Chapter 210 Magic: The Gathering
"I named this brand new card game magic-the-gathering. Why did it take such a name? It's very simple. This is a game built on the background of the magical world of the Middle Ages. You can call it Magic Cards."
Jester talked about it, and the others were also very fascinated. Obviously, the card game that Jester said that completely subverted the playing method of playing cards had completely aroused their interest. Jester looked around and saw that no one had any idea of asking questions, but was quietly waiting for his next story. At this time, Jester couldn't help but remembered the g that Blizzard later referenced Magic Cards. This card game with Warcraft as the background actually made a lot of innovations compared to the original Magic Cards. The biggest thing was that Blizzard expanded the two-player battle of the exchange card game into a battle between players against the dungeon leader. This was a bit like a copy in World of Warcraft, but it was very different.
Generally speaking, in G, Blizzard divides the battle between players and bosses into two modes, one is raid and the other is dungeon. In short, it is the battle between the player camp and the player bosses. Of course, the other is the battle between the player camp and the random mechanism.
Thinking of this, Jester thought it was a very good idea, and he was not worried about whether it could be completed. Anyway, he only needed to propose it. If these designers thought it was good, they would naturally go back and finish the game consciously. So, before he talked about his new game called Magic, he first used this small setting derived from g as a supplementary gameplay.
But what disappointed Jester a little was that obviously these designers were not very interested in his whim's extra gameplay. What they really wanted to hear was what Jester said, players and players selected a certain number of decks from the card pool to fight. How should such a game be designed?
To be honest, Jester is actually quite interested in the gameplay of such a player as a boss. Especially during the party, this gameplay is much more interesting than the two of them. Although it is not very balanced, there is no real thing now. Even if he talks wildly, it is difficult for these people to understand the fun of this gameplay, so Jester simply started talking about how to design Magic Card Cards.
As for basic concepts such as various classification cards, earth sects, etc., Jester first briefly said these are the most basic settings. It is the designer's business to change the type of cards to set. In his previous life, he only had a sense of interest in Magic cards and asked him to tell all Magic cards' basic impossible tasks, but he could describe the Magic cards' operation mechanism. In this way, with the operating mechanism, it would be much easier to set the cards according to the mechanism.
"First of all, everyone should understand a game that I set up in such a card game that would not exist in a poker-style game like the previous one - bo." Jester finally began to talk about his settings about the gameplay that the designers present wanted to hear the most, but the word bo once again made the people present confused.
bo?Isn't this what a small jazz band mean? Why is card games also related to these so-called content?
Faced with the doubts of everyone, Jester just smiled and continued: "Bo here is not the meaning of a jazz band, nor is it the meaning of the radio, but his original intention combination. In other words, in addition to setting up single cards of different strengths to form the entire card pool, we must also be able to form some very unique combinations before different cards. Once these combinations appear, some effects that far exceed the strength of a single card are shown. Such a card combination. I call it bo, that is, combination cards."
After hearing Jester say this, the people present showed a sudden look on their faces. When they were listening to Jester's introduction to the basic direction of this new card game, they knew that in each round, players will not only play cards once, but will play cards according to the cost. In this way, when multiple cards are played, this kind of bo setting will naturally appear.
Therefore, after suddenly realizing it, the card designers present nodded. This is indeed a setting that expands more gameplay. In the eyes of Jester, it is natural, because in the future, countless card games evolved from Magic Cards, Bo is an indispensable setting, not just tcg, but even card games like tcg, ccg and even DBG, Bo is an absolutely indispensable setting. This is the beginning of the card game and depth.
However, what Jester was going to say was obviously not finished. After waiting for the people present to understand his setting, he continued to speak: "However, bo did not come up with his head. In addition to what I said before, after each single card is created, mathematical modeling must be calculated based on the skills on his card and the age of the card he needs to spend. After the modeling is completed, a lot of tests are needed to test whether the single card strength you calculated through modeling is reliable. After testing the strength of the single card, a large number of bo nets are weaving."
When the people below heard the word "weaving nets" they all looked surprised when they heard them talking about the word "weaving nets". Jester still had a faint smile: "You heard it right, it's just a bo's weaving nets. A card is definitely not just one bo, this is called weaving nets."
As Jester's words became more and more complicated, the people below began to take notes in detail, instead of just picking up the key points before and taking a few notes, because what Jester said now has entered the real core element of this card game. In other words, even if the basic settings in the previous ones are known by outsiders, it doesn't matter, it's just some superficial.
"Tcg cards, which is what I call a set-in card, is Magic. In my imagination, such a game wants to make more and more involved and make the participants more and more addicted. This is completely different from designing electronic games. When I was in Mars Entertainment, I often told those game designers that you should not show your so-called superiority in IQ in the game. You must understand who those players who bought you are and why they play your game. They play games in the future. The appropriate difficulty can make players more focused, but the difficulty of being too perverted will discourage many players who originally liked your game."
Jester paused for a moment, then looked around the people present before continuing: "However, the tcg card game is not like this. Such a game is a card game based on complex rules. Being able to accept this setting first blocks a large number of players who lack inner thoughts on this rule. Those who can accept this initial setting will definitely not want such a card game to be simplified. On the contrary, they will definitely hope that such a game will become more and more complicated."
When he heard Jester say this, someone immediately showed a look of disagreement. He obviously did not understand Jester's statement very much, so he raised his hand and signaled that he had something to say. After Jester finished the above paragraph, he was also watching everyone's reaction. He knew that his previous paragraph would definitely cause confusion among many people. Why should we play this card game by complicating the game to attract people?
As expected.
Jester waved his hand and signaled him to ask him to express his questions directly.
This is a young white man who is not old, with fluffy curly hair. He probably has just left college and is still a little shy on his face. He expressed the questions of many people present: "Why do we need to constantly increase the complexity of the game to attract players?"
"Because our selling point is complex, just look at our rules. People who are not interested in this rule are unlikely to play our card game. Those who accept our rules must want to experience an IQ confrontation. If it is too simple, how can this feature be reflected? This complex process will inevitably deepen with more and more cards, because no matter how perfect the game mechanism is, as long as it is a TCG game, a mode lasts too long, which will inevitably lead to players mastering its rules, mastering the rules, and mastering the optimal solution of our game. This is the most unacceptable thing in our game system."
What Jester said was very simple, but it made the people present less and less understand, because complexity also has a limit, and it is impossible to continue to be complicated infinitely, which has a limit.
So, the young designer continued to ask Jester's questions.
Jester smiled, but many thoughts flashed through his mind in an instant. In fact, at this point, the core element of Magic has reached a biggest disadvantage that has not been solved even in later generations for decades. It is that as the card mechanism becomes more and more complex, all such exchange card games will face.
However, Jester only hesitated for a moment. He said his answer, which is also the most standard answer for this type of card game. (To be continued)
Chapter completed!