The Hidden Way Magic: The Gathering and Elden Ring Are Related

  Рет қаралды 6,104

Distraction Makers

Distraction Makers

13 күн бұрын

An Indie Dev and a AAA Dev discuss Signposting, Telegraphing, and Lore Excavation and how they're utilized by both Magic The Gathering and Elden Ring to create unique experiences through game play. Signposting refers to the specific attention that is paid to game systems that guide a player to a particular experience. Telegraphing is creating system to hint at hidden information. And Lore Excavation is creating a game of discovery out of the world the game exists in.
Hosts:
Forrest Imel forrestimel.com/
Gavin Valentine www.gavinvalentinedesign.com/
Join the Distraction Makers Discord: / discord

Пікірлер: 75
@Jorzilla
@Jorzilla 11 күн бұрын
Lore things put together to make a strong deck? The Urza lands in Tron. 1+1+1=7
@minabasejderha5972
@minabasejderha5972 11 күн бұрын
Ehhh, the card's rules text is what tells you about that interaction.
@Jorzilla
@Jorzilla 11 күн бұрын
​@@minabasejderha5972 It's difficult to find a more oblique reference if we are limited to names and flavor text alone, without getting into flavor judge territory. To that end, your best bet would be to look at 1 set and look for cross-synergy cards that fit into multiple archetypes (e.g., proliferate, +1/+1 counters and undying). Magic being a mechanics driven game is either going to have cards with explicit interactions, or with synergy-based design. Drive to Work Podcast #1113 discusses this topic.
@joshua_lee732
@joshua_lee732 11 күн бұрын
I raise you Locus which go 1+4+9+16
@CarbonBallas
@CarbonBallas 11 күн бұрын
...wut?
@thomasclowater9471
@thomasclowater9471 10 күн бұрын
​@@minabasejderha5972agreed, the tron lands don't tell a story on their own. However, the mythic Urza from BRO has an activated ability that costs exactly 7 generic mana to meld him with the mightstone/weakstone. 7 mana happens to be the exact amount the urza lands produce. Not that it's a meta strategy but it is still a good example of lore informing gameplay.
@alexmoskowitz811
@alexmoskowitz811 10 күн бұрын
Perhaps signposting explains the popularity of commander. “Take a cool card and build a deck around it.” (I understand you could not have brought this up in the video because it would have implied that commander has positive qualities)
@distractionmakers
@distractionmakers 10 күн бұрын
Haha you caught us. Honestly though the deckbuilding is the best part of commander.
@naverdadendada
@naverdadendada 11 күн бұрын
Singposting is also very important to many roguelikes. Slay the spire has a lot of singposty cards(first one that comes to mind is Body Slam), and I'd say some Hades boons are very much like that, too
@distractionmakers
@distractionmakers 11 күн бұрын
Great point. More evidence in the TCG/ARPG crossover!
@evancurhan4121
@evancurhan4121 11 күн бұрын
Re: the lore leading to gameplay in Magic, it’s more subtle but it really works in a rotating environment like standard. Looking at the phyrexian arc, they were introducing praetors on planes they weren’t supposed to be on all the way back in Kaladesh. In a more paper-dominant environment, this gives the Vorthos players an advantage in understanding what archetypes will be powerful and what cards to prioritize collecting early
@distractionmakers
@distractionmakers 11 күн бұрын
Ooo great point!
@tonysladky8925
@tonysladky8925 11 күн бұрын
You're describing my very dumb INT/STR build and his journey to wield The Almighty Delete Key (or as the uninitiated call it, "The Ruins Greatsword").
@Dimitar_Tsanev
@Dimitar_Tsanev 11 күн бұрын
Ever since Elden Ring has come out I've not stopped saying that Elden Ring is the perfect IP for a Universes Beyond set. Not a series of commander decks (I'm absolutely sick of those at this point) but a full on booster set similar to Lord of the Rings. Magic is one of the major inspirations for Miyazaki but Elden Ring just feels sooooooo much like magic, from all the color coding of areas, items and clothes to the presentation of item desctiptions to the way you literally have things that feel like llfe gain, burn damage, enchantments and equipment. You also have summons. It's just perfect.
@QuietlyHere666
@QuietlyHere666 11 күн бұрын
I've been wanting a fromsoft magic crossover for so long. Magic inspired bloodborne and bloodborne went on to inspire magic. Estus soup food token, that's all I have to say on that front
@distractionmakers
@distractionmakers 11 күн бұрын
100% agree!
@leero9032
@leero9032 11 күн бұрын
​@@QuietlyHere666 it's more like everything is inspired by lovecraft and bosch tho
@washada
@washada 11 күн бұрын
I personally think a general FromSoftware set would be better. Picking any single game over the others will lead to too much missed potential.
@Dimitar_Tsanev
@Dimitar_Tsanev 11 күн бұрын
@@washada Maybe you're right. I just feel like Elden Ring is the most obviously Magic influenced Fromsoft game. You literally have the blue for magic, red for burn, black for death, green for poison and yellow(white) for religious fundamentalism as well as some blends of those. The item illustrations look like cards and lore for each one feels like flavour text. It's just the closest one to Magic I think. The other games lack that level of variety. I wouldn't call them boring or limited, they just feel more narrowly focused in art direction and flavour. Which is understandable when we're comparing them to an open world game.
@DanielRedMoon
@DanielRedMoon 11 күн бұрын
This kind of design is the sort of thing that would benefit more games. Where you are given plentiful options and the idea of "the possibility of the thing" (as Gavin so eloquently stated), and it works as an incentive to come back to it again and again! Using Videogame comparisons : Legend of Zelda- Tears of the Kingdom does incentivize players to explore the world very well.. but it "fails" at what Magic and Elden Ring provide, a new way to experience the journey by making a few tweaks to the way you approach things and what goals you impose on yourself. Link will always be Link and your move-set and abilities don't differ (nor does it demand you to). Storytelling being hidden between the puzzle pieces is also something I've learned to appreciate more. Where it is not necessary, but it provides so much more for those invested in it (the only difference here is that Magic's story isn't worth following).
@hoodiegal
@hoodiegal 11 күн бұрын
Another great thing about the "lore excavation" kind of design is that you can have a rich lore/story without imposing it on those who simply enjoy the gameplay. You get to choose what you want to engage with.
@F1llm0reSl1m
@F1llm0reSl1m 6 күн бұрын
I personally really appreciate that I can engage with FromSoft lore minimally if I want. Too many games just dump endless story on you like a movie and it removes me from the gameplay.
@topherrobeson4446
@topherrobeson4446 11 күн бұрын
There was pro tour eldritch moon where liliana the last hope beat emrakul in the finals just like in the story at the time which was kind of neat that happened irl at the same time
@distractionmakers
@distractionmakers 11 күн бұрын
That is pretty amazing haha
@thomasclowater9471
@thomasclowater9471 10 күн бұрын
I think the fact that you can't have hidden info on a card makes the difference. Cards tell you exactly what they do, the game doesn't work otherwise. One I really like that feels similar is Emrakul and the delirium mechanic.
@distractionmakers
@distractionmakers 10 күн бұрын
Good point!
@OrdemDoGraveto
@OrdemDoGraveto 11 күн бұрын
I never undrestood why people buy boosters outside of draft/pre-releases. To me it was always: Shops opens lots of boxes. You go to a shop and get the cards you want.
@andrewamann2821
@andrewamann2821 11 күн бұрын
Dopamine and inspiration, youngling. Dopamine and inspiration.
@OrdemDoGraveto
@OrdemDoGraveto 11 күн бұрын
@@andrewamann2821 Ok, I can see a few dumbasses with gambling problem buying boosters. But why would anybody with a hint of self control waste money buying boosters instead of buying exactly the cards they want for their decks?
@andrewamann2821
@andrewamann2821 10 күн бұрын
@@OrdemDoGraveto Because I'm rarely sure of what I'm wanting to add, and when I I'm looking for ideas, spending a few bucks to spin the wheel leads to more interesting brewing fodder and trade material than just peeling a list of of EDHrec. Plus, my EV on packs tends to be better, at least these days, and if something winds up banned, I didn't pay retail for it. I've grown and developed my collection and trade binder like this for a while now, and I'm pretty decently ahead on my collection for it. Further, considering that I account for the expenditure as basic entertainment, since I don't buy cards without spending an afternoon or evening just sitting down to play, it means my cards are effectively free, anyhow.
@AdjectiveObject
@AdjectiveObject 11 күн бұрын
I appreciate the way yall strike a balance between talking about game design more broadly and magic because it's what really took off in the algorithm.
@distractionmakers
@distractionmakers 11 күн бұрын
80/20 rule XD
@joeldheath
@joeldheath 11 күн бұрын
Lore-to-strategic-advantage in Magic: There are a handful of cards in Magic that reference other cards which share a theme/lore/naming convention (i.e. the Urzatron lands) and to some extent that tells the player to find the other cards with similar flavorful properties to get the mechanical synergy. The personalities of the colors and multicolor factions do a lot of suggesting how a deck built around that theme is likely to play out and gives the player some hint as to whether they will enjoy the style of gameplay as well as encourage them to play in a way aligned with the theme. Tribal strategies: Goblins are depicted as numerous and overtly disposable. Spells like Goblin Grenade clearly show that individual goblins aren't meant to be held dear so the player feels safe in playing aggressively, making a lot of goblin tokens, and then sacrificing them for various effects. Elves on the other hand often have art and flavor text that implies they are a collective and that could encourage gameplay built around cards that count how many elves you have or simply playing a lot of "lords". That's the best I could come up with :)
@distractionmakers
@distractionmakers 11 күн бұрын
The Urzatron lands are a great example!
@Dimitar_Tsanev
@Dimitar_Tsanev 11 күн бұрын
I think Magic's equivalent to Margit/Mohg's shackle and the item that lets you parry Maliketh's destined death attack could be something like 'Protection from X thing'.
@RenosanDufus
@RenosanDufus 8 күн бұрын
Flavor as gameplay: Using Cabal Therapy to sacrifice Academy Rector to tutor Yawgmoth’s Bargain into play.
@xbrain13
@xbrain13 11 күн бұрын
When I see 2 untapped blue mana I am remembered about counterspell. That’s a signpost if I understand the vocabulary correctly. But now as far as lore is concerned I know that open blue mana can be used to counter spells in one way or the other. I don’t need to know exactly what cards can counter me. So it’s a mix of lore and heuristics.
@distractionmakers
@distractionmakers 11 күн бұрын
Yup! This is one of the reasons the color pie is so important. It helps players understand the possibilities of their opponent.
@itsgingervitis69
@itsgingervitis69 7 күн бұрын
For lore combos in mtg they do exist but are more set based. The best example of this are urza playing the might/weak stone on the battlefield. Which if you then pay 7 mana can combine them into a very powerful plainswallker.
@Ormi
@Ormi 9 күн бұрын
Card flavour does matter a lot for what Rosewater calls modular set design. The contrast, linear design, is like using keywords, or types, or a common trigger or resource. Their synergies stand out obviously, and you just want more of the thing they are all doing or interested in. With modular design, the mechanical interactions are not so obvious. But when you see that they involve a common art direction or flavour theme you can be inspired to think about how they might work together, which they usually do as part of a Limited archetype colour pair. Actually, in Limited, this can lead you towards hidden "mini-archetypes" which are usually something like splashing a third colour being easier and having better synergies than you might expect.
@cinderheart2720
@cinderheart2720 10 күн бұрын
>Enough Uzra cards together they make a good deck Yo you guys heard of UrzaTron? :P
@Leviathan_XO
@Leviathan_XO 11 күн бұрын
This was an amazing episode 👏 🙌
@F1llm0reSl1m
@F1llm0reSl1m 6 күн бұрын
I would have never thought to compare Elden Ring and MtG, the associations you made are so spot on and so interesting. I'm not a lore person at all but love the fact that it is there. Particularly with FromSoft games I only pay minimal attention to the deep lore connections while I play but I LOVE VaatiVidya, who is kind of the lore king of FromSoft games. I would never be able to make all the connections he does, but his videos explaining the lore are so interesting and it shows the passion FromSoft has for painting the fabric of the lore. Everything is intentional and connected. Great stuff.
@jojodelacroix
@jojodelacroix 7 күн бұрын
Melira in her varied incarnations is pretty good at fulfilling her narrative purpose mechanically. She's basically the only card that limits poison counters directly and in lore that's her whole thing. At least from the limited knowledge I have about her.
@distractionmakers
@distractionmakers 7 күн бұрын
Oh yeah! That’s a good one.
@ruecianbeoulve7770
@ruecianbeoulve7770 11 күн бұрын
Dark Intimations was a pretty obvious build me with Nicol Bolas, but it wasn't a prominent standard deck. I think lore tying a deck together really only happens with commander where the motive is changed more to that flavor aspect. I think they actually actively avoid tying a deck together with lore because they want the player to feel like they are putting the deck puzzle together themselves. I have noticed lore will be used to tie up narrative points with a card that specifically counters a prevalent deck though I.E. Deicide or Questing Beast having those cards both drive the narrative away from the recent past and shifting the meta with it.
@DreaWaldron
@DreaWaldron 11 күн бұрын
Great episode!
@marczwander893
@marczwander893 10 күн бұрын
I recently discovered that there is a comic about moon girl and devil dinosaur, two characters that combo in marvel snap. So the gameplay led me to the comic, very neat
@distractionmakers
@distractionmakers 10 күн бұрын
Haha that’s pretty crazy
@jimw5691
@jimw5691 11 күн бұрын
I'm interested how you two would feel about the lore excavation in other TCGs (specifically, Yu-Gi-Oh!)
@kcjj6
@kcjj6 11 күн бұрын
Ostensibly the original printings of sagas (as did later ones) in Dominaria was very much a means for them to mechanically represent lore events happening - while it doesn't necessarily read as lore leading to in game combo, it does seem to harken to a similar sort of parallel
@SenkaZver
@SenkaZver 11 күн бұрын
This is a very interesting topic and comparison. Makes me think of other similarities too. Like if we take the psychotypes Spikes in TCGs and RPGs want to have the meta build. It isn't about the journey but the accomplishment. They want the most optimized deck and build so they can win tournaments or beat the superboss. Johnnies want to experiment and explore the options available to them. The ones who come up with azora's meteor kamehameha tactic, the ones who break down the game's systems and figure out creative, sometimes trolly, builds for youtube. And Timmy's want to explore the world and truly experuence the journey. The quest matters more than the reward. The flavor of their deck, the atmosphere of the world matters more
@cobaltplasma
@cobaltplasma 11 күн бұрын
It's interesting taking the premise of discovery (pack opening to find build-arounds or playing against a new card you've never seen before) and seeing a correlating increase in Commander decks getting released. Like when Gavin remarked about opening a pack to have a prebuilt deck in it, that's basically what they've been capitalizing on for a bit now as Commander has become their #1 most played format. Regarding "lore excavation", IMHO Magic used to be a *lot* better at managing their lore, or at least their execution of expressing lore through their cards, card art, and flavor text. Now it feels very generic, slush art-y, and quickly consumable as opposed to well thought out, bespoke, and nuanced. Magic has migrated from being a durable good to a consumable one.
@GiganticPawUnit
@GiganticPawUnit 11 күн бұрын
I think you guys skipped over the biggest signpost items in Elden Ring! ...which I think are all talismans. The Exultations tell you that bleed and poison/rot are viable strategies, the Branchswords give you a reason to play really risky, Filigree Crest suggests that you could rely on weapon skills more than you might think, the "successive attacks" talismans encourage you to play with faster weapons instead of the big heavy ones that have the highest stats, all of the weapon talismans highlight particular mechanics that could go overlooked. A lot of the weapon skills and Ashes of War have similar suggestions inherent in them, but these talismans are distinctive in how they suggest strats or tech which you then have to find the right weapon, skill, equipment, etc for.
@distractionmakers
@distractionmakers 11 күн бұрын
Great point!
@l.e.g2229
@l.e.g2229 11 күн бұрын
I spent so many hours as a child just reading the flavor text on my cards just to learn a little more about the card or the world it exists in
@distractionmakers
@distractionmakers 11 күн бұрын
Us too! I used to get car sick coming back from the game shop trying to read my cards 😆
@daveclarke1990
@daveclarke1990 11 күн бұрын
Errant Signal has a good video on the design of fortnite and how it makes itself fun despite the fact that only 1 in 100 people can get the victory royal. Short version is it gives you a bunch of side objectives so that even if you lose the match you can still feel like you accomplished something. Mtg does a similar thing, maybe you didnt win your draft game but you can feel accomplished cos you managed to get a bunch of goblins together with something that buffs your goblins.
@distractionmakers
@distractionmakers 11 күн бұрын
Side quests! Haha We’ll have to check out the video.
@kritique777
@kritique777 11 күн бұрын
In game lore example for mtg - Kaldra?
@minabasejderha5972
@minabasejderha5972 11 күн бұрын
I feel like the closest thing to what you are describing is less prevalent now. But back in the day, if you had some knowledge of the lore, then while drafting, you can go, "Oh, this mono red card has a person flying through the air propelled by lightning bolts, I bet it will have synergies if I'm drafting an Izzet deck," "Oh, this mono black card is throwing knives? I should consider him in my Rakdos deck," or, "Oh, here's a mono-blue thing with bulbous sacks of ooze? Probably will go in a Simic deck." And you can glean this information before seeing watermarks or learning all the archetypal keywords. Of course, nowadays, the factions' watermarks on the cards seem way more obvious and noticable, which I feel kinda undercuts a bit of the original challenge.
@jitjit2x
@jitjit2x 11 күн бұрын
first
@simplegarak
@simplegarak 11 күн бұрын
second!
@DigitalinDaniel
@DigitalinDaniel 11 күн бұрын
Eldin Ring doesn't inspire you to try new items because it arbitrarily locks weapons behind pointless stats and weapon-levels, while the majority of weapons are just copy-paste stat-sticks because number-go-up. Armor might as well be purely cosmetic... the entire game is quite literally what Magic would call a "functional reprint." Magic for the most part tries to refine and prevent number-go-up. While it is hard to escape "everything is kicker" they are pretty innovative, and for the most part keep functional reprints to a minimum. Would you consider Apocalypse Chime a lore-payoff? It's basically a Margit's Shackle xD lmao
@pascalsimioli6777
@pascalsimioli6777 11 күн бұрын
How dare you not like mainstream thing number 362?smh, thinking with your own brain instead of just saying "From Soft Good!" On a serious note: the game is full of repeated boss and at the end you're tunneled into not using heavy or holy weapons, at least it was like this at launch. Have fun hitting Radan with a heavy holy greatsword.
@washada
@washada 11 күн бұрын
This is partly why I like Bloodborne better. There are 2 or 3 weapons pairs that are mostly the same, but the vast majority of them are unique. There are also a lot less ‘’spells’’, but all of them have different properties rather than being ‘’Blue projectile’’ and ‘’Blue Projectile but bigger’’.
@Dimitar_Tsanev
@Dimitar_Tsanev 11 күн бұрын
How is specialising in a couple of stats a bad thing?... If you want to try a different build you make a new character or respec and you're set. It's like building a 2 color deck and being angry that you can't play spells of all colors or that it's bad against a specific deck. It's always gonna be the case so you either build a new one or change the current one. Elden Ring doesn't lock anything and the final bosses being resistant to some kinds of damage doesn't even mean that you need to have a specific build for them-people beat the game at level 1 with a club...
@DigitalinDaniel
@DigitalinDaniel 11 күн бұрын
@@washada Bloodborne is a good example, instead of making a bunch of copy-paste reskins they limited themselves to 25 fairly unique weapons. Though it did still have player-stats and weapon-levels which limited your freedom.
@DigitalinDaniel
@DigitalinDaniel 11 күн бұрын
@@Dimitar_Tsanev Having to respec, and limiting the respec to a few tears proves my point that the stats are arbitrary and pointless. Unlike making the best of two colors in Magic where each color has strengths and weaknesses, every "color" in Eldin Ring is just a functional reprint. The Giant Crusher and Watchdog Greatsword is to the Brick Hammer what Prodigal Sorcerer and Rootwater Hunter are to the Prodigal Pyromancer.
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