Post by Keith Katsikas on Jun 19, 2006 15:43:47 GMT -5
Broken is a four-letter word...
What I mean by that statement, is that the word is used far too often, and is rarely used with a well-balanced thought process, ironically.
Broken is a very powerful word. It is vital for people... gamers... most importantly playtesters to understand what it really means and when to use it.
A card or a card combo that is truly "Broken" is one that:
1. Can be achieved using only one card, with little to no drawback, with little effort, at a high rate of speed, which directly results in severe damage to the opponent, or in an unfair advantage for the user.
2. Cannot be stopped by any means, or one that the answer to which is so difficult that it is rarely achievable.
3. Can win the game the turn it enters play and does not allow the opponent ample opportunity to respond with some sort of saving grace.
These are guidelines we use when designing or looking at cards. They are not set in stone however they help substantially. In the end however, I always look at each card closely and determine how many responces are available to kill the card or combo. I try to have a good understanding of this before the card ever sees print, so when players think they found something broken, I let them play with it awhile, then come out with the answers. Sometimes we're wrong, and sometimes the card text is just bad and we need to fix it.
The message I wish to send is this: When you think you have found a broken card or combo, look for ways to stop it before ranting about it, because it just might be a very good card or combo, and you could just be giving it away, instead of winning with it. Make a list of all the cards available to stall, destroy, or somehow stop the card or combo. If you find none, or very few, please let me know.
This game was designed to be a combo driven thrill-ride. And in the design of this (dare I say) masterpiece, we tried our best to make sure there were at least 10 answers to every possible scenario. Many players don't see all the answers, I think because so many of them (the answers) are so simple.
There are so many ways to stop spells and effects from being cast, so many ways to stop structures from being built, even ways to take out the tallest (most grand) structures with a single card. (which is a spell, so it can be stopped too.) There are ways to stop creatures from entering play. Ways to stop items from entering play, ways to steal those items if you wish, ways to destoy them as well. There are ways to heal, ways to target creatures, ways to target characters, ways to protect you creatures and characters. If you look hard enough (and that shouldn't be all that hard with just 300 cards) there is an answer to everything, and then some.
I am posting this thread because of the overwhelming use of the word "Broken". I am hearing it used more and more and it is making my head spin. Powerful combos is one of the things that makes this game so appealing. But when you look at all of the answers to everything, and when you look at our record so far in regards to restrictions, this is quite possibly the best balanced game available. It is most certainly the most strategic.
I have come to discover that the reason for our success thus-far is due in part to the amount of strategy, combos, and the game's free form main-phase. This game allows players to do things they could never dream of in any other game on the market today. And because of this, many instantly think every card and every combo they see is Broken, simply because the cards could NEVER be printed in any other game as they are without being so.
I almost feel as though I am tooting my own horn here, and forgive me if I am, that is not my intent. I just want to let everyone understand what my definition for Broken is, and why it is the way it is.
What I mean by that statement, is that the word is used far too often, and is rarely used with a well-balanced thought process, ironically.
Broken is a very powerful word. It is vital for people... gamers... most importantly playtesters to understand what it really means and when to use it.
A card or a card combo that is truly "Broken" is one that:
1. Can be achieved using only one card, with little to no drawback, with little effort, at a high rate of speed, which directly results in severe damage to the opponent, or in an unfair advantage for the user.
2. Cannot be stopped by any means, or one that the answer to which is so difficult that it is rarely achievable.
3. Can win the game the turn it enters play and does not allow the opponent ample opportunity to respond with some sort of saving grace.
These are guidelines we use when designing or looking at cards. They are not set in stone however they help substantially. In the end however, I always look at each card closely and determine how many responces are available to kill the card or combo. I try to have a good understanding of this before the card ever sees print, so when players think they found something broken, I let them play with it awhile, then come out with the answers. Sometimes we're wrong, and sometimes the card text is just bad and we need to fix it.
The message I wish to send is this: When you think you have found a broken card or combo, look for ways to stop it before ranting about it, because it just might be a very good card or combo, and you could just be giving it away, instead of winning with it. Make a list of all the cards available to stall, destroy, or somehow stop the card or combo. If you find none, or very few, please let me know.
This game was designed to be a combo driven thrill-ride. And in the design of this (dare I say) masterpiece, we tried our best to make sure there were at least 10 answers to every possible scenario. Many players don't see all the answers, I think because so many of them (the answers) are so simple.
There are so many ways to stop spells and effects from being cast, so many ways to stop structures from being built, even ways to take out the tallest (most grand) structures with a single card. (which is a spell, so it can be stopped too.) There are ways to stop creatures from entering play. Ways to stop items from entering play, ways to steal those items if you wish, ways to destoy them as well. There are ways to heal, ways to target creatures, ways to target characters, ways to protect you creatures and characters. If you look hard enough (and that shouldn't be all that hard with just 300 cards) there is an answer to everything, and then some.
I am posting this thread because of the overwhelming use of the word "Broken". I am hearing it used more and more and it is making my head spin. Powerful combos is one of the things that makes this game so appealing. But when you look at all of the answers to everything, and when you look at our record so far in regards to restrictions, this is quite possibly the best balanced game available. It is most certainly the most strategic.
I have come to discover that the reason for our success thus-far is due in part to the amount of strategy, combos, and the game's free form main-phase. This game allows players to do things they could never dream of in any other game on the market today. And because of this, many instantly think every card and every combo they see is Broken, simply because the cards could NEVER be printed in any other game as they are without being so.
I almost feel as though I am tooting my own horn here, and forgive me if I am, that is not my intent. I just want to let everyone understand what my definition for Broken is, and why it is the way it is.