When we sat down to design Moons of Elsweyr - before it was even called that, in fact - we knew we wanted our newest expansion to include a special connection to the moons of Nirn. Ultimately, we found that connection in our new Wax and Wane mechanic.
When designing Moons of Elsweyr, we wanted to portray the battle between the Khajiit and the forces invading their land. We spread the Khajiit (and consequently Pilfer) out among all attributes and we wanted a mechanic that would represent Euraxia Tharn’s conquering army to contrast with that. One of the identifying features of this army was its use of necromancy, so we figured that was a potential avenue for us to explore.
“Empower: When your opponent takes damage, effect increases for the turn.”
Sometimes the search for the right mechanic begins with the needs of another one. The story of the Aldmeri Dominion’s Empower mechanic starts with the context created by the Alliance War’s first designed mechanic, the Guildsworn’s Expertise.
As we designed The Alliance War and introduced the other five three-attribute combinations to the game, we were constantly on the lookout for ways to also make the 50-card decks more enticing in ways that didn’t disrupt what people were already doing.
Of the five alliances in the Alliance War set, Daggerfall was the easiest to slot - the fact that the coalition was made of Orcs (which are represented in Warrior), Bretons (which are Sorcerer) and Redguard (Battlemage) meant it was clearly the choice for the Intelligence/Strength/Endurance triad. In fact, if the Intelligence/Strength/Endurance triad had already existed, we might not have been able to do the Alliance War as a theme, since Daggerfall is so strongly associated with this combination.
With each expansion to The Elder Scrolls: Legends comes also stories of trials and triumph that the team went through during its creation. In this Developer Diary series, we take a behind-the-scenes look at some of the findings from our latest release, Alliance War, with commentary from card designer Ryan Siegel-Stechler.
Welcome back to another Dev Diary! Last time, we looked back on the design of double cards and how to design a lane condition. Next, we thought it’d be interesting to take a look at specific examples of some of Isle of Madness’ recognizable cards and delve deeper into their creation!
Greetings, Outlander! I’m so excited to finally have players joining me here in Isle of Madness. You might be wondering how you got here, so I invite you to journey with me through tales behind the design of Madness.
In our latest Dev Blog we catch up with Ted Terranova, Art Director here at Sparkypants. Ted takes us on a tour inside the creative process of pilot creation within the world of Dropzone. He discusses his favorite pilot and also hints at some of the things you can expect to see in future pilot releases.