my main argument is cube is more fun when we have a bunch of competitive players come over
[9:59:00 AM] CML: but its pretty hard
[9:59:04 AM] CML: to organize that
[9:59:11 AM] Jason Waddell: I can agree with that notion
[9:59:14 AM] CML: on the other hand not much to learn about cube design by having "8 hannes"
[9:59:22 AM] CML: but on the other other hand
[9:59:25 AM] Jason Waddell: but everything is more fun when you have more competitive players around
[9:59:38 AM] Jason Waddell: I Smashed last year with a bunch of noobs and it was pretty boring
[9:59:41 AM] CML: isnt it liberating to be freed from the market research conditions that wotc has and certainly uses as excuses for (what we consider) bad design
[9:59:50 AM] CML: yeah competing notions of pluralism
[9:59:51 AM] CML: hooray
[10:00:00 AM] Jason Waddell: I also think games have to work well with bad players
[10:00:15 AM] Jason Waddell: perhaps not ideally well, but well nonetheless
[10:00:38 AM] Jason Waddell: sometimes you have in fighting games bullshit tactics that are near unbeatable when you suck
[10:00:45 AM] Jason Waddell: but are balanced and fine when you're good
[10:00:55 AM] Jason Waddell: and maybe that's fine, but maybe it's not
[10:01:03 AM] Jason Waddell: although I don't know if that applies here
[10:01:41 AM] Jason Waddell: especially when people reply to "Cube Fallacy" by saying glass-cannons aren't a problem if you just "play better"
[10:01:54 AM] Jason Waddell: like any degree of good play trumps "Channel Ulamog"
[10:02:56 AM] CML: sure
[10:03:09 AM] CML: well itd be boring if the better player won every time
[10:03:31 AM] CML: i hope i wheel that p1p1 etherium astrolabe is all im saying
[10:04:23 AM] CML: sc patching was less continuous
[10:04:25 AM] CML: only a few here and there
[10:04:54 AM] Jason Waddell: well, sc2 patching
[10:05:04 AM] Jason Waddell: at least when I played was pretty continuous
[10:05:11 AM] CML: sure i didnt play that much
[10:05:23 AM] CML: virgin draft formats are extremely fun though
[10:05:32 AM] Jason Waddell: not implicitly
[10:05:40 AM] CML: haha for me they are
[10:05:50 AM] Jason Waddell: I have a friend's power cube for you then
[10:05:57 AM] CML: i do think wotc puts a great deal of time and effort into making them more first-time friendly though
[10:05:58 AM] CML: now
[10:06:04 AM] CML: nah power cube isnt fresh
[10:06:12 AM] CML: like with mirage nobody drafted
[10:06:28 AM] CML: newer sets are more friendly to first tiem drafters (im sure nwo addresses someof this)
[10:06:43 AM] CML: some are more grokkable right away than others though (m15 over ROE)
[10:06:55 AM] CML: actually the more archetype dependent they are the harder on the beginner they are
[10:06:56 AM] Jason Waddell: do you think Wizards would make sets be good draft environments if it weren't profitable?
[10:07:16 AM] CML: anyway that kind of insight is what im looking for out of that thread
[10:07:20 AM] Jason Waddell: I think a format like RTR is super easy for beginners
[10:07:30 AM] Jason Waddell: and it's very archetype dependent
[10:08:03 AM] CML: sure
[10:08:04 AM] Jason Waddell: it depends on the archetype I'd say
[10:08:09 AM] CML: yeah
[10:08:11 AM] Jason Waddell: something like Spider Spawning is less obvious
[10:08:17 AM] CML: nobody knows wtf "eldrazi ramp" is
[10:08:27 AM] CML: i guess UW levelers is more likely
[10:08:39 AM] CML: but still youll get massacred more than "good cards that are green and/or white" in RTR
[10
04 AM] Jason Waddell: right
[10
30 AM] Jason Waddell: I think good players are more efficient at showing you that your ideas don't work as you envisioned
[10
41 AM] CML: but they also show some ideas do work
[10
43 AM] CML: in general youre right im sure
[10
48 AM] Jason Waddell: but I don't think you being a good player is necessary for recieving such feedback
[10:11:06 AM] Jason Waddell: like I agree with the idea that good players are useful for game design
[10:11:14 AM] CML: yeah i got some horrible feedback from two wizards employees who are strong players
[10:11:16 AM] CML: (conversely)
[10:11:28 AM] CML: player quality is ancillary to taste and not vice versa
[10:11:28 AM] Jason Waddell: but not with the requirement that the designer need himself be a good player