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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Art Waring" data-source="post: 9433464" data-attributes="member: 7037141"><p>Hi Pendantic! You are right on the money, because Netrunner is one of the games I will be covering in the future (though from a different angle, that it was better than the Cyberpunk 2020 netrunning rules, so people used the Netrunner game instead to simulate netrunning in games at the table).</p><p></p><p>The thing about EDH is (while I love the format at times) that it goes against the design intent of the game. Standard games are 60 card decks & 20 life (EDH is 100 card singleton & 40 life per player for the uninitiated), this means that a big chunk of cards do little to nothing in EDH. A lightning bolt is perfectly balanced for 1on1 standard games, but for a lightning bolt to be balanced for EDH, it would have to deal 9 damage (for 1 mana), or it would have to hit all three opponents for three damage for 1 mana to have the same effect in an EDH game.</p><p></p><p>This also means that the most typical strategies don't work as well. Aggro (attacking with creatures), now requires that you deal a total of 120 damage to win. Mill decks need to mill around 300 cards to win. This incentivizes strategies that do not always make for a better game, for example EDH players are not incentivized to attack, as they are wasting their resources while the rest of the players are building value engines waiting for their chance to combo off.</p><p></p><p>Counter to normal games, the winner at an EDH table is often times the one who is better at table diplomacy (and good at misdirection in regards to threat assessment), or the one who managed to skate under the radar while everyone else was going through the rounds.</p></blockquote><p></p>
[QUOTE="Art Waring, post: 9433464, member: 7037141"] Hi Pendantic! You are right on the money, because Netrunner is one of the games I will be covering in the future (though from a different angle, that it was better than the Cyberpunk 2020 netrunning rules, so people used the Netrunner game instead to simulate netrunning in games at the table). The thing about EDH is (while I love the format at times) that it goes against the design intent of the game. Standard games are 60 card decks & 20 life (EDH is 100 card singleton & 40 life per player for the uninitiated), this means that a big chunk of cards do little to nothing in EDH. A lightning bolt is perfectly balanced for 1on1 standard games, but for a lightning bolt to be balanced for EDH, it would have to deal 9 damage (for 1 mana), or it would have to hit all three opponents for three damage for 1 mana to have the same effect in an EDH game. This also means that the most typical strategies don't work as well. Aggro (attacking with creatures), now requires that you deal a total of 120 damage to win. Mill decks need to mill around 300 cards to win. This incentivizes strategies that do not always make for a better game, for example EDH players are not incentivized to attack, as they are wasting their resources while the rest of the players are building value engines waiting for their chance to combo off. Counter to normal games, the winner at an EDH table is often times the one who is better at table diplomacy (and good at misdirection in regards to threat assessment), or the one who managed to skate under the radar while everyone else was going through the rounds. [/QUOTE]
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