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Don't try this at home

July 18th 2008 05:50
When people go to buy a new car, they tend to take them more or less as they are. No-one says, “Y’know, I have some ideas about the right way to make these things! I’d put a fin on the roof and lose the seat belts altogether.” Most people are able to understand that designing and building a car is a specialty field, which they are most likely not experts in, and that if they tried to do it themselves, the results would be fatal. Unfortunately, it has escaped some people’s notice that game design is also a specialty field.

Equistrike
Fail.



At some point, somebody overheard a fact about Wizards of the Coast’s card design department: most of them played Magic as a hobby in the past, and some even won early Pro Tours. Their interpretation of this fact was that “anybody like us can be a Magic designer!” The fact that those same designers also have PhDs in fields like marketing, English literature, and electrical engineering seems to have escaped them. As a result, people have set up sub-forums dedicated to “custom card creation” in nearly every Magic message board on the internet. A typical custom card creation forum has dozens of pages and hundreds of posts, and maybe three card ideas that could actually be printed. Most of them are either hideously overpowered (like Equistrike above) or ugly jumbles of tiny, overly-complicated rules text (like, er, Equistrike above). And then they wonder why Wizards of the Coast doesn’t advertize open positions in card design.


Designing awful cards is bad, but it doesn’t actually affect anybody, unless you happen into the wrong sub-forum or your friend is a wannabe with a color printer. Some people design awful formats and game variants, and then insist everyone play them. If they’re persistent enough they spread them all the way across the country and harangue local stores into hosting them, sometimes at the expense of real formats (y’know, the ones designed by people whose job it is to design them). This happened right here in Australia – if you hear someone talking about Highlander, that’s what they mean.

Highlander
That’s almost what I was talking about… except even less fun.


One day, a couple of Magic players from Canberra took a break from drinking themselves to death and decided it might be interesting to play in a format where every card was restricted. That’s right: other than basic lands, a Highlander deck can only contain one of each card with each name. Hence the name Highlander: there can be only one. Get it?

Yeah, I’ve never found it funny either.

The problem is that the format is alternately frighteningly weak and frighteningly broken. The restriction of every card is crippling in the abstract. Decks can mitigate its impact by using cards with similar in-game functions.

Mogg Fanatic

Kird Ape

Duergar Assailant


Mogg Fanatic and Kird Ape are among the best creature cards ever printed. Duergar Assailant is solid, but still not close to the level of the other two. Yet in a Highlander creature deck, you may find yourself compelled to run all of them – with no guarantee that you will have any of them when you need it. You’re essentially drawing blind, in a deck whose statistics predict you will draw any of these cards even less often than you would in the least consistent non-Highlander deck (with, say, two of each).

The more effective way to get around Highlander’s restrictions is to play cards that search for whatever card you want and give it to you. There are a depressingly large number of those.

Demonic Tutor

Mystical Tutor


Getting whatever card you want whenever you want it is better than getting one random card with the correct ability in the broad sense, but only in Highlander – in real Magic, a good creature deck that had four each of Kird Ape and Mogg Fanatic and was thus assured of having an early game would come blazing out of the gates and run roughshod over a deck that depended on “tutoring” for answers. This means that you can’t apply otherwise-universal principles of Magic strategy to Highlander, which in turn has led to some rude awakenings when people accepted an invitation to a “friendly” Highlander tournament.

I probably wouldn’t feel as bad if the format’s caretakers seemed to be concerned about trying to balance it. But instead of banning abusive cards the way most constructed formats do, they have adopted a points system where degenerate cards are assigned a certain number of points and each deck has a maximum number it can include. Unsurprisingly, this does very little to prevent unfair combos and decks from emerging.

Skullclamp

Strip Mine
Legacy: banned. Highlander: legal.


You wouldn’t drive a car built by amateurs. You wouldn’t buy stocks chosen by someone you just met on the street. A game is a product the same way a car is. So why would you play with cards or formats that weren’t designed by professionals? Why wouldn’t you want to take advantage of their expertise? They approach their work with balance, fairness, and fun (yes, fun) in mind. Forum dwellers and the current caretakers of Highlander (who happen to be the staff of Melbourne’s Meta Games on Peel Street) approach their work only with themselves in mind.
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Ante up, Magic: the Gathering

July 13th 2008 01:54
I just recently came back from Melbourne's Eventide pre-release. There were a lot of nice people there, but overall the atmosphere was a little more subdued than it’s been in the past. Perhaps the uncertainties of the impending changes to rarity and event structure were hanging over people’s minds. Actually, it may have something to do with the flatter prize structure Melbourne’s pre-releases have adopted: a 3-1 or 4-0 record gets you scarcely more than 2-2, and significantly more than 1-3 but only if you weren’t used to the old structure. As a result, everyone whose self-esteem depended on lucking out in sealed deck construction and riding the product to eight booster packs has dropped out of the pre-release scene. The ones whose self-esteem depended on sucking up to those people are following.

And that, for reasons that even I didn’t get my head around until later, got me thinking about ante.

Jeweled Bird


It may surprise you to learn, dear reader, that not only were there once Magic cards that interacted with ante, it was actually mandated by the original rules. At the beginning of each game, both players were supposed to select one random card from their deck and set it aside. The winner of the game kept both cards. At the game’s inception, there was no DCI or organized tournaments, so Richard Garfield devised the ante rules in an attempt to give early players a way to feel that something was at stake. But in addition to violating many U.S. states’ laws against gambling, they were terrible for the game. There is no way to know how many people were turned off forever because they lost their favorite card to a chance meeting with a better player than them.

Losing a random card from your deck can affect gameplay, too. Some decks have a high degree of redundancy, playing many cards that have similar game functions. Some decks… do not.

Brain Freeze


Consider Brain Freeze, a staple in several different combination decks. Such a deck is designed to make the turn you play the "win card" the last turn in the game. But as you might expect, that is only possible with an elaborate setup, and it has to play every card it can to ensure its ability to make the setup. So the deck plays about one copy of Brain Freeze and uses other cards to search for it or draw it when it’s time to win. It’s a viable strategy, provided the deck is constructed correctly. What happens, though, when you take such a deck into an ante game, and your random bet is your single Brain Freeze?

That’s right: you just lost the game. And your Brain Freeze card, for that matter. We talked about game design two weeks ago. What kind of game makes it possible for you to lose before you even start playing? Ante was the only true griefing strategy in Magic, particularly in the hands of experienced players looking to steal cards from neophytes.

Fortunately, like most of Richard Garfield’s original sins, it has been corrected. By the Fourth Edition, the rulebook already stressed than ante was optional; the Fifth Edition rulebook didn’t mention it at all. The last card that interacted with ante was in Homelands. It only took two years to fix, which is significantly less time than it took for blue's portion of the color wheel to even start making sense.

Psionic Blast
Blue is the color of air, water, and thought. Red is the color of earth, fire, and impulse. That naturally means that a spell that damages things should be… blue?


Char
Ah, that’s better.


But ante’s legacy lives on in the heart of every player who cares more about the payoff than about the strategy and game skills he uses to get there. It lives on in everyone who thinks they’re entitled to receive more cards than a less experienced player solely because they are more experienced. And with further upcoming changes to the pre-release, it may soon be deader than it's ever been before. I won't miss it.
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Race to the bottom

July 5th 2008 01:54
If race is a hot-button unmentionable in politics, imagine how much more vehement and emotional the quarrels get in fantasy writing and gaming where nothing major is at stake. In Magic, each race that can appear as a creature type attracts venomously partisan supporters who flood message boards with every new set announcement, demanding that every creature in that set have typelines like Orc Wizard or Dwarf Soldier.

Dwarven Warriors
There were also Balrogs and a barrow wight in The Fellowship of the Ring. Does that mean they have to appear in Magic, too?


Now, I admit to a fairly strong bias towards elves, but the fact remains that dwarfs have never fit well in Magic. They always had to compete for attention with other iconic red species. Dragons were more instinctively exciting, much as you would expect from big scary monsters with treasure hoards when compared to short, fat, cave-dwelling jewelry-makers. Not only were goblins stronger in gameplay, but their flavor elements also fit more easily into red, due partly to the founders’ miscasting of dwarfs compared to the established fantasy trope. There is little reason that the original dwarf cards were red, other than the fact that Tolkien’s dwarfs lived in mountains. But red is also war and aggression, chaos and passion. Dwarfs are certainly known for waging wars and holding epic grudges, but they also have strictly regimented societies based on clan loyalty and honor. A society like that would be white in Magic.

Historically, many fantasy settings have found it difficult to get past Tolkien’s conventions. A few fans can even be heard implying that a setting isn’t complete until it includes every single race from Lord of the Rings.

Belgariad
Apparently the problem with the Belgariad was the lack of orcs and elves. Not the Luke Skywalker cookie-cutter clone who was the hero. Not the wildly out-of-character pronouncements that sprung up every second chapter. Not the stereotyped, illogical “first they hate each other then they love each other” sub-plot. Not the utterly predictable deus ex machina ending. Those were fine, but not having orcs ruined it.


Many people have tried to put their own spin on Tolkien’s creatures, notably the Dungeons and Dragons background writers. The problem is that he himself only used the different races to illustrate things about human psychology, and wasn’t even trying to make them fully-developed cultures when he invented them. As a result, attempts to flesh them out only work up to a point, after which you run out of “canon” to work with and have to start either making things up or extending and exaggerating the race’s stereotypes. Making things up is good for those clever enough to do so, and what they write can become a fantasy convention in its own right. It also risks alienating the Tolkien orthodox (“THESE AREN’T REAL ELVES!!1”). On the other hand, even Papa John might raise an eyebrow at the extremity of the Monster Manual’s hut-dwelling Luddite hobbits. Perhaps the bottom line is that no-one – up to Wizards of the Coast – should write a specific race into their work simply because they feel they have to.

Duergar Hedge-Mage
Enjoy it while you can, groundlings.

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Game design vs. Vintage

June 27th 2008 05:03
“The rules will be completely unfair!”
-- Q, in Star Trek: the Next Generation season 1

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Myth information

June 20th 2008 04:55
Change is in the air. Come September, Shards of Alara hits the shelves, heralding a new era of smaller sets, smaller pre-releases, and – most controversial of all – a new rarity level. It’s going to be called “Mythic,” and there will be one in about every eight boosters.

Sarkhan Vol

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From silver screen to LCD screen

June 12th 2008 02:36
Note that hand-held video game devices haven’t used LCD screens for many years now. Back when they did, though, developers were already making games based on popular movies and TV shows. Readers familiar with the NES will remember the wildly popular (and wildly difficult) adaptations of Teenage Mutant Ninja Turtles and Friday the 13th, as well as the much less popular Predator game. To be entirely fair, there weren’t many good things associated with Predator anyway. The years of the SNES brought us a whole series based on the Star Wars movies, another whole series based on the Alien movies, another Ninja Turtles game (featuring a purple shark guy who I’m positive I never saw in the cartoon), and, for some reason, Shaq Fu. Yes, you heard me correctly – a game based on the rap music of former L.A. Laker Shaquille O’Neal.

Shaq Fu?!
Which is scarier: the fact that someone made this game... or the fact that people bought it?

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What’s wrong with these cards?

Crusade

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Angels and demons

May 28th 2008 01:49
Characters, creatures, and other elements of flavor that have or can be interpreted as having a connection to real-world religion have a long and complicated (and often troubled) history with Magic: the Gathering. In the ancient era, the makers were much more willing to use such elements. Angels were a common creature type in early sets, and their image was made to be reminiscent of classical depictions of angels in Renaissance art.

Serra Angel

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On the Origin of Spore

May 22nd 2008 03:18
I’d like to interrupt the gushing about how awesome Will Wright’s Spore is going to be (“HUGE” if we believe Wired magazine) with a little ray of bitter sunshine. I can’t be the only person who played SimEarth and wished for an update throughout the long years of the 1990s. As such, I am clearly not the only person who was excited to hear about Spore – after all, they practically told us “if you liked SimEarth, you’ll love this game.”

Like SimCity, SimEarth saw you assuming the viewpoint of an essentially omniscient viewer, but you had an entire planet instead of just one city. You also had control over certain elements of the solar system environment, such as the sun’s heat, the planet’s axial tilt, and icy meteors with which to bombard your planet. One of the nicest things about it was that the various classes of fauna were treated equally, meaning that you could diverge significantly from historical accuracy and end up with sentient dinosaurs or spacefaring jellyfish. It was one step up from SimCity in that sense – instead of rebuilding your hometown in your own image, you could rebuild the entire world as you saw fit. And all for less cost and personal risk than making a doomsday weapon


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Human capital

May 14th 2008 02:31
Fantasy settings are generally populated by the “standard” creatures – elves, goblins, dragons, fairies. Magic: the Gathering has all these and then some. Why should it matter in our context what creature type your cards are? Because some cards care about creature types, and give bonuses or penalties based on it.


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