Personally, I've never played MtG, so some of the terminology was a bit hard to get my head around, but you explained it pretty well.
I'm glad you could follow it somewhat; there's certainly room for improvement, even with my explanation. I'll try to do a better job from now on!
anyway, you might wanna consider adding a left margin to your site layout. having the text stuck to the edge of the screen kinda makes it annoying to read imo.
Thanks, I'll try that.
Thanks for the article, I've read it now (after writing my article). It covers many different, interesting topics. I think he offers a somewhat naive view on the "fair" worth of cards in TCGs - there are some rare cards that are not really "niche" and just better / mandatory.
The "Grit" concept he mentions is something I've seen in the "Robinson Crusoe" board game, too - fail a task, you get 2 'determination' points or something to use your character's special abilities with. It's pretty interesting but hard to get right - the player will usually need / expect a certain result and be in a worse position with other results, even given a consolation price like that.
He seems to have a hate for catchup mechanics. I agree with him to the extent of "enforced" catch up mechanics (think bonus speed for racers in the back in most racing games, better items for racers in the back in mario kart). There's game systems where an advantage for one player makes him vulnerable though, basically "soft" comeback mechanics. (In
Dota and the like, pushing a wave and destroying a tower means overextending far into enemy territory, for example). Comeback / rubberband mechanics is totally a topic I wanna cover in the future.
Thanks, this was interesting. I don't know this genre well so it was all new to me
You're welcome! Awesome that you got something out of my article. Seems like it helped you with some design issues. Great!
So I've given the OP's article an actual read now. Your writing is clear and to the point. Randomness is good. The observation that the MTG mulligan is a band-aid is strong. I agree with it completely. Designing MTG in such a way so that land droughts don't affect you, or that over-landing (whatever the term is), doesn't affect you would be worthwhile.
An obvious solution would be to pull the lands out of the core deck. Then specialty cards can be played to influence how you pull from your "land-only" deck. So the control of land distribution is still there but is made more interesting. 2 decks is better than one! Add a layer of abstraction!
There would be some rules that control how quickly land makes it out onto the board. Now the designers are in a nice position: they can tune deck balancing as they did before but with more freedom. You could go even further and have 3 decks - uh oh. Too abnormal? Life is shifting?
A clever observer will note that any balancing can be done with 2 decks as well as it can be done with 1. The balancing just has to be done differently. Not only does the mulligan only partially solve a randomness issue, the problem it hides also blinds players from understanding the relationship between their build and how a game went, because too much mental statistical math is involved. This is why band-aids are bad!
Good article. I'm impressed.
Thanks for the kind words! I'll cover other card games and their approaches to the "land problem" with my next article that should be out this weekend. The idea of splitting land and other cards into 2 piles is something that other people have brought up before (like everything in this world, lol) and I agree it is an interesting approach. The problem with MtG is how huge and steeped in tradition it is. Changing something this core to the rules now is near impossible, so the problem will probably exist forever. Good thing we can just design fresh (collectible/trading) card games that are not plagued by that problem (and run into different challenges, ahah!).
Thanks for reading and being so positive, everyone. I'm gonna finish up part 2 this weekend. Preview topics: Digital Trading Card Games (Hearthstone and Scrolls)