As a content developer and soon to be artist for intractable arts and the most important thing for me with all kinds of media is to make them as enjoyable for all, whether or not you lose. Respawn times should be fast if you have a game where you die in a single hit often and all deaths should be the fault of the player and not because the game threw bull crap at you or hit the player with things like leaps of faith, see this video here;
What am I getting at? Well, as a content designer, I have to find that balance of control while minimizing things they cant control. Now these things are (or should be) easy for PvE game but when you have a PvP game, which the Pokemon Trading Card Game is, the developer has more responsibility to the players of their game to not make things, well, toxic for the players.
How many of you player the Tekken series and played against Eddy? You remember that feeling you have of "he's so cheap" "All you did was spam" and not really understanding that feeling but you knew it was right? Yeah, Eddy is an example of bad character design because at times, what can you do? Even the best players in Tekken lose to this character or something close to home; Mewtwo and Shadow Mewtwo in Pokken Tournament. They just remove options from the player.. you know, losing to the character and not the player.
When I lose to something, I want it to be my fault that I lost, and I'm sure you do too. Its the sign of a good game! You can learn something from your losses or deaths. A lot of the time you just don't have a firm grasp on the mechanics and that's okay, because you'll learn them as you get better at the game but currently with the Pokemon TCG, the player is being punished just for playing.
Night March and related decks are an example of losing to the game and not the player. Its not the player that beat you, its the deck and I can almost guarantee that you have MUCH more fun when you're not playing against lock decks and NM but this is what the developers seem to want for their game. I don't like losing to things I can't control and thats one of them. With item lock, what do you do when your opponent goes first and they get a turn one trev? Before you even have a chance to play, the game is over. Suddenly the deck you spent hours testing and building can't work because you have no access to the things to make it work like if you were playing in a video game tournament and 3 of your buttons on the controller just didn't work. You lose and they your opponent says "good game" when you're like "what, really". It wasn't a good game because you couldn't play. I didn't lose to you, the player. I lost to the deck.
This is why I don't like the new card Karen against Night March because in that case, it would be a card winning the game rather than my own player skill. If I beat Night March, it would have been because of Karen and the Night March player would feel like I just got lucky because I drew that card. Sure I don't like NM but if I win like that, its not like I did anything and its not like I even outplayed my opponent. I just played a single card that, to the the NM player, says they lose.
Now there are things to consider here. Its not the fault of the game if I lose because I played a low energy count and missed a few turns of energy drops. Its my fault as a player for taking that risk so I could run an extra Muscle Band, which in a twisted fate back fired because I couldn't attack anyway or when I get benched because I decided to play low Pokemon counts. As a player I can control some things. If I lose to those things, its up to me to look at the reason I lost and fix it but against NM, what does one do if they get everything on ther first turn? Against item/lock decks, what do you do when they shut you out of your resources? In Best cases you get one turn to play but in most other cases, there is a 50/50 chance that you don't get to play. So most of the time, I'm losing to the deck, which leaves a bad taste in my mouth because its not something I can get better at. I simply have to hope things go my way and when the game is trying to say its fun, losing to things I can't control makes the game less fun.
Sure there are somethings you can't avoid. A bad matchup is a bad matchup and there are little ways to work around weakness but in that case, its just game mechanics and what happens, happen but this doesn't mean the game should be like this. Its the job of the developers to make sure things are as balanced as possible and for the TCG, they should make that at least a handful of Pokemon from each type are viable and with how they have been mixing up weakness, this may be less likely at thing but maybe they should move away from the x2 weakenss and treat it like resistance but that's for another subject.
I feel the biggest thing to take away here is, just like with Super Mario Maker, if you give the players the means to break your game, they will. Like bad level design where its clear the maker has no idea what makes for a well designed levels, players will play these decks because they want to win and overall that the game allows for it. Karen is a card issued to deal with it but the next thing are all the lock decks. Remember when back in the day how hard it was to keep a lock? There was a houndoom that had an example of how a lock should be but nowadays, a lock deck has to start as soon as the pokemon hits play and unlike video games, TCGs have a ton of effects that can cause unintended effects.
Its clear the developers intended for the new vileplume to work with broken vine-space and if it wasn't, why wasn't this researched and prevented? It was clear the players weren't happy with X-Ball but the developers made the attack 3 more times. For a player like me who want the ability to lose on my own terms and learn from it, its clear the developers don't care for the game. Why do they keep making these things? Well, big business (and yes, Pokemon is a business and not your friend) likes to make money and printing these over power concepts make money because it whats the players, for better or for worse, like. The player will always follow the path of least resistance because it requires less work than actually understanding the cards.
Look at the new m Gardevoir card that is coming out. A player like me saw that it was BROKEN in its first translation. A Pokemon that can attack for ZERO energy that can effortlessly KO a mega Pokemon, that is worth 2 prize cards (this is important!) and can do it turn after turn, WHILE having the very strong support of BOTH fairy AND psychic and the players, from what I read, were saying the card was bad because it can't KO everything in the meta in a single hit. Are you kidding me!? Despite all of what it has going for it. Its because the players want the wins given to them. When you lose to such a deck, are you losing to the player or the deck?
I know this is getting late into it but what do I mean by losing to the player or losing to the deck? Aren't they the same thing? Well, no. When you lose to the player, you are losing to that persons skill, his play style and his knowledge of the game and deck he plays. When you lose to Night March, you are losing to the deck itself and not the players skill or knowledge of the game. Take this video of me playing Night March.
(WARNING, IT VERY VULGAR) If link gets removed, its fine but trying to prove a point
This was my first time playing Night March and yes, I make a lot of jokes here but I never played this deck before and I wrecked with it. I didn't use any of my skill here. I simply just played cards as they came and at no point was I ever worried because I always had an answer. I was winning because of the deck, not because I was actually playing well. To give credit to Night March, I did learn a lot about the deck and how it works by playing it but its clear I was only winning because I was playing this deck.
I think its time to end this since I can go on forever but what do you all think about this and how it should affect gameplay? I know I can't be the only one thinking this. How do you feel about losing to the game rather than the player?
Thank you for reading!
What am I getting at? Well, as a content designer, I have to find that balance of control while minimizing things they cant control. Now these things are (or should be) easy for PvE game but when you have a PvP game, which the Pokemon Trading Card Game is, the developer has more responsibility to the players of their game to not make things, well, toxic for the players.
How many of you player the Tekken series and played against Eddy? You remember that feeling you have of "he's so cheap" "All you did was spam" and not really understanding that feeling but you knew it was right? Yeah, Eddy is an example of bad character design because at times, what can you do? Even the best players in Tekken lose to this character or something close to home; Mewtwo and Shadow Mewtwo in Pokken Tournament. They just remove options from the player.. you know, losing to the character and not the player.
When I lose to something, I want it to be my fault that I lost, and I'm sure you do too. Its the sign of a good game! You can learn something from your losses or deaths. A lot of the time you just don't have a firm grasp on the mechanics and that's okay, because you'll learn them as you get better at the game but currently with the Pokemon TCG, the player is being punished just for playing.
Night March and related decks are an example of losing to the game and not the player. Its not the player that beat you, its the deck and I can almost guarantee that you have MUCH more fun when you're not playing against lock decks and NM but this is what the developers seem to want for their game. I don't like losing to things I can't control and thats one of them. With item lock, what do you do when your opponent goes first and they get a turn one trev? Before you even have a chance to play, the game is over. Suddenly the deck you spent hours testing and building can't work because you have no access to the things to make it work like if you were playing in a video game tournament and 3 of your buttons on the controller just didn't work. You lose and they your opponent says "good game" when you're like "what, really". It wasn't a good game because you couldn't play. I didn't lose to you, the player. I lost to the deck.
This is why I don't like the new card Karen against Night March because in that case, it would be a card winning the game rather than my own player skill. If I beat Night March, it would have been because of Karen and the Night March player would feel like I just got lucky because I drew that card. Sure I don't like NM but if I win like that, its not like I did anything and its not like I even outplayed my opponent. I just played a single card that, to the the NM player, says they lose.
Now there are things to consider here. Its not the fault of the game if I lose because I played a low energy count and missed a few turns of energy drops. Its my fault as a player for taking that risk so I could run an extra Muscle Band, which in a twisted fate back fired because I couldn't attack anyway or when I get benched because I decided to play low Pokemon counts. As a player I can control some things. If I lose to those things, its up to me to look at the reason I lost and fix it but against NM, what does one do if they get everything on ther first turn? Against item/lock decks, what do you do when they shut you out of your resources? In Best cases you get one turn to play but in most other cases, there is a 50/50 chance that you don't get to play. So most of the time, I'm losing to the deck, which leaves a bad taste in my mouth because its not something I can get better at. I simply have to hope things go my way and when the game is trying to say its fun, losing to things I can't control makes the game less fun.
Sure there are somethings you can't avoid. A bad matchup is a bad matchup and there are little ways to work around weakness but in that case, its just game mechanics and what happens, happen but this doesn't mean the game should be like this. Its the job of the developers to make sure things are as balanced as possible and for the TCG, they should make that at least a handful of Pokemon from each type are viable and with how they have been mixing up weakness, this may be less likely at thing but maybe they should move away from the x2 weakenss and treat it like resistance but that's for another subject.
I feel the biggest thing to take away here is, just like with Super Mario Maker, if you give the players the means to break your game, they will. Like bad level design where its clear the maker has no idea what makes for a well designed levels, players will play these decks because they want to win and overall that the game allows for it. Karen is a card issued to deal with it but the next thing are all the lock decks. Remember when back in the day how hard it was to keep a lock? There was a houndoom that had an example of how a lock should be but nowadays, a lock deck has to start as soon as the pokemon hits play and unlike video games, TCGs have a ton of effects that can cause unintended effects.
Its clear the developers intended for the new vileplume to work with broken vine-space and if it wasn't, why wasn't this researched and prevented? It was clear the players weren't happy with X-Ball but the developers made the attack 3 more times. For a player like me who want the ability to lose on my own terms and learn from it, its clear the developers don't care for the game. Why do they keep making these things? Well, big business (and yes, Pokemon is a business and not your friend) likes to make money and printing these over power concepts make money because it whats the players, for better or for worse, like. The player will always follow the path of least resistance because it requires less work than actually understanding the cards.
Look at the new m Gardevoir card that is coming out. A player like me saw that it was BROKEN in its first translation. A Pokemon that can attack for ZERO energy that can effortlessly KO a mega Pokemon, that is worth 2 prize cards (this is important!) and can do it turn after turn, WHILE having the very strong support of BOTH fairy AND psychic and the players, from what I read, were saying the card was bad because it can't KO everything in the meta in a single hit. Are you kidding me!? Despite all of what it has going for it. Its because the players want the wins given to them. When you lose to such a deck, are you losing to the player or the deck?
I know this is getting late into it but what do I mean by losing to the player or losing to the deck? Aren't they the same thing? Well, no. When you lose to the player, you are losing to that persons skill, his play style and his knowledge of the game and deck he plays. When you lose to Night March, you are losing to the deck itself and not the players skill or knowledge of the game. Take this video of me playing Night March.
(WARNING, IT VERY VULGAR) If link gets removed, its fine but trying to prove a point
This was my first time playing Night March and yes, I make a lot of jokes here but I never played this deck before and I wrecked with it. I didn't use any of my skill here. I simply just played cards as they came and at no point was I ever worried because I always had an answer. I was winning because of the deck, not because I was actually playing well. To give credit to Night March, I did learn a lot about the deck and how it works by playing it but its clear I was only winning because I was playing this deck.
I think its time to end this since I can go on forever but what do you all think about this and how it should affect gameplay? I know I can't be the only one thinking this. How do you feel about losing to the game rather than the player?
Thank you for reading!