Category: Jason Waddell

Parnell’s Aggro: Subtractive Design

By: Jason Waddell

Last week, Justin Parnell wrote a nice article on supporting aggro in cube. I must confess, I was prepared not to like this article. The cube community long been over-saturated with articles that emphasize the importance of supporting aggro while simultaneously kind of missing the point.

While there are many tools at a cube designer’s disposal, at an abstract level most of the ways to bolster aggro boil down to:

  1.   Making aggro stronger
  2.   Making anti-aggro weaker

Under many cubers constraints, item 1 isn’t even an option. If you build your cube under the constraints of singleton power-maximization, you’ve likely already hit aggro’s power ceiling, or come close to it. Of course, if you ignore those restrictions other options open up. Andy Cooperfauss famously included a Rebel creature type errata to his cube, and my own approach has been to turn the aggro dial up to 11 (or more) by breaking singleton.

Parnell’s article primarily focuses on the second option, and he identifies well the types of cards that can disrupt the balance of your environment.
parnell

He then states:

I’m not suggesting you specifically cut these types of cards from your cube; rather, I want you to learn to manage their numbers so you don’t choke out aggro decks before they can even get off of their feet.

This is a good point. Hard design rules are rarely optimal. In my own cube, I run some of his identified cards, and omit others. Gideon Jura currently sits on my chopping block.

All in all, his article made me feel very optimistic. It was positively received on StarCityGames, and there doesn’t appear to be a vocal backlash against the suggestion that cards like Wurmcoil Engine or Thragtusk could be cut for balance concerns. Simply “pushing aggro” isn’t enough. I’ve played many cubes where all the best aggro cards were there, but the aggro decks simply couldn’t fight through a field of Moats and Walls of Reverence.

At the same time, it’s a little disappointing that it’s taken so long to get to this point. Imagine you were designing a brand-new Magic-like game, and for years playtest information reported that aggro was underpowered. This would be unthinkable. You’d either make aggro stronger, make anti-aggro weaker, or both. Achieving a balanced environment isn’t terribly difficult. Once you get past the basics of how to balance an environment, you can turn your attention towards finding the most fun ways to balance your environment.

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In a Strange Land: Anthrocon

By: Jason Waddell

The summer of 2006 was my first summer living away from home. I had taken an internship at a Carnegie Mellon engineering lab, and lived in a ratty sublet house with three friends just off-campus. Aside from working a scant 24 hours a week in the lab, I spent my days exploring Pittsburgh, playing Super Smash Bros. Melee with my roomates and consuming endless gifs of Zidane headbutting Materazzi in  what must have been the most remixed footage since Star Wars Kid.

Very few of our university’s students were Pittsburgh natives, and the area surrounding campus was a bit of a ghost-town during the summer. I eagerly sought out any and all diversions, and found one in the form of a flier advertising an upcoming Super Smash Bros. Melee tournament.

Sunday, June 18th, 3:00, Anthrocon.

I relished the idea of live competition. While working at Major League Gaming I had battled with the best in the world, but always from the comfort of a hotel room, never on the tournament stage. We redoubled our practice efforts, excited to put our best foot forward.

Tournament day rolled around, and I rode in a friend’s car to downtown Pittsburgh. We parked towards the Strip District, and walked past the Westin Hotel on our way to the Convention Center. A group of strangely costumed people loitered in front of the hotel. It was my first convention, and as far as I knew cosplay was par the course for these sorts of events.

We enter the convention center, which was strangely cavernous and vacant. Bustling sounds can be heard, but the halls are virtually empty. It was the last day of the convention, and most of the festivities appeared to have died down. We make our way to the door of the room advertised on the flier.

We had trained for weeks, but simply were not prepared for what was waiting for us on the other side of the door.

anthrocon1

The room was packed wall to wall with furries. I felt like a Hitchcock protagonist. Had I missed some obvious clues? What life choices has led me to, inadvertently or not, attend a furry convention? My mind swirled. Did I misread the sign? Could this all have been avoided if I had taken a second year of Latin in high school? Worse yet, I had dragged two friends into this mess. Did they think I knew?

A squirrel suit directed us to a sign-in sheet. The sheet had three columns:

Name, Animal, Anthrocon Badge Number

I hesitated, but my friend Johnny forged ahead.

Johnny, Duck, 608271

We of course had no badge numbers, but Johnny hadn’t driven all this way for nothing. I scribbled down an animal and random 6-digit ID number and sat down beside him. We turned our attention to a TV where 4 players were warming up. It was a free-for-all, between Kirby, Jigglypuff, Pikachu and Pichu. Naturally none of them had selected a human character. On the next TV were 4 Yoshis, endlessly swallowing and excreting each other. ssbm-yoshi3

In the face of overwhelming evidence, Johnny was forced to concede that this was not, in fact, the tournament for us. We drove home a little dismayed, and a little bewildered.

I guess what I’m trying to say is that you should learn your Latin roots. You never know when they might help you avoid attending the world’s largest furry convention.

Anthrocon: “Fur, Fun, and So Much More”

anthrocon

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Designing Competitive Games

By: Jason Waddell

Before I got involved in the Magic scene, I worked as a writer for Major League Gaming. One of MLG’s primary contributions, beyond organizing the logistics of an annual competitive video game Pro Circuit, was to tweak the rule sets of games to make them more enjoyable when played at a high level. Out of the box, the gameplay of games like Halo 2 and Super Smash Bros. Melee crumbled when played by players with sufficiently high skill. The strategic depth of the default developer settings was low, and the games became increasingly frustrating as your personal skill level increased.

So MLG changed the settings, removing the sources of frustration.

Naturally, this caused a great deal of tension within each game’s community. Casual players viewed MLG’s actions as “stripping away the fun” and going against “developer intent”, and competitive players saw a game that was inherently broken.

Of course, this divide doesn’t have to exist.

sirlinHandout
The above image is from David Sirlin’s handout ‘Balancing Competitive Multiplayer Games‘, and touches on a lesson that I feel is generally well understood within the halls of Wizards R&D. In Magic’s design, there’s a systematic push to make any given format’s Tier 1 strategies interactive, keeping the hardcore satisfied. Quirkier strategies, like drafting a mill deck, are still available, but kept in check at a notably lower power level.

Regrettably, this understanding does not appear to have been applied to Wizard’s cube design. I frequently read posts by pro players lamenting the quality of Wizards’ cube design and the fact that such a design is used in high-stakes tournament environments like the MOCS and Players Championship. The same sort of community divide plays out once again, with some players calling for the removal of frustrating design elements and another contingency that views the exclusion of cards like Channel and Tinker as “stripping away the fun”.

Perhaps the worst assumption one can make is that the two are mutually exclusive. There’s room in the community for both schools of design to coexist.

That said, I do agree with David Sirlin’s sentiment that Blizzard’s handling of game design captures the best of both worlds. Starcraft 2 can be played by seasoned professionals with a hundred thousand dollars on the line, or by a couple amateurs slinging goofy strategies in Bronze League. There’s no divide because the game works for everyone, with no need for an organization like Major League Gaming to tweak the various strategies.

For a more thorough exploration of the subject, check out this article I wrote for MLG.

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Bugging Out (Playsession Report)

By: Jason Waddell

Today is a holiday in Belgium, and we managed to scrape together an 8-man cube draft. We had 7 players commit in advance, and were able to wrangle a player named Glenn to be our 8th at the last minute. Over the last month or so the skill level of our drafters has risen significantly, and today’s draft was filled with local PTQ grinders. I was not up for the challenge, and was punished all day long for leaks in my play and a couple of outright punts.

I opened the draft with the following two picks:
Dark ConfidantGarruk Relentless

The seat I was in was likely best suited for some Gravecrawler archetype variant, but I’ve played the deck a lot in recent weeks and wasn’t really in the mood to do it yet again. I had been itching to play Blue, and wormed my way into a mishmashed BUG tempo deck that was fairly high on card quality.

BUG

The deck itself was pretty solid and flexible, but as a pilot I really didn’t do it justice.

The biggest punt occurred in Game 3 of Round 1, midway through the game after a flurry of removal that had dealt with every threat I attempted to pose.  My opponent’s board read Liliana of the Veil, Sower of Temptation and my Deathrite Shaman (stolen, of course). I had a Jitte with two charge counters. Somehow I got it in my head that I could not afford to have him use Liliana to make me sacrifice my Deathrite Shaman, so I was going to kill the Sower on end step.

This is horrible for a couple of reasons. Firstly, Liliana’s -2 ability says “target player“, not “target opponent“, so the timing didn’t matter (if he had another creature to play). Secondly, letting him untap with my Deathrite Shaman allowed him to gain two life (off of Gemstone Mine, of course). Lastly, his Liliana was at 1 loyalty. Pretty much the perfect storm of punts.

Naturally, I get him down to 1 life, get milled to 0 cards by Nephalia Drownyard and die on my draw step with lethal on board. Poetic justice.

Our last-minute player Glenn swept the draft with this Gruul dino-deck, undoubtedly inspired by Triple Scars of Mirrodin draft.
glenn

In the end I went 1 – 2, with a deck that deserved better. I’m sorry deck. I let you down.

draft9

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Emotional Design: Catan Dice Game Plus Review

By: Jason Waddell

Catan Dice Game Plus (CDGP) is a game that I wanted to like. I’m constantly on the lookout for light two-player games to play with my wife. CDGP is billed as a marriage of two of my wife’s favorite games, Settlers of Catan and Yahtzee, yet somehow manages to capture the magic of neither. The game simply doesn’t deliver at an emotional level.

diceplus

For those unfamiliar, the premise of the game is simple. Each turn, you roll six 6-sided dice over the course of three rounds. At the end of each round you may select any number of dice to re-roll. At the end of the third round, you buy any number of resources that you can purchase with your dice. With the right dice, a player can buy multiple resources in a single round (e.g. a road and soldier).

The object is to be the first player to reach 10 victory points. Victory points are earned in the usual Catan fashion, with 1 point for a village, 2 points for a city, and 2 points for the Longest Road and Largest Army bonuses. There is also a minor resource-management system, as purchased soldiers can be “used” once per game to add their respective resource to your dice pool.

yahtzee

Although the game sounds solid in concept, it unfortunately lacks the tension and emotional spikes that characterize Yahtzee. Yahtzee has players walking the tight-rope between trying to unlock the 35-point upper score-card bonus with the high-scoring lower-card rolls. There is some margin for error, but the game has just the right degree of tight constraints.

The upper score-card bonus is tuned to players scoring an “on par” 3 dice for each category (18 points for 6’s, 15 points for 5’s, etc.). A score of 24 for 6’s, while only earning 6 extra points “above par”, gives a player 6 points of leeway for scoring “below par” elsewhere. In Yahtzee, leeway is everything. You will miss, and like hastily cleaning up a messy apartment before guests arrive, your goal is to find enough compartments to hide your failures. As the game ticks on, that juicy 50-point Yahtzee box starts to look more and more like an appealing junk draw.

Yahtzee is very much an exercise in failure management, and when you finally hit that Large Straight or earn the upper score-card bonus, the emotional payoff is there. You took risks to get there, made non-lucrative early plays to set up the big payoff. Even the unearned random Yahtzees and Large Straights deliver on an emotional level. It’s not by accident that the term “Yahtzee” has entered our cultural lexicon.

Catan Dice Game Plus, however, has none of these hallmarks. You slowly trudge along gaining incremental advantage. You score the extra road or you don’t. You accumulate some soldiers. Each turn you tick a bit closer to victory, hopefully closer than your opponents. There’s some strategy, but none of the emotional spikes, nothing that makes you throw your hands in the air. There’s little risk taking, no zero’ing out your Full House to take another audacious swing at the Yahtzee. Worst yet, there’s a weak climax (if any). CDGP goes until it doesn’t.

The game’s fun factor never materialized. My wife and I tried it several times, hoping to find something in it that we’d missed. What I gained most from playing CDGP was a greater appreciation for Yahtzee’s design. I had never realized how closely the “failure management” system of finding places to score botched rolls played into the fun factor.

Catan Dice Game Plus looked promising on paper, but its failure was an inability to deliver an emotional level.

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