Big Picture:
Mark wrote https://magic.wizards.com/en/articles/archive/making-magic/big-picture-2022-01-17
Let's dig into this at a high level, because as usual, one section of WotC may have some ideals, but the rest of the company is either not living up to them, or actively working against them, and not in a 'healthy capitalist exploration' way. (extra note: This is not a critique that I want Maro to respond to. This is a critique of WotC. I write this as someone that might, say, be Maro's ally in WotC, who looks at his stated ideals, then the company, and asks, 'okay, so... how do we make it so the company lives up to these ideals that you think are important?')
Mark's Biggest Identified Problems
The Contamination Problem (Things that go outside expectations can upset (or delight) people in a non-linear fashion)
The Evolution Problem (Every action causes a reaction)
My critique here is that all of these are really just explaining the evolution problem, and not in a good way. The contamination 'problem' point is a really good one, given his theory about being loved, not liked, but he doesn't connect the two. They also, largely, are dismissive of peoples' concerns in the process, in fact, I would say they are largely attempts to get people to understand that their concerns aren't important. These can all be operationally summed up by 'anything we do will have someone complain, sometimes more than others'. (I don't think the breakouts are worthless: breakouts can be very illuminating, but... this is a lot of the column!) But let's move on from that to the affirmative statements.
Mark's Axioms: these are things he has internalized as true.
- Magic needs to evolve to live
- The audience wants different things
These are two strong axioms in the capitalistic model. The definition of 'evolve' is super broad, however, and not all 'evolution' is positive. Change is necessary, but how much is not defined in the axioms. All we know is that no change is death in a game that wants to sell cardboard and digital objects directly w/o a secondary market managed by them. (Sidenote: Whether this is true or not, it is also self-serving: If 1 is true, surely you need a R&D department! Score, eternal employment.)
Mark's Guiding Principle + Sub-Lemmas
Design Magic so that each player has the tools to make it the game they love
1. We must focus on inclusion over exclusion.
2. We must be willing to experiment more.
3. We must default to things being playable.
4. We must rely on the players crafting what they enjoy.
5. We must generate feedback that helps us.
6. We must understand what hurts the game.
Okay. I think this is a reasonable framework. I don't want to quibble with it in total, instead, I want to ask 'Is WotC living up to these ideals?' Mark says R&D is, but if the other departments step on these actions, then Magic is in peril no matter what Mark is doing.
First, let's put the first 3 aside. Other people are better at critiquing how WotC lives up to 1 in general than I. 3 is very card specific. 2 is debatable, but Mark sees it as mostly about evolving from the conservative era of card design, so I'm going to leave it be. I'm specifically going to drill down on 4, 5, and 6. To wit:
WotC does not provide players the tools to do 4, especially with respect to digital play or formats. Similarly, they are comically bad at 5 and, subsequently, 6.
There are so many ways 4 is the case. Here's one: the reserve list. People would like Legacy and Vintage to be playable in paper. WotC/Hasbro as a company is dedicated to making that eventually impossible, and currently extremely difficult.
Here's another: competitive play. Competitive players rely on WotC to provide a framework, since they are the largest actor in the space. They will reply 'but people are free to run their own tournaments!' and ignore the fact that WotC's decisions around competitive play set the baseline for peoples' abilities to run tournaments, their expectations from tournaments, and the network effects (esp. globally) around tournaments. You want to play globally competitive Magic in paper? That power is not in your hands, and WotC doesn't enable it.
Obviously anywhere that 'crafting what they enjoy' intersects with WotC's IP is not on the table. But, like, someone once put together a space themed skin for Magic as a cube, and that got the lawyers in a tizzy. All fanworks are at extremely heavy risk, and fanwork is where love shines through. This level of quashing strikes against inclusion over exclusion, and focusing on love over like.
WotC's creator program and the disappearing million... do I really need to say more there on how that crushes the idea of players crafting what they enjoy?
But all these notes pale in our modern world, because WotC's stranglehold on digital play is absolute. WotC's availability of 'legal' ways to play Magic digitally are constantly depriving people of the ability to craft what they enjoy. Do they want to cube online? Sorry, never will put that in the client. Only in isolated fashions, in small bursts, curated, sculpted down.
How about running tournaments, casual or otherwise? Tournament software, pairing, etc, is not a secret sauce of WotC. They could make that software open source. They could introduce tagging so that people could 'tag' tournaments with formats, versions of formats, and such of their own design, and they (and their results) would be searchable, growable, relatable. Heck, there is no way to put in a 'format definition' in MTGO or Arena to develop and play your own formats (which would provide WotC some quite interesting data, I'm sure!
All the supporting tooling is similarly... not. They got rid of our ENTIRE play history with no expressed replacement. No API tooling for Arena or MTGO. Ever. Tools to help people read the game on streams are all backchannel.
And what are people told when they want these things? When they say they love coverage? 'Not important, not worth it, you can't have lots of formats, you can't possibly get rid of the reserve list so vintage and legacy are dead.' No sympathy, no support, no understanding, nothing that makes it sound like 4 is anything but something Maro believes before WotC ignores it.
All of this is nonsense in a world where 4 is seen as important. Like... absolute nonsense. None of this is cutting edge tech. Just places WotC isn't living up to Mark's values. How can you say you're 'relying' on players when you don't let them do the things that are necessary?
Enough of that. Let's move on to 5. The digital survey batteries about how one plays Magic are laughable. WotC has a history of ignoring people who criticize them in public and there is no indication in the slightest that has changed (if you're friends with people in WotC, you can get feedback to them in private.) They don't acknowledge the contributions of anyone from the outside if there is change. Their attempts to form advisory bodies in any area of Magic fall apart due to, you know, not wanting them to exist and using them as corporate mollification. And the idea that people complain too often is CONSTANTLY used at the highest levels as a reason to ignore any and all feedback. Do I really have to dig back through twitter to show this off? I can.
The note I made about 4 dovetails in here: when WotC tells people what they love isn't important, explicitly, repeatedly, they're cutting off lines of feedback, lines of understanding, and ultimately their ability to get feedback that matters. Driving people away from the game by disparaging what they love is the opposite of everything Maro is speaking towards, but it is absolutely one of the operational models of WotC PR and employees in response to feedback of any sort.
So the failures of 5 lead directly to 6, because you can't understand things you aren't willing to listen to. Even without that, there are huge things in the 6 space that WotC never addresses. Does not having a competitive environment hurt the game? Does selling on Amazon hurt the game (by striking at FLGS selling)? Does having your head of story nixing queer content that had been building for years hurt the game? Does having your pros being told, 'you shouldn't expect to be able to play professionally', being cleared to tell everyone that, and then not addressing that fact for year(s) hurt the game? Does having people writing end of year retrospectives talking about how competitive magic is dying a slow death hurt your game?
Having talked about all these, there is an example where the three areas come together, and attack Mark's primary guiding principle. Think about how all across the board, people who play eternal formats talk about how oppressive/crushing these massive additions of cards to eternal formats were to their identity, to their desire to play, their ability to enjoy what they enjoyed. There is nothing that can be done about that. Forever. There's no 'oh, well, you can just...' No, WotC. No you can't 'just'. You don't let us have custom formats at any scale. You don't support it in your clients. You don't support it in your reporting software. You don't gather data on it. When it comes to eternal formats, WotC actively chooses to make certain that players don't have the tools they need. No input on cards, no input on bans, no input on format change speed, no ability to test different formats digitally at scale, no card availability for a meaningless subset of cards.
If Maro's theories are correct, my question is, 'Why isn't the rest of the company supporting those goals and, indeed, acting against them?' And that's not a narrow question about just what I like. These examples are, but commander will never be supported in Arena. Being able to draft old sets isn't something you can ever do except on WotC's time scale. Custom cube lists? Not for WotC. Arena APIs are core to all sorts of things, you can see devs asking about them all the time. Arena hasn't taken any significant feedback about its highly criticized economy, so surely the economy isn't important? Or do they just not know how to get that feedback to the right ears?
This is what systems analysis looks like. This is what looking at the guiding principles of one part of a company, and then comparing it to the whole, and identifying where they conflict, and how that either can or won't be resolved, looks like. Maybe Maro's goals are in tension with WotC's goals, and always will be. I don't think he believes that, but WotC... well, they sure aren't living up to them.