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Expanding On Game Design [Learning From Game Designers]
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<blockquote data-quote="Pedantic" data-source="post: 9433482" data-attributes="member: 6690965"><p>Netrunner has ruined me for most other card games. Trying to play Magic is very painful when you realize you're not just allowed to draw cards when you don't have an answer to the current board situation, or how little your opponent's board state matters to what cards you'll play.</p><p></p><p>When talking about card games with my friends familiar with it, we usually start with the question "is it a dude-basher?" Most other card games are variants on "put dudes on board, bash them together until 1 board sticks and gets to hit the opponent" with variation coming down to "these dudes can ignore those dudes" or "cards that remove dudes without being dudes" or occasionally "cards that stop dudes." Play is largely execution of a plan that was crafted before the game began; you have to respect highlander formats for trying to cut down on that, but the issue is fundamental to the structure of the game.</p><p></p><p>I've had some fun framing the interactions in Magic as if they were part of different gameplay genres. Consider: what if Magic was a tableau building euro game? The criticism would be "why are there so many take that mechanics?" Conversely, if it was supposed to be a take-that game, you'd wonder why the combos are so powerful. Personally, I think the game really lives on its fantasy, the ponzi-scheme economy around the game, and the ease of access to competition, more than on the underlying mechanics.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9433482, member: 6690965"] Netrunner has ruined me for most other card games. Trying to play Magic is very painful when you realize you're not just allowed to draw cards when you don't have an answer to the current board situation, or how little your opponent's board state matters to what cards you'll play. When talking about card games with my friends familiar with it, we usually start with the question "is it a dude-basher?" Most other card games are variants on "put dudes on board, bash them together until 1 board sticks and gets to hit the opponent" with variation coming down to "these dudes can ignore those dudes" or "cards that remove dudes without being dudes" or occasionally "cards that stop dudes." Play is largely execution of a plan that was crafted before the game began; you have to respect highlander formats for trying to cut down on that, but the issue is fundamental to the structure of the game. I've had some fun framing the interactions in Magic as if they were part of different gameplay genres. Consider: what if Magic was a tableau building euro game? The criticism would be "why are there so many take that mechanics?" Conversely, if it was supposed to be a take-that game, you'd wonder why the combos are so powerful. Personally, I think the game really lives on its fantasy, the ponzi-scheme economy around the game, and the ease of access to competition, more than on the underlying mechanics. [/QUOTE]
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