Stages of design

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This page is about historical eras of design. For the process of designing a set, see Design § Life cycle.

The stages of design are a framework developed by Head Designer Mark Rosewater for understanding the history of Magic design. As of 2024, Rosewater distinguishes seven stages of design and corresponding dynasties of designers, the most recent having started with Kamigawa: Neon Dynasty.[1][2][3][4]

First stage (Golden Age)

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

Second stage (Silver Age)

Mirage through Prophecy. Richard Garfield left to explore other games, and Joel Mick took over as head designer. This stage was the introduction of the block and the focus of design in thinking of Magic in terms of a year. This was also the era of the psychographics with Timmy, Johnny, and Spike getting defined and a cleaning up of the rules.

Third stage (Bronze Age)

Invasion through Saviors of Kamigawa. Joel Mick became brand manager, and Bill Rose took over as head designer. This stage was the introduction of block themes. Blocks were no longer just a collection of mechanics but contained specific things chosen to highlight the block's theme.

Fourth stage

Ravnica through Rise of the Eldrazi. Bill Rose had become Vice-President, thus Mark Rosewater became Head Designer, and Brian Schneider became Head Developer. This stage was the introduction of block planning. Instead of picking a theme and continuing it through the block, the design team now planned out how exactly the block was going to evolve. This planning allowed for themes to be better set up and paid off. Members of the fourth generation include several participants of The Great Designer Search (GDS) 2006, Wizards of the Coast's historic search for R&D's for a Magic design intern.[9]

Fifth stage

From Scars of Mirrodin through Rivals of Ixalan. How mechanical themes are looked at and used was radically changed. In the previous two stages, themes had been used as the foundation to build the block. Starting with Scars of Mirrodin, mechanical themes were thought of as tools used to put a block together and to evoke an emotional resonance. Metaphorically, themes were no longer the canvas, but the paint. The fifth generation included participants of The Great Designer Search 2 (2010).[10] New members:

In 2016, Rosewater started a new age, starting with Khans of Tarkir. The stage was heralded by the introduction of exploratory design.[11] The elements of a set and block are now mapped out before the actual design of the cards and mechanics start. This stage also features exploratory world-building, which leads to an earlier and more extensive integration of flavor and design. In 2014, he incorporated this stage into the Fifth Stage. New members:

Sixth stage

From Dominaria through Innistrad: Crimson Vow. The abandonment of the block system was the start of the Sixth Age of Design (originally counted as the Seventh Age).[12] This stage also saw the change from a two-part system for design to a three-part system. Instead of design and development, it became vision design, set design, and Play Design.[4] Magic shifted to a more eternal environment with more backward compatibility, to facilitate the popular Commander format.

Seventh stage

From Kamigawa: Neon Dynasty to the present. The core of the current stage of design is that Magic design is questioning itself. They got more emboldened with "redoing" worlds and card complexity. They started making more mechanics deciduous or bringing them back in small doses ("cameos"). It also saw the introduction of Universes Beyond.[4]

References

  1. Mark Rosewater (August 29, 2005). "State of Design 2005". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-08-09.
  2. Mark Rosewater (August 26, 2011). "State of Design 2011". magicthegathering.com. Wizards of the Coast.
  3. Mark Rosewater (November 28, 2011). "Eighteen Years". magicthegathering.com. Wizards of the Coast.
  4. a b c Mark Rosewater (August 12, 2024). "Stages of Design". magicthegathering.com. Wizards of the Coast.
  5. Mark Rosewater (July 6, 2003). "Of Ice and Men". magicthegathering.com. Wizards of the Coast.
  6. Mark Rosewater (March 22, 2010). "Working Draft". magicthegathering.com. Wizards of the Coast. Archived from the original on 2021-04-29.
  7. Darren Davis (December 18, 2017). "Spell Casters, a ‘Magic: The Gathering’ Origin Story". Seattlemet.com. Archived from the original on August 23, 2022.
  8. Steve Conard (December 24, 2002). "The History of Legends". magicthegathering.com. Wizards of the Coast. Archived from the original on 2020-10-06.
  9. Wizards of the Coast (August 21, 2006). "The Great Designer Search". magicthegathering.com. Wizards of the Coast. Archived from the original on 2018-02-25.
  10. Mark Rosewater (November 03, 2010). "The Great Designer Search 2 – Meet the Finalists". magicthegathering.com. Wizards of the Coast. Archived from the original on 2018-03-12.
  11. Mark Rosewater (September 30, 2016). "Six Stages of Magic Design", Drive to Work #371
  12. Mark Rosewater (February 17, 2019). "With the advent of vision/set/play design, would you say Magic has entered another great design age?". Blogatog. Tumblr.