Chris Taylor
Contributor
While the title sounds too big picture to glean anything meaningful from, I'd like to ask you a question:
What about magic (or other games) do you find fun?
I've heard a few common answers for magic specifically. There's a handful of people who love exploring the new sets and learning about new cards for the novelty, there's a LARGE contingent of players who love the mastery they can express with the game, there's a few people who would be drilling nails in their ears if it meant they could hang out with their friends, some view magic as a creative outlet, etc.
This is important because the reasons for engagement can help you make your experience more engaging, if understood properly. We are game designers, after all. Well, we're metagame designers, Richard Garfield is a game designer. But a lot of the same wisdom can apply.
Exploration (I think) in draft is usually expressed VIA nonlinear combo: think storm more than volt charge. Winning some way conventionally thought impossible or at least inconsistent. We recognize doomsday and brain freeze as powerful magic cards, but by conventional limited thinking they're awful; they don't impact the board at all, they don't generate mana or card advantage, etc etc. This is specifically very hard for cube designers to engineer, as typically cards are there for a reason. Nobody thought to add Dampen thought because blue was too strong and needed one more unplayable common to bring it in line with the other colors, just like nobody adds an alluren to their cube in the hopes that it gets picked 15th each time. As such, this tends to have you designing trying to fool yourself: You add cards in the hopes that your drafters surprise you, and create decks...using the cards you specifically added to surprise you.
hopefully this is coherrent, and hopefully still I'll remember tomorrow my thoughts on:
-Weather there is anything to be gained from the understanding the fighting community has gleaned about the roles of defensive vs offensive characters, possibly how this can be also seen in the differences between bloodbourne vs the dark souls series prior to it, and how to design for the aggro v control matchup with this in mind, given the added dimension of time (mana) and the wrenches this throws in to our borrowed understanding.
-Do you even need to design for your social players in a game specifically designed to involve 5+ hours of gaming with your friends? Do social players tend to favor control decks because it allows them more opportunity to interact with their opponent, rather than aggro decks which can favor typically level 1 style thinking?
-Fighting games tend to have a scale of body/mind/heart, or (with a little more explanation) Execution Ability, Practice and Reads/Prediction. While magic has little in the ways of raw execution to practice (if any), the difference in preference to either A) Practice until most of the games situations become familiar to you and finding out the best course of action in each, or B) forcing your opponent into unfamiliar situations to disrupt the above is interesting to look at, and possibly design for. Is it possible to keep this dichotomy in our naturally changing metagames, as familiarity becomes an increasingly unrealistic goal?
I'd better post this before I delete it all and it becomes brain crack.
What about magic (or other games) do you find fun?
I've heard a few common answers for magic specifically. There's a handful of people who love exploring the new sets and learning about new cards for the novelty, there's a LARGE contingent of players who love the mastery they can express with the game, there's a few people who would be drilling nails in their ears if it meant they could hang out with their friends, some view magic as a creative outlet, etc.
This is important because the reasons for engagement can help you make your experience more engaging, if understood properly. We are game designers, after all. Well, we're metagame designers, Richard Garfield is a game designer. But a lot of the same wisdom can apply.
Exploration (I think) in draft is usually expressed VIA nonlinear combo: think storm more than volt charge. Winning some way conventionally thought impossible or at least inconsistent. We recognize doomsday and brain freeze as powerful magic cards, but by conventional limited thinking they're awful; they don't impact the board at all, they don't generate mana or card advantage, etc etc. This is specifically very hard for cube designers to engineer, as typically cards are there for a reason. Nobody thought to add Dampen thought because blue was too strong and needed one more unplayable common to bring it in line with the other colors, just like nobody adds an alluren to their cube in the hopes that it gets picked 15th each time. As such, this tends to have you designing trying to fool yourself: You add cards in the hopes that your drafters surprise you, and create decks...using the cards you specifically added to surprise you.
hopefully this is coherrent, and hopefully still I'll remember tomorrow my thoughts on:
-Weather there is anything to be gained from the understanding the fighting community has gleaned about the roles of defensive vs offensive characters, possibly how this can be also seen in the differences between bloodbourne vs the dark souls series prior to it, and how to design for the aggro v control matchup with this in mind, given the added dimension of time (mana) and the wrenches this throws in to our borrowed understanding.
-Do you even need to design for your social players in a game specifically designed to involve 5+ hours of gaming with your friends? Do social players tend to favor control decks because it allows them more opportunity to interact with their opponent, rather than aggro decks which can favor typically level 1 style thinking?
-Fighting games tend to have a scale of body/mind/heart, or (with a little more explanation) Execution Ability, Practice and Reads/Prediction. While magic has little in the ways of raw execution to practice (if any), the difference in preference to either A) Practice until most of the games situations become familiar to you and finding out the best course of action in each, or B) forcing your opponent into unfamiliar situations to disrupt the above is interesting to look at, and possibly design for. Is it possible to keep this dichotomy in our naturally changing metagames, as familiarity becomes an increasingly unrealistic goal?
I'd better post this before I delete it all and it becomes brain crack.