3/21/2023 0 Comments Incremental epic hero capture![]() ![]() Luckily, I knew I wanted a hero mechanic. There was a piece needed to click everything into place. ![]() It would also play into the sense of accomplishment I was looking for. It would allow us to have cheap heroes but allow them later in the game to become bigger threats. I knew that using Auras representing influence from the gods to build up the hero was perfect flavor. When creatures got enchanted, that meant that the gods were meddling, sometimes for good and other times for not so good. Greek mythology was about accomplishment.Īs I explained last week, I had already pegged enchantments as the hand of the gods. This, of course, led me to the emotional response I needed. If I was going to capture the sense of heroes, I had to capture this sense of growth. The heroes start small and through trials become great adventurers. What emotion was it supposed to evoke? Once I figured out that I was using the story structure as my guidance, that led me to the gods, heroes, and monsters breakdown, which then led me to my next big realization. Greek mythology was a little harder of a nut to crack. This sense of a known threat but an unknown timetable creates suspense. The Human side usually wasn't too threatening, but everyone knew that the Humans would at some point turn into the Werewolves and then the opponent was in trouble. Innistrad's design was built around creating suspense and dread. Horror strives to create fear out of its audience. I use the word "feel" because one of the things that's important in every design I do is understanding what emotional response I am trying to get from my audience. What this meant was that if I wanted the game play to capture the feel of Greek mythology, I needed to have the game play match the story structure. Most modern-day storytelling (in the Western world, at least) is heavily shaped by Greek mythology.Īs an example, one of the most popular story structures-The Myth of the Epic Hero-can be seen throughout pop culture, from Star Wars to Harry Potter to The Hobbit, comes to the Western world directly from Greek mythology. Greek mythology, on the other hand, has much of its influence come from the story structure that it established. Horror has become well known through its dominance as a genre that heavily influences pop culture, primarily film and television. As I started digging into the nitty-gritty of Greek mythology, I realized that how the audience perceived horror and how it perceived Greek mythology were different. Last week, I explained that when I started Theros I assumed it would work similarly to Innistrad design, as both were top-down designs influenced by real-world flavor. Vanquish the Foul | Art by Eric Deschamps ![]() (Okay, I'll guess I'll recap just a little bit.) Last week, I talked gods, so this week it's time for heroes and monsters. Like a good trilogy, I'm not wasting valuable space recapping what you already saw.) The first week, I explained how the design was broken into three parts-gods, heroes, and monsters. (If you haven't read the first two, you might want to do that first. That means today is the third chapter in the story of Theros's design. So, last week, I continued the story, but yet again it could not be contained by a mere two weeks' worth of columns. ![]() Two weeks ago, I started telling the story of Theros's design, but it was too big for just one week. ![]()
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