What is Scrolls?
I'll let the site do the talking.
Scrolls is Mojang's next game and offers a new and unique game play where you fight to outmaneuver your opponent on the battlefield using the destructive powers in your collection of magical scrolls. Tear your opponent limb from limb with the might of your summoned armies, lay waste to the defenses with the obliterating power of your siege weapons or open up the very skies and let bolts of lightning shower his minions until only ash remains. The road to victory is yours to choose. Obtain the powerful scrolls and decide which ones you will take to battle as you fight to become the mightiest Magician of all.
In plain terms, it's a trading card game/board game that will have both single and multiplayer modes. Given that this is being created by Mojang, the guys behind the insanely addictive Minecraft, prepare to give a good chunk of your life to playing a card game.
To quote
the recent PC Gamer article,
On a broader level, the game is about acquiring those cards: players can buy packs of randomly selected cards for real money, or earn them for free by playing the single player campaign against the AI. Some cards can only be bought, others can only be earned, but all can be traded on the auction house for in-game currency.
This in-game currency cannot be traded for real money or vice-versa, so it should be possible to fully play this game without spending a dime on extra cards.
Oh yeah, and Jerry Holkins, AKA Tycho, will be contributing the story and some writing. To quote the man himself,
Ever since Minecraft took root in the offices, it’s transformed once vital staffers into shambling hulks, concerned only with the construction of monolithic structures. When Notch said the Mojang guys had an idea for another game, I decided it would probably be safest just to join them.
Personally, I'm pumped.
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Turn off the hype alerts. False alarm, peeps, nothing to see here.
But those cards can be traded, and the trade can only happen with in-game currency. The way I see it is that some cards that can only be got in the game will be rare, and some that can only be bought will be rare. Given that I've already thrown whole days of my life over to Minecraft, I'm willing to give Mojang the benefit of the doubt here when it comes to making a well designed game.
What I am more curious about (I am yet to research this game) are the actual mechanics. I designed a now defunct CCG, and while it was incredibly fun and exciting process, it became very hard to do anything with the physical cardboard that hadn't been done already. Turn it, flip it, slide it - now what?
Much like video games, new concepts are unfamiliar, and sometime unfamiliarity can be a deathblow. But walk too closely in the obvious footsteps and you're deemed unoriginal. Tough line.
Interested to see how well they walk it.
Ophidian Wars: Opac's Journey
This is important. I like(ed) PoxNora. A lot actually. I felt it was strategic and enjoyed the art style greatly, as well as the game play.
Why did I quit playing if I enjoyed it? Having to buy cards. Absolutely ridiculous. When money = power in these kind of games it tends to drive away those who just don't want to invest more then standard value in a game.
Either way, I hope it's fun, and done right. I look forward to seeing what happens.
But at least it's not a Facebook game.
This time.
It depends on how balanced it all is of course.
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Steam: Tortalius
Stream: twitch.tv/tortalius
Please don't go. The drones need you. They look up to you.
Also I wish Square would just make an official Triple Triad game aleady, i hate those many fan made attempts.
No idea whatsoever.
Forgive me for my ignorance to tabletop and CCG games, but when they discussed combining the two elements together, would they be using a map grid and specific card locations? I'm asking because there is some language on some of the cards seem to indicate proximity to specific entities, such as allies, opponents, and structures.
As it is, it'll probably just get hamfistedly modded in.
Sounds like exactly the kind of game I avoid.
Currently playing: GW2 and TSW
I realise that this may not be their intention, but I can't think of a game that would appeal less to Mojang's existing playerbase. They admit that only 30% of Minecraft players ever played multiplayer (I'm actually amazed it's not less), and to those 30% you're selling a game that's in a totally different genre, with the focus on hemmed in design and externally-imposed structure. You're also asking people who paid £10 for a lifetime of infinite content on Minecraft to buy the new game and continue to purchase new cards in order to remain competitive.
Also, I just don't understand computer collectible card games. Isn't the point of physical CCGs to build an actual collection, and to have a multiplayer game that can be played in person and anywhere with something that easily fits in your pocket? If you're making a computer game, aren't you eliminating 90% of the audio-visual appeal and mechanical complexity that the platform offers?
It may be a good game, it may even have huge success, but it's not something I ever want to be involved in - and I can't pretend I'm not a little disappointed that this seems so pedestrian after the ambition of minecraft.
Joke aside, I don't have any kind of faith in Mojang. Will see how this turns out!
A game company has no obligation to retain the same fanbase for every game they make. If anything it's more beneficial to expand to other genres early on and draw in more loyal fans, providing the game is good.
I kind of see it as they are doing something they love, which they have the freedom to do now. Also, when you're passionate about something, you usually do better and actually finish. I give them credit for going that route rather than just cashing in on the Minecraft craze, which honestly seems easier. A couple $5 expansions or whatever would be cash cattle.
I do agree that when you start melding the video game world with CCGs, weird things can happen. It's hard to put "collectibility" on things you can't really hold. But that tide is only turning in their favor - players do collect virtual gear/loot and it DOES have real world value (crazy, but true). This dates as far back as Everquest if not earlier.
There's no reason why "rare" cards (which are actually just virutal images of cards) can't be collectible anymore. And really, putting the cardboard online makes it more maleable and fun. Imagine having a whole army to virtually customize.
I too, had this idea several years ago - just didn't have the means to get it going of course. And while I think it'll be successful, most people/players don't initially like the idea because it seems like a cheap way to make money. At the end of the day, it still works and people love it.
Ophidian Wars: Opac's Journey
Perhaps one way to go about getting cards other than money would be using a basic crafting system to make certain cards (in addition to a point system used in some Korean games). A player could combine a certain amount of elements (I don't know, chicken feathers, wolf's blood, Bob Dylan's left ear), and then *poof,* a card(s) is born. They can be acquired from boosters, single-player, certain matches, and possibly the deconstruction other cards.
If someone buys a booster and they didn't get that many cards that they would find useful, at least they could use some of the building materials in the booster to make a card that would be somewhat decent.
I'm not sure what they have planned for single player mode, but I'm sure they could find some way to get mats. As for mutiplayer, it could be set up that facing more challenging opponents or those of similar skill will yield some resources for a player to use, kind of like getting xp and what-not.
Deconstruction might be a bit iffy, but it might be able to insure some cards that are unpopular would get some use. It would be like trading in a Bidoof (an overly common Pokemon) for a couple of berries and a bit of money. Breaking down a rarer card might yield valuable materials to make other powerful units.
I know, this idea needs to be fleshed out more, like if materials could be traded, would this encourage eBaying off certain stuff, etc., but it could make for an interesting spin on how to acquire new cards in a video game setting.
Oh - of course they have no obligation. I just think it's insane to disregard 1.45 million existing customers, which were built from essentially nothing but word of mouth. I mean, there's obviously going to be overlap, and it's great that they have the financial freedom to do what they want, but I just hope that it's not going to fail because they're not fully capitalising on a truly remarkable existing fanbase.
But the idea that it is not about cards and instead about collecting pieces to place on a game board and that it sort of plays like Final Fantasy Tactics is pretty exciting to me
I'll never ever ever buy a booster pack again in my life, but at the same time, this sounds like they're taking great pains to design the game so that even someone with the starting cards can remain competitive using sound strategies
Also they made Minecraft so you know
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I think Guild Wars is a good example of microtransactions done correctly while preserving game balance and playability. If Mojang can pull off a similar balancing act, then I'll probably be all over this.
I like the artwork (Torchlight-esque) and I like Holkins, I want to like CCG's but prefer digital only (this seems to be) and have been put off in the past but the commitment needed.
I've also enjoyed Eye of Judgement and MTG
I grabbed minecraft in August?
That perspective laid out, I don't think I will be playing this game. It's not because I don't have spare cash either.
I'm still in love with Culdcept. I believe similar games: with cards unlocked via the story mode and utilizing boardgame risk mechanics- will ultimately provide the best playing experiences.
In comparison, the game they have been describing is too outdated.
There is nothing clever about money, and playing is less rewarding.
Especially when you know that your opponent lost, just because he spent less on his deck.