Grillo_Parlante
Contributor
Normally, when we talk about cube design, we come at it from the perspective that technical complexity and balance should be the end result of a "well designed" cube. I've begun to wonder if this isn't largely nonsense, or at least, substantially self-deceptive.
In one of my numerous cross-disciplinary wanderings, I have been introduced to the concept that a substantial amount of decision making and memory is actually driven by emotion spikes. I don't want to drive too deeply into psychological theory, but the idea has me thinking critically at a lot of justifications for card includes/cuts, and wondering if this isn't more of a factor than we've given it credit for.
Take for one the constant bashing of EDH. I was driving to my buddies house on Saturday to cube, and I knew we would be doing multi-player (but not EDHmercifu). As much as I like to pretend that multi-player matches are an inferior form of the game, the truth is that sometimes I just absolutely hate the very idea of playing 1 v 1.
Regardless of whatever it was that WOTC intended when the game was designed, in a certain sense, multi-player is a much better format because it allows for greater emotional highs. Sure you get giant emotional lows too--like sigh nearly dying of starvation while warp world is being resolved--but instead of being hunched over a table, intently focused on a game state, while showing your raw skill of the game in a fair and balanced format, you get to sit back, not pay attention to half the nonsense going on, and just ride a wild roller coaster.
You know, like its your weekend.
And I don't think Spikes are even being completely honest when they say they like fair and balanced magic. They like fair and balanced magic, because fair and balanced allows their heightened skills at the game to increase their chances of winning...and than the act of winning spikes their emotions. Even amongst spikes, I think, regardless of what they might say publicly, that they like some amount of GRBS. For example, we still have people here that run titans in their list, probably on some level knowing that they are BS cards, but not caring
Johnny and Timmy type personalities don't care about this at all, because they are getting their emotional payoff in different ways. This is why they are ok with EDH or other casual formats, which spike despises. One type of player is looking for powerful emotional resonance from the game, while the other is looking at it from the result of the game.
This is also why the holiday cube and its ilk are so popular, where brutal combos and unbalanced cards creates emotion spikes that thrill.
Which brings me back around to this card, which I cut for "balancing reasons", and the concept of running polarizing, or otherwise swingy, cards
There is no 50k purse on the line for winning. I need my players to feel powerful emotional spikes in game. Polarizing cards can be good. Sure, there are limits, winter orb might make me want to take a drill to my eyes, but reasonable negative emotion spikes are better than no emotion spikes at all.
Every single time lumberknot would come down, it would noticeably change the mood of the game. It was probably one of the single most iconic cards of the penny cube, despite being BS with rancor. If my role is to be a GM, and create a memorable game experience, its better to occasionally create an unfair, but memorable experience, than fail to create any experience at all, out of fear of offending the sensibilities of a player.
Here is another one
In terms of fair and balanced magic, this card is BS and completely swingy. Its also produced some of the most memorable and funny game states I've seen in the cube. Why did I cut this?
I have excellent reason to believe that this card is probably not very good, but keep it in anyways. The feeling of hitting somebody with the ninjutsu is amazing, and people get excited about it.
Cutting these types of cards uncritically when they come up has horrible results. Here is an example of such a mistake in action
Out
In
Sure, Living death is a clunky, swingy BS card, but its miles more interesting than the snooze fest that is Ever After, aka, value reanimation spell #92312987898 in your cube. This is how formats can get reduced down to a bunch of dull value plays, and get BREADed (though with the bombs getting slowly neutered in a vicious downward spiral of mediocrity).
And I feel that this carries over into a lot of our decision making as to card choices (I'm looking at you brainstorm). Sure, there is a subclass of support and value cards that elicit little emotional resonance, but actual drafting tends to be driven by a desire to select cards that we emotionally resonant with, and build decks that are capable of delivering on those highs. This is probably a big part of how archetype design should be focused, as well as a huge part of the player's drafting process.
Cards that are somewhat swingy--though perhaps not facilitating the most consistent or skill-testing magic--can play a huge role in player engagement and format longevity.
In one of my numerous cross-disciplinary wanderings, I have been introduced to the concept that a substantial amount of decision making and memory is actually driven by emotion spikes. I don't want to drive too deeply into psychological theory, but the idea has me thinking critically at a lot of justifications for card includes/cuts, and wondering if this isn't more of a factor than we've given it credit for.
Take for one the constant bashing of EDH. I was driving to my buddies house on Saturday to cube, and I knew we would be doing multi-player (but not EDH
Regardless of whatever it was that WOTC intended when the game was designed, in a certain sense, multi-player is a much better format because it allows for greater emotional highs. Sure you get giant emotional lows too--like sigh nearly dying of starvation while warp world is being resolved--but instead of being hunched over a table, intently focused on a game state, while showing your raw skill of the game in a fair and balanced format, you get to sit back, not pay attention to half the nonsense going on, and just ride a wild roller coaster.
You know, like its your weekend.
And I don't think Spikes are even being completely honest when they say they like fair and balanced magic. They like fair and balanced magic, because fair and balanced allows their heightened skills at the game to increase their chances of winning...and than the act of winning spikes their emotions. Even amongst spikes, I think, regardless of what they might say publicly, that they like some amount of GRBS. For example, we still have people here that run titans in their list, probably on some level knowing that they are BS cards, but not caring
Johnny and Timmy type personalities don't care about this at all, because they are getting their emotional payoff in different ways. This is why they are ok with EDH or other casual formats, which spike despises. One type of player is looking for powerful emotional resonance from the game, while the other is looking at it from the result of the game.
This is also why the holiday cube and its ilk are so popular, where brutal combos and unbalanced cards creates emotion spikes that thrill.
Which brings me back around to this card, which I cut for "balancing reasons", and the concept of running polarizing, or otherwise swingy, cards
There is no 50k purse on the line for winning. I need my players to feel powerful emotional spikes in game. Polarizing cards can be good. Sure, there are limits, winter orb might make me want to take a drill to my eyes, but reasonable negative emotion spikes are better than no emotion spikes at all.
Every single time lumberknot would come down, it would noticeably change the mood of the game. It was probably one of the single most iconic cards of the penny cube, despite being BS with rancor. If my role is to be a GM, and create a memorable game experience, its better to occasionally create an unfair, but memorable experience, than fail to create any experience at all, out of fear of offending the sensibilities of a player.
Here is another one
In terms of fair and balanced magic, this card is BS and completely swingy. Its also produced some of the most memorable and funny game states I've seen in the cube. Why did I cut this?
I have excellent reason to believe that this card is probably not very good, but keep it in anyways. The feeling of hitting somebody with the ninjutsu is amazing, and people get excited about it.
Cutting these types of cards uncritically when they come up has horrible results. Here is an example of such a mistake in action
Out
In
Sure, Living death is a clunky, swingy BS card, but its miles more interesting than the snooze fest that is Ever After, aka, value reanimation spell #92312987898 in your cube. This is how formats can get reduced down to a bunch of dull value plays, and get BREADed (though with the bombs getting slowly neutered in a vicious downward spiral of mediocrity).
And I feel that this carries over into a lot of our decision making as to card choices (I'm looking at you brainstorm). Sure, there is a subclass of support and value cards that elicit little emotional resonance, but actual drafting tends to be driven by a desire to select cards that we emotionally resonant with, and build decks that are capable of delivering on those highs. This is probably a big part of how archetype design should be focused, as well as a huge part of the player's drafting process.
Cards that are somewhat swingy--though perhaps not facilitating the most consistent or skill-testing magic--can play a huge role in player engagement and format longevity.