Battle for Zendikar and Shadows Over Innistrad both have easy to digest stories: The Eldrazi are destroying Zendikar, something is making everything on Innistrad crazy. Two big objects are changing the plane (Eldrazi vs the Moon). Battle for Zendikar focuses on the things that are close to the Eldrazi while Shadows Over Innistrad focuses on the plane and its inhabitants. The design focus is then on the Eldrazi vs. the plane of Innistrad. Going big vs going wide.
Hey, let’s design everything around the Eldrazi (Going big).
Hey, let’s design everything around horror and madness is affecting the plane (Going wide).
Going big vs going wide leads us into two different directions of design. Neither of these ways of design are bad, they’re just opposite ways of thinking on how to approach the set. Continue reading “When Story Dictates Design (Shadows Over Zendikar)”