Wednesday, October 20, 2010

Great Designer Search 2 - Essay 07: Designing For Experienced Players

What do you think design can do to best make the game attractive to experienced players?

The best way to make the game more attractive to experienced players is to make cards and mechanics that reward their experience and skill: those that are subtly powerful and/or reward skill level in deck building and decision making.

Cascade was a great example of this. The randomness is disinteresting to newer players and they do not appreciate the card advantage it generates. Experienced players do recognize the card advantage. They also see how they can build a deck that removes the randomness factor; while they may not know what specific card they will hit they will have built their deck so that they know what general kind of effect it will be.

Cards like Fact or Fiction and Gifts Ungiven are another example. These cards are wordy and it is not apparent to new players why these cards are good. But an experienced player recognizes the card advantage they generate and see a way to use their superior decision making skills to trump other players. Gifts Ungiven also has an apparent drawback of never giving you what you want that discourages new players. Experienced players see how they can build redundancy into their deck. They can recognize combinations of cards such that whatever cards get put in their hand are either the cards they want or cards that allow them to get the cards they want.

The Masticores are also an example. Newer players hate discarding cards for any reason and will be turned off by the upkeep cost. Experienced players recognize that the drawback is manageable and the power of the card makes it worthwhile. In the case of the recently printed Molten-Tail Masticore, newer players are further turned off by the cost of removing a card in their graveyard. Experienced players will recognize the synergy between the upkeep cost and the cost to activate the damage ability.

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