Grillo_Parlante
Contributor
So I stumbled across this old extra credits video
Which got me thinking about a few things. The basic idea is that games are made more interesting by having a meta game, and you create meta games by including a certain level of deliberate imbalance. I wish they had a transcript instead of a video, but the argument is presented in three parts:
A. Metagames are Good
1. introducing deliberate imbalance creates a metagame
2. metagames are important because they introduce an evolving state of play that keeps any one style of play from being definitively correct (E.g. MODO drafting/good stuff drafting/signet drafting)
3. This allows players to experiment with different approaches to the game.
4. Keeping the format fresh by providing an interesting and evolving problem; players at all skill levels change and grow as players
B. Perfect Imbalance isn't included Haphazardly
There is than a WOTC reference, which it would probably be healthier for all of us to ignore...but in sum:
1. You establish a baseline for balance
2. Allow certain game elements to deviate from that baseline to a reasonable degree. This creates a game around the game of trying to figure the system out, gaining an edge in a nearly but not perfectly balanced system.
C. Cyclical balance creates an evolving state of play that adds depth to a format
1. You include game element A that is a little better than average, which attracts a large number of players
2. Other players start thinking of ways to counter game element A, which they find in game element B
3. Game element B become popular, causing players to think of another counter, which they find in game element C.
4. This can continue onward, but at some point it will cycle back to game element A, and the system renews itself.
Begin the Arms Race
So this helped me conceptualize a few things. As much as pauper is a format plagued by problems, it does include a lot of interesting relationships that I ported over to the penny cube, which I was calling meta relationships, a term I made up that I don't think was helping anyone. The closest I could get to explaining how this worked was using clumsy language like "reasonable conditionality" on removal. I think I can do better now.
Lets begin with the simplified story of Troll Ascetic, to demonstrate the benefits of cyclical balance to trigger these strategic arms races.
Troll Ascetic is an above the curve threat over here. The combination of hexproof (in a format with ample auras), regeneration, and a 3/2 body makes this a very dangerous turn 3 play out of any green deck. This is our game element A, a better than average card sure to be first picked for its pushed power level.
For a week or two, decks running troll ascetic do very well, and players in the format start scratching their heads about how to deal with this threat.
Than one day, a player who had previously been drafting "good" removal like murderous cut, sees an effect type in the pack that they had previously scoffed at.
Edict effects are the perfect solution to the ascetic decks that want to get their troll out and voltron it up. This becomes our element B.
For a couple weeks the edict decks do very well, and the troll decks suffer. The troll players start to scratch their heads, wondering how they will get around this problem. Than they see some cards in the draft they had previously scoffed at.
When ran alongside the troll (or other hexproof threat) these cards become edict fodder, protecting the hexproof threats. Troll Ascetic decks return to dominance, and this is our element C.
The edict players go back to the drawing board, trying to figure out how they will overcome this. They start to look at wider or recursive removal options.
This is our element D. There are a few more iterations of this I could do, but I think you get the idea. The decks are evolving and contorting themselves in response to changing strategic needs, providing a continuous problem for players to solve, and making the format deep. Note that I could have started the chain with murderous cut (a pushed removal spell in its own right) and had Troll Ascetic be the strategic response to it. In the end, the decks may contort themselves so much that troll ascetic is no longer played, which will reduce the value of edicts, which will result in the chain restarting itself as the meta becomes soft to troll again.
This is one of the major chain types I took from pauper, though there are others involving damage based removal (and especially damage based sweepers) and growth or sacrifice effects. Pauper's best element is this dance between control tech and aggro tech.
The other major one (which I've talked about more extensively) are the effects of bouncelands on a format, which have started their own cyclical chain over here, due to their pushed nature but CIPT cost. Unlike removal sub-chains, however, the land based relationships are tied to the very nature and prevalence of the formats aggro, midrange, and control decks.
This is way more interesting than simply running ubiquitous good cards, and hope that at least it ends the discussion of whether a flat or broad power band is good: the answer is neither, you want a relatively close power band with some reasonable fluctuations.
Power Max Problems
And of course, I think this is the fundamental problem with any sort of raw power max approach to a format. If I have a glut of planeswalkers or other powerful cards that are above the curve, but don't invoke any element B, that strategy may just take over the format. In the absence of any metagame, drafting around those pushed cards becomes the defacto strategy, resulting in a shallow format.
This also impacts the aggro-midrange-control relationships we were discussing before, which should ideally be a cyclical relationship if we are going to run with it. Those relationships can be designed on paper, but without an actual active strategy-counter strategy relationship, they only exist so far as the players' whims allow them to exist.
Thoughts?
Which got me thinking about a few things. The basic idea is that games are made more interesting by having a meta game, and you create meta games by including a certain level of deliberate imbalance. I wish they had a transcript instead of a video, but the argument is presented in three parts:
A. Metagames are Good
1. introducing deliberate imbalance creates a metagame
2. metagames are important because they introduce an evolving state of play that keeps any one style of play from being definitively correct (E.g. MODO drafting/good stuff drafting/signet drafting)
3. This allows players to experiment with different approaches to the game.
4. Keeping the format fresh by providing an interesting and evolving problem; players at all skill levels change and grow as players
B. Perfect Imbalance isn't included Haphazardly
There is than a WOTC reference, which it would probably be healthier for all of us to ignore...but in sum:
1. You establish a baseline for balance
2. Allow certain game elements to deviate from that baseline to a reasonable degree. This creates a game around the game of trying to figure the system out, gaining an edge in a nearly but not perfectly balanced system.
C. Cyclical balance creates an evolving state of play that adds depth to a format
1. You include game element A that is a little better than average, which attracts a large number of players
2. Other players start thinking of ways to counter game element A, which they find in game element B
3. Game element B become popular, causing players to think of another counter, which they find in game element C.
4. This can continue onward, but at some point it will cycle back to game element A, and the system renews itself.
Begin the Arms Race
So this helped me conceptualize a few things. As much as pauper is a format plagued by problems, it does include a lot of interesting relationships that I ported over to the penny cube, which I was calling meta relationships, a term I made up that I don't think was helping anyone. The closest I could get to explaining how this worked was using clumsy language like "reasonable conditionality" on removal. I think I can do better now.
Lets begin with the simplified story of Troll Ascetic, to demonstrate the benefits of cyclical balance to trigger these strategic arms races.
Troll Ascetic is an above the curve threat over here. The combination of hexproof (in a format with ample auras), regeneration, and a 3/2 body makes this a very dangerous turn 3 play out of any green deck. This is our game element A, a better than average card sure to be first picked for its pushed power level.
For a week or two, decks running troll ascetic do very well, and players in the format start scratching their heads about how to deal with this threat.
Than one day, a player who had previously been drafting "good" removal like murderous cut, sees an effect type in the pack that they had previously scoffed at.
Edict effects are the perfect solution to the ascetic decks that want to get their troll out and voltron it up. This becomes our element B.
For a couple weeks the edict decks do very well, and the troll decks suffer. The troll players start to scratch their heads, wondering how they will get around this problem. Than they see some cards in the draft they had previously scoffed at.
When ran alongside the troll (or other hexproof threat) these cards become edict fodder, protecting the hexproof threats. Troll Ascetic decks return to dominance, and this is our element C.
The edict players go back to the drawing board, trying to figure out how they will overcome this. They start to look at wider or recursive removal options.
This is our element D. There are a few more iterations of this I could do, but I think you get the idea. The decks are evolving and contorting themselves in response to changing strategic needs, providing a continuous problem for players to solve, and making the format deep. Note that I could have started the chain with murderous cut (a pushed removal spell in its own right) and had Troll Ascetic be the strategic response to it. In the end, the decks may contort themselves so much that troll ascetic is no longer played, which will reduce the value of edicts, which will result in the chain restarting itself as the meta becomes soft to troll again.
This is one of the major chain types I took from pauper, though there are others involving damage based removal (and especially damage based sweepers) and growth or sacrifice effects. Pauper's best element is this dance between control tech and aggro tech.
The other major one (which I've talked about more extensively) are the effects of bouncelands on a format, which have started their own cyclical chain over here, due to their pushed nature but CIPT cost. Unlike removal sub-chains, however, the land based relationships are tied to the very nature and prevalence of the formats aggro, midrange, and control decks.
This is way more interesting than simply running ubiquitous good cards, and hope that at least it ends the discussion of whether a flat or broad power band is good: the answer is neither, you want a relatively close power band with some reasonable fluctuations.
Power Max Problems
And of course, I think this is the fundamental problem with any sort of raw power max approach to a format. If I have a glut of planeswalkers or other powerful cards that are above the curve, but don't invoke any element B, that strategy may just take over the format. In the absence of any metagame, drafting around those pushed cards becomes the defacto strategy, resulting in a shallow format.
This also impacts the aggro-midrange-control relationships we were discussing before, which should ideally be a cyclical relationship if we are going to run with it. Those relationships can be designed on paper, but without an actual active strategy-counter strategy relationship, they only exist so far as the players' whims allow them to exist.
Thoughts?