Apr. 11th, 2010

So I've been playing M:tG again, which is embarrassing really. But I'm actually getting interested in Kongai again. Found this article wherein the designer of Kongai (one Sirlin) explains some differences in design philosophy.
Along these same lines, I wanted all the cards to be approximately the same power level. I'm aware of Mark Rosewater's stance over at Magic: The Gathering that there should be a lot of bad cards on purpose to give players the fun of not choosing them. Mark is brilliant and I love his work, but on this point I disagree. I like the Guild Wars philosophy that as you gain more cards (or abilities in that game), you are gaining the ability to create a wider and wider variety of decks, but not more and more powerful decks.

Yeah, the "fun" of recognizing that something was a waste of cardboard. e_e We call those cards "wallpaper," Mark. I don't really get what's so fun about having to buy & throw away thousands of commons to collect the rares, let alone recognizing that, "Oh, wait, that card's obvious crap." (Now, taking a card that looks like crap & making use of it, that's different. ;)) I figured the reason M:tG does it is commercial. The game is fun enough (or obsession-inducing enough) for players to sink the money into chasing the rares.

Anyway, I'm with Sirlin here.

I suspect Yomi looks more like the kind of CCG I used to want to design.

Profile

philippos42

October 2023

S M T W T F S
1234567
891011121314
15161718192021
222324 25 26 2728
293031    

Most Popular Tags

Page Summary

Style Credit

Expand Cut Tags

No cut tags