Monday, September 11, 2023

Why TCGs Are Impossible to Balance [VIDEO SUMMARY]

"Why TCGs Are Impossible to Balance," is published by Rempton Games. It delves into the complexities and challenges of balancing trading card games (TCGs), explaining why some cards might appear overpowered or underpowered and the various factors that contribute to this perceived imbalance. The speaker demonstrates a deep understanding of the intricacies of TCG design and the factors that make achieving perfect balance a near-impossible task.


The video begins by acknowledging a common frustration among TCG players: the perception that some cards are either "broken" or "terrible." The speaker explains that the challenge of achieving perfect balance in TCGs is primarily mathematical. TCG developers release hundreds of new cards each year, each with unique abilities that aren't directly comparable. The speaker uses the example of two common abilities: drawing cards and dealing damage. Balancing these abilities against each other is a matter of trial and error, playtesting, and experience. The speaker notes, "if you had some kind of magical computer that could spit out the perfect ratio between cards drawn and damage dealt, the odds of that ratio containing whole numbers is low."

The speaker also addresses the issue of card abilities and their competition with each other. If a game has too many cards that deal direct damage, players will have to decide which cards to keep and which to drop, creating a ceiling to the number of playable cards in a format. This ceiling tends to be around three to four hundred cards, based on the speaker's observation of various TCG tournaments.

The video also discusses the context-dependent value of cards. For instance, a card that may not be considered worthy in a constructed deck could be highly valuable in a limited pool of cards. The speaker uses the example of the Dark Magician card from Yu-Gi-Oh! to illustrate this point. While this card is often used in decks designed around it, it would be considered a poor choice in other contexts.

Another significant factor in card balance is the ever-changing nature of the game environment. The speaker explains that the power level of a card depends on its environment, which is in a constant state of flux due to the release of new cards and changes in player strategies. This makes the design process difficult, as every change can affect the power level of different cards.

The speaker acknowledges that while balance is a goal for designers, their primary aim is to make the game fun. Balance matters most to competitive players, or "spikes," who are concerned with winning and optimizing their decks. However, other players might enjoy cards for their potential combos, high stats, or cool effects, even if these cards aren't considered competitive.

The video concludes by suggesting ways to make TCGs more balanceable. These include having a flexible resource system, introducing "answer cards" to keep the power level of other cards in check, and being responsive to changes in the game and player base. The speaker emphasizes the importance of feedback, both from playtesters and the game's player community, in achieving and maintaining balance.

Saturday, September 9, 2023

Magic the Gathering's Secret Advantage - Multiplayer [VIDEO SUMMARY]

The video "Magic the Gathering's Secret Advantage - Multiplayer" is published by tcgAcademia. This video provides an in-depth analysis of why Magic the Gathering (MTG), despite being an older trading card game (TCG) with mechanics that can be seen as outdated, continues to outperform many newer, sleeker TCGs. The video's main argument is that MTG's multiplayer support offers a distinct advantage that has contributed significantly to its sustained success.


The video begins by acknowledging the perceived shortcomings of MTG, such as a slow combat system, a stingy card economy, and a resource system that can be frustratingly random. Despite these flaws, MTG continues to outsell its newer counterparts. The video discusses several reasons for this, including MTG's large, loyal player base and its traditional fantasy aesthetic, but it emphasizes MTG's multiplayer support as a key factor.

The video notes that many TCGs, influenced by the 1v1 competitive format popularized by games like Yu-Gi-Oh and reinforced by tournament structures, often overlook the appeal of multiplayer gameplay. It argues that MTG's ability to accommodate more than two players in a single game provides a significant advantage, particularly in casual settings. The video references the fact that the majority of MTG's sales come from casual players, who often play in groups, rather than from those heavily invested in organized play.

The video further argues that multiplayer gameplay acts as a "skill leveler." In a 1v1 game, a tournament-ready competitive deck often has an insurmountable advantage over a more casual deck. However, in a multiplayer setting, even the best decks struggle when facing multiple opposing decks simultaneously. This allows less invested players to compete with those who have invested heavily in their decks, enhancing the game's accessibility and appeal.

The video also discusses how MTG integrates multiplayer support into its game mechanics. It notes that a simple terminology change, such as allowing effects to target "an opponent" or "each opponent," can facilitate multiplayer gameplay. However, it also acknowledges that implementing multiplayer support involves more than just changes in terminology; the rules and pacing of the game must also be adjusted.

Interestingly, the video argues that some of MTG's perceived weaknesses in 1v1 play become strengths in multiplayer settings. For example, MTG's slower combat system and card economy can help manage the complexity of multiplayer games and even out the pacing of gameplay, making the game more enjoyable for all players involved.

The video concludes by suggesting that newer TCGs should consider the potential benefits of supporting multiplayer gameplay, even if doing so requires some design concessions. It suggests that the ability to appeal to a larger, more casual audience could be a worthwhile trade-off, particularly for new TCGs seeking to establish a supportive player base.

In essence, the video argues that MTG's multiplayer support, often overlooked in discussions about the game's success, is a significant factor in its sustained popularity. It suggests that this feature offers a unique advantage that could be emulated by other TCGs seeking to expand their player base and enhance their appeal.

Saturday, August 12, 2023

Do Resource Systems Slow Down Gameplay? | Game Design [VIDEO SUMMARY]

The video "Do Resource Systems Slow Down Gameplay? | Game Design" is created by Draw 5 Move 5, a platform that explores the mechanics behind popular games. The video, hosted by Gabe, an avid game enthusiast, examines the impact of resource systems on the pace of gameplay, using well-known card games like Magic: The Gathering and Yu-Gi-Oh! as case studies. Gabe's analysis draws on his extensive experience and insights from discussions with other gamers.


The video begins by explaining the concept of resource systems in games, likening them to fuel for abilities. These systems impose a cost, which is believed to slow down gameplay and maintain its pace. Gabe uses Magic: The Gathering as an example to illustrate how resource systems work. In this game, players use two types of cards: spells and lands. Spells, which impact the game, require mana to cast. Mana, in turn, is generated by lands. The pace of the game is influenced by the rate at which players can acquire and use lands to generate mana and cast spells.

Comparatively, Yu-Gi-Oh! operates differently. It lacks a mana system, and its main limitations are trap cards that must be set before activation, a limit to the number of monsters and spells due to board space, and a single normal or tribute summon per turn. Despite these differences, Gabe argues that the pace of Yu-Gi-Oh! isn't significantly faster than Magic: The Gathering. He cites examples of various Yu-Gi-Oh! decks that play at different speeds, some of which are quite slow-paced.

Gabe then delves into the impact of game formats on gameplay speed. Magic: The Gathering, for instance, has diverse formats with different rules and limitations that affect game length. The Commander format, a long-form, multiplayer format, can take significantly longer than others. However, when comparing similar formats in both games, Gabe notes that the average game lengths are quite comparable.

The video further explores how players in both games strive to maximize their gameplay speed. In Magic: The Gathering, players aim to play low-cost spells and cheat out cards as soon as possible to achieve their win condition. Similarly, Yu-Gi-Oh! players try to put as much on the board as early as possible. Gabe emphasizes that players in both games will do everything in their power to circumvent any mechanics that slow down the game.

Gabe also discusses the resource systems in video games using Chrono Trigger as an example. Characters in this game have special abilities called "techs" that cost a certain amount of MP (Magic Points) to use. However, players often find ways around this cost system, such as using items to cut tech costs or boost stats, which doesn't necessarily speed up or slow down the game.

The video concludes by challenging the assumption that resource systems inherently slow down gameplay. Gabe argues that these systems do not significantly affect the speed of gameplay in a meaningful way. Instead, they increase the challenge by making resources scarce at crucial times. He emphasizes that the presence of a resource system is less about pacing and more about adding depth and complexity to gameplay.

Throughout the video, Gabe encourages viewers to rethink their assumptions about resource systems and gameplay speed. He invites further discussion on the topic, encouraging viewers to share their thoughts and experiences in the comments. Gabe's analysis provides a nuanced perspective on game design, highlighting the multifaceted roles of resource systems in shaping gameplay experiences.

Theory 302 - Essential Elements of TCG Design - Life [VIDEO SUMMARY]

The video, titled "Theory 302 - Essential Elements of TCG Design - Life" is produced by tcgAcademia. It explores the crucial elements in the design of trading card games (TCGs), with a particular focus on the role of life or score systems. The video shares insights about the importance of these systems in the context of game design.


The speaker begins by acknowledging the common interest many TCG players have in designing their own games. They note that while many of these attempts may not progress beyond initial stages, the process can provide valuable insight into the complexities of TCG design. The presenter then moves on to outline five key elements they have identified as essential to TCG design, with this video focusing specifically on the life or score system.

The life or score system is described as an incremental measurement of progression towards the end goal of the game. This could be a number that either increases or decreases, or a set of objectives to be achieved. The presenter highlights the importance of this system by imagining games without it. They use the example of poker without the betting aspect, stating that it would lack strategic depth and excitement. This leads to the conclusion that life systems are vital for TCGs.

Life systems serve several functions in TCGs. Firstly, they provide a clear answer to one of the first questions a new player will ask: "How do I win this game?" The presenter uses examples from popular TCGs such as Netrunner, Magic: The Gathering, and Pokemon to illustrate this point. In each of these games, the life or score system provides a simple and understandable measure of progress for new players.

For more experienced players, life totals are seen not just as a measure of victory, but also as a buffer that allows them to postpone defensive plays. The presenter uses the example of control decks and ramp decks in Magic: The Gathering, which utilize their life total to buy time and build resources. Without a life system, the presenter argues, all decks would be forced to play defensively from the start, limiting the variety of strategies and playable cards in the game.

The presenter also emphasizes the importance of life systems in opening up design space within the game. TCGs require a constant influx of new card designs, and life systems provide an avenue for this. They increase player survivability and lengthen the duration of the game, which in turn adds more potential turning points and clearly defines the early, middle, and late stages of the game.

In conclusion, the video argues that life or score systems are essential to TCG design. They provide a clear objective for new players, offer strategic depth for experienced players, and open up design space for game developers. The presenter suggests that without these systems, TCGs would lack variety, strategic depth, and longevity.

TCG Theory - The 1-Cost Problem [VIDEO SUMMARY]

"TCG Theory - The 1-Cost Problem" is a video produced by tcgAcademia, exploring a pervasive issue in the realm of trading card game (TCG) design. The video focuses on the concept of resource systems and the inherent challenges they present, particularly the so-called "1-Cost Problem." The video delves into the mechanics of various games, highlighting the implications of the 1-Cost Problem and potential solutions adopted by different game designers.


The video begins by discussing renewable resource systems, which have been integral to TCG design since the inception of the genre. The speaker uses Magic: The Gathering as a prime example, where land cards are used as resources that increase linearly over time. However, this system has been criticized due to the potential for resource imbalances, leading to either an excess (mana flood) or scarcity (mana screw) of resources. This issue, the speaker argues, can end games prematurely due to poor player luck rather than strategic play.

The video then explores attempts to rectify this flaw, particularly in Dual Masters. The game's resource system is similar to Magic: The Gathering, but it allows any card to be used as a resource, thus mitigating the luck-based elements of resource development. Other games, such as ZX and Build Divide, have adopted similar systems, indicating a shift in TCG design philosophy.

However, the speaker notes that these solutions may mask a deeper problem: the 1-Cost Problem. This issue arises in linear renewable resource systems, where 1-mana cards can be particularly potent. In Magic: The Gathering's standard formats, the impact of this problem may be less apparent as most 1-cost cards are minor defensive cards. However, in the modern format, the prevalence of 1-cost cards in top decks is much more noticeable, indicating the potential power of low-cost cards.

The speaker explains the 1-Cost Problem in more detail, stating that the jump from a cost of 1 to 2 is a doubling of the cost, making high-cost cards rarely as effective or versatile as their low-cost counterparts. This problem is illustrated with the "dies to doom blade" argument, where a high-cost creature can still be eliminated by a single removal spell, diminishing its value.

To manage this issue, games like Dual Masters and Magic: The Gathering limit the number of 1-cost cards printed. By shifting the baseline cost from 1 to 2, the efficiency drop-off as you move up the cost curve is halved. This strategy is taken a step further in ZX and Build Divide, where the game starts with two resources in play, shifting the baseline cost for a turn 1 play to 3, thereby reducing the efficiency drop-off even further.

The speaker also discusses the impact of the 1-Cost Problem in games with consumable resource systems, such as Vanguard Lacrosse. In these games, costs tend to have a narrower range, which helps mitigate the issue. However, this can limit the design space, necessitating other rule systems to manage the problem, such as level systems in Vanguard Lacrosse.

In conclusion, the speaker emphasizes that the 1-Cost Problem is a critical consideration in TCG development. If unchecked, the pressure from 1-cost cards can drive power creep within the game, eventually invalidating other costs and limiting the effectiveness of the resource system. Therefore, game developers must actively manage this issue to maintain balance and strategic depth in their games.

Tuesday, August 8, 2023

The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure [VIDEO SUMMARY]

The video titled "The Advantages and Disadvantages of the TCG Genre - Featuring Legacy's Allure" is published by tcgAcademia. It delves into the complexities of the trading card game (TCG) genre, highlighting both the strengths and weaknesses of the model. The video uses Legacy's Allure, a card game that recently wrapped up its Kickstarter, as a case study to illustrate these points.


The creator begins by defining a TCG, which is a game that offers semi-random access to cards primarily distributed through booster packs. Each booster pack contains an assortment of cards from a specific expansion at varying rarities. This distribution model leads to players having different card pools to build their decks, which eventually encourages trading among players. The first game to build around this model was Magic: The Gathering, and many games have since followed suit.

However, the creator points out that there are significant disadvantages to the TCG model. One of the main drawbacks is the conflict of interest between the consumer and the publisher. Consumers generally want to create a competitively viable deck and maintain it with minimal upkeep and occasional upgrades, while publishers prefer constant upgrades. To manage this disconnect, TCGs often resort to format rotation or power creep. Both methods ensure constant player buy-in, but they also make the game significantly expensive for players.

Another challenge with the TCG model is the need for a certain minimum size for each set to preserve the ratio of common to rare cards. This requirement leads to high upfront costs for the publisher, which in turn necessitates a high volume of sales to sustain the game. Consequently, most TCGs release four to six main line expansions per year to maintain player interest and investment.

The video also discusses the difficulty of balancing TCGs due to the regular release schedule, massive pre-existing card pool, and extensive deck customization options. The pressure to create high rarity cards that feel rare further complicates the balancing act. Despite these challenges, the creator acknowledges that moving away from TCG distribution can offer better balance and less cost to both the publisher and the player.

Using Legacy's Allure as an example, the creator demonstrates how a game can benefit from a non-random distribution of cards. This model reduces the amount of money players need to invest and allows more design freedom for the game. The creator also mentions that this model could allow for the release of fewer new cards or a more relaxed schedule.

Despite its disadvantages, the TCG model has several advantages. The depth of different card designs and the regular release schedule offer players a vast range of strategies and individual cards to choose from. This variety allows expressive players to demonstrate their personality through their card choices and competitive players to optimize their deck's power and performance.

Another advantage of TCGs is the sense of ownership players feel towards their decks and collections. This emotional connection is crucial for building player investment in the game. Moreover, the financial investment required by TCGs encourages game stores to provide ongoing support for the game, such as play space and dedicated game nights.

Finally, the creator points out that the TCG model forces designers to continually create new archetypes and strategies, leading to the exploration of previously unconsidered design space. This exploration can result in better refinement of the initial game concept.

In conclusion, the creator encourages game designers to carefully consider their gameplay goals and whether the TCG model is the best way to achieve them. While TCGs offer a lot of freedom, they also have limitations, and sometimes it might be easier to realize game design goals outside of a TCG framework.

Sunday, August 6, 2023

Why Digital Card Games Suck [VIDEO SUMMARY]

The video, "Why Digital Card Games Suck," is produced by Majin Obama, a content creator known for his insightful commentary on gaming. The video delves into the distinctions between physical and digital card games, exploring the reasons why the creator finds physical card games more enjoyable despite the conveniences offered by digital versions. It's a thoughtful exploration of the subject, drawing on Majin Obama's extensive experience with both formats.


Majin Obama begins by sharing his recent return to physical card games, specifically the Digimon TCG, which triggered his reflections on why he finds them more satisfying than digital counterparts. He acknowledges the superior presentation of digital card games, with their animations, sound effects, and audio clips that bring cards to life. However, he admits a bias towards the tactile satisfaction of physical cards and the pleasure of displaying a collection.

The video discusses the practicality of digital card games, where rule changes, added mechanics, or clarifications can be rolled out via simple patches. This contrasts with the complexities of physical card games where changes require reprinting. Digital games also offer potential for more intricate effects that would be impractical in real life. However, the cost of physical product is a downside, creating a higher barrier to entry compared to digital games, which are often cheaper and sometimes free to play.

Majin Obama highlights the accessibility of digital games, with their convenient matchmaking systems and quick card sorting and deck maintenance features. The ability to play with anyone, anywhere, at any time is a significant advantage over physical card games, which require physical presence and often involve travel. However, he notes that this convenience leads to a broader pool of players, which can impact the development of counterplay and strategies.

The video explores how digital card games excel at teaching players the rules through interactive tutorials, eliminating the need for rulings and judge calls. However, he points out that this can limit creativity, as players are bound by the developer's rules and can't create their own game types. This contrasts with physical card games, where players can easily agree on custom rules.

The social aspect of card games is a major point of discussion. Majin Obama acknowledges the growth of digital card game communities through platforms like Discord and streaming services. However, he believes that digital games can feel impersonal compared to physical ones, despite the community-building potential of these platforms. He recalls his experience at a Shadowverse competition, noting the lack of interaction between players who were physically present but focused on their screens.

Majin Obama emphasizes the importance of verbal and non-verbal cues in physical card games, such as expressions, voice intonation, and hand gestures. These add depth to the game and influence strategy. He admits that digital games have their own ways of bluffing and taunting, but argues that the focus is purely on gameplay and card interactions rather than person-to-person interactions.

Reflecting on his experience with the Digimon TCG, Majin Obama attributes his enjoyment to the game's artwork, unique mechanics, and the social interactions it facilitates. He concludes by inviting viewers to share their thoughts on the topic, asking which format they prefer and why.

In summary, "Why Digital Card Games Suck" is an insightful exploration of the differences between physical and digital card games. While acknowledging the advantages of digital games, Majin Obama ultimately champions the tactile satisfaction, social interactions, and creative freedom offered by physical card games.