Tag Archives: Magic: The Gathering

Ten Essays of Questionable Worth


This past Monday I got the email from Wizards of the Coast telling me that I’d washed out of the competition in this year’s Great Designer Search. The round that saw my demise was a 75 question multiple choice test that put contestants’ knowledge of Magic: The Gathering’s history and design through the wringer. If anyone tells you that the test was easy, they’re fooling themselves. I’ve written about the Dunning-Kruger effect before, and denying the challenge thrown at us would be a prime example of it.

Those of us who’d been eliminated from the final round learned exactly how difficult it was to make the cut — only 94 people finished with 2 or fewer questions wrong — but not how  we as individual recipients of the email had scored. The correct answers to the test will be revealed officially some time in March, but there’s been considerable (if not slightly controversial) effort put in by some of the over 3,000 participants that were cut via the test to extrapolate the correct answers. Based on this data, combined with the research and verification of my own answers, I believe I missed the cutoff by only a single question — and I know exactly which three they were, if that’s not a total kick in the gut.

That’s beside the point of this post though, and I intend to dive into the story of the community’s sleuthing for the answers in some later post, including my explanation as to why “the wisdom of the masses” is a logical fallacy. I may not have a degree in applied mathematics, but I can show two specific cases in their aggregated selections in which I was in the minority and, despite the community’s collective agreement on a different answer, I was right and the community was wrong.

Ballsy, I know. We’ll get to that some other day soon.

EssayToday is about the essays.

In order to qualify to take the test in the first place, participants needed to write ten essays, each between 250 and 350 words, answering ten questions posed by Magic R&D. These questions served primarily as a test of will rather than one of de facto qualification; the general idea is that if you’re not willing to grind through the essays, there’s not much point in taking the multiple choice test. In the event of the multiple choice test not narrowing the field to exactly eight finalists, the essays would become the tiebreaker. Ain’t nobody in R&D that wants to read 30,000-plus essays to pick the 300 people who should take the multiple choice test.

I wrote ten essays to move forward to the test round. I did not move past the test round. My essays no longer serve a purpose in the competition. There is no reason for them ever to be read by the judges in the Great Designer Search.

I’ll be damned if they never get read at all though. See, I’d put money on it that out of the over 3,000 people who wrote those essays, nobody sacrificed more to write them than I did. It was a calculated value proposition for me, as the potential reward could well exceed the expense, but make no mistake, the time it took to write them did come at an expense.

51703FEC-5167-4B17-A616-F3AC07985F67

I think I might have blinked. Honey, we need to go back and take the picture again.

I wrote the essays over the better part of two days, alone in a hotel room, while my wife, our two-year-old son, and my wife’s parents spent that time exploring Walt Disney World. I skipped Disney World. In order to write ten essays that would otherwise never be read, I gave up seeing my son, who idolizes Figment the Dragon, ride on Journey Into Imagination for the first time. It may sound petty, but this genuinely stings.

In all fairness, I was also sick as a dog on those two mornings, so maybe I wouldn’t have enjoyed my family vacation in the Most Magical Place On Earth anyway.

Ouch.

C’est la vie, though. I knew what I was getting myself into. Missing the cut on the test is all on me, and I willingly gave up those days.

After all that though, I still have those essays, and they make for a nice, fat, 3,200-word chunk of a blog post about game design. Multi-purposing is a thing. Double-dipping, sort of. Making lemonade. Recycling for blog traffic. Whatever.

Ladies and gentlemen, I give to you… The Essays.


Introduce yourself and explain why you are a good fit for this internship.

For about 36 years, I’ve been training to design Magic.

No. Scratch that. That’s not entirely accurate. It’s almost ridiculous; Magic hasn’t even been around that long. But 36 years is a pretty good ballpark for how long I’ve been studying and designing games.

My name is Sean Fletcher. Since I was a kid, deconstructing board games has been one of my favorite hobbies. Somewhere in the last decade, I went pro, and I’m currently a full-time board game inventor, designer, and developer with a studio in Seattle. In that time I’ve created games that went on to be published by at least a dozen publishers all around the world. Throughout the course of creating themed and abstract strategy games, card games, word games, and family party games, much of the design philosophy I’ve come to follow has its roots in the history and workings of Magic.

In 2006, I was invited by Mark Rosewater to join the Shadowmoor design team as a contractor. Through Mark and the work I did for Wizards of the Coast, my wife and I have built strong personal connections to many of the folks who’ve worked there (and still work there). Even after my contract had ended and Shadowmoor was on shelves, the extended family we have found within WotC has only grown.

You’re looking for a new game designer. When it comes down to it, I’m a known quantity; I’ve worked on Magic once before, I’ve got a successful track record of making fun and exciting games professionally, and I already have a positive rapport with many of the people I’d be working with. Speaking as someone who’s had to interview and hire new game designers for my own department before, I’d take that kind of known quantity any day of the week.

———

An evergreen mechanic is a keyword mechanic that shows up in (almost) every set. If you had to make an existing keyword mechanic evergreen, which one would you choose and why?

Evergreen mechanics earn their status as “any set” tools by being easily understood, highly versatile, and benign in relation to aesthetic themes any given set may have. The nature of evergreen mechanics is that they work in literally any setting, without a need to justify how they fit thematically into that world.

When Equipment made its debut in Mirrodin, it was easy to see how the Equip mechanic was going to be a permanent mainstay of the game. Armor, weapons, and tools are a natural part of any narrative world, so it follows that a mechanic like Equip, which is obvious in its granular intent without steering other layers of narrative, would become an instant evergreen mechanic.

Vehicles and the corresponding Crew mechanic seem to be poised to be the next addition to the evergreen roster. If I were to choose any existing keyword ability to bring up to the primary tool set, I wouldn’t have a single doubt about whether Crew could hold its place reliably. Since its second appearance in Ixalan block, it’s proven to be a mechanic that takes the flavor of its setting, rather than the other way around. It is generally intuitive, and it can be applied in a functionally limitless number of interesting ways.

There are strong connections that tie Equip and Crew together; both were key thematic showpieces within the sets they premiered in, both have pushed the limits of reasonable balance in their early days. I believe that those connections give credence that Crew will also find its footing quickly, like Equip, and be something we can expect in nearly every set moving forward.

———

If you had to remove evergreen status from a keyword mechanic that is currently evergreen, which one would you remove and why?

Shaving a keyword off of the evergreen roster isn’t easy; there’s not much fat to trim on that roast. The mechanic that stands out most to me in this regard is Prowess, and frankly, I think it’s a shame that it does. Don’t get me wrong; Prowess is a good mechanic, and outside of academic debates I wouldn’t have given it a second look, but here we are and here Prowess is.

Prowess is one of only a handful of keywords that produce no effect without a secondary independent action happening within the game. A creature with Flying is always flying, regardless of what other creatures are doing. A creature with Lifelink is always ready to start padding your life total for you. A creature with Prowess is always, well, waiting for something else to happen. Prowess does absolutely nothing all by itself.

Evergreen mechanics need to be unambiguous and straightforward enough that new players will understand them quickly in any context in which they might reasonably arise. Mechanics that appear on creatures need to be even more “self-aware” in this regard. To this end, I’ve come up with a simple litmus test for whether a keyword ability is clean and straightforward to a degree that justifies being evergreen:

If a creature loses or gains a combat-relevant keyword ability just before combat begins, it should be immediately apparent what the impact of that change will be.

Adding or removing Prowess from a creature, without other effects applied afterwards, does absolutely nothing to any combat interaction that may arise around that creature. Meanwhile, this change in the creature’s abilities can leave questions for inexperienced players as to whether the creature’s power and toughness are changed. If the Prowess ability had already granted bonuses this turn, and then the Prowess ability is removed, do the bonuses go away? If Prowess was granted to a creature by way of a non-creature spell, does the creature get a bonus for that spell?

In these regards, Prowess is too fussy for the expectation of everyday inclusion in Magic sets.

———

You’re going to teach Magic to a stranger. What’s your strategy to have the best possible outcome?

Magic is just plain difficult to explain and teach to absolute newcomers. Its play patterns subvert a lot of common assumptions audiences would have based on its themes and components, which can make any common reference points to hold as foundational cornerstones difficult to find.

I believe there are three key elements that make critical differences when a Magic veteran tries to introduce a new player to the game: Environment, Complexity, and Pace.

Environment is about helping a player see the nature of a Magic community. Magic is a social game, and this is a feature that many outsiders don’t recognize right away. Avoid overwhelming a new player with unnecessarily large crowds. Introduce them to a group of 6-8 players at most, whom they share other common interests with. Show them how several one-on-one matches can happen at once, and explain how Magic is simultaneously a group activity and a game played head-to-head.

Complexity and Pace are more controllable once the Environment is accounted for. New players often fear judgment, and the complexity of the game leaves a lot of space for judge-able errors. Reducing fear of judgement begins with demonstrating the right environment; limiting the opportunities for judgement comes through limiting the depth of a player’s first game.

I prefer teaching by presenting the new player with a mono-green deck, while I play mono-white. Limit decks to common creatures and sorceries, with no abilities or effects that would be played at instant speed. This caps the Complexity of interactions to moments when spells are played and combat exchanges, and allows the new player to focus on those moments individually. Play with the new player’s hand face up, so that choices can be discussed along the way.

Keep the mana curve between 1 and 5 CMC for all cards, and include redundant copies of cards with evergreen mechanics. This should help keep the Pace of the game quick and give the new player a sense of familiarity when subsequent copies of cards come up.

———

What is Magic’s greatest strength and why?

Magic has maintained a robust audience for 25 years now by constantly evolving and growing in how it presents itself. It is a game that can take on whatever creative flavor is applied to it without thinning that flavor or losing itself into it. It has a set of components that are equally as accepting of new themes as the full game is. Everything about Magic has enough rigidity to always be internally compatible and familiar, but is also porous enough to let new settings permeate the entire game.

The openness of Magic’s underlying framework is by far Magic’s greatest asset as a game system.

On the most basic level, Magic’s architecture allows for very transparent mapping of new worlds and narratives. The construction of a set uses the game as a theater and the rules as a stage. Characters, both primary and background, can be cast (like actors) with creature and planeswalker cards. Surrounding elements can be built like scenery and costumes with lands and enchantments. Props are brought into the story via artifacts, and dramatic plot points come into the story through instants, sorceries, abilities, and other broader game actions.

On a more granular level, Magic gives itself the space to illustrate an infinite number of concepts through variation and recombination of its various components and rules. When a designer wants to build outside the current set of known ingredients and tools, the game’s framework allows for new design space to be defined at will. A prime example would be the double-faced cards introduced in Innistrad; designers saw an opportunity to use the game’s components in a brand new way that better illustrated the duality and changes in the world’s pieces. Responsively, the game rules afforded and helped define new systems of framework to build those concepts on.

Without a structural system so resilient and yet so flexible, Magic could not have sustained the degree of growth and change it has seen over a quarter of a century.

———

What is Magic’s greatest weakness and why?

Having worked in a board game invention and production studio for seven years, I can attest to the greatest weakness in any game being its production schedule. It’s an invisible factor to most audiences, but the results of a rushed schedule are ultimately always visible.

I’ve seen this with my own eyes. As a project manager, an inventor, a developer, and an artist, every step of the way, I’ve always felt that there were just a few more things I could improve with more time. And that’s often just small, low-threshold kids games with no plans for expansion.

Magic is hundreds of times more complex. At least.

Magic’s primary set releases, not including supplemental products, land roughly every three months, with around 250 brand new cards each. Even with a nine to twelve month active production schedule and the efforts of dozens of staff members moving it along, it would be impossible for a set to reach players without flaws. The game — and the system needed for producing it with such regularity — is simply too complex for a 100% success rate.

Compounding this, the global Magic community is enormous, and contains some of the most analytical gamers ever. With myriad intricacies of mechanical interactions presented by so many cards, there is no way for a limited pool of staff members, no matter how skilled, to catch every abusable combination of cards in any given environment.

If a flaw in a card or mechanic’s design exists, players will find it and exploit it. Quickly.

The options available to Magic R&D in response to these exploits are limited. Bans can be put in place relatively quickly, but are tremendously unpopular and difficult to appropriately gauge for optimal effectiveness and efficiency. “Silver bullet” cards can be added to subsequent sets, but these get stuck in the same slow production cycle that any release is bound to, and could take months to catch up to the cards and strategies they’re meant for.

Production schedules are the bane and biggest weakness of every game. Magic is no exception.

———

What Magic mechanic most deserves a second chance (aka which had the worst first introduction compared to its potential)?

Oh, Surge, you lost puppy, you.

When Oath of the Gatewatch came out, the conversation was much about comparisons to the original Zendikar block, and the comparisons were not kind. BFZ and OGW had some problems with dilution once the latter arrived, and the new Eldrazi were hellbent on warping Legacy and Modern. It was easy to miss the quiet little mechanic that never had a chance.

Surge was simple, and it worked in an “I like it when it happens, but I’m probably not going out of my way to make it happen” sort of way. It was a great flavor match for the “we need to work together” theme of the set and story, and it doubled-down on that theme by kicking in when a teammate played a spell on the same turn.

The problem was that apart from a handful of modestly-promoted events, we were never given a strong incentive or opportunity to play them with teammates. Surge lived in a weird space where it wanted to be played in Two-Headed Giant games, but still needed to be playable in a one-on-one match. Making the value proposition more difficult, it was often tough enough to rally players up for BFZ/OGW limited in general, let alone specialty format events.

Surge was made to be a gift to fans of 2HG. It showed up in a block that was widely perceived to have been made for fans of things that were not fun.

If only we had limited edition draft environments where something as gimmicky as always playing in teams was the focus.

Oh, wait, we do. Two Conspiracy sets in, we’ve seen proof that supplemental “multi-player limited format” sets work. They’re fun, and they’re successful enough that we should generally expect to see them continue. Surge would be a slam-dunk centerpiece mechanic for a supplemental set intended for 2HG play (or even other fringe multi-player formats like Star Magic or Emperor).

There’s a home for Surge. Just not in the beleaguered wastes of Zendikar.

———

Of all the Magic expansions that you’ve played with, pick your favorite and then explain the biggest problem with it.

Poking holes in Ravnica is like serving up melted ice cream: you’re only doing it to prove that something awesome can be crappy if you try hard enough.

I know I’m not distinguishing myself from the pack when I say I loved Ravnica (Original Recipe), but that’s the truth. So now, it’s painful to have to look back at it and figure out which rib I want to kick it in.

Sadly, you don’t need to dig deep to find the shame under all the shine.

See, while Ravnica was absolutely revolutionary, a true watershed moment in Magic design, in retrospect it’s not as internally consistent as I recalled. For all the style that went into personifying each color pair as a guild with purpose and goals, the mechanics associated with those guilds are kind of spotty matches.

Ignoring cards with the Radiance mechanic, Boros’s cards are aggressive, precise, and swift, and they tell the story of the guild well: “We are righteous retribution. You can’t stop us.”

Radiance though is a mess. Half the time it’s inconveniently comfortable with collateral damage, so you’re often holding a weapon it’s not worth using. Not exactly a precision machine fueled by hubris and militaristic justice.

Dimir is a similar story. “We’re so shadowy, you’re not even sure we exist. We’re going to siphon away your mind before you know it’s disappearing. This card? It’s not particularly useful right now, so I’ll show you one I can use. Now forget you saw that, because we’re sooooo sneeeeaky.” The Dimir cards seem to indicate that they intend to mill you, but Transmute has nothing to do with this at all.

Selesnya embodies consistency, with the power-in-numbers “go wide” strategy matching perfectly with the Convoke mechanic. We’ll skip them.

Dredge fits Golgari’s story and flavor well: bottom-feeding compost recyclers. Despite that, their master goal is a little fuzzy. It seems like they just want respect, so I guess they’re “in it for the long game”?

Me though, I’ll ignore all that. Ravnica’s still the best. Ever.

———

Of all the Magic expansions that you’ve played with, pick your least favorite and then explain the best part about it.

Not a fan of Theros. Not at all. Took nearly the full year off from drafting. My teeth itch thinking about it.

At least the silver lining of that set is fairly easy to find. And it’s almost literally an actual silver lining.

Before I knew much about the design of the set, my wife and I attended the Theros World-Building panel at PAX Prime (née West). Both of us came out blown away by the visual distinction of the Gods and all things ethereal.

In particular, we loved the star field motif that appeared in the shadows and folds of cloth surrounding the Gods. Magic is a game where the other-worldly is commonplace; Jeremy Jarvis and his team found a way to make Theros’s version of it both clearly tied to that world and not of it’s natural order.

The distinction carried through into the card frames, which was a really nice touch. Thematically, there was an element of “gods bestow gifts and blessings upon mortals” in the block, so it was cool to see the sparkly aura-state Bestow cards attached to the traditional card frames of ”earthly” creatures.

We’d seen worlds with “mortals versus the spirit world” stories before in Kamigawa, so the fact that so much attention went into finding a new presentation for that narrative is impressive. Theros’s creative direction took a far more holistic approach, going beyond designated creature types or sub-types. The art direction was more meaningful than in most other sets, and the results were remarkable.

I may never reach a point where I want to play more Theros block (I will try to reserve judgment should we return there), but I will never cease to be impressed with how integrated the art and creative direction were with the mechanical design and development of the block.

———

You have the ability to change any one thing about Magic. What do you change and why?

Pssshoooo. Change one thing about Magic? That’s dangerous. I’ve seen that movie. Things do not end well.

Squint. Clench fists. Tighten the gut. Here we go.

Narratives. I think that as a whole, Magic is a little too fixated on advancing a narrative storyline. We don’t always need them. Let’s see fewer of them.

Blink. Crickets.

Did the world end? No? Good.

One of the best sets (and blocks) ever was Ravnica. Did Ravnica have a story? Probably. I’m sure of it. Does anyone outside of Wizards remember it? Not so much. Ravnica did such a great job of painting an environment and society (or web of societies) through its cards that we just didn’t ask what any order of events was. Ravnica was a plane-wide “slice of life” snapshot that just nailed it.

And yet when we went back to Ravnica to hear what happened to the guilds after we left them the first time, things weren’t quite the same. The story that culminated in Dragon’s Maze was generally superfluous; players simply wanted to recapture the experience of seeing the guilds in action. It didn’t help that Dragon’s Maze as a set was overfilled with too many things — a design necessity driven by the narrative being told.

The general response to Story Spotlight cards has been, as far as my limited research has shown, blasé. The advent of them is evidence that Magic’s brand puts a high degree of importance on the story of each set. I just don’t believe this is always necessary.

While I think that there are plenty of strong stories told in Magic’s sets, I also believe that some planes should be allowed to exist without an unnecessary narrative. Places can be fascinating to explore without existential threat or intrigue. Not every set needs an epic arc; sometimes the scenery is compelling enough on its own (think of this as the “National Park” theory).

Ironically, in my GDS2 essays, I specifically supported revisiting Ravnica to get the story. How’s that for a story arc?


 

There. Somebody finally read them.

Worth it.

Leave a comment

Filed under Uncategorized

Curiouser and Curiouser


I’m getting a bit “meta” this time. Not so much about games or game design or visual design, just about this blog itself.

393D8252-9412-4B9B-A584-4852874FAA95

Not shown: It has a tail.

It’s been a few weeks since I’ve posted anything. This is largely because for a stretch of ten days or so, I was on a vacation (or “holiday”, for any of you not reading this in the US)  with my wife, our son, and her parents at Walt Disney World in Florida. The trip itself is mostly irrelevant to my blog, but I will say you haven’t lived until you’ve tried riding on Dumbo the Flying Elephant in 40˚ weather (Farenheit, again for the non-US team, it’s not much above 0 degrees celsius) wearing a t-shirt and a lightweight hoodie doctored up to look like Eeyore.

It was brisk. My next stop was to buy a long-sleeved semi-thermal shirt in a gift shop. They had carted some in especially for the brisk weather for a few days. The extra layer made things better.

Because people will ask, given this article’s title, no, we did not meet Alice while we were there. Saw her, but didn’t want to wade through that crowd.

While I was there, two unusual things happened on (with? to?) my blog. There were spikes in traffic that didn’t resemble my previous experiences with the blog.

The first was on the 23rd. It was a small spike in traffic compared to other spikes, but out-of-place none the less. Normally, I see spikes on the days that I post new content. This makes a lot of sense, since I share links to the post on Facebook and Twitter in the various groups I’m a member of. People click them, and I get hits. Outside of those, I’m used to seeing maybe a half-dozen hits from random google searches; I’m not exactly a high-demand site with a massive base.

WordPress has a stats page that can tell me where in the world, generally speaking, people are coming to my site from. The majority of overseas hits come from India, since some of my earliest posts reference India as the origin of the game Chutes and Ladders.

This time the spike came from Romania, and it all centered on one of my more recent posts. The spike was also concentrated; there were 20 or so hits within a span of about ten minutes. This was really unusual.

I must be something of a cynic, because my immediate thought was that I must be getting  hit with some peripheral from a DDOS attack on something I’d linked to. I’ll confess I’m not much of a techie, so if your response to that is “that’s not how that works”, I won’t fight you on it. It was the first thing that came to mind though; something was up and I didn’t know what.

Not long into this, while waiting in line for the Tea Cups (hey, finally a real Alice in Wonderland tie-in) I realized that my site’s stats page had a metric that showed where incoming clicks originated. There was a “.ro” site that lined up with all the hits. I followed it, not surprised to see that, since I can’t read or speak Romanian, the content was all unreadable to me. It was pretty clear right away though that it was a board game forum, like the Romanian equivalent of BoardGameGeek.com.

The discussion was about Harry Potter: Hogwarts Battle, and linked to my article on it. This made way more sense than some bot infiltration. I copy-pasted as much of the forum discussion into Google Translate as I could, and was really happy to read what they were all chatting about. Turns out that there are plenty of fans of the game in Romania, and one of the things that they liked most about it was that the people who worked on it — myself, Andrew Wolf, Kami Mandell, and many others at FPC and USAopoly — were all Potterheads.

The fans loved the game, and loved that the game makers truly loved the theme, and love went all around. Love love love. Among gamers, knowing that the folks who make games care as much about the property/theme as they do counts for a LOT.

Yay!

The second spike was on the 27th. It was significantly bigger. Like, bigger than the days I actually post, but I hadn’t posted anything that day.

Site_Stats_Italy

The site statistics page for Arts and Gamecraft

If you look at that timeline, you can see the spike on January 5th. That was the day I posted my most recent Reading the Room article. I had a little over 50 visitors that day, whom collectively read a little over 60 pages worth of content.

On the 27th, I had 95 hits.

93 of them came from Italy. And all of those hits went specifically to the front page of the site, not to any of the articles (which would have done a little more to tell me why the hits were coming in).

Immediately, I checked to see if WordPress could tell me what the specific link was that was driving people to me. Unfortunately, all it could give me was “Facebook.com”. There was no way to see who in Italy first found me and my blog so interesting, or what element it was they wanted to share with their social network. I have no new subscribers that would suggest an origin point. I’m baffled. Happy with the traffic, provided this also wasn’t just a bot, but still completely puzzled by it all.

The traffic from Italy spilled over into the next day, the 28th, with the same vague Facebook link, so I’m inclined to say the pattern reflects real people coming here to read something, but again, there doesn’t seem to be any indication of any given article that was getting their attention.

So, yeah. Stumped. Hopefully if the source of the first “share” was a real person in Italy, they’ll see that I’ve thrown some new content up and will drop me a line to say “Hi”. I’d love to know what it is I’ve written that has so many people eager to read my thoughts from 5,500-odd miles away.

(That’s nearly 9,000 kilometers for them.)


GDS_chatter

The unofficial discussion of the test has begun…

Anyway, stay tuned. I’ve got some stuff about my recent dive into the Great Designer Search that’s currently being hosted by Magic: The Gathering’s R&D department that I’d like to look at. I washed out of that contest yesterday morning, but I’ve been fascinated by the speed of the analysis that others who participated have put together. Mark Rosewater, the guy running that particular event, has been asking people who took the test to not share the content. Sharing is considered grounds for disqualification from the contest/event — but since those talking about it have also been eliminated from the contest, there’s not much for them to get DQ’ed from.

We live in an age of immediate response and shared information networks, and that kind of thing is sort of futile to try to control. Given that this particular bottle is open and the genie’s not getting pushed back in, I’m going to cover that story of a community’s shared curiosity in a timely manner, relevant to the discussion that’s already happening.

Later, but soon.

1 Comment

Filed under Site news, Uncategorized

Reading the Room with Someone Else’s Eyes, Part 3


Entry Points Onto the Autobahn


This is the third in a series of posts about retraining myself in how I watch for trends and preferences in the gaming community. 

The Autobahn is the federal highway system in Germany. If you’ve never heard of it before, know one thing about it: it has a reputation for being fast and full of aggressive would-be F1 drivers. Overall, the general, uninitiated perception is that it’s really intimidating for newcomers.

autobahn_intimidating

The German Highway system known as the Autobahn. Image from http://www.young-germany.de, used without permission (sorry.)

If you’re looking at getting on the “fastest highway in the world” for the first time*, you may do well to take some advice from a native.

That native is not me. Go talk to these guys.

Many games are the same way. Games with high complexity and depth almost always go hand-in-hand with a high barrier to entry, and the initial view can look a lot like full-speed highway traffic from the shoulder.

If you’ve been reading the other posts in this series, it should in no way shock you that I’m now going to talk about Magic: the Gathering — this time specifically about the ways players experience it in their earliest stages of introduction into the Magic “lifestyle”. It’s a game I know well, and while my own entry into the game was back in 1994 (at risk of making it awkward, I’ll admit I’ve loved the game longer than I’ve loved my wife), I’ve seen and helped other players find their way into the game hundreds of times now.

For first-timers, Magic is often a surprisingly social game. The richest aspect isn’t actually the depth of card interactions, it’s the depth of interpersonal interactions. Magic is a game that thrives because of the tight-knit communities that form around it. Ironically, as close as the smaller communities are – often defined by the games/comic stores they meet at — these groups are almost modular or interchangeable in their structures; since the language and “customs” of the game are the same everywhere you go, it typically doesn’t take long for a player to migrate from one store/community to another.

PTAustin_Estratti

Pro Tour Austin, 2009, and Pro Tour Philadelphia winner Samuele Estratti, 2011. Images from http://www.aintitcoolnews.com and http://www.wizards.com, used without permission

Magic as a brand has recognized this for a long time, but has recently begun to put even more special emphasis on it, shifting some of the “outreach” efforts from promoting large, high threshold things like the Pro Tour and Grand Prix events back to the local shops where people congregate. The Magic brand has seen and encouraged a return back to its grassroots-style person-to-person viral origins.

The large-scale events are still around and thriving — the 2017 World Championship event alone paid out $350,000 in prizes, and prize payouts for the 2017-18 Pro Tour season total $2,600,000 over 8 events. The Magic Pro Tour requires players to qualify for events through a series of qualifiers, limiting the field to a global elite, best-of-the-best pool.

Mid-tier events like the Grand Prix tournament series are open to all Magic players of any skill level, and carry prize payouts in the hundreds and thousands of dollars, as well as Pro Tour invites and points that can be accumulated to qualify for inclusion on the Pro Tour for top finishers. Each Grand Prix is a massive weekend-long convention-like spectacle, with a main event surrounded by dozens of smaller side tournaments. 2018 will see 60 Grands Prix held all over the world. Any one of these can attract well over 1,000 players, there for games, prizes, trading, celebrity appearances, exclusive Grand Prix souvenirs, and more.

The Pro Tour and Grands Prix have spawned side industries like websites that stream tournament coverage with full, professional production crews and commentators. These sites often sponsor teams of pros, and roll that visibility into selling content subscriptions, accessories, and single cards used by players to build better decks with. Magic, even outside of the sphere that Wizards of the Coast inhabits, is a multi-million dollar engine of commerce.

This is the fast lane of Magic. Getting here is certainly doable, but the first-time player can come in facing an overwhelming cacophony if they attempt it without a guide of some kind. One does not generally attend a Grand Prix hoping to learn the game from scratch.

en_Lobyxx9oMS

Some of the contents of a typical Prerelease Pack. Image from http://www.wizards.com, used without permission

Pulling onto this Autobahn begins at the first game of Magic someone plays. In all likelihood, it’ll happen at a kitchen table or in one of those aforementioned thousands of shops with small grassroots communities. And with the depth, complexity, and history of Magic, even that can make for an intimidating view. Just learning the game in the first place is an undertaking best done with a living, breathing person there to teach you. Wizards of the Coast has embraced this rite of passage by creating an events schedule aimed at the local scenes, where new players can meet and learn from other more experienced local players. Building upon the weekly “Friday Night Magic” series held at participating shops, players can now jump into the game through novice-friendly events like Open Houses, Prereleases, Draft Weekends, Leagues, and Store Championships.

The tournament scene is in itself a product, carefully designed to create comfort zones for players of all types and draw them more securely into the fold. That’s about the brand though. We’re here to talk about the design of physical products.


When I recently interviewed for a job at Wizards of the Coast with Mark Globus (as discussed in parts 1 and 2 of this article series), one of the questions he asked me was how I might improve an existing product aimed specifically at new-ish Magic players in the early stages of learning how to build a Standard-format deck. I admitted that I’d never purchased a Deck Builder’s Toolkit, as the product first launched in the spring of 2010 — a full 16 years after I first learned how to play and build decks for Magic — and I never really had a need for one. I’d looked at the product several times at retail though, and was generally familiar with what came in them.

deckbuildertoolkits

Two editions of the Deck Builder’s Toolkit. Images from http://www.wizards.com, used without permission.

The Deck Builder’s Toolkit (or DBT) has undergone some changes from its first version almost eight years ago, but the overall makeup and purpose are essentially the same. It’s aimed at players who are just beginning to build their own decks, rather than using borrowed or pre-made decks. The goal of the product is to present the player with enough cards to build a deck that can be brought to and played at a typical Friday Night Magic Standard event. While the specific components vary across the editions, all of them contain a pre-selected set of semi-randomized and fixed content comprised of common and uncommon cards, four booster packs from recent sets, a stack of basic lands, a “learn to play” guide, and a storage box. Recent DBTs have scaled back on the amount of random card content and include small “seeded” packs of cards that all fit a specific theme to give users a choice of visible paths to start with.

Beyond this, I didn’t know much about how well the DBT actually jump-started a player’s collection or deck building stock. I asked Mark if I could take a few hours after the interview to refresh myself with the product and send him some written notes on improving it.

With such a short turnaround time, setting up online polls or directly interviewing players at a local shop wasn’t going to be a viable means of research. Google pointed me to several video reviews on YouTube, including some from Tolarian Community College. The Professor’s a pretty watchable guy, and his reviews are consistent and well-balanced. After running through a couple of videos in which he examined the whether buying a DBT was worthwhile (the videos each cover a different edition of the DBT), I had a pretty good idea of what was going on inside the product.

Overall, The Professor’s assessment was that some of the DBTs were worth the $19.99 MSRP when looking at the individual contents (four booster packs purchased individually would cost someone $16). That judgment varied slightly from year to year, as the expected return value of the sets represented by the packs rose and fell based on the secondary single-cards market. When he looked at whether the DBTs provided new players with a viable entry point into learning how to build a deck — evaluation based on effectiveness in its purpose — his findings were less promising. In his estimation, it was very unlikely that the contents of a single DBT could provide a player with anything resembling a competitive deck that would keep pace at a Friday Night Magic event. Further, he noted that by including packs from multiple sets, it meant that at least a quarter of the cards in any given DBT would be obsolete within a very short time, which would almost certainly prove frustrating to new players.

The problems presented seemed to me to be the exact place to start building in improvements to the product. My gut said that by narrowing the range of the cards and packs in the product, players would get a more focused set of thematically and mechanically linked cards and packs. This would mean losing some of the DBT’s ability to reflect the breadth of the current Standard environment, but it would keep more cards relevant within that Standard environment longer. And in fact, after writing my recommendations to Mark later that night, I went back and watched more of The Professor’s reviews. In fact, it turned out that he had drawn some very similar conclusions in his other YouTube reviews.

What I’ve learned recently though is that, much like with movies, the opinions of the reviewers and the opinions of the masses are not necessarily simpatico with one another. Just because The Professor and I were seeing the DBTs along the same wavelength didn’t mean our takeaways matched those of the larger audience. Our opinion came from the perspective of two Magic veterans who weren’t actively in the process of supplying a new player with the tools to construct their first deck. So I turned once again to the community within the Magic: the Seattling Facebook group to see if the “narrow DBT” plan resonated with other players. I was particularly interested in seeing what an experienced player would recommend to a friend whom they were introducing to Magic for the first time.

Screen_Shot_2018-01-01

Poll responses on Magic: The Seattling Facebook group, November 28, 2017

In an effort to minimize any skew that might come from respondents whom had preconceived opinions on the DBTs, I shifted the context by looking almost solely at the makeup of the booster packs. In retrospect, I realize that my posed scenario used six packs rather than four, but I have no reason to believe this error had any significant impact on the poll results.

When faced with setting up a friend with the cards needed to build a deck for Standard format events, 86% of experienced Magic players felt that a new player was better served with the more thematically and mechanically concentrated card pool.

Several of those who responded in the comments noted that they’d prefer to simply hand their friend a deck that they’d built themselves, but I felt that this circumvented the actual question at hand. My goal was not to find out the best way to teach someone to play a proven competitive deck, or to find out what that ideal pre-built deck was. This stage of the research was purely about optimizing the tools to allow a new player to learn the process of evaluating cards for decks and building those decks. The answer seemed clear; the community agreed with the evaluation that The Professor and I had come to.

As I saw the results come in, I realized that a DBT built from just a single set began to bear a strong resemblance to a supplemental product that already had strong traction in Magic’s larger community: The Bundle Box (formerly known and now frequently mis-referenced as the Fat Pack) is a product aimed at more enfranchised players.

MM_Fat_Pack

The original Mercadian Masques Fat Pack, 1999

In the 18 years since they were first launched, Bundle Boxes have undergone numerous configuration changes to get to what we currently know them as. In 1999, when the first Fat Pack was released to coincide with the Mercadian Masques set, the product included three booster packs, a tournament pack (a 75-card box of rates, uncommon, commons, and basic lands typically used for certain tournament formats), a randomly selected foil basic land and a randomly selected foil common card, a visual guide to the set, and a paperback novel. Over time, notable changes included the discontinuation of the novels and tournament packs, the addition of a spindown life counter (see Reading the Room: Part 2), an increase in the number of booster packs, and the inclusion of a storage box capable of holding a few hundred cards.

ixalan_bundle

Ixalan Bundle components, 2017

The current configuration has become particularly streamlined: ten booster packs, an assortment of basic lands and token cards, one spin down life counter, a visual guide, a one-sheet “how to play” guide (common to all Magic supplemental products), and a storage box. There is also a smaller box that purports to be for holding dice, since it’s too small to hold actual cards. The smaller box is often maligned in reviews as less than useful, though I suspect the true purpose of the dice box has more to do with simply making the Bundle look larger on a retail shelf than with any kind of usefulness as a game accessory. All in all, while a Bundle box offers a fine return-for-MSRP value, they’re not particularly exciting in their array of components.

Ironically, there is another product in the Magic line that is effectively no more than a smaller Bundle, but that generates a ton of excitement for both new and veteran players: the Prerelease Pack (a picture of which can be seen earlier in this article). Prerelease Packs are available only at specific events, but apart from a premium foil rare or mythic rare card with the event’s date stamped on it, typically have very little exclusive content that players will want to hold onto after the event. Otherwise, the Prerelease Pack amounts to a six-booster Bundle rather than a 10-booster one. In the past, Prerelease Packs for some events included packs from two or more associated sets and/or special seeded packs that allowed for a higher concentration of cards that showcased the set’s themes. Barring any seeded content though, future Prerelease Packs for the new “single-set block” structure will have little reason to be much more than 60% of a Bundle.

Compared to the DBTs, Bundles somehow manage to promise less than and still likely deliver more of what a DBT promises. The simple concentration of card themes and strategies makes virtually any deck built from a Bundle’s pool more streamlined and potentially competitive than a deck built from a DBT. On top of this, a higher percentage of the cards acquired in a Bundle will remain playable in the associated Standard format longer than would in any in a DBT.

Learned_poll

Poll responses on Magic: The Seattling Facebook group, January 4, 2018

My polling has shown me that more than 80% of new players learn from another human being rather than through their own reading of printed materials or video game tutorials. With either product, a new player will still get more mileage from sitting down with a friend who can teach them deck building basics in a one-to-one setting than they would from simply buying the product off the shelf and reading from an impersonal guidebook/sheet. This means that, given a friend with any Magic experience to learn from, the Bundle is almost ALWAYS going to be a better value to the new player learning to build their first deck.

This doesn’t mean that the Bundle is any more apparent in what it offers a new player or the quantifiable value it provides over a DBT. The DBT talks a good game, while the Bundle more or less says “here’s a bunch of packs and a spindown”. The former sounds more instructive and function-driven, while the latter sounds flat and unremarkable. The difference comes down to external messaging.

I believe that the two products could be merged into one and, with a few new features, be as attractive to — and functional for — both audiences at the same time. This is, as Magic Head Designer refers to the principle, Lenticular Design; one thing that has two different apparent purposes when viewed from two different perspectives, but that provides significant value to both. It is the ideal vehicle for both the inexperienced driver looking at the Autobahn from the merging lane as well as the fearless one doing 200 kph in the left lane.


There is no official special term for the moment when a Planeswalker (a mythical wizard-type character who can travel from one Magic world to another) actually arrives on a plane (one of those worlds).

I had this conversation with Gavin Verhey, a Senior Product Designer at Wizards of the Coast a few weeks back. What is it called when a Planeswalker gets to where they’re going? Airplanes and birds land. Cars and trains arrive. Boats dock or run aground. Planeswalkers “walk” between planes in the multiverse, and it could be easily be settled upon that they “arrive at” or “walk to” Ravnica, Zendikar, Ixalan, or any of the other planes that they may be visiting. Still, there’s no special or exciting term for that exact moment when their feet (or whatever they have) touch the matter of a new world. Gavin was as stumped by the question as I was.

That moment is a fairly significant one with different meanings for different people. As players, we each have a first experience with Magic, and it’s the biggest introduction point into the game we’ll ever have. Veteran players still experience fresh arrival points whenever a new set is released. To have a word that specifically references that experience through the eyes of a Planeswalker would be pretty handy.

It would also be a perfect name for a product meant to introduce players to a new game and/or a new setting, depending on their experience level.

For now, we’ll go with The Planeswalker Arrival Kit. It implies an entry point into the game to those new to it, while also referring to something veteran players expect Planeswalkers to do all the time.

I’ll take a second here to revisit the purpose of this article series: I’m retraining myself to look closer at how people use (or don’t use) the products available to them. It’s easy for me to explain why I like or dislike something, but when it comes to understanding someone else’s preferences, it’s easy for me to forget that there’s an underlying “why” in that preference. When I say I like “A” and you say you like “A” and the conversation goes no further, I only have partial information. It’s likely that my confirmation bias will kick in, and I’ll assume you like “A” for the same reason that I like it. This isn’t necessarily true, and recently it’s been the case that my personal preferences take some really random routes to reach the same places other peoples’ do.

TheBox

Brad Pitt is totally into product design.

That is to say, if I wanted to build a better DBT, or a better Bundle, or something that hybridised the two, I had to be sure the stuff I put in the box wasn’t just stuff I’d want in the box. Since half of the potential product I was thinking about comes from something I’d never used (or had an immediate need for), I had to get a better understanding of how other players felt about each component of the DBT. Since the Bundles have been gradually stripped down to the barest of essentials, getting breakdown data on those was less pressing; there’s very little fat on that particular steak. If there was something that players outright hated about the Bundles, it would most likely show up alongside the data I wanted to mine regarding the DBTs. Somewhere in the data was, hopefully, an ideal and exciting product that served a wider audience than either the DBT or Bundle does on their own.

Now, before we get into the nuts-and-bolts of this, please bear in mind that I’m no marketing guy. I know that specific price points and the surface area of a product’s shelf facing have an impact on the way the product is viewed by various consumer bases. I have no idea what those ideal price points or surface areas are. I make games, and I’m good at figuring out how to optimize the play experience of those games within a pre-established budget. Any product proposal that follows in this article comes purely from my ability to ask questions, apply some pretty rudimentary analysis of data, and make logical assumptions as to which components make others necessary or obsolete.

After my initial poll on Magic: The Settling regarding the mix of packs that a new player should be presented with, I decided to get a little more granular in what they felt a new player really needed in order to get going. I proposed a list of potential components that they might put into a kit for newcomers, along with typical or estimated MSRPs on those components, and asked what they’d give a friend new to the game. If the popular components were ones that veteran players also had frequent use for, the odds of making a viable Planeswalker Arrival Kit that met the needs and interests of both player subsets would go up.

kit_poll

Poll responses on Magic: The Seattling Facebook group, December 21, 2017

Based on aggregated component costs (estimated based on other products and MSRPs) over selections made by at least 83 respondents, I was able to see that the average price a player would pay to offer a friend a “startup” kit topped out around $22.90. Since the MSRP for the Ixalan DBT is $19.99, the price point arrived at through the polling wasn’t too far off the mark. The price was right, but the components needed some adjustments.

The top component selections actually bear a strong resemblance to the DBTs. However, prior polling indicated that veterans preferred to give friends a more concentrated pool of cards, and the popularity of the Fat Packs/Bundles, leads me to say that the overall product built upon this data would get more traction among both new and veteran players with a single set mix than with a multi-set “Standard” mix. I believe that by tying the hypothetical Planeswalker Arrival Kit to only one set at a time and including features that players can only get in the PAK, Wizards could have a product that would not only be giftable to new players, but would have quarterly relevance to enfranchised players looking to buy a “kit” product for themselves.

Several people who commented on the poll said they’d like to see basic introductory decks included in the product. Some recommended what amounts to an “after-market” pre-made deck product sold by local and online game stores made from cast-off common and uncommon cards, like the Card Kingdom Battle DecksWelcome Decks (free decks given away by Wizards of the Coast as training tools or at open events) are an existing Magic product that would easily fill this role. These would allow for newer players to either play the Welcome Deck right from the box, or to modify and tune it with other cards from the included Booster Packs. Veteran players may not see the same value in such a feature, but with a few notable alternate art cards and mid-tier rare cards included in the deck, this could still have appeal for them.

Within the poll, the closest analog to a Welcome Deck is the pre-assorted mix of 120 Standard format cards. If the Welcome Deck-style feature were substituted into the build-out of the PAK in place of the 120 cards, the estimated price point could stay about the same, if not drop slightly. Alternately, the PAK could include five 30-card mini-Welcome Decks designed to be shuffled, two decks at a time, into ten possible two-color decks with a slight increase in cost.

A Welcome Pack–style component would also be a way to pack additional basic land cards — a piece that those polled felt were a critical supply for new players — into the PAK. If the cards in the pre-built decks included roughly 60 basic lands, the remainder of the 100 basic lands requested could include more alternate art or full art, providing a little more novelty and exclusive content in the product.

There are several other possible components I’ve thought of since posting the poll that I’d be interested in putting into a PAK. The most significant of these would be a sign-up form for a DCI number. This low-cost feature would provide new players with a nudge to attend officially sanctioned Magic events and reinforce how easy it is to become part of the “card carrying” Magic community.

So here is my proposal for a new DBT/Bundle hybrid product, with an MSRP coming in around the $30 mark. I offer you the Planeswalker Arrival Kit:

  • 1 Card Storage Box
  • 1  Plastic Deck Box with key art from the associated set (example)
  • 1 Spindown Life Counter with set expansion symbol
  • 5 30-Card Mini-Welcome Decks built from the associated set
  • 6 Booster Packs of the associated set
  • 1 “How to Play” foldout insert
  • 1 “Deckbuilding Tips” foldout insert
  • 40 Full/Alternate Art Basic Lands
  • 1 DCI Membership Sign-up Card

If response to the price point proved too high for new players, I’d recommend dropping two of the booster packs and cutting the number of full/alternate art lands down to 20; this would push the MSRP to or below $25. The overall appeal to veteran players may drop when fewer packs are included, but part of the goal with the PAK is to improve upon the very dry build of the current Bundles with something that carries a wider variety of exciting product-exclusive features still attractive to veterans.


The challenge I gave myself was to retool one or more products into something that better serves the stated purpose — providing a new player what they need to really get started in Magic — and, if possible, still holds appeal for enfranchised players. I may never actually know if the Planeswalker Arrival Kit would do that job as intended, but once I started figuring out what it would look like, I had to see where that road would go.

On-ramp and travel lane.

 

 

 


* While I can’t personally speak to how scary the first approach onto an on-ramp on the Autobahn may be, I can say that if you need a more domestic thrill-ride, try US Route 6 on Cape Cod in Massachusetts. There are literally entry “ramps” that are no more than a T-intersection with a stop sign between a residential neighborhood and the 60 MPH highway.

Leave a comment

Filed under Card Games, consumer research, Product design, redesigns, Uncategorized

Reading the Room with Someone Else’s Eyes, Part 2


What We’re Counting On


F643E3AB-DADD-467A-BB84-27CBA68D16FCThis is the second in a series of posts about retraining myself in how I watch for trends and preferences in the gaming community. 

Taste is personal. Sometimes your personal tastes are highly consistent with those of the masses (i.e., most people love bacon and so do I, most people dislike paper cuts and so do I, and so on), while other times your tastes make you something of an outlier.

I seem to frequently be an outlier.

When you’re a product designer though, being an outlier means you need to spend a little more time looking at how — and more importantly, why —  your tastes vary from those of the rest of the crowd. Even more so, it underlines the importance of taking time to objectively understand what’s driving the tastes of the crowd, and how those drivers might affect future tastes and trends.

Tastes, particularly those that run wide throughout a community, are a good place for me to practice how I watch for, listen to, and process data.


Recently, I had a conversation with Mark Globus, the head of the team at Wizards of the Coast that makes supplemental Magic: The Gathering products. Afterwards, Mark pointed out to me that my own personal tastes towards various things in Magic products — and my read on the tastes of others  — tended to skew very differently than those that market research indicated prevailed among the greater Magic community.

Magic: the Gathering Commander’s Arsenal, November 2012. Image used without permission.

One of the products we talked about was the Commander’s Arsenal, a premium-tier set of foiled cards and accessories for Commander format players released in November of 2012. From a consumer standpoint it was a product that, as far as I had understood, had been a bit of a misfire. The Commander format is generally seen as one of the more “casual” ways the game is played, and the limited release of the Commander’s Arsenal meant that the retail price of the product very quickly exploded to well over the MSRP of $74.99. The inflation meant that a remarkably high percentage of casual Commander players saw very limited value in purchasing it, and caused quite a bit of backlash in its reviews.

Much of this negative response stemmed from availability and underestimations for demand of the product. Scarcity is good when it comes to limited product runs, but this was a case where the scarcity put it out of reach for most of the audience it would best serve. Aside from reviews based solely on the comparative monetary value of the Arsenal, my own anecdotal understanding of consumer reaction was mixed.

The product was primarily about the cards it contained, and many of those cards were certainly in high demand (which, paired with the scarcity, did a lot of the driving of the retail price inflation). The players I’ve talked to all seemed to see at least a few cards they would have been happy to get their hands on if the price had stayed around the MSRP, but after the markups began, practical interest in those cards for anyone not planning to resell the parts became very lukewarm. The Arsenal also came with 10 oversized foil legendary creature cards for use as commanders (see my last Reading the Room article on those), some premium card sleeves, a new kind of barrel-shaped life tracker (that went to 99), and a set of reversible plus-and-minus tokens for marking “buffs and debuffs” on creatures. Given that these accessories weren’t as integral to the game as the cards themselves were, they were always the last things people talked about when giving opinions on the product.

Plus_minus_counters

Tokens from the Commander’s Arsenal

When the accessories did come up, there was some more consensus among players. The sleeves were okay, but nothing remarkable, and certainly not worth any price inflation. The plus-and-minus tokens were really uninspired and unimpressive. The life counter though… early reaction was that that thing looked cool.

And since in any given pool of casual Commander players, seeing a full set of the Commander’s Arsenal was relatively rare, the feature that was typically most visible — largely because it was universally applicable in any game of Magic, not just Commander — was that life counter. It was big and chunky, so it stood out among dice, paper, and phone apps. It was shaped like a barrel and had a subtle haptic “click” feeling when the numbers were turned. There had never been another counter like that in previous official Magic products. AND IT WENT TO 99!

921025

Life counter from the Commander’s Arsenal (it goes to 99!)

“That life counter”, I told Mark, “was the one part of that product I still keep seeing people geek out over.” I’ve seen people at Friday Night Magic events ooh-and-aah over them when someone down the table pulls one out of their bag. This past summer, I saw someone ask another player if they could buy it off of them for $10. The offer was rejected on account of it selling for twice that online.

As it turns out though, this was another one of those things where the surface-level responses I was hearing in passing from casual players in casual settings didn’t really get to the heart of the greater consumer reactions. It was something I could use as an exercise in looking for the deeper whys and wherefores.

And here we are now.


In any complex system — including games — there are many, many smaller elements, some that fall subject to judgement according to the tastes of the users. Magic: The Gathering is a game with literally thousands of subjective calls that can be made by players to customize their approach to the game. Most of those calls have a bearing on the game itself and how a matchup between players pans out. Some of the choices present in the game’s systems though are more aesthetic and a lot less impactful on how a game is won or lost; these are things that vary based on a player’s tastes.

The means for tracking life totals falls in that latter category. In an official capacity, the best way to track life totals is with a pen or pencil and paper. Life totals are pretty simple numbers though — they start at 20 and move up or down in whole-number increments — so beyond pen and paper accounting, players frequently assume some leeway to track totals in whatever way they see fit. The only broadly practiced (unofficial) guideline is that both players can easily understand at a glance what’s going on.

My conversation with Mark Globus, and in particular the short exchange about the Commander’s Arsenal life counter, got me thinking about the relationship between a player and some of those smaller, subjective elements of the game that they customize to their tastes. I wanted to know if my read on the Arsenal-style life counter — that people thought it was cool — was a general truism rather than my personal reaction reinforced by small-pool data and confirmation bias. I recognized pretty quickly that this particular life counter was a pretty specific piece of the picture though, so I started looking at a wider category that the life counter was just a part of.

Once again, I started asking the folks I see at my regular Friday Night Magic game what their preferences were when it came to tracking their life totals. I posted polls in the Magic: the Seattling Facebook group. I watched games being played in drafts, in constructed matches, and in Commander pods. I took notes on how people literally looked at the things that were used for tracking life totals.

Life_tracking_poll

Poll on life-tracking methods, Magic: the Seattling, November 23, 2017

I know, a lot of focus on something pretty trivial. It was more about me checking my own means of gathering data objectively, and it gave me some really interesting data, including a few things I wasn’t expecting at all.

Takeaways, layer 1:

  1. If you want anything resembling specific, serious data, don’t leave the option to add new poll choices open to the audience.
  2. Magic players who like using a paper and pen, when asked for a second choice other than paper and pen, will opt for paper and a totally different, not at all the same pen. A lot.

Leaving the poll (unintentionally) open for new categories definitely made it trickier to parse the information I was initially looking for. There were plenty of other interesting methods brought up though, including some discussion on the best phone apps for tracking life totals, and some images and links to custom-made counters posted in the comments.

Takeaways, layer 2:

Overall, paper and pen seemed to dominate responses among players who tend to play a little more competitively, which I expected. The more casual-format games someone played, the more popular some combination of dice became. 20-sided dice were the most common response overall, but within that group, I found that there were some pretty strong opinions on the choice between using the “spindown” D-20 life counters that come with various official Magic products and other “standard” D-20s. Just over half of the people I spoke to in person — 14 in 25 — felt that the number distribution of spindowns made them easier to track totals on, but “less random” when rolled to see who’d play first. Most said they’d just use different dice for the two functions, but a small handful said that if they had to choose just one to carry, it would be the traditional D-20. Online polling gave D-20s (with no specification as to spindown versus standard) a slight 51 to 46 edge over other dice.

WhiteDie

An official Magic “spindown” life counter with the Planeswalker symbol

With this in mind, when I looked around the table at a Friday Night Magic event, I observed that nearly everyone who carried a dice collection with at least one spindown had multiple spindowns with them. There’s a collectible element to them that’s easy for players to get attached to. Many players, even those who dislike the spindowns for the statistical imbalances they carry, still have a strong affinity towards them, like small trophies of the events they’ve played in and products they’ve bought.

Beyond using them for their utility, those players who prefer to use dice typically have specific dice they like to use because of an emotional bond towards them. Dice often become an extension of the player’s personality out on the table during the game, and for many have a totemic or “lucky” quality. Dice selection is frequently a very personal thing — one of those elements of taste mentioned back at the top of the article.

Phone apps weren’t far behind dice on the list of responses, and some brief discussion came up within the Facebook group as to recommended apps (which makes me wonder why there’s no current Wizards–produced basic tracker app available), and on the merits of other digital note-taking devices like the Boogie Board.

At the point that I had collected this data, I had determined that if I were to make any recommendations to the Magic product team about improving features or components of their products, it might be to simply re-order the numbers on the spindown life counters to reflect a more balanced number distribution, like those on most “standard” D-20s. This would, theoretically, be a simple way to offer some minor improvements that satisfy more players with minimal effort. However, the whole point of the exercise in reviewing my own impressions against those of the crowd was to get a better gauge as to whether the things I assumed I was seeing were in fact adding up the way the rest of the community saw them. I would need to put the assumption to a test. 

Fast forward to the poll results: It is true that players tend to be wary of the numerical imbalance that comes with rolling a spin down to determine first player, but they also really like that there is a logical sequential order to the numbers on a spin down when it comes to selecting a die to track their life total with. General consensus showed that people have preferred to, and will likely continue to prefer to just carry both kinds of dice and treat them as two very different tools for two very different purposes. Scratch the would-be recommendation to reorganize the spindowns, but get somebody on that need for a good app stat.

playmats

Two playmats with numbering for tracking life totals

One of the things that stuck out for me in the poll responses was the notable absence of “playmats with life tracker numbers printed on them”, even after I’d left the poll open for user-created options. I own two such playmats that I love using; one with art from a Shadowmoor Island with custom Sandman artwork by Mike Dringenberg (one of the comic’s first pencillers), and another featuring “Ambassador Groot” that I made myself (the art degree still shows up from time to time). When I made the Groot playmate, I made a conscious decision to include the numbers, since I’d found the ones on the Island/Sandman mat to be so useful. I even bumped up the tens column to ten positions to better account for things like insane life-gain strategies that can quickly exceed dice supplies.

So why didn’t a single numbered playmat show up on the poll? I can honestly say I frequently hear people at casual events comment on how much they like the playmats I use, both for the artwork and the fact that they can read my life total so clearly from across or around the table. It wouldn’t be a stretch to say it happens at least once at every event I attend¹.

I decided that the numbered playmat question was another one for the chorus.

Screen Shot 2017-12-15 at 4.10.15 PM

Poll on opinions of playmats with numbering for tracking life totals

Overwhelmingly, people really don’t like tracking their life total on their playmat. Even folks who said they owned and/or used a numbered playmat still didn’t actually use the numbers. Like with the oversized foil Commander cards, I once again found myself staring at sets of evidence that didn’t coordinate with each other; I like my numbered playmats for their function, I’ve had many players comment on the clarity they give regarding my life total, and people hate using playmats with the numbering.

I found the piece I was missing when I began telling people at a Friday Night Magic event, and again later at an Unstable draft, what the data was showing me. The responses were consistent:

Me: “I’m surprised, because I like this style of playmat, and people compliment it’s clarity all the time.”

Them: “Yeah, it looks great, and I can read it pretty easily from here. Man, more people should use those.”

Me: “Okay, that’s what I thought I’d see in the polls, but it wasn’t even close. Would you use one?”

Them: “Hell no, I like paper and pen or dice.”

Me: “But not a numbered mat? You just said that you like the way it looks and works.”

Them: “Yeah, I like that YOU use one because I can see YOUR life total from all the way over here better than I could if you were using dice.”

The key seemed to be that players liked the numbered mats just fine when their opponents used them. This got me to a whole new layer of the data-crunching.

Takeaways, layer 3:

Players evaluate their opponent’s life-tracking methods in ways very different from how they’d evaluate their own, and clarity and visibility are near the top of the criteria list that they want to see from their opponents. There is no apparent “optimal standardized method”, even among the paper-and-pen crowd, when it came to looking across the table at an opponent’s tracking method. Overall, immediate clarity was key; the less effort it took for a player to see their opponent’s life total, the more confidence they had that the totals were correct. As shown earlier in the playmat example, players typically expressed that the clearer and more visible their opponent’s methods of tracking were, the less bothered by it they felt, even if they would never use that method themselves.

In competitive settings, seeing an opponent use anything but a paper and pen raised red flags for most players. Even when the other player was using paper and pen though, each player’s handwriting and individual shorthand created varying degrees of clarity or confusion from across the table, and this had a definite impact on a player’s confidence in the accuracy of their opponent’s notes. In cases where professionally designed and printed score pads were available, the layout of the pages wasn’t always considered helpful, since handwriting was still a factor, and formatted columns often made notes cramped and difficult to read. Players responded most favorably to an opponent’s life tracking and notes when the paper was kept closer to the center of the play area.

In more casual settings, where dice were the more common tracking method, players preferred to see their opponent use a D-20 (either standard or spindown) when dice were used. Most commercially available dice are clear enough to be read from a distance of two or three feet, and are without other features that would otherwise obscure the numbers.

Groupings of smaller-numbered dice (usually four D-6’s) were also generally looked upon favorably, but nearly everyone I spoke to said they’d rather be looking across the table at a single D-20 whenever possible. D-6’s can easily be accidentally grabbed when looking for a die to put on a permanent that needs counters to designate something, thereby unintentionally obfuscating the player’s life total. A pair of D-10’s was also seen as an acceptable arrangement, and gained more support when one of the dice was a “percentile” die — a D-10 with numbers starting at 00 and going up to 90 in increments of ten. When an opponent used mismatched dice in any arrangement — those being dice of different colors or apparent scales — players tended to express irritation and put lower confidence in the tracking. The consistent through-line was that more dice equaled less immediate clarity and more room for mistakes.


s-l1600

The 2017 version of the Commander’s Arsenal life counter

The Commander’s Arsenal life counters, as it turns out, are polarizing little buggers. People who like them love them, and people who dislike them hate them. Those who eschew them will typically criticize the weight, or the minor variations in manufacturing that can cause the pieces to fit together too loosely or tightly. They were considered “too fidgety”. A number of players I spoke to cited that they disliked when an opponent used them, as they could roll towards the user and hide the relevant numbers.

More players are in the “love” camp than the “hate” camp when it comes to the life counters though, and this is probably why they were brought back in 2017’s Commander Anthology and Archenemy products. Users like how they have a somewhat exclusive air to them, as they’ve only come in premium or supplemental products so far. The 2017 versions got a stylish update — black with red details — and even come four to a box in the Commander Anthology. A few significant functional improvements were also made on the design: the side walls on the new model have a broader “footing” to help prevent it from rolling over on the table, and the 9’s on the counter’s faces now have a mark that distinguishes them from the 6’s. There are a number of online retailers who’ve begun selling the life counters out of Archenemy and Anthology sets that have been broken down for their components, and you can typically get one for between $7 and $10 (right in the range of the guy who wanted to drop ten bucks for his opponent’s back in the summer) .

It was a long way to go to confirm something I believed to be true, especially considering it was a read on a secondary component of a product from five years ago. The process of confirming the read through research though was necessary for me from a practical standpoint, and I picked up some other interesting quantifiable notes along the way.

It’s a process that I intend to continue. I’m particularly interested now in how players in Commander format games track totals, given that players are not only tracking their own life totals, but also separate tallies for damage taken from each of the other players’ individual commanders. Expect to see some study findings and proposals in a later article. I have some thoughts already, but if it isn’t obvious by now, I’ve come to anticipate that the views I have of the pieces around me are usually very different from the views from the other parts of the room. I need those extra sets of eyes.

 


¹ Side note RE: my own pet peeve — It drives me CRAZY that there aren’t more players who know who the Morpheus/Sandman on my playmat is. 90% of the events I play at are at comic shops. Sandman is one of the most influential comic books of all time. The comic shop I play at most often is LITERALLY called “The Dreaming” — a reference to Sandman — and has a BIG sign out front with Sandman on it. Eight years I’ve had this thing, and maybe a dozen people have said “Hey, it’s Sandman!”. That’s it. 12. Seriously? Neil Gaiman? Tori Amos? Anyone? Damned Magic players are getting too young and need to get the hell off my old-man lawn.

1 Comment

Filed under consumer research, Product design, Uncategorized

Reading the Room With Someone Else’s Eyes, Part 1


Seeing the Forest For the Trees and Tapping It for Green Mana


This is the first in a series of posts about retraining myself in how I watch for trends and preferences in the gaming community. 

111_CMD_Products_CounterPunch

Magic Commander product, 2011. Image ©Wizards of the Coast, used without permission (fingers crossed)

A little over a month ago I had a job interview at Wizards of the Coast for a position designing new products to fit into their line of Magic: The Gathering supplemental products (Commander decks, Fat Packs, etcetera). I went in with a pretty high degree of confidence that I would be a slam-dunk for the position, what with twenty-four years of experience playing Magic and seven years of making game products under my belt.

At the end of the process, the hiring manager, Mark Globus, told me that on paper my resumé looked about as perfect for the job as any manager could have asked for. Before he told me that though, he broke it to me that I would, unfortunately, not be getting the job. In a series of questions he had for me during a prior phone interview, he’d been looking at my read on the likes and dislikes of the greater Magic community and how they related to the current array of Magic products and components.

In an almost alarming number of those insights I’d given as examples, my read was completely out of line with what the consumer base felt. After 24 years of playing Magic, I’d shown that I was either entirely out of touch with other players…

OR — I hope — I had unwittingly fallen into a combo-trap of looking at sample sizes that are too small and not asking enough (or the right) questions about why people have the opinions they do about Magic products. If this is the case, it’s something I can fix. In the subject of Magic preferences, I had become a prime example of the Dunning-Kruger effect.

Without the self-awareness of metacognition, low-ability people cannot objectively evaluate their actual competence or incompetence. [1]

– Justin Kruger & David Dunning

In other words, I didn’t know that I didn’t know what people wanted, so instead I thought that I did. The hiring manager needed someone who instinctively picked up on these sorts of details and insights, and I hadn’t developed that skill properly.

In taking the time to give me feedback regarding why I’d fallen short of landing the job, Mark had done something to help me be better prepared the next time a position like the one I’d interviewed for opened up. It was one of those above-and-beyond things that he didn’t need to do, but I’m grateful for.

Obviously, missing out on the job was not the initial plan, so there’s a new plan. I aim to shore up the weakness Mark identified for the next time a job in that department gets posted. I have a muscle that needs exercise, and I’ve started in on a new training regimen to turn the weakness into a strength.

Magic_Poll_1

My first research poll on the Magic: The Seattling Facebook group

My first step was to go back and analyze the answers I’d given Mark in the phone interview. The second would be to find the answers the Magic hive-mind would have given.

In broad terms, Mark asked me for my opinions about a few existing supplemental Magic products and the components of some of those products. We talked about the Deckbuilder’s Toolkits, Commander decks, the Commander’s Arsenal, the From the Vault series, and a handful of others. He asked if there were things I’d change, improve, add, or remove from those products. I gave answers that came straight from my own opinions and experience, and reached back to opinions I’d heard from folks I frequently played Magic with.

Commander_1

The oversized and standard-sized versions of a Commander card

For example, when Mark asked me how I might improve the Commander products, I went with something I’d personally wanted to see more of: oversized foil cards that correspond to the commanders the decks are built around.

I’ve purchased nearly every Commander deck that’s been released by Wizards of the Coast. These products are 100 card decks meant to be played in groups of 3 or more players. Constructing a deck for the Commander format has special rules, one of which is that the deck must have as single card that the deck is built around, called the “commander” — hence the format’s name. One of the things I’ve always liked, from an aesthetic standpoint, is that the products are displayed at retail with a double-sized card of the commander for the deck showing through the packaging’s clear plastic facing. The card is big, the art is cool, the text is readable from several feet away, and if that wasn’t enough to catch your eye, the entire card is printed on a foil card stock that shines and glimmers and jumps right off the shelf. They’re the headliner on the box, and they’re a playable component of the game.

I love them. I love playing with them. As a product designer, I love how they “sell” the product with a combination of definition and style. Before I began this exercise, the only issue I’d had with them is that the assortment of commanders the oversized cards exist for only accounts for a small subsection of the greater game’s hundreds of possible commanders you can build a deck around.

This poses a problem for me though; I have a personal emotional stake in these cards appearing in the Commander products. I had let myself become skewed in my perception of the relationship between the oversized foil commander cards and the Magic players who buy the Commander products.

Almost every Friday night, I head over to a comic book shop a few blocks from my office to play Magic. While we wait for players to sign up for the draft event, several of the regulars will play Commander to kill time. Most of the decks that are played are built from scratch by the players. This means that most of the commanders chosen by the players who built those decks aren’t ones that come from the official Commander products, and therefore don’t have oversized foil versions to use. Instead, you see players who seek out other “upgraded” versions of the commanders for their decks — a commander deck is an extension of a player’s creativity, so “points for style” are widely appreciated. Some players seek out the standard foil cards, some prefer foreign printings, and others spring for altered-art versions.

My assumption: Oversized foil cards = points for style, ergo players who like style points like oversized foil cards.

The problem here was one of confirmation bias and Dunning-Kruger. Since other players never asked me why I use the oversized cards, I never thought to ask others why they didn’t use them. I didn’t even think about whether I should ask why others like or dislike using them, because I liked them, and the logic for my own preference was sound.

MarchesaCompounding my misread were comments from other players that, in retrospect, only painted a partial picture of the problem. Just a few days earlier I’d heard one of the Friday Night regulars mention that they’d “love to see Marchesa wind up in an official Commander deck”. He was referring to a card that’s popular among those who play the format, one that can be used as a commander for a deck, and that has not yet been featured in a Commander product release. Without asking any further questions, I took this to mean that he wanted an oversized version of the card. Why else would he specifically want a card that already existed outside of the Commander products to be featured in one?

To me, it was a given that players wanted the oversized cards. I saw that there was a very simple reason they couldn’t use them. I didn’t question whether they wouldn’t. I understood a small part of why oversized foils weren’t used more often, but I didn’t understand all of it, and I didn’t look for deeper reasons.


When Mark explained to me that the market research Wizards of the Coast had done indicated that players really didn’t like oversized cards, I had a little bit of whiplash. I’d given an answer to an interview question that I thought was on point. Presented with a question I hadn’t anticipated, I gave an answer based on my own experience and the data I’d collected through informal and incidental observations. It turned out that those observations weren’t as complete as I’d needed them to be. If I ever wanted a second shot at joining Mark’s product design team, I’d need to change that.

Since then, I’ve been asking around at the stores I play Magic at. I’ve picked the brains of people I work with and have played Commander with in the past. I’ve begun posting polls in a Facebook forum with a strong community of Seattle-based Magic players. I wanted a definitive, broadly sourced take on whether players liked the oversized cards, how frequently they saw play, and why players might prefer to not use them.

I went back and talked to the guy who wanted Marchesa to be featured in an official Commander deck. His reason had nothing to do with the lack of an oversized card. It was entirely because the MSRP for an entire Commander deck is around $30-35, whereas buying a single standard-sized foiled copy of the Marchesa card will set you back nearly $60. Seeing Marchesa reprinted as a featured part of an official product would give him a functional duplicate of the shiny card he wanted at half the price. If the oversized Marchesa came along with it, he’d probably still only use the standard-sized one.

But why no love for the oversized cards in general?

It has a lot to do with basic logistics. The cards are, as should be obvious by now, bigger than conventional Magic cards. This means that nearly all of the secondary accessories — particularly card sleeves and deck boxes — aren’t compatible with non-conventional cards. Nearly all players already have a supply of sleeves and boxes to store cards and decks in, and those sleeves and boxes weren’t built with oversized cards in mind.

Official Commander decks come with a paperboard deck box included; these boxes are made to reliably hold the 100-card deck plus it’s corresponding oversized card(s), but they’re not as durable as the plastic deck boxes most players use. The paperboard boxes have a basic top-and-bottom two-part form, which can easily open up accidentally if a player throws it in a backpack — which is the most common way players pack their decks for transport. They’re not deep enough to hold the 100 sleeved cards, and since so many players won’t play their Magic decks without sleeves, this alone makes the paperboard box functionally obsolete.

Sidebar: From a visual design standpoint, the paperboard boxes have no markings beyond general coloration as to which deck belongs in them. It’s not an important detail on a retail shelf since the oversized foil is packaged in front of the deck box, but when you’ve put all your boxed decks on a shelf, it can be difficult to remember which deck is which without opening several boxes.

When it comes down to it, the single largest factor that makes the oversized cards unwanted by players has nothing to do with availability, it’s keeping them safe. Without a way to prevent them from getting destroyed while traveling to and from places where people get together to play, the best way to maintain them is to leave them in a closet at home.

Third-party accessories for protecting oversized cards do exist, but they’re something of a specialty item, and not many Friendly Local Game Stores keep them in stock. Oversized sleeves can be ordered online, but they come in counts that far exceed most players’ needs. Deck boxes that can accommodate oversized cards are available as well, but again, they’re not generally stocked in large quantities by brick-and-mortar retailers, and players aren’t as likely to invest in one when they can just use a box they already have and leave the oversized card at home.

I store my Commander decks differently than the majority of players; I keep them in their native state, unsleeved and in the paperboard deck boxes that come with the product. When I travel with them, I carry multiple decks in a larger cardboard box that I once received some other Amazon delivery in. This entirely gets around the issues that other players have, and functionally made those issues invisible to me. Moving forward, I need to be mindful that the things that shape my own opinion of a product or component may not line up with the factors that shape those opinions for the greater community.

There were a handful of other reasons I heard from people regarding their disinterest in oversized cards, most of which came down to the ergonomics of actually having them in play (or out of play) in an actual game setting. Some people talked about their tendency to curl more than standard-sized cards. One person I spoke to did cite unavailability of their favorite commanders as a reason they didn’t play them, but before I could feel any vindication, they instead showed me the alternate-art standard-sized card they’d had custom-made for the deck they’d recently playing. It was gorgeous. I couldn’t blame them for being entirely satisfied with what they had.

My eyes are open. I just need to remember to open mine wider, and to use other peoples’ more often.

 

 

[1] Kruger, Justin; Dunning, David (1999). “Unskilled and unaware of it: How difficulties in recognizing one’s own incompetence lead to inflated self-assessments”. Journal of Personality and Social Psychology. American Psychological Association. 77 (6): 1121–1134. CiteSeerX 10.1.1.64.2655Freely accessible. doi:10.1037/0022-3514.77.6.1121. PMID 10626367. Citation reprinted from Wikipedia Commons.

2 Comments

Filed under Card Games, Market Research, Product design, Published Games

Small Pieces — 5 Games That Have Influenced My Life and Career


HeroQuest
(1989, Milton Bradley)

pic338410_md

HeroQuest was the first board game I played that actively made me want to redesign it, or at least design new content for it. My friend Adam and I spent the better part of a summer adjusting rules and stats we felt were off, and created a slew of new monsters and playable character classes. I haven’t seen those additional pages of our rules in two decades, so we may not have actually been any good at it at the time, but these days I make board games for a living, and Adam makes video games professionally, so something must have carried over.

Magic: The Gathering
(1993, Richard Garfield, Wizards of the Coast)

pic163749_md

I honestly don’t think there’s another game out there that’s generated as much written content about game design and applied game theory. I’ve been playing for 24-plus years, and have been able to take away so much that informs the design of other card and board games that I’m not sure I could do my job without the lessons I’ve learned from it. Dig into the underlying structure of Magic: The Gathering long enough, and you’ll pick up an intrinsic feel for the value of inter-related mechanics, strategic diversity and balance, resource systems, pacing, growth space, component power levels, utility, accessibility, and God only knows how many other things.

Magic’s influence has gone significantly deeper for me than just as a game I love; it’s also made a profound impact on my life outside of my career. I’ve had the good fortune to be able to work with and become friends with so many of the people that have made this game over the years. In 2006, I was able to work alongside several of them, putting in a few months of work as a contractor helping to design the Shadowmoor set, but the bigger prize has been the core of friends and “extended family” that’s been there for me, my wife, and most recently, my son.

The Great Dalmuti
(1995, Richard Garfield,Wizards of the Coast)

pic711236_mdMy introduction to The Great Dalmuti came as a direct product of my discovery of Magic. It was sold in the comic shop that I played Magic at, it was invented* by the same guy who made Magic, and it was cheap, as new games went. It seemed like a no-brainer when I picked it up.

Dalmuti turned out to be one of the most incredible party games I’d see for years to come. It was scalable, easy to teach, and had some actual strategy to it. Not much, but enough to be more than another word association game. I got more hours of lunch room and after-school bumming around out of this game than anything else I could have thrown in a backpack. Plus, there was no social stigma attached to Dalmuti, unlike Dungeons and Dragons or Magic.

Yes, I loved D&D and Magic, but high school kids are cruel.

*Okay, Garfield didn’t “invent” Dalmuti, per se. The traditional card game President preceeded it. Garfield skewed the numbers in the deck though, and it made all the difference.

The Settlers of Catan
(1995, Klaus Teuber, Kosmos)

pic2419375_md

This should come as no shock, because I suspect it’s a pretty common experience: Settlers was one of the first “eurogames” I ever played.

What made Settlers such a watershed game for me was the way it used its pieces. You had no mover that marked where you were on the board. You didn’t even really play on the board so much as in the spaces where the board tiles met. You rolled dice, but that die roll was for everyone, and it had nothing to do with moving pieces along a track. There was no specific goal, like “be the first to build a castle” or “knock your opponent off the board and take over the world”, just a points goal and a bunch of ways to get there. Trading was such an integral piece of the game that you needed at least three players to play it.

It went against so many “conventional” rules of what I knew games were that it felt like learning a foreign language the first time I played. And it was awesome. Settlers was the game that made me actively look for new games outside of the traditional toy store game aisle, and I’ve never looked back (except when required to for work purposes).

Puerto Rico
(2002, Andreas Seyfarth, Alea, Rio Grande)

pic158548_mdFor whatever cultural jump Settlers of Catan was for me in 1999, Puerto Rico was a full quantum leap in 2002. This was a game of pure strategy — no random elements, no hidden information. The concepts of round-by-round role selection and “first turn” markers were something that came totally out of left field for me, and I loved it. Like Settlers, here was a game with multiple ways to gather points and multiple paths to victory, but the sheer depth and variety made any other comparisons to Settlers outright silly.

I haven’t gotten in a game of Puerto Rico in over 15 years, but only because it’s tough to find people to play it with. There’s a pervasive social resistance to the theme of the game boiling down to slavery, which, yes, I’m also a little uncomfortable with, but the game itself is pretty remarkable. At some point I’m going to have to paint all of the “worker” tokens purple and find some other names to put on all the buildings. Maybe then we won’t all feel so dirty about liking it.

Leave a comment

Filed under Board Games, Card Games, Family Games, party games, Strategy Games