is it is trying to be let let I'll just pick two colors, red and green.

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我这只是拿红绿当例子,不代表只有这两种颜色。

It is trying to be a red card and a green card.

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我这只是拿红绿当例子,不代表只有这两种颜色。

I'm just using red and green as example, by the way.

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选两种颜色简单多了。

It's just easier to pick two colors.

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当然,喜欢其他颜色的朋友们,我不是故意冒犯你们。

So for people who love all the other colors, don't mean to offend you.

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今天我感觉有点怪怪的。

I just felt a a little ghoulish today.

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好吧。

Okay.

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一张金色卡牌的初衷是说:红色卡牌体现的是红色的核心理念,绿色卡牌体现的是绿色的核心理念。

So a gold card is supposed to say, hey, a red card has a philosophy of red that it embodies what red embodies.

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绿色卡牌代表的是绿色所承载的东西,你懂的。

While green card embodies the philosophy of green, embodies what green, you know, represents.

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所以当你拿到一张红绿双色卡时,它就得同时体现红色和绿色的特质。

So when you get a red and green card, it's supposed to both represent red and represent green.

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但从设计角度看,这就有难度了,因为你得兼顾两种颜色,这让卡牌的平衡变得复杂多了。

Now that gets tricky from a design standpoint because the fact that you have to represent both colors adds a lot to making a car to work.

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那你怎么做到呢?

So how do you do that?

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在我的文章里,我提到过五种基本方法。

Well, in my article, I said there were five basic ways that we can do that.

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我来一一讲讲这五种方法。

So let me let me walk through those five basic ways.

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我这里用的是文章里的术语。

So, and I'm using the terminology from the article.

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很多说法都是研发圈里的行话。

A lot of these are slang r and d uses.

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第一种,我们在研发里叫‘中式菜单卡’。

So the first is what we, in r and d, call a Chinese menu card.

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意思就是从A列选一个,从B列选一个,把它们配在一起。

And what that means is is you take one from column a and one from column b and put them together.

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所以意思就是,哦,明白了。

So the idea is, oh, okay.

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我正在做一个红绿卡。

I I'm making a red green card.

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我有个红色效果,还有一个绿色效果。

I have a red effect and I have a green effect.

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我把它们放在同一张卡上,现在就成了一张红绿卡。

And then I put them on the same card and now now I have a red green card.

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所以这很重要。

So it's important.

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我讲设计的时候,经常提到这个,我写过几篇关于设计入门的文章。

When I talk about design, I talk about this a lot in my my I do some articles about like design one zero one.

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设计一张卡片时,最关键的是要明白,这是一个整体体验——人们不会把卡片上的各个元素分开来看。

One of the most important things to understand about designing a card is it's a holistic experience, which means is people don't look at the elements of the card separately.

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他们会把整张卡看成一个整体。

They look at it as one unit.

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所有部分都是融为一体的。

It's all together.

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所以如果你的卡上有多个元素,它们之间就必须有某种关联。

So if you have more than one thing going on in your card, there has to be some correlation between the things.

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如果没有,问题就在于观众会自动认为它们有关联。

And if not, the problem is the audience will assume there's a correlation.

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设计卡片时要注意,比如,如果一张卡上的两个效果毫无配合,那会很糟糕,因为玩家自然会以为它们应该配合——不然干嘛把它们放在一起?

You know, one of the things about designing cards is that the reason, for example, it's very bad to make cards in which the two abilities of the card aren't synergistic is the audience will assume synergy because, well, why else would you put them on the card together?

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你明白吧?

You know?

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所以设计卡片最糟糕的情况之一,就是把两个完全不搭的效果放在一起,结果玩家误以为它们能配合,于是用错了方式。

So for example, one of the worst case scenarios in designing cards is making two abilities that don't work together because the assumption is they will work together and the people play the card wrong.

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因此,当你把各种元素放在一起时,必须清楚地意识到它们之间的整体关系。

And so when you are putting things together, you have to be very conscious of the relationship of all the elements together.

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当然,实现这种关联有好几种方法。

Now, there's a bunch of ways to do that.

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有时候是机制上的配合。

Sometimes they have mechanical synergy.

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有时候,这些元素结合在一起,形成一种氛围上的默契,让整张牌显得浑然一体。

Sometimes they combine together to create a flavor a flavor synergy that, you know, just holds the card together.

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比如,依尼翠就做了很多这样的设计。

I mean, Innistrad did a bunch of that.

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当我们说到双色牌时,就像中餐菜单一样,我得选颜色A和颜色B。

So when we talk about gold cards, so on a Chinese menu card, I have to have color a and color b.

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而这两种颜色之间,必须要有某种关联。

Now, those two have to have some relation to each other.

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就像我说的,我们最常用的方法是让它们在机制上彼此呼应。

And like I said, the major way we do it is they they mechanically they mechanically have a connection to each other.

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它们得有意义。

They mean something.

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让我来说说我最爱的一张牌吧。

So let's let me go to my favorite of all time.

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我设计过的最钟爱的双色牌,是《入侵》里的‘反震’。

My absolute favorite gold card I've ever designed is recoil from invasion.

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Recoil这张牌,不知道的人可能不清楚,它的蓝色效果是把一个永久物放回原手牌,黑色效果则是让对手弃一张牌。

So recoil, for those who don't know it, you unsummon a permanent, that's the blue effect, and then you make your opponent discard a card, that's the black effect.

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这张牌巧妙的地方在于,如果对手手牌为空,Recoil就能让你直接摧毁一个结界或神器。

Now the neat thing about this card is if they have an empty hand, recoil allows you to essentially destroy an enchantment or an artifact.

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单独的蓝色或黑色卡牌都做不到这一点,而Recoil的精妙之处就在于,合在一起的效果远超单色效果的总和。

Now blue or black can't do that, you know, and that's the beauty of recoil is that, like, together it's greater than the sum of the parts.

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它既有很蓝的机制,也有很黑的机制,但两者结合后,却做出了单色根本做不到的事情。

It's a very blue ability with a very black ability, but together they do something neither blue or black alone can do.

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我得承认,我们经常会遇到一个问题,Recoil就是个绝佳的例子——刚设计出一张牌时,觉得它美得不得了。

Now, I'll admit, one of the problems we happen is and and Recoil is a perfect example of this, where early on you make a card and it's a thing of beauty.

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当时心里就想,天啊,这牌太棒了。

You're just, oh my god, awesome card.

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紧接着就忍不住想,天啊,我得再做点这种牌。

And then you're like, oh my god, I I gotta do more of this.

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我记得设计Recoil的时候,自己兴奋得不得了。

Like, I remember with Recoil, I was so excited.

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我当时就想,得搞个完整的系列出来。

I'm like, oh, I gotta make a whole cycle of this.

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这太棒了。

This is awesome.

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我们后来啊,花了好几个星期想复刻Recoil那种感觉,结果发现真没那么容易。

And we got you know, and then I'm like, oh, after, you know, weeks and weeks of trying to recreate the magic of Recoil, I'm like, oh, this is really hard to do.

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真正能实现一加一大于二的效果,其实没几个。

There's there's not that many effects where a plus b equals c.

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你知道吧。

You know?

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每当我们找到这样的设计,都会特别兴奋。

And when we find them, we we we we rejoice them.

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但真的很难做到。

But that is hard to do.

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在设计过程中,很容易被误导,以为某件事比实际要简单。

And in in design, it is very easy to kinda get pulled away and sort of tricked, if you will, into thinking that something's easier than it is.

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现在有很多套牌设计,我们做了张特别棒的牌,结果第二张就没那么出彩了。

I there are a lot of cycles out there where, like, we made an awesome card and then we you know, the second one wasn't quite as good as the first.

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等到第五张牌的时候,你就会想,其实这根本没必要做成一套。

And by the fifth card of the cycle, it's like, maybe it shouldn't have been a cycle.

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早期我们特别容易强行推出一些根本撑不起一套的设计。

In the early days, we were especially bad about pushing cycles where there wasn't a cycle's worth of design.

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你要考虑牌的效果,还有可读性。

So you have your abilities, your readability, readability.

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所以最重要的是,牌与牌之间得有机制上的配合。

And so so first and foremost, you want some some synergy mechanically.

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这种情况最常见了。

That's most often what happens.

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通常就是,第一个效果和第二个效果能互相帮上忙。

Usually, it's like, oh, well, the first effect and the second effect help each other in some way.

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比如Recoil就是个完美例子,它们彼此赋予对方原本没有的能力,但也不一定非得这么神奇。

Mean, I recoil is a perfect example where they they grant each other abilities they don't have, but, it doesn't necessarily have to be that magical.

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很多时候,可能就是简单地让红色赋予先攻能力。

A lot of times, it could just be a matter of, you know, you know, red can grant first strike.

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绿色可以带来巨化术。

Green can giant growth.

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哦,也许巨化术和别的效果之间能形成不错的联动。

Oh, well, maybe there's a nice interconnection between giant growth.

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举个例子,我随口说两个,但其实不算完美,因为这两个效果都让生物存活,反而有点互相抵触。

Well, see, give an example off the top of my head and not the perfect example because both of them are allow your creature to survive, so they're actually a little antisynergetic.

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我这会儿是在直播,所以脑子里想到什么就说什么了。

Because I'm a live podcast because I'm actually two things off the top of my head.

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但另一个例子可能是迅捷配合巨化术,让你的生物能立刻进攻,然后再变大。

But another example might be haste granting with giant growth, you know, where I I make a future able to attack and then make it bigger.

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这样就稍微好一点。

That that's slightly better.

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你们看不到的是,你们看到的都是最终成品。

Here's the thing you don't get to see because you guys get to see the finished product.

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我脑子里经常冒出各种点子。

But I come up with ideas all the time.

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那些不好的点子,都会被我淘汰掉。

And all my bad ideas, well, they get killed.

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好的点子,才会让你们看到。

And the good ideas, you guys get to see.

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所以你们会觉得,哦,这些全都是好点子。

So you're like, oh, these are all good ideas.

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但很多时候,最初的想法并不一定管用。

But often the first ideas don't always work.

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明白了。

Okay.

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另一种方法是基于风格来设计,有时候你会想,我想体现这种感觉。

So the other way to do it is a flavor based way, which is sometimes you're like, oh, I'm trying to capture this flavor.

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这个效果很符合红色的风格,而那个则更贴合绿色。

Well, this thing is a very red thing to make the flavor make sense, and this is very green thing.

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所以这引出了另一个有趣的观点,也是魔法游戏中经常出现的一个想法:人们总觉得,只要设计出某种能力——不管是机制上还是主题上——就一定能在魔法里找到它的位置。

So so this brings another interesting point, something else that comes a lot in magic, which is, there's this belief that if you come up with an ability, either mechanically or flavorfully, that there's a place for it in magic.

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如果算上金色卡牌的话,这确实没错。

Now it is true if you include gold cards.

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但一旦把金色卡牌去掉,只看单色卡牌时,并不是每种能力、每种机制都能和单色卡牌的定位契合。

But once you get gold cards out of the mix, when you do monopolar cards, not every ability, not every mechanical ability will fit in with what what what the cards can do.

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这一点等会儿我会和你再细说。

And so, as you'll and I'll talk a little later.

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所以,得给金色卡牌留出专门的空间。

It's important to carve out space for gold.

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我有点跑题了,不过稍后我会解释这一点。

I'm getting a little ahead of myself, but I'll talk about that in a second.

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就像中餐点菜一样,选一个,再选一个,把它们组合起来,让A和B同时出现在一张卡上还说得通。

So Chinese menu, take a, take b, blend them together, have a and b make some sense on the same card.

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这可以是机制上的组合。

It could be mechanically.

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也可能是从风格上来说。

It could be flavorfully.

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但更重要的是,你希望这两个元素结合得自然,让人一看就明白:哦,这确实是红色的牌。

But in in addition, you want something where the two pieces hold up and you go, oh, I get why it's red.

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哦,这确实是绿色的牌。

I get why it's green.

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我能看出这两部分的痕迹。

I see those pieces.

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明白了。

Okay.

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下一个能力,我称之为交集能力。

The next ability is what I call the Venn diagram ability.

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这种能力的意思是,好吧。

And this ability says, okay.

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如果我把两种颜色的能力——比如红色和绿色——拿出来,它们在哪儿重叠呢?

Well, if I take the abilities of the two colors, red and green for my examples, where do they overlap?

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你会觉得,哦,这两种颜色都能增强力量,都能践踏,也都能破坏神器。

And you're like, oh, well, both of them do power boosting, both do trample, both do artifact destruction.

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其实红绿两色在某些方面做的事情是挺相似的。

You know, there there's certain areas where red and green do stuff that's similar.

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所以我们能做的一件事就是,拿金色卡牌来,比如这样:

And so one of the things that we can do is you're allowed to take gold cards and say, okay.

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我们做点两者都会的,但做得更强一点。

We'll do something that both cards do, but we'll ramp it up.

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一个很经典的例子就是那张叫‘英雄重聚’的卡。

A very famous example of this was card called hero's reunion.

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啊,抱歉,我说错了。

I hear sorry.

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是‘英雄重聚’。

Hero's union reunion.

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唉,起名字真不是我的强项。

See, naming's not my best point.

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我敢说很多人都觉得这是白绿卡。

I'm sure people hold it's a white and green.

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你施放它是为了回复七点生命值。

You cast it to get seven life.

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它在《入侵》神谕集里是第二受欢迎的牌。

And it was the second most popular card in invasion god book study.

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大家的想法是,哦,白和绿这两个代表光之门的颜色总是一起出现,而且还能获得平时得不到的加成。

And the idea was, oh, well, the two light gating colors are green and white, sticking together, and, oh, you get a boost that you don't normally get.

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所以让我来解释一下,这正好引出一个重点。

So this let me explain one of the this brings me to a good point.

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我觉得金卡这么吸引人的一个原因是,每张牌都有效果和代价。

One of the reasons I think gold cards are so exciting is that on any card, you have an effect and you have a cost.

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通常来说,代价和效果必须相互平衡。

And that the idea is the cost and the effect have to balance out.

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但真正让人兴奋的牌,往往是代价被误解了——大家只看到效果很棒,却没意识到代价其实和效果完全对等。

Where I think you get exciting cards is where the cost is misunderstood, so people get the effect is good, but don't realize that the cost equals the effect.

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金色牌在这方面做得特别好,因为施放双色法术本来就更难,尤其是当法术费用还比较低的时候。

And gold cards do this very well because it is much harder to play a spell of two colors, especially if the spell is cheaper.

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比如我们拿‘守望狼’来说。

For example, we'll take a watch wolf.

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守望狼出自最初的拉文纳系列,是一张绿色和白色、费用为三、三攻三防的生物牌。

So watch wolf is from the original Ravennaka, green and a white three three creature.

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在绿色里,花一点绿 mana,你通常只能拿到二攻二防的生物。

So in green, for one g, you know, I mean, you can get two two.

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我觉得可能有三攻二防的,但不确定。

I I think you can get three two maybe.

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我确定的是,二 mana 能拿到二攻三防的。

I know you can get two three.

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而在白色里,你最多能拿到二攻二防,可能稍微好一点点。

And in white, you can get a two two, maybe do slightly better than that.

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但关键是,不管是绿色还是白色,花两 mana 都拿不到三攻三防的生物,除非附带什么负面效果。

But the point is neither green or white at two mana gets a three three without a drawback.

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你不可能直接拿到一个普通的3/3生物。

You can't just get a vanilla three three.

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但一旦你用上绿白双色,突然发现,哦,原来可以无代价地做出这样的效果,因为这个费用的实际价值比你想象的要高。

But once you do green and white, all of a sudden, oh, you can do that without a drawback because that cost actually has a little more value than you realize.

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双色卡牌带来的很多乐趣,就在于玩家往往没意识到使用双色的真实代价。

And a lot of excitement of gold comes from people don't really understand the true cost of of having to do gold.

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有趣的是,设计双色卡牌时有个点虽然有点跑题,但很重要——那就是环境对卡牌的需求会多得多。

And the funny thing is one of things about doing gold that is not really got a little off topic, but one of the big things about doing gold when you're designing is the environment require has a lot more needs.

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你需要做的东西也多得多,才能让整个体系运转起来。

It's a lot more things that you have to make to make it work.

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因为双色卡牌有个矛盾的地方:玩家特别喜欢,但实际玩起来却特别难。

Because gold has this weird quality that, it's very popular with players, but it is very hard to play.

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它会让人特别混乱。

It is very disorienting.

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你得准备一大堆不同的牌组。

You have to make a lot of piles.

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你知道吧,你得做很多决定。

You know, you have to do make a lot of decisions.

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通常在万智牌里,当你构筑套牌时,没那么麻烦。

And that normally in magic, when you're building your deck, it's a little easier.

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但金色牌就不一样了,比如你构建一个金色法术力曲线时,要处理的法术力选项多得多,看着就让人有点发怵。

And the gold, like, just a number of piles you have to make when you make make a, you know, building a gold seal, for example, it's just a little more intimidating.

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所以这才有了公会预发包,我们也在努力简化流程,帮大家降低门槛。

I mean, that's why, we have the guild pre release boxes and why we're trying to make it a little easier, to help people.

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因为金色牌虽然很受欢迎、很吸引人,但确实更复杂,尤其是在限量赛和密封赛里。

Because gold is very popular and very sexy, but it also is a little more complicated, especially in in limited especially in sealed.

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所以维恩图告诉我们,好吧。

So the Venn diagram says, okay.

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如果你把两个元素重叠起来,稍微调整一下,就能做出一张很酷的牌。

If you take two things that overlap, you can take it, you can push it a little bit, and you can make a sexy card.

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自从我写这篇文章以来,混合法术力的出现,确实让这类牌的销量下滑了一些。

Now, the creation since I've written this article, the creation of hybrid has definitely taken the sales out of this category a little bit.

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不是说不能做,但双色混合的设计空间确实比传统多色要小。

Not that you can't do it some, but hybrid has less design space than multicolor, traditional multicolor.

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维恩图的重叠区域正是双色混合设计的核心,因为双色混合的关键就在于——如果你只能支付红色或绿色法力,那这个效果必须同时符合红法力和绿法力能实现的机制。

And the Venn diagram area is the heart of, the hybrid design space because hybrid is all about, well, what does you know, if I can only cast red mana or green mana, well, I need an effect that I could do in red and the fact that I can do in green.

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虽然我们做多色牌时还是会用维恩图,但用得比以前少了,毕竟现在双色混合已经成了我们必须考虑的一个设计领域。

So while we still use the Venn diagram method for multicolor, we use it less than we used to because, you know, hybrid is a space now that we have to we have to be aware of.

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说起来,这点还挺有意思的。

And that's an interesting thing, by the way.

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有一件事我其实没太留意过,那就是魔法这个游戏,它的设计边界一直在变。

Something that, I don't think that that's something that I'm very conscious of, which is, magic keeps changing its parameters of what we can and can't do in design.

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以前呢,多色牌的设计空间特别丰富。

And so, like, once upon a time, here's this rich area for goal design.

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但后来我们出了新东西,一下子就把那片空间给占了。

Then we come up with something else and, like, oh, it kinda steals away that space.

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现在想做传统的双色牌反而更难了,因为有了这么多双色混合的牌。

And now it's a little harder to do traditional gold cards because we have this different set of hybrid cards.

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这种设计里有很多这样的情况:我们做了某样东西,但随着技术发展,可用的选项就变了。

And that design has a lot of those where we'll do something, but then as technology advances, it changes what we have available to us.

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比如有一件事,没错。

Like, one of the things Yeah.

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今年十月,我就在威世智满十七年了。

On October, I it's my it'll be my seventeenth anniversary with Wizards.

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人们总问我,你不觉得累吗?

And people always ask, like, don't you get tired?

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你做了十七年同样的工作?

You've doing the same thing for seventeen years?

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我跟他们说,这其实不是同样的工作。

And what I say to them is, it's not really the same job.

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工作内容相似,但我一直在魔法这个框架下不断创造新游戏,我的工具、资源,还有要解决的难题,都在不断变化。

It's a similar job, but it's I'm constantly making new games, really, under the magic umbrella, and my tools and resources and my what the puzzle I have to solve is an ever shifting puzzle.

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就像你们总在破解Meta一样,我也在破解这个游戏——设计这个游戏的过程。

Just like you guys are always trying to crack the metagame, so too am I I'm trying to crack, I guess, the game, in making the game.

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所以对我来说,有趣的地方就在于我的限制总在变。

And so, you know, kind of the fun for me is my parameters keep changing.

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我能用的资源也一直在变。

What I have available to me keeps changing.

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我要留意的东西也在不断变化。

What I have to watch out for keeps changing.

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这样一来,对我来说,事情就一直挺有新鲜感的。

And so, you know, definitely keeps interesting for me.

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明白了。

Okay.

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第三种多色设计的方法,我叫它‘点名法’。

Number three on the methods of doing multicolor design is what I called the roll call method.

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这是最直接的一种方法。

So this is the bluntest method.

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点名法的意思就是,如果我有一张红绿卡,上面明明白白地写着红色和绿色,那它给人的感觉就是一张红绿卡。

The idea of the roll call method is if I have a red and green card and I, on the card, call out red and call out green, it feels like a red and green card.

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所以其实我不一定非得把两种颜色的效果都用上。

And so what happens is I don't necessarily need to have effects from both colors.

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我可以只借用其中一种颜色的效果,但只要让它同时影响两种颜色,就会感觉很自然地属于那种颜色。

I can actually steal an effect from one of the two colors, but if I have it affect both colors, it feels naturally in that color.

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比如说,我想做个加成效果。

So for example, let's say I wanted to do some boost.

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那举个什么例子比较好呢?

I wanted to grant what's a good example here?

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我想给红色和绿色的生物赋予双击能力。

I wanted to grant double strike to red and green creatures.

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但双击并不是绿色的能力。

Now double strike is not a green ability.

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绿色本身是没有双击的。

Green doesn't get double strike.

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红色才有双击。

Red gets double strike.

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如果我给红色生物赋予双击,嗯,这是一张红色卡牌。

Now if if I grant a double strike to red creature, okay, that's a red card.

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但一旦我说要给绿色生物,再把这效果加到红绿双色卡上,就会让人觉得:为啥?

But the second I say green creatures, if I now put it on a red and green card, like, oh, why?

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我看出来了,这是一张帮助红绿生物的红绿双色卡。

I see it's a red and green card that helps red and green creatures.

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所以这是一种方式,让你从两种效果中选一个来用。

And so that's a way for you to sort of take one of the two effects.

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它并不需要同时具备两种效果。

It doesn't have the both sides.

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它不需要像中餐菜单那样样样都有,但就是感觉很自然。

It doesn't need Chinese menu, but it feels right.

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我们时不时就会这么处理。

And we we do that from time to time.

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不过要注意,当我提到颜色参考时,其实有好几种不同的方式来引用颜色。

Now be aware, when I say reference colors, there's a couple different ways to reference color.

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最直接的方式就是直接说,比如‘影响红色和绿色的生物’,但你也会触发那些对红色和绿色法术有反应的效果。

The most obvious is, like, just verbatim saying, you know, I affect red and green creatures, but you also get on things that trigger off red and green spells.

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你也可以参考生成这些颜色的基本地牌,

You could reference the basic lands that make them,

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所以你可以说

so you could talk about

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山地和森林。

mountains and forests.

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实现方式其实有很多种。

There's a lot of different ways to do it.

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关键是你一看牌面,就会明白:要想最大化这张牌的效果,你就得组这种套牌。

It's just when you read the card, you get like, what what you have to do is say, oh, well, if I wanna maximize this, I need to play this kind of deck.

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然后你就会想,为啥呢?

And then, you know, it says, oh, why?

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因为这是一张红绿双色的牌。

It's a red and green card.

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这牌得配红绿套牌。

It needs to go to red and green deck.

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我手里有红绿的牌。

I have red and green things.

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哦,这牌能影响红绿的牌。

Oh, it affects red and green things.

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一切都感觉很对味。

It all feels right.

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现在这张‘点名’牌就挺明显的,设计得很直白,属于那种我们说的‘用力过猛’的类型,一点都不含蓄。

Now roll call is interesting in that it's very forced, we're sort of it's what we call heavy handed design in the sense that it it's not subtle.

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你懂的。

You know?

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说到设计,咱们聊聊这个,它其实有个光谱,一端是细腻,另一端是直白。

And one of the things about design, let talk about this for a second, is there's a spectrum of design from what I call the subtle end to the blunt end.

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所谓细腻,就是我在帮你,但不会明晃晃地告诉你我干了啥。

And the idea is subtle is I'm helping you, but I'm not hitting you over the face of what I'm doing.

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你知道吗,那种微妙的牌,得让玩家慢慢摸索出它的用法。

You know, like a subtle card is the kind of card that people have to kinda learn works.

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说来有趣,我们总会在套牌里放一些这种微妙的牌,你知道的。

You know, and one of the funny things is we always put subtle cards in sets, You know?

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玩家发现这些牌的时候,总是惊讶得不得了。

And it's hilarious that when players find them, they're always like, wow.

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R&D 真的知道这牌在这儿吗?

Did R and D know this was there?

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我就问,它跟你现在的玩法是不是完美契合?

And I'm like, does it fit perfectly with what you're doing?

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我们其实花了很多心思,往里头藏了不少细腻的设计。

I mean, we work really hard to put lot of subtle stuff in.

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我特别推崇元素之间的联动。

I mean, I'm a big advocate of synergies.

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我设计的时候总会刻意安排一些细节,比如,嘿,这些元素正好能互相配合。

I I like to work into my design to make sure that, oh, well, here's the elements that we're working on.

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还有其他一些卡牌,会以不同方式关注这些元素。

Here's other cards that care about those elements in different ways.

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当玩家把它们组合起来的时候,就会发现其中的配合效果。

Oh, when people start matching them together, they'll find their synergies.

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你知道的。

You know?

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我觉得这种含蓄的设计挺有意思的,但很多人太看重含蓄,反而低估了直接的设计。

And so I think that subtle designs are fun, but I think people overvalue subtle and then undervalue blunt.

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你瞧。

Because look.

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我跟你们说个故事,那是奥德赛设卡的时候,我们在做一张‘阈值’卡。

One of stories I'll tell is we were this is during Odyssey Design, and we were making a threshold card.

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对那些还记得的人说,阈值就是当你墓地有七张或更多牌时,就会触发额外效果。

So for those who remember, threshold, if you have seven or more cards in your graveyard, it clicks on and has an additional ability.

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所以我们当时想设计一张蛇妖。

And so we were trying to make a basilisk.

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我就说,行吧。

And I said, okay.

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一旦触发,它就会获得诱捕,因为你知道,诱捕和 basilisk 这个组合从初版起就特别受欢迎。

Well, when it clicks on, it gets lure because, you know, lure and basilisk going back to alpha was a very popular combo.

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他们说,这会不会太明显了?

And they're like, wasn't that too obvious?

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我说,不会。

I'm like, no.

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不会。

No.

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不会。

No.

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这根本不明显。

It's not too obvious.

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你知道吗?

You know what?

展开剩余字幕(还有 214 条)
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因为很多人一看到Basilisk,就明白了。

Because a lot of people go, oh, Basilisk.

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哦,我懂了。

Oh, I get this.

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我懂Lur了。

I get Lur.

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你知道什么最棒吗?

You know what's good?

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Basilisk和Lur搭配。

Basilisk and Lur.

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你明白吧?

You know?

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我觉得设计低调一点也没问题,我确实会确保每个设计都充满细腻的细节,但直接明了也完全没问题。

And then I I think I think it is fine to be subtle, and I definitely make sure every design has lots of subtleties to it, but it's also fine to be blunt.

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设计的这一部分——我之前说过很多次——归根结底,设计的终极目标就是让人觉得有趣。

That part of design like like I talked about this, a lot is design is the ultimate end of design is you are trying to create fun.

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你是在为玩家创造一种愉悦的体验。

You are trying to create enjoyment for the person playing it.

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当你这么想的时候,就会明白。

And so when you think of it that way and saying, okay.

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我想要激发玩家的情感反应。

I'm trying to get emotional response out of somebody.

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那我该怎么做到呢?

Well, how do I do that?

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我就去抓住那些能引发情感反应的东西。

Well, I I play to the things that create emotional responses.

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而细腻的设计之所以有效,是因为当你发现这些隐藏的细节时,会特别有成就感,感觉特别好。

Now the reason that subtlety plays to that is when you have things that you discover, you're very proud of yourself and it's it's it's a good feeling.

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天哪。

Oh my god.

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我明白了。

I learned this.

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这是我做出来的。

I I I did this.

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我发现了这个关联。

I found this connection.

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不管研发团队有没有刻意设计这个关联,你还是会感到开心。

And whether or not R and D plans for that connection to be there or not, you still feel good.

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是你自己找到的。

You found it.

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你发现了这个关联,感觉特别好。

You found this connection and you feel good.

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但直接明了也很棒,因为一眼就看出好东西,也没什么不好。

But blunt is also nice because it's fine to just see something and instantly recognize it as something good.

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这完全没问题。

There's nothing wrong with that.

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事实上,人就是喜欢这样。

In fact, humans like that.

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这其实是我们的大脑天生就擅长的事——看到一样东西,立马就知道自己喜欢它。

It's something that our brains are are wired to do, which is, you know, you can see something and go, oh, I instantly know I like that thing.

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我想要这个东西。

I want that thing.

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我们会做出很多

And we'll make a lot of

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所谓的廉价稀有卡,这也没问题。

what call tinny rares, and that's fine.

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瞧瞧。

Oh, look.

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一个巨大的生物,一旦上场就能彻底改变局势。

A giant creature that will just wreck the board when you get into play.

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我想要这个巨大的生物。

I want that giant creature.

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你懂的。

You know?

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这也没问题。

And and that's fine.

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这再好不过了。

That is perfect.

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就像我说的,很多设计其实在于理解你所处的这个光谱,有时候含蓄一点完全没问题。

I mean, like I said, it a lot of design is understanding the the spectrum that you're working with, and that it is fine to be subtle.

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直接明了也没关系。

It is fine to be blunt.

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事实上,我觉得作为一名设计师,要想做出最好的作品,就得把整个光谱都用上。

In fact, I think when you're trying to do the best work as a designer, you use the whole spectrum.

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你要兼顾不同方面,因为不同的玩家会对不同的东西有反应。

You you, you know, you try to both because different players will respond to different things.

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顺便说一句,这也是我们这个播客一直想传达的核心观点。

That and that, by the way, that's a meta ongoing message for for this this podcast.

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实际上,万智牌根本不是单一的一种游戏。

Magic's not one game, really.

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它没有单一的玩家类型。

It doesn't have one player type.

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它包含很多种不同的玩家类型。

It has many different player types.

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一个好的设计师,就是要设计出丰富多样的体验。

And that part of being a good designer is designing a lot of different experiences.

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比如说今天,我在聊金色卡牌。

Like, today, I'm talking about gold cards.

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不同的人喜欢不同类型的金色卡牌。

Well, different people like different kinds of gold cards.

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有些人特别喜欢那种像中餐菜单一样的卡牌。

Some people love Chinese menu cards.

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也有人觉得它们太花哨,根本不喜欢。

Some people think they're happy and don't like them.

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你懂的。

You know?

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还有那种点名卡,有些人就说:天哪,你能不能直接点、别这么拐弯抹角?

And like roll call cards, some people are like, oh my god, could you be a little, you know, more blunt?

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我说,这些卡已经够直接了。

I'm like, well, these are blunt cards.

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这些可不是那种含蓄的类型。

You know, these aren't the subtle ones.

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明白了。

Okay.

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那咱们来聊聊那些更含蓄的卡吧。

So let's let's get to the subtle ones.

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再含蓄一点。

Well, a little more subtle.

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下一张叫‘共同爱好’。

The next one is what we call shared hobby.

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这种设计是通过颜色来帮助界定事物的。

And this method is about helping to define things based on color.

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比如,我不是说颜色的组合。

So for example, I mean, not a combination of colors.

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Radnick 有个简单的例子:如果我们把某种机制定义为塞乐西娅的特色,比如《拉尼卡》里的‘召唤’和‘繁衍’,还有《重返拉尼卡》里的那些。

So Radnick has an easy example, which is if we define something as being Selesnya, I mean, have a mechanic, for example, you know, convoking the original Ravnica and populate and return to Ravnica.

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一旦你确定这是塞乐西娅的标志,那直接放在卡牌上就行了。

Once you define that as being a Selesnya thing, well, you can just put it on a card.

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一张卡牌上出现这种机制,根本没人会觉得奇怪。

You know, a card just could have it.

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谁会质疑一张白绿卡上有‘繁衍’效果呢?

Like, no one questions a white green card that has populate on it.

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为什么?

Why?

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因为这就是塞乐西娅的风格啊。

Because that's a Salesian thing.

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你懂的。

You know?

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比如看看依尼翠这个设定。

And that one of the for for example, take Innistrad.

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我们把吸血鬼定义为黑红两色。

Well, we define vampires as being black and red.

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如果我们做一张很吸血鬼风格的牌,又是黑红配色,玩家一看就觉得:哦,这才像吸血鬼该有的样子。

Well, we make a really vampire ish card and it's black and red, that helps make it just feel, oh, oh, it's a vampire thing.

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吸血鬼本来就是黑红的。

Well, vampires are black and red.

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明白了。

Okay.

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黑红色,确实合理。

It makes sense it's black and red.

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所以另一个关键技巧就是,只要给颜色定了调性,就能设计出更贴合的卡牌,因为它们自然融入了整体的背景氛围。

So that's another big trick you can use is if you get definition to the colors, then you can design stuff that fits because it it fits the larger context of the the flavor you're wrapping the things in.

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你还会注意到,颜色往往主导了我们说的阵营划分,比如沙赫拉和拉尼卡都是这样做的。

Like, one of the things you'll notice is colors tend to lead what we call factioning, which is, you know, Sharjah Lara did it, Ravnica did it.

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一旦我们告诉你为什么要玩某种东西,再配上相应的背景故事,你就会开始把这些颜色当作一个整体来理解。

Once we say to you, here's a reason to play something, and then give you some sort of flavor justification, then you start seeing those colors as a combined entity.

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当然,在拉尼卡,它们是公会;在依克黎,它们是碎片。

Now, obviously, in in Ravnica, it's a guild and in Shards of Lara, they're shards.

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但在依斯卓,嘿,它们就是怪物。

But in Istrod, hey, they're monsters.

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对吧?

Right?

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你知道,蓝色加黑色代表僵尸。

You know, blue and black meant zombies.

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红色加黑色代表吸血鬼。

You know, red and black meant vampires.

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我们每年都在努力做的,就是提供这样的背景,让玩家能真正体会到其中的韵味。

And that part of what we try to do from year to year is give context so that, you know, your we are trying to make the players have an appreciation.

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所以每年我们都要重新定义这一点——毕竟,我们每年都在做同一个游戏。

And so every year, we have to redefine that one of the things is we're making the same game every year.

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万智牌就是它本来的样子。

Magic is the game it is.

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但每年我们都想带来全新的体验。

But every year, we want a new experience.

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我们希望你能以全新的眼光来接触它。

We want you to sort of come at it fresh.

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所以我们拿一些现有的元素,重新包装一下,让你感觉它像是个全新的东西。

And so what we do is we take a certain number of tools that we have and we redress them so that you can see it as something different, you know.

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因为在伊斯特罗德,红黑代表吸血鬼,而在拉尼卡回归中,它变成了拉克多斯公会。

Because in Istrod, red black was vampires, in Return to Ravnica, it's, Rakdos, the Rakdos guild.

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两者确实有重叠,都让人觉得是红黑配色,但本质上并不一样。

And there's some overlap, you know, both of them feel black red, but they're not the same thing.

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你对吸血鬼的期待,和你对爬行动物的期待,完全是两码事,而每年做出不同体验的关键,就在于把握这种差异。

What you're what you expect to do with vampires versus what you expect to do with reptiles are different animals, and that part of making an experience that's different each year is playing into that.

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设计的核心之一,就是不只是在剧情上重新包装,还要在机制上重新塑造每年的各个势力。

That's a huge part of doing design is kind of reskinning, not just flavor wise, but also mechanically reskinning, you know, the different groups that you have each year.

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我们会调整各个阵营的设定。

And we change around what the groups are.

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阵营不总是按颜色划分,但大多数时候确实是这样。

You know, the groups is not always color based, but it is color based a lot.

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这是魔法世界最核心的特征。

It's it's the number one definer of magic.

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不过,这毕竟是一种共同的爱好。

But anyway, that is shared hobby.

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现在我们来讲第五种,也是最后一种制作金色卡牌的方法。

Now we get to the fifth and final method of making gold cards.

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我称之为‘焕然一新’法。

It's what I call the shiny and new method.

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其中一个诀窍就是:怎么让一张卡牌看起来就是某种颜色的风格?

So one of the tricks is how do I make a card that feels certain colors?

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那就做点我以前从没做过的事,然后直接把它定义成那种风格。

Well, do something I've never done before and then just define it as that.

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比如,我们来聊聊‘消灭目标永久物’这个效果。

For example, let's talk about destroy target permanent.

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我之前说过,这个效果在《沙漠旋风》里出现过,但总觉得不太对劲。

Now I will argue that particular effect was done in Desert Twister, but it never really fit.

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绿色卡牌本来就不该直接消灭生物。

Green's not supposed to destroy creatures.

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事情没那么简单,也没那么直接。

It's not that simply and that directly.

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当我们设计《制裁》这张卡的时候,真是眼前一亮。

And when we made Vindicate Invasion, it's like, wow.

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那种干净利落的‘消灭目标永久物’,确实非常出色。

That is a nice clean you know, Destroy Target Permanent is an awesome thing.

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游戏里确实需要这个效果,但它很难自然地归属于某一种颜色。

The game should have it, but it doesn't easily fit in one color.

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我之前也提过,设计师或者开发人员常掉进一个陷阱:你想到一个点子,就觉得‘这太棒了’。

I've talked about this earlier that one of the great traps is you come up with something as a designer or or developer or whatever, and you're like, oh, this is awesome.

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这太棒了。

Oh, this is awesome.

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这是常驻效果。

This is resident.

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这真的很出色。

This is awesome.

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我们应该这么做。

We should do this.

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但问题是,并不是所有东西都能完美契合魔法的色系划分。

But the trick is not everything fits neatly into Magic's color pie.

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至少是单色的色系划分。

At least mono color color pie.

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你懂的。

You know?

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很多时候,我们硬把东西塞进去,我觉得反而有损游戏设计。

And a lot of times, we kind of fit things in, and I I think to the detriment.

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我特别不爽的一点是,科尔维特容易陷入共振状态,这会逼着机械系统去适应,结果我们就塞进了一些东西,这些其实根本不在核心色系里,就只有一次例外。

And one of my one of my pet peeves of the Corvette is it has a tendency to try to go resonant, so it forces the mechanics, and then we we kinda get things in which this isn't really in the CORESET except one time in the CORESET.

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我可以说,我是研发团队里最死守色系纯度的那一个。

And that's something that I'm I mean, I've given I'm I'm the most COREPY purest of the r and d folks.

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你懂的。

You know?

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我看像‘窒息藤蔓’这种牌,就觉得这根本不是绿色该干的事。

I look at something like choking vines, and I'm like, oh, it's not really what green does.

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我明白它的设计逻辑。

I get it.

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它确实是藤蔓。

They're vines.

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藤蔓嘛,本来就是绿色的。

Vines are green.

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但我真的觉得多色体系才是出路。顺便说一句,作为色系体系的负责人之一,我每次看到新牌都会仔细核对,提醒团队:这个不属于蓝色,那个不适合红色,或者这个可以算白色,但你可以做一两处调整,让它更贴合白色的核心感觉。

But that that's where I really believe that multicolor, I feel that whenever by the way, whenever I see something, one of my jobs as as as as the one of the color pie gurus is I will go through that to make notes like, okay, guys, this isn't blue or this isn't red or, you know, or this could be white, but, you know, here's one or two things you can do to help make it feel more white.

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我通常会发消息给他们,说这不属于这个颜色。

And often what I do is I text them and go, this isn't this color.

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他们就会回我:那它该是什么颜色?

And they'll come back to me and they'll go, well, what color is it?

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我会说:哦,这不是单色卡。

And I go, oh, well, it's not a mono color.

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它是白绿双色,或者红绿双色,总之我能做出来,但肯定不是单色卡。

It's oh, it's white green or it's red green or, you know, I I say, oh, it can be done, but it's not a monocolor card.

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你懂的。

You know?

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我特别期待做这个,因为金色卡牌我们会一直做下去。

And the I'm excited to do that because we're gonna be doing gold cards till the end of time.

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大家都喜欢金色卡牌。

People like gold cards.

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它们很有吸引力。

They're exciting.

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但金色卡牌缺乏单色卡牌的那种层次感。

But gold cards do not have the depth that monocolor cards have.

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今天我在想,其实有好几种方法可以制作它们。

I'm like, I'm today, I'm walking through, like, okay, there's like five methods to make them.

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这可不是随便就能拓展的空间。

It's not, you know, it's not it is a limited space.

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作为主设计师,我的重要职责之一就是认清哪些空间是有限的,并确保好好保留它们。

And as a designer, one of my main jobs as head designer is recognizing what are our limited spaces and making sure we preserve those.

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比如我之前提到过, planeswalker 的设计空间非常有限。

For example, I talked about how I planeswalker design space is very limited.

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所以我一直很小心,尽量缓慢地使用 planeswalker 的设计空间,别让它被我们过快耗尽。

So I'm I'm very much trying to make sure that we slowly use the the planeswalker design space and not eat it up faster than we than we're supposed to.

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金色卡牌也是类似的情况,每当我发现某个效果必须用多色卡来实现时,我都会觉得太棒了。

Gold cards are similar in that whenever I find an effect that needs to be in a multicolor card, I'm like, hallelujah.

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等等。

Wait.

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把这个保留下来。

Save this.

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这是一张双色卡牌。

This is a multicolor card.

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等我们有把握的时候再用,别硬塞进单色里。

Wait till we do it in don't force it in monocolor.

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等我们能自由使用双色的时候再做,因为双色才需要这种效果,而且能做出这种效果真的很棒。

Wait till we have the freedom to do multicolor because multicolor needs it and it is neat to have things that look, you want to do this effect, you need to go to multicolor.

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所以最后一类就是这种情况。

And so this last category really is that.

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有时候,是因为我们要把一些 normally 无法结合的东西组合在一起。

Now sometimes it has to do with doing something where you're kinda combining things in a way that we can't normally do.

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还有些时候,这完全是全新的效果。

Other times, it's literally a brand new effect.

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我最喜欢的一类双色卡牌,就是设计出游戏里从未出现过的效果,然后把它放到双色卡里。

Like, one of my favorite type of gold cards is to come up with something never done, that this game has never done before, and then put it in gold.

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人们一看,哦,这个东西。

People go, oh, oh, that thing.

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这其实是红黑组合,或者红绿组合,诸如此类。

Well, that's that's a red black thing or a red green thing or whatever.

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我特别喜欢做这种事,也特别喜欢给这些东西下定义。

I I love doing that, and I love giving definitions to things.

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我们给多色组合、颜色搭配越多地定义清楚,游戏就会越扎实,设计也会越长久地保持高质量。

And, you know, the more we give definitions to, like, multicolors, color combinations, I think the stronger the game is and the better the design will be a long time.

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所以你看,这就是设计多色牌的五种基本方法。

So as you can see, those are the five basic methods of designing multicolor cards.

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其中有些范围更广一些。

Some of them are wider than others.

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另外,有些方法需要特别精细的把控。

And the other thing is certain ones of them require a a deaf touch.

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让多色牌真正成功的关键,在于让整张牌看起来像是一个统一的整体。

I mean, a lot of a lot of the key of making a multicolor design work is trying to come together in such a way that the card feels like one entity, one thing.

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这就是为什么中餐菜单牌特别难搞,你不想让人觉得是某种奇怪的组合,你知道的,魔法牌里确实出现过这种情况。

This is why Chinese menu cards are very tricky is you don't wanna feel like some weird combination, you know, and magic has done this.

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每次我讲到这些规则,其实我们早就打破过所有这些规则了,但这并不意味着我们就该这么做。

Whenever I talk about rules, we've broken every rule I'm talking about, but that doesn't necessarily mean we should.

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说实话,我不太喜欢那种随机的红色效果配上随机的绿色效果,你知道的。

You know, I'm not a giant fan of, you know, random red effect and random green effect, you know.

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就是一道闪电、一个加速、再加点成长。

It's a bolt and a ramp and growth.

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我就想问,为什么非得是闪电、加速和成长这么凑在一起?

And I'm like, well, but why is it a bolt and a ramp and growth?

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顺便说个秘密吧,如果你想把两个本来没关系的东西变得看起来有关联,关键就在于找到它们之间的联系。

You know, what now one of the tricks, by the way, I'll I'll let you in on a a little secret is, if you wanna take two things that don't connect and make them feel like they connect, then what you need to do is find a way to correlate them.

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比如说,我真想设计一张直接伤害法术和一片狂野生长。

So for example, let's say what I really wanna do is a direct damage spell and a rampant growth.

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表面上看,这两者根本扯不上任何关系。

Well, on the surface, they have nothing to do with each other.

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对吧?

Right?

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一个用来找地,一个造成伤害。

One goes and gets land, one does damage it.

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但你只需要把其中一个当作另一个的背景就行。

But all you have to do is, take one and make it the context of the other.

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比如,找一张基本地,然后让它进场时呈横置状态。

For example, go get a basic land and put in play tapped.

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明白了。

Okay.

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再拿一张狂野成长。

Take rampant growth.

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然后这张牌的名称对目标生物造成等同于你场上该基本地数量的伤害。

Then card name deals x damage to target creature where x is the number of that basic land you have in play.

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现在你明白我什么意思了吗?

Now all of sudden, see what I did?

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我把土地本身和第二个效果关联起来了,因为至少通过获得这张土地,我让造成一点伤害成为可能。

Is I made the land itself relevant to the second effect because, well, by getting this land, I at least made one damage possible.

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而且如果我正确使用这个法术,我还能进一步增加伤害的数值。

And I obviously, if I'm using this spell correctly, maybe I'm upping the amount of damage to do more.

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但通过狂野生长获得的这张牌,也和直接伤害产生了联系。

But then the card I get with ramp and growth is relevant to the direct damage.

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突然间,这两张牌的配合就说得通了。

All of a sudden, the card makes sense together.

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所以很多金卡的设计,很多这种思路,听起来好像我只是在机械地套用这些类别。

So a a lot of the gold cards, a lot of doing this I mean, it makes it sound like I'm just running through these categories.

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但实际上,这里面蕴含着非常精细的巧思。

There's a lot of careful craftsmanship.

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这可不是随便把A和B拼在一起就完事了。

It is not something that is it's just like, oh, just put a and b together.

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你懂我的意思吧?

You know?

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比如一张制作精良的中餐菜单,A和B都列在上面,但它们被巧妙地安排在一起,让人觉得这两者是有关联的。

A really well made Chinese menu card, for example, a and b are there, but they're woven in such a way that a and b seem correlated to each other.

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有时候它们的关联非常直接,就像我举的那个例子。

And sometimes they're directly correlated, as my example.

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你懂的。

You know?

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我说了,金色卡牌这东西,确实挺难搞的。

Like I said, gold cards, it's it's they are tricky.

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它们是非常难把握的一类东西。

They are they are a very tricky animal.

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作为设计师,我其实挺喜欢它们的。

And as a designer, I I like them.

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我一直说,限制反而能激发创意。

I mean, I always say restrictions bring creativity.

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我反而享受这种有约束的感觉。

I I enjoy having limitations.

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我之所以觉得金卡有趣,其中一个原因就是我做过很多金卡设计。

I definitely I mean, one of the reasons that I I think gold cards are fun is I've I've done a lot of gold design.

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我大概做过几百张,甚至上千张金卡吧。

I've made probably, I don't know, a thousand, but hundreds of gold cards, maybe a thousand gold cards.

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我主导过好几个金卡系列的设计,也参与过很多其他金卡系列。

I mean, I I've I've been the leader on a number of gold sets, and I I I was on a lot of other gold sets.

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所以我确实做过大量金卡。

So I've made a lot of gold cards.

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但我依然喜欢设计金卡。

But I still enjoy making gold.

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我觉得它们依然很有趣。

I still think they're fun.

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它们很有挑战性。

They're they're a challenge.

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做出一张出色的金卡,其实是一门真正的艺术。

There's a real artistry to making a, you know, a wonderful gold card.

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这其实挺难的。

It is hard to do.

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但要弄个马虎了事的版本,反而很容易。

And it's it's easy to do it kind of, you know, a hand shifted version.

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做出一个笨拙的金色牌并不难。

It's not hard to make a kind of clunky gold card.

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那种牌做起来真不费劲。

That that is not that hard to do.

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有些牌确实得做出来。

And some of those need to get made.

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但我最爱做的,是那种整体感特别强的金色牌。

But what I love, I love making a gold card where it just hangs together.

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它让人感觉就像一个法术、一个效果,尽管你其实把多种颜色的精髓都融进去了。

It feels like one spell, one effect even though you are, you know, able to sort of capture multiple colors in the in the essence of it.

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当你真做到了,当所有元素完美融合,做出一张出色的金色牌时,你会觉得:这牌简直天衣无缝。

But when you do that, when you when it all comes together, when you make a gold cover, you're like, man, this thing just sort of holds together.

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这个嘛,我也说不好。

That is I don't know.

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这是一件很美妙的事,也是我最喜欢做的工作之一。

It's a thing of beauty and one of my favorite things to do.

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好了,我现在得去上班了,所以该收尾了。

So, anyway, I am now at work, so that means it is time for me to wrap this up.

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今天聊金卡,我挺开心的。

I had fun talking about gold cards today.

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就像我说的,这事儿确实难,但作为设计师,我从不回避挑战。

Like I said, it is it is something that's difficult to do, but I I as a designer, I don't shy away from difficulties.

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说实话,我觉得魔法游戏里有这种难事,反而挺好。

I actually in some ways, I'm glad that magic has things that are difficult.

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要是一直都是机械重复的工作,我根本不可能坚持十七年。

Like, I mean, my I would not have done I wouldn't be here for seventeen years if it was kinda rote.

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你懂的。

You know?

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我真的很享受这些挑战。

And I I love having the challenges.

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所以我很高兴像金卡这样的卡片存在。

So I'm I'm glad the cards like gold cards exist.

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总之,感谢大家今天陪我聊天。

And, anyway, I wanna thank you guys all for joining me today.

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我想也该是时候了

And I guess it's time to

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去

go

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制作魔法卡片了。

make the magic cards.

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