Friday, January 28, 2005

Sickness and Birthdays

Well, I’m feeling like shit warmed over today, so I’ll finish up my thoughts on CCG sets on Monday. The doc said it was viral, so its tough titty for this guy.

However, I would like to take the time to say HAPPY BIRTHDAY TO MY WIFE! She turned a quarter-century today (as I will in 9 months).

This amazing woman has done so much for me, and continues to do so, whether it be the kids or cleaning the house or taking care of me or letting me geek out and do stupid things like drive to Nashville to play a silly card game. She has supported me in everything I’ve ever done, whether it be music or writing or gaming. I can’t thank her enough for that. I wish I felt better today so I could really do something special for her this evening (take care of the kids, clean the house, cook dinner, et al), but this has been postponed until next Friday.

But again, I love my wife more than she’ll ever know or than I can properly express. Happy Birthday babe.

 

Welcome Red Couch Fans!

Hello guys! As you might’ve been led here by the most recent Red Couch post, I would like to take a moment here to thank Shel for providing a link to me, as I’ve been big fans of his and Scoble’s work in the past.

This blog is about my life and my progress as a game designer. I’ve recently signed an NDA with a game development company and am in the midst of designing a Collectable Card Game, amongst other projects. You’ll find that most of my recent posts deal with CCGs, but I will expand in the future.

Anyway, thanks for coming, you’ll find archives, music, and photos via the navigation links on the right. Be sure to subscribe to my Fireburner XML feed while you’re hanging out. As a final note, I prefer the Onfolio newsreader that works amazingly well with Firefox (and no, I don’t even get paid to say that).

Thursday, January 27, 2005

Local Jailcam

Man, this is creepy as hell. My county jail has an online video feed.

Body of Work

So I noticed that today on metagame.com there is a new preview article for a new Marvel Knights card for the VS System CCG. The card sucks, but that’s not my point: The topic today is on set size, and what it means.

In the beginning, as I can’t help but be pulled in this direction, there was Magic. Magic had no expansions planned immediately, it simply had Alpha and soon moved into Beta. I don’t know what players called them back then, but the fact remains that soon there was talk of new cards and Arabian Nights was born. Check out this article for a cool history on how the set came to be.

What is truly interesting to me, other than the simple origin story of how Arabian Nights came into being, is the fact that it is a total of 78 cards! Wow, 78 cards can you imagine a new set for any card game these days that is as low as that? To put it in perspective, Star Chamber: Rebellions is 100 cards with 12 promos, and one of the next sets to come out for Magic after Arabian Nights was Legends, which had a total of 310 cards! (Ice Age had 383!)

Recently you may have noticed I’m not particularly happy with the way that VS System has introduced a completely new play zone, along with drastic changes in the way the game itself is viewed, played, and ultimately learned. For example, I really wanted to show my VS cards to some Magic playing buddies of mine, but since I’ve seen the Concealment mechanic I’ve been too hesitant to do so.

The reason? Simple: They are trying to create a new “block” of cards, starting with Marvel Knights, where the game itself changes dramatically in terms of this new play zone. How do I know? Well, just read the article (most notably the bottom portion). This means that Marvel Knights will be a “major” release at 220 cards, tied with Marvel Origins, the first set, in terms of size. This is because of the new play zone, and if proving popular enough, will lead the charge into “Standard” play, as there is now soon to be 5 sets to collect and play with if you so choose (Marvel/DC Origins, Web of Spiderman, Man of Steel, and Marvel Knights…notice how the new block will begin with Marvel again?). This is way too many for a standard environment, even with one as small as the VS system.

According to Upper Deck, these numbers don’t mean anything. They herald it simply as a better sealed deck set, along with remaining just as easy to collect as the other sets. I don’t really buy any of this, and considering Concealment is something that will hang around the VS System designer’s necks for years, they might as well usher in the new and out with the old. When you make a change this drastic, the other shoe must drop at some point.

However, speaking of points and getting back to mine, the key to set size is what format and whom it is for. The format can be as simple as saying “It is an expansion to this larger expansion.” Okay, that’s fine. But the double-edged sword of making new sets and new cards on a 3–6 month basis is that you’ll soon have too many cards for new players to join the gaming. For example, I have no desire, and definitely not the funds, to play the Extended Magic format. This is a format that encompasses the last two blocks (3 expansions each) and everything that is currently in Standard play. That’s a whole shitload of cards, and VS is gradually getting to that point.

I love to focus on both Magic and VS when I speak of CCGs, because one is the gold standard and the other is a struggling game with a devout (but admittedly few) players and mediocre tournament attendance. The designers, who obviously love their game, believe that a guile move such as including a hidden mechanic and completely new play zone (yes, I’m so clever, I used guile and clever to great effect) will segue their way into CCG superstardom. Or perhaps infringe on some of that Yi-Gi-Oh cash that flows from preteen kids like a waterfall.

As almost every other CCG has tried and failed to incorporate “Classic” (all cards) and “Standard” play formats, this reeks of trying to backdoor that decision and let the playerbase get used to the idea and impact of Marvel Knights before dropping the bombshell after the next two sets, Green Lantern and Justice League, make their premier.

This is a very trying time for VS System, while Magic has truly shown their expertise and foresight with the recent Kamigawa sets. Over time I grew to despise the Mirrodin block, but Kamigawa just keeps getting better. The differences in the two games are many, but one thing remains the same: They both want to produce excellent sets while keeping existing players and attaining new ones. But the transparency in release schedules and formats is a hurdle that Magic climbed over a long time ago. It is now VS System’s turn, and as happens with all CCGs who begin to have more sets than is really necessary, they will succeed or fail depending on how they handle the transition.

Right now I believe the godawful official website could be one reason, as no product pages for non-Marvel Origins and DC Origins expansions is at the very least pathetic. Does no one at UDE other than the devs themselves care about this game? Consequently the lack of content from the developers themselves on the official site—ie, regulating them to the halls of metagame.com—and this sly move to a new block without announcing it as such will prove to be telling if or when there is a player backlash after the announcement.

More on this tomorrow.

Wednesday, January 26, 2005

The Passion of the Fanboy

So the jury has come back (the jury being the People Who Are Important) and the first reports on my CCG are Good. They dig the idea/concept, and are wanting to talk further. This is excellent! I am, as I’ve said before and will again, very excited.

Needless to say I’ll try to keep you guys informed of the latest, all updates complete with the most frustrating and generic language possible. I wish there was more I could say, but I cannot.

I think at the end of the day it comes down to this: Star Chamber has been far better to me than I ever hoped. Through the people I’ve worked with, met, and played with, I’ve become more ingrained in the day-to-day processes of making an online game tick than I ever thought possible (and you thought I was going to say “I’ve become a better person,” didn’t ya?).

There is a lot to be said for passion, and I’ve lamented on this briefly regarding being an Amateur and having passion, I don’t think I ever got to really explain the payoff. And the payoff is the best part.

As of today, I’ve been working with Nayantara (makers of Star Chamber) for almost 10 months (since around April 2004). Now this isn’t an anniversary or anything, I’m just throwing this information out there. I’ve been playing Star Chamber, ie ‘Actively participating in the community,’ for the past year or so (since around December 2003). In that time I have…

  • Started a fansite
  • Produced a dozen or more articles on said fansite (most written by myself)
  • Began an online business
  • Sold the online business
  • Left the fansite to work for Nayantara
  • Written an article a week for almost 10 months (sometimes more)
  • Helped develop two sets (my official title for Rebellions was “Game Development”)
  • Created a huge Magic expansion from scratch (with lots of help via Michael Marshall)
  • Created my own CCG from scratch (with playtesting/gameplay help via Michael Marshall)
  • With contacts made from Star Chamer I presented my CCG to a video game development company
  • I have signed an Non-Disclosure Agreement and are proceeding with exciting and progressive game design talk.

So all in all, the passion is what got me to this point. It is that passion, that undying flame, that provides a reward after so much giving. There were plenty of times I thought “You know, this is a shitload of work. What am I doing this for?” (The online store in particular brought up a lot of these questions) Even as I threw words on the screen as quick as they came to me so I could get another Turn 6 article up on starchamber.net, sometimes I wondered if I could keep doing this and for how long.

But that’s the strange thing about working your way in to an industry or profession via passion: When you are tested on something, or you test yourself, you find that you’ve already proven to yourself that you can stick to something and make it work. Through this tenacity comes knowledge and patience. Would there be any way I could’ve completed an entire Magic set if I hadn’t the steadfastness I learned after months of running a Star Chamber fansite, literally hundreds of hours of working on the store, and the lessons in my long-running Community Management efforts? No way in hell. Looking back, I’m grateful for the struggle, and I’m grateful for the opportunities that now present themselves as a result.

Passion can bring rewards that only few see, and it is a strange beast. One that must be tamed one (usually) painful moment at a time.

I like how R.E.M put it: Sweetness Follows. I couldn’t agree more.

Tuesday, January 25, 2005

Loose Ends

Welcome constant reader, these days are a little slower than average, so let’s get a few reactions from my older posts, along with some news of friends, and accomplishments.

VS ain’t Magic (and other such notable phrases)

Well, as usual, me and my opinions get me all sorts of strange attention. Ben, the runner of the superb VSRealms.com recently referenced several of my points in his recent Marvel Knights sneak peek VS preview card from the upcoming Marvel Knights set. Just a few notes here. I…

  • Never said it would ruin VS
  • Never said VS was Magic
  • Never implied Shadow hurt the Magic “Machine” but it did hurt the metagame for quite awhile, at that time. It is widely regarded as a design mistake, just like this one will be for VS.

One of the most interesting posts in the forum thread regarding the new preview card was this one:

I'm looking forward to playing with this new concealed mechanic. You are right - how can people judge a new style of play when the have not yet played with it?

Simple: You look at CCG game patterns. Each CCG, at some point in time, will have to make some drastic decisions of varying components. If one of the primary goals for a CCG is to change, adapt, and evolve, then there need to be careful choices made in doing so. I feel as if adding the Concealment mechanic is the wrong choice, yes, even without playing it. Let’s take what this really does for the game:

  • It adds another total play zone (duh).
  • Firstly this hinders new players learning the game, adding a whole layer of complication, and secondly it adds another level of complexity for the veteran as now his decisions must be weighed against what they or their opponent control in their Concealed areas. This, in turn, adds lots of time per-match, something VS already has issues with.
  • It adds amazing rule complexity. Remember when I spoke of major design decisions, and how the best choices are usually the simplest ones? Check out this article on metagame.com explaining the new mechanic and rules/character changes there-in. The part on Equipment and what makes it hidden, when its destroyed, etc, is just ridiculous in that all of this text will now have to make its way into the rulebook.
  • It creates unattackable characters. This, in turn, creates almost invincible characters in terms of an offensive strategy. Now, if I’m reading this right, and I read it quite a few times, characters with this mechanic can not be attacked at all. Even other characters with Concealment cannot attack those in this new player zone.

What does this mean? Well, it means that players will be forced to deal with almost invincible characters from now on. Sure they can be stunned…but they must also be dealt with in an entirely defensive way. This changes strategy, and alters current winning conditions (such as the metagame-warping Teen Titans deck which is so lauded in the current VS metagame). This is a good thing. You want new sets to shake things up. But the way this was done…it looks like a mistake, smells like a mistake, and in a few weeks will most likely play like one as well.

But let’s say my “offensive strategies are dead” argument is wrong. Let’s say there is a card in the new set that let’s Hidden characters be attacked as if they were not so. This doesn’t change my next point:

This mechanic is one that can’t be left alone. Sure the uninspiring mechanics from previous sets such as Invulnerability (which doesn’t do what you think it does) and Evasion (too niche to matter) don’t necessarily lean towards future use because of inherent problems (and boredom), the VS design team now has the Hidden Area hanging around their necks.

Most people don’t think of the decisions necessary to make a set, and again I would like to point out that I enjoy VS. I love the decisions that the designers have made…right up until now. This design burden will be even more disasterous if a player successfully breaks this mechanic and the metagame is now faced with a “Fix the Hidden Area” cries along with “But Please Also Give Us Interesting Characters and Mechanics” cries which come with any set ever released.

To put it in perspective, in Star Chamber there is a character named Professor Hernandez. He is so good that no matter how I think in terms of new set design, he is a factor that must be considered. Just as Magic begins to create more powerful answers to their design mistake Arcbound Ravager, the VS team will struggle with those same fixes in the coming year with Concealment.

But, you say, I haven’t played with it. But some truths are just self evident, aren’t they?

Betrayer

Last Saturday I took the time to head to Nashville and compete in the Betrayers of Kamigawa Magic event. Winning both of my pre-release flights, I headed home with two boxes of booster goodness.

Some friends of mine should be cracking these open for some draft action later this week, and just today I got an email saying there will be an “emergency” pre-release make-up (due to bad weather) this Saturday. This is, to say the least, exciting and gives me yet another chance to turn $25 into $100 worth of goods (or just win a few $14 drafts). Of course, my wife’s birthday is Friday and here I am thinking of getting up at 6AM on Saturday morning. I don’t think these two situations are going to gel, as it were.

Moving Up and Out

If you haven’t been reading the Saga of Tone, perhaps you should. He’s moving into a friend’s place (technically: basement?), that according to said friend has no flooding, something Tony has been dealing with for awhile. Me, I see this as some sort of perverted system of a landlord who opts for ignorance instead of owning up to his responsibility. I know if I woke up with inches of water around my place I’d raise some serious hell.

Monday, January 24, 2005

Hidden Dangers

Hello again dear reader, I welcome you back to a post-weekend update in which I spiel about what happened to me and others, along with updates regarding my game and what might have gone wrong with VS System.

CCG Update

In short, I have signed a Non-Disclosure Agreement with a video game development company on Friday, and sent in my game proposal short after everything was officially signed. So on January 21st, 2008 I’m going to seriously be spilling my guts about what’s going on here. But until then, I guess its just relentless teasing, something I’m rather good at. And yes, I’m highly excited.

VS System Blunder

I gotta tell ya, this new idea is probably the worst thing that could happen to VS. System. Basically it introduces a “Hidden Area” in addition to the regular play area. For those of you familiar with Magic: The Gathering, you may remember Shadow, a mechanic from the set Tempest. What was Shadow? Well, shadow said “This creature may only be block or be blocked by creatures with Shadow.” This new mechanic, Concealment, tries to do the same thing, except it is now going to seriously hinder the game of VS. with the creation of a new player zone, making it even more complex than it already was. And I consider VS. to be pretty goddamn complex. Anytime you boast about 3 hour matches, that’s just too goddamn long to play a single game, capice?

What this does is create an entirely new play zone complete with its own front row/back row. Now one of the defining characteristics of VS., and another reason why its so damn hard to play well (that is, without a free headache) is to know when to put a character in the front or the back, and when to attack and how. There are plenty of variables and skill involved in this process, and I laud VS. for trying to put a new spin on the layer-based character combat (that is, the innovation of “Flight” and “Range” and how they affect which characters can attack whom, etc).

Now the problem is that they’ve just complicated their game to an insane degree. While I suspect there will be some grumbling during the Pre-Release Tournaments (the closest to me is Roanoke VA, some 3+ hours away, thanks Upper Deck!), the real insanity will begin once this set enters the mainstream.

The problem with this mechanic, and let’s hope not the entire set, is that it compounds the complexity, timing, and decision making for the player. While the previewed card cannot be attacked, Danny makes it perfectly clear that this rule will be broken, and how often is the question. Regardless, for a game that needs comprehensive floor rules (such as the basic Time Limit on games, which it embarrassingly omits and leads to exhausting sessions), this could spell doom and the creation of an entire new play zone for this one mechanic…it boggles the mind.

Since VS. has no way of phasing out older sets, at least they do not yet, this will become a problem and a design hindrance that will fester long after it is released. If the normal set cycle is 1–2 years, you can expect at least 24 months of pain and frustration particularly for the new player until this mess can be cleaned up.

I just can’t imagine the design meeting where they said “Hey, I know, let’s add in a whole new play zone!” Everyone grumbles and wonders what that guy is talking about. “No, no, this is cool,” he’ll retort. “We’ll give characters a cool black border and, and…wait for it…their own front and support rows too! It’s brilliant!” After which they quickly made rares which break this rule and commons that suck at it. Uncommons are either slightly over or under-powered, all of them adding into a concoction which will work in moderation but I’m sure the designers, drunk with congratulatory remarks, will fill many more characters than necessary with this useless mechanic.

Why is it useless? Well, in the flavor of the expansion it works. There-in lies the problem. Since VS. has no “base” card set setup (they pretty much value all sets on the same scale), this will haunt the playerbase and the players have no way of getting rid of this mechanic unless they purposefully tell a tourney organizer to put “NO Stupid Concealment Decks” on the flyer.

According to Upper Deck’s current plan, the expansions Justice League and Green Lantern will come out, perhaps showcasing this mechanic, but probably not. Depending on their design lead-up time, and in particular whose job it is to design these sets, we may never see Concealment again and my biggest gripe is that it is too game changing (new zone) but non-permanent (expansion-based).

I applaud them “thinking outside the box” I wish they had “seen what happened when this was called Shadow in Magic,” as it would’ve been far more enlightening and would save them what will probably end up as a blemish on the fine game of VS.