There is something vaguely Cthulu-esque about a philly cheesesteak fairy.
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Isn't this the logic behind most of the Yugioh series?
I mean, you hardly ever actually see Yugi or the other protagonists actually go to a store and purchase new cards or arrange their decks. Whenever a duel comes up, they always have all the cards they need to pull off a victory.
"It's vertical mouthpieces were drooling and glistening with meaty tentacles and dripping cheese."
"The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
-Antje Jackelén, Archbishop of the Church of Sweden
Isn't this the logic behind most of the Yugioh series?
I mean, you hardly ever actually see Yugi or the other protagonists actually go to a store and purchase new cards or arrange their decks. Whenever a duel comes up, they always have all the cards they need to pull off a victory.
One day there will be a prequel to the Yugioh series that's just the parents/uncles/aunts of the main characters buying a bunch of boosters at a department store as gifts for kids.
Yeah, but they'll only have an Excalideck for, at best, one tournament season, before it gets chained into oblivion.
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
edited December 2018
Had the pleasure of watching this one made live. Yeah, there was a Child's Play donation incentive for a hot dog fairy which was $1500 and was hit immediately. So Philly rose the steaks (Heh.) a bit and said cheese steak fairy for $5000, which was hit midway through the panel.
Thus, this gruesome mythical Cthulhu-like creature exists before your very eyes. Mike drew the eyes on both sides and stopped to hug himself and look away, and then he was begged to keep it like that.
Had the pleasure of watching this one made live. Yeah, there was a Child's Play donation incentive for a hot dog fairy which was $1500 and was hit immediately. So Philly rose the steaks (Heh.) a bit and said cheese steak fairy for $5000, which was hit midway through the panel.
Thus, this gruesome mythical Cthulhu-like creature exists before your very eyes. Mike drew the eyes on both sides and stopped to hug himself and look away, and then he was begged to keep it like that.
The Cheesesteak Fairy was in 2017's Unplugged Create-A-Strip too.
So it's finally dawning on me what Keyforge is. When I heard it was a CCG where you just bought one preset pack, I thought "oh, so they've just designed a few assymetric races with intentionally made packs. Sounds fine." But I guess the pack you buy and are locked into is randomly made? That just seems like even more aggressive monetezation: if you get a garbage pack you have to buy a whole new set of cards!
Even putting the cost aside, or if we assume everyone will just stick with the pack they buy through good or ill (ha ha) I just don't understand the appeal of randomly generated experiences over carefully crafted ones. Like procedurally generated metrioidvanias...I just don't get it. But if I'm understanding Keyforge right, it's more like procedurally generating the world for a metrioidvania and then locking you into that one setup that was made by an algorithm, not a designer.
So it's finally dawning on me what Keyforge is. When I heard it was a CCG where you just bought one preset pack, I thought "oh, so they've just designed a few assymetric races with intentionally made packs. Sounds fine." But I guess the pack you buy and are locked into is randomly made? That just seems like even more aggressive monetezation: if you get a garbage pack you have to buy a whole new set of cards!
Even putting the cost aside, or if we assume everyone will just stick with the pack they buy through good or ill (ha ha) I just don't understand the appeal of randomly generated experiences over carefully crafted ones. Like procedurally generated metrioidvanias...I just don't get it. But if I'm understanding Keyforge right, it's more like procedurally generating the world for a metrioidvania and then locking you into that one setup that was made by an algorithm, not a designer.
Sealed deck events, where each participant gets x booster packs with which to construct a deck to use, have been popular in CCGs for a long time now. Not as popular as drafting formats but often more popular among more casual players. There's luck involved of course but everyone's monetary investment is the same. Plus a lot of cards that just aren't optimal to use in constructed formats are usable in limited formats and get to see play. It's normally only a small portion of cards that see serious play in constructed formats in any CCG. Finally, you're a lot less likely to encounter some deck styles in limited formats specifically combo decks that often rely on a specific combo that sets up a win with little interaction with the other player playing the game and control decks that often stall more than do things in the early game. A lot of players don't enjoy playing against those kinds of decks and those kinds of decks require specific card setups you don't get in limited formats. Heck, a lot of players of any multiplayer game will complain about so many others trying to only stick with the metagame and a limited format completely ignores the metagame.
It's definitely not for everyone the same way that a lot of CCG players are much more focused on constructed formats than limited but there's decades of experience to suggest there is a market for this.
I like the idea of drafts and sealed, trying to figure out how to work a deck on the fly, but I hate actually deck-building in those types of games. And most of the games that run drafts are... kinda crap that I hate playing? (Like, say, Magic.) I think the last time I really played a lot of sealed/drafts was the old WoWTCG.
At least with this, I get that kind of environment, but I don't have to worry about actually building a functioning deck. And it sounds like Sealed is going to be the main competitive environment they're pushing, so I don't have to worry about people money-hatting into a powerful deck.
Plus I think it helps with my own tendencies, where in games where I build my own deck, I always happen to gravitate to the factions that always end up being extremely weak? (Weyland, for ages, I'm looking at you.) It definitely feels less bad to play against someone now with a random deck, since you know that they didn't make those choices and bandwagon on a specific faction, so you're seeing a more diverse set of cards.
PMAvers on
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Oh, I definitely see the appeal of getting rid of deckbuilding. It just seems to me that it would be even better to go all the way and have ten or so decks intentionally built by the devs and that was it. You could even build the theme around it: so the cards in the elf deck all have elves on them or whatever.
Maybe that kind if game already exists or maybe no one would want it. I'm just finding that as I gravitate away from wargames and CCGs and toward board games, that I very highly value tight experiences without haphazard or accidental design.
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
the art. is what bugs me.
the art in Keyforge is straight up awful.
It looks like all the other LOL/Torchlight/Wildstar games in the Blizzard-meets-Pixar school of art. I'm not sure what the trendsetter game in that style was, but I feel like there's way too many video and tabletop games sharing that same basic look anymore.
the art. is what bugs me.
the art in Keyforge is straight up awful.
It looks like all the other LOL/Torchlight/Wildstar games in the Blizzard-meets-Pixar school of art. I'm not sure what the trendsetter game in that style was, but I feel like there's way too many video and tabletop games sharing that same basic look anymore.
It is an artifact of the old Warcraft 3 engine which was used for the original Defense of the Ancients. The style proved to be massively popular so naturally companies would adapt to that. Though I'd say it is a bit undermining to call it "Blizzard-meets-Pixar" since none of the games you mentioned were made by Blizzard or Pixar, both of which have very different styles of art that change dramatically from project to project. I'd call it Keyforge-style, I suppose.
Exaggerated features, vibrant colors and softly contrasting compositions are not unique to any one "school of art" but they do appeal to younger audiences which is what video games and tabletop games are generally targeted towards. Identifying a trendsetter for this type of thing would be futile and unnecessary since you could, theoretically, keep going back through time identifying different artists all the way to before modern civilization began and perhaps further than that.
If you find that too many games are sharing the same basic look then it is probably you looking at them basically. There are nuances to every artist.
It's supposed to be a more casual game, really. Like you and a couple friends will just go buy some random decks and play them and be happy... And "no more buying tons of booster packs to get good cards".
Yeah.
In reality, instead of buying booster packs you'd have to keep buying whole decks until you get a good one.
Isn't this the logic behind most of the Yugioh series?
I mean, you hardly ever actually see Yugi or the other protagonists actually go to a store and purchase new cards or arrange their decks. Whenever a duel comes up, they always have all the cards they need to pull off a victory.
Didn't his grandfather help invent(rediscover) the game? Also, Yugi can pull of the victory with the help of his Ancient Egyptian Cheating Device.
Oh, I definitely see the appeal of getting rid of deckbuilding. It just seems to me that it would be even better to go all the way and have ten or so decks intentionally built by the devs and that was it. You could even build the theme around it: so the cards in the elf deck all have elves on them or whatever.
Maybe that kind if game already exists or maybe no one would want it. I'm just finding that as I gravitate away from wargames and CCGs and toward board games, that I very highly value tight experiences without haphazard or accidental design.
Sentinels of the Multiverse is kiiiind of like this, but not quite, since it's multiple players co-op versus a deck that represents the villain (all the cards effectively serving as the villain's AI). But it's the only card game of that type with interaction and stacking and stuff that I can think of that has prebuilt decks as the basis for all gameplay.
Isn't this the logic behind most of the Yugioh series?
I mean, you hardly ever actually see Yugi or the other protagonists actually go to a store and purchase new cards or arrange their decks. Whenever a duel comes up, they always have all the cards they need to pull off a victory.
They actually say where they get a lot of their cards, and there's at least like four scenes of fucking around with hundreds of cards on a little table.
One guy is always walking around with a stupid briefcase of cards, and won't miss an opportunity to talk about how expensive they were.
A few people are explicitly creating new cards during the match and openly putting those cards in their own hands without being disqualified.
PLA on
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
the art. is what bugs me.
the art in Keyforge is straight up awful.
It looks like all the other LOL/Torchlight/Wildstar games in the Blizzard-meets-Pixar school of art. I'm not sure what the trendsetter game in that style was, but I feel like there's way too many video and tabletop games sharing that same basic look anymore.
It is an artifact of the old Warcraft 3 engine which was used for the original Defense of the Ancients. The style proved to be massively popular so naturally companies would adapt to that. Though I'd say it is a bit undermining to call it "Blizzard-meets-Pixar" since none of the games you mentioned were made by Blizzard or Pixar, both of which have very different styles of art that change dramatically from project to project. I'd call it Keyforge-style, I suppose.
Exaggerated features, vibrant colors and softly contrasting compositions are not unique to any one "school of art" but they do appeal to younger audiences which is what video games and tabletop games are generally targeted towards. Identifying a trendsetter for this type of thing would be futile and unnecessary since you could, theoretically, keep going back through time identifying different artists all the way to before modern civilization began and perhaps further than that.
If you find that too many games are sharing the same basic look then it is probably you looking at them basically. There are nuances to every artist.
I called it that because I felt like they are the two most-obvious influences; to me it all looks very much like Blizz' house Warcraft style (from War 3 onwards) with even more cartoony qualities reminiscent of Pixar stuff (also HoTS and Hearthstone are basically this new look as well). The Blizzard comparison is about a lot more than just line-work & colors though. It's their specific brand of kitchen-sink fantasy, as readily distinct from D&D's or Warhammer's respective styles. I mean, no one's confusing it for any of Zelda's brighter styles (Wind Waker, Skyward Sword, or Breath of the Wild) either. And while I agree it doesn't matter much either way, I don't agree that it'd be futile trying to peg who first popularized the blend; Torchlight is probably the earliest, because DOTA wasn't really putting out official promotional art when it came out AFAIK, and LOL didn't exist yet? It's a cool style, I'm not disparaging it, I just feel like it's getting a bit overused.
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If not then the hotdog fairy needs to see a doctor about that.
-Antje Jackelén, Archbishop of the Church of Sweden
I mean, you hardly ever actually see Yugi or the other protagonists actually go to a store and purchase new cards or arrange their decks. Whenever a duel comes up, they always have all the cards they need to pull off a victory.
-Antje Jackelén, Archbishop of the Church of Sweden
One day there will be a prequel to the Yugioh series that's just the parents/uncles/aunts of the main characters buying a bunch of boosters at a department store as gifts for kids.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
Thus, this gruesome mythical Cthulhu-like creature exists before your very eyes. Mike drew the eyes on both sides and stopped to hug himself and look away, and then he was begged to keep it like that.
Twitch: KoopahTroopah - Steam: Koopah
The Cheesesteak Fairy was in 2017's Unplugged Create-A-Strip too.
the art in Keyforge is straight up awful.
He then modified it a lot. His deck towards the end is pretty much unrecognizable as Solomon’s deck, aside from the inclusion of Dark Magician.
Even putting the cost aside, or if we assume everyone will just stick with the pack they buy through good or ill (ha ha) I just don't understand the appeal of randomly generated experiences over carefully crafted ones. Like procedurally generated metrioidvanias...I just don't get it. But if I'm understanding Keyforge right, it's more like procedurally generating the world for a metrioidvania and then locking you into that one setup that was made by an algorithm, not a designer.
Sealed deck events, where each participant gets x booster packs with which to construct a deck to use, have been popular in CCGs for a long time now. Not as popular as drafting formats but often more popular among more casual players. There's luck involved of course but everyone's monetary investment is the same. Plus a lot of cards that just aren't optimal to use in constructed formats are usable in limited formats and get to see play. It's normally only a small portion of cards that see serious play in constructed formats in any CCG. Finally, you're a lot less likely to encounter some deck styles in limited formats specifically combo decks that often rely on a specific combo that sets up a win with little interaction with the other player playing the game and control decks that often stall more than do things in the early game. A lot of players don't enjoy playing against those kinds of decks and those kinds of decks require specific card setups you don't get in limited formats. Heck, a lot of players of any multiplayer game will complain about so many others trying to only stick with the metagame and a limited format completely ignores the metagame.
It's definitely not for everyone the same way that a lot of CCG players are much more focused on constructed formats than limited but there's decades of experience to suggest there is a market for this.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I like the idea of drafts and sealed, trying to figure out how to work a deck on the fly, but I hate actually deck-building in those types of games. And most of the games that run drafts are... kinda crap that I hate playing? (Like, say, Magic.) I think the last time I really played a lot of sealed/drafts was the old WoWTCG.
At least with this, I get that kind of environment, but I don't have to worry about actually building a functioning deck. And it sounds like Sealed is going to be the main competitive environment they're pushing, so I don't have to worry about people money-hatting into a powerful deck.
Plus I think it helps with my own tendencies, where in games where I build my own deck, I always happen to gravitate to the factions that always end up being extremely weak? (Weyland, for ages, I'm looking at you.) It definitely feels less bad to play against someone now with a random deck, since you know that they didn't make those choices and bandwagon on a specific faction, so you're seeing a more diverse set of cards.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Maybe that kind if game already exists or maybe no one would want it. I'm just finding that as I gravitate away from wargames and CCGs and toward board games, that I very highly value tight experiences without haphazard or accidental design.
It looks like all the other LOL/Torchlight/Wildstar games in the Blizzard-meets-Pixar school of art. I'm not sure what the trendsetter game in that style was, but I feel like there's way too many video and tabletop games sharing that same basic look anymore.
It is an artifact of the old Warcraft 3 engine which was used for the original Defense of the Ancients. The style proved to be massively popular so naturally companies would adapt to that. Though I'd say it is a bit undermining to call it "Blizzard-meets-Pixar" since none of the games you mentioned were made by Blizzard or Pixar, both of which have very different styles of art that change dramatically from project to project. I'd call it Keyforge-style, I suppose.
Exaggerated features, vibrant colors and softly contrasting compositions are not unique to any one "school of art" but they do appeal to younger audiences which is what video games and tabletop games are generally targeted towards. Identifying a trendsetter for this type of thing would be futile and unnecessary since you could, theoretically, keep going back through time identifying different artists all the way to before modern civilization began and perhaps further than that.
If you find that too many games are sharing the same basic look then it is probably you looking at them basically. There are nuances to every artist.
Also, King Arthur didn't exist.
Yeah.
In reality, instead of buying booster packs you'd have to keep buying whole decks until you get a good one.
Didn't his grandfather help invent(rediscover) the game? Also, Yugi can pull of the victory with the help of his Ancient Egyptian Cheating Device.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Sentinels of the Multiverse is kiiiind of like this, but not quite, since it's multiple players co-op versus a deck that represents the villain (all the cards effectively serving as the villain's AI). But it's the only card game of that type with interaction and stacking and stuff that I can think of that has prebuilt decks as the basis for all gameplay.
They actually say where they get a lot of their cards, and there's at least like four scenes of fucking around with hundreds of cards on a little table.
One guy is always walking around with a stupid briefcase of cards, and won't miss an opportunity to talk about how expensive they were.
A few people are explicitly creating new cards during the match and openly putting those cards in their own hands without being disqualified.
I called it that because I felt like they are the two most-obvious influences; to me it all looks very much like Blizz' house Warcraft style (from War 3 onwards) with even more cartoony qualities reminiscent of Pixar stuff (also HoTS and Hearthstone are basically this new look as well). The Blizzard comparison is about a lot more than just line-work & colors though. It's their specific brand of kitchen-sink fantasy, as readily distinct from D&D's or Warhammer's respective styles. I mean, no one's confusing it for any of Zelda's brighter styles (Wind Waker, Skyward Sword, or Breath of the Wild) either. And while I agree it doesn't matter much either way, I don't agree that it'd be futile trying to peg who first popularized the blend; Torchlight is probably the earliest, because DOTA wasn't really putting out official promotional art when it came out AFAIK, and LOL didn't exist yet? It's a cool style, I'm not disparaging it, I just feel like it's getting a bit overused.
Uh, what is this about?
Speaking of old card games, how has Capcom not updated SNK v. Capcom: Card Fighters Clash?
Because SNK made that, and the last time they did, they had to replace like every single cartridge due to a game-breaking glitch.