In a world where most players just wanna play fast, Charge characters will always be a niche
@pochocho822526 күн бұрын
Ive just found this channel and is insanely interesting please come back I want to know some unexplained fact about some topic that surprisingly also interest me how did you know im into pokemon tcg a sf holy shit
@derektom14Ай бұрын
I've only played two games of the Digimon TCG, but one thing that I found really nice about it compared to Pokemon and Yu-Gi-Oh! was that there wasn't a single point where I had to search my deck for a card, then shuffle my deck, which can slow down play considerably. This is in part because of how cards could digivolve into each other by steps interchangeably instead of fixed lines or requiring fixed combinations of cards.
@squilliam09093 ай бұрын
Great Video! I play Guile/The Guile Function (Charlie in Alpha 2, Remy in 3rd Strike) in every SF game and love how well Guile is defined by charging. Stuff like standing Flash Kick cancels, DF HK to Super in SFV, and Flash Kick to a Double Sonic Boom Super all are really cool ideas that seem to only be for him now. Dee Jay being hybrid in SF6 was a pretty good move IMO, he still has the sonic boom and flash kick motions but the other moves make more sense as normal motions. Even if a lot of the new characters are going to be motion based, it just makes the charge ones more unique.
@austinreed73433 ай бұрын
2:56 Not helping is that the new charge characters tend to not be popular. Also, SF6 didn’t add any charge characters. I wonder what would happen if an existing motion character got turned into a charge character?
@notmyfullname5983 ай бұрын
Play uni 2 pls
@lordronn4724 ай бұрын
Let’s get rid of this type for heavens sake
@deadlypandaghost5 ай бұрын
Eternal CCG was similiar to magic. You play sigils which increase your mana per turn but also generally gave you influence in one of the five factions. Cards would then have a mana cost and influence requirements that both must be met. Mana isn't colored but how much of each color you had played affected what you could play. For instance there was a 0 mana cost spell that required 3 time influence to play. So it was just free once you met the influence requirements. Thus ramp effects increased power while color fixing increased influence. While commonly together they could be seperated out for different effects. Acted as an effective splashability valve while still allowing low cost cards. Additionally it took advantage of its digital nature and skewed some probabilities when drawing your opening hand so you would generally have enough mana for it to be playable. Effectively you had guranteed sigil slots in your opening hand but it was required to run at least 1/3 of your deck as sigils.
@thikdikriky155910 ай бұрын
Only charge character ive ever liked was sf3 urien and thats because you could charge partition
@nickxzone Жыл бұрын
Thats was cool!
@andychamberlain1085 Жыл бұрын
9:22 correction. The old digimon card game didn't have particularly fixed evolution lines. They frequently had multiple digimon they could digivolve from or to, although the list was fairly restricted compared to today's open digivolution paths.
@duelme1234 Жыл бұрын
Finding this after Kohdok's video on resource systems.....very "interesting" perspective.
@tcgacademia Жыл бұрын
Nice video! I've heard a bunch of praise for Digimon's resource system in passing, but this does a really good job laying out why people like it so much.
@admiralcasperr Жыл бұрын
Lands are a problem, but IMO are very fun. 'Explore' effects and dual lands are cool. And of course then building a nice manabase can be satisfying AF.
@pandasmooth Жыл бұрын
Loved this video, please make more. I’m researching developing a card game and this was very insightful
@absence9443 Жыл бұрын
There's no way there is a video about it, I was pondering this question multiple times and now looked it up, damn KZbin give me better recommendations, this is what I want to see :)
@tekimpo Жыл бұрын
Great vid
@lefkash Жыл бұрын
criminally underrated video wtf
@blaster5800 Жыл бұрын
Charge is a stupid mechanic. End of story
@phorchybug3286 Жыл бұрын
Yeah, it is a pretty cool idea for a game.
@irishpizza2823 Жыл бұрын
Quality video, I hope the algorithm blesses it.
@goncaloferreira6429 Жыл бұрын
nice video. Some thoughts: 1- Hard stops is an interesting term. i dont think i heard it before. In any case what you start by talking about is having a good/strong set of base rules. Father mtg has the strongest base rules of the industry, something that i link to the colour pie and colour identidy. 2- 1:59 not a very good point. They are not arbitray. As part of the game´s identities they define the basic intended gameplay experience. 3- 2:30 that may or may not be the case. Ramp in mtg is just a way of playing the game and it usually is well balanced within metagames. 4- complaining about mtg lands became normal. people never mention the benefits of the system. 5- Yugioh evolved badly in the sense that it it didnt have strong enough base rules and the good it had, strongly influenced by mtg and pokemon, quicky was forgotten, overrun in the name of growth and change. 6- Pokemon was quick to change the supporter rule and overal had an healthy and conservative growth. Too conservative?
@twenty-fifth420 Жыл бұрын
3 and 4: Ramp and Mana are incredibly tricky to balance but to be frank, I think there isn’t any ‘benefits’. A stronger argument would be magic has an excuse for its resource system because it was the first. Numero Uno. My issue is that old and new magic are vastly different. My brother and I own a lot of old cards. The problem with most is that they are terribly balanced in the modern day, usually creatures with the tone shift beginning roughly around 5th and solidifying after 8. The one exception actually…is lands. But that doesn’t mean lands themselves are ‘good design’. Because fetch and ramp have been mainstays since even Alpha. It is not that hard to find ramp in Green and sometimes Red, or literally search it with Blue or Black if you wanna be on the edge. The only color that sucks with ramp is White, and they have an excuse because most white creatures either have flying/evasion, cost cheap and/or get tribal synergy. It was like Blue and Card Draw. It was too valuable to lock up in one color, so it had to be moved around some, either unofficially with ‘search’ effects, or officially by making Mana Alternatives like Mana Generation from Spells or Artifacts. The best I can say is Mana is too valuable arguably for game balance because Magic has one resource system. Technically Yu Gi Oh has three, as you use creatures to fuse, spells to summon tribals or special summon, or even tokens like Magic. You claimed it didn’t have strong enough base rules and I reject that outright. It is actually kind of worse. Yu Gi Oh always played fast and loose with its rules. Literally an anime trope. In the actual game itself, Life Points were changed literally two times, we had to tweak spell speeds and hand traps exist because apparently the design team didn’t get the memo that the anime didn’t even use quick-play hand spells correctly. Mana flooding and screwing are literally the achilles heel of MTG game design. Hearthstone generates mana far more reliably from just by having a mana turn-based counter basically until you hit turn 10. Or even Kaijudo/Duel Masters where creatures produce mana when in the Mana Zone. If anything, I think both examples demonstrate the sort of agedness of Mana in Magic. Now, you mention some elusive benefits. As a last food for thought since I can’t read your mind, I want to give Magic the benefit of the doubt. Like I mentioned early, Mana Ramp is relatively colorless if you know where to look (but of course Green dominates still like Blue does for Card Draw or Red for Direct Damage/Mana Gen Spending). But Magic’s resource system does get a free fucking pass for once for not only being the oldest, but innovating card economy so much Yu Gi Oh took the opposite approach and imho, both work great. Spending Mana should feel good and it does, assuming you don’t miss a drop or two, or ten. The economy of progression is very solid but if not forced because like I said, if you look at older creature cards, most of them are terrible. I think this comment is too biased in Magic’s Corner. Mana is a big problem. I have seen other games do it better and in my game, I also think I did it better. It is probably also why Dual Lands exist both from the collector point of view and design, since Mana Screwing for One Color in a 3 Color Wedge Deck without a Green Splash is just the worst.
@aruretheincomprehensible20 Жыл бұрын
@@twenty-fifth420 Mana flood and mana screw are, in my opinion, the worst experiences in any card game, but the mechanics that allow for flood and screw make for a much more compelling experience overall. Magic's land system solves multiple game design problems by allowing for cards to be balanced against each other, inhibiting the ability to create tier 0 strategies that put all the game's best cards together, and to have a tactile resource system without the need for an external resource like pen and paper. Hearthstone's resource systems can't handle the creation of tier 0 strategies by itself (to which is uses a class system to fix that problem), and resource allocation only works without external resources because it's a digital card game. In addition, Magic has more levers to tune the cost/power ratio of their cards by allowing for different types of colored/colorless lands and offers more choices to tune your deck between the consistency of playing any card at any point in the game and the power offered by mixing cards of different colors that Hearthstone cannot provide. Even when you exclude the ability to play cards on your opponent's turn Magic has more depth than Hearthstone has at every point of the game, a feature common when comparing any CCG with dedicated resource cards to any CCG that has cardless resources. Resource cards are good design because they not only solve multiple problems that card game designers have to solve if they want to design a compelling card game experience, but they also solve those problems in a way that allows players to have a more compelling deckbuilding experience overall by asking them to gauge risk/reward in how they construct their deck.
@MrVovoda Жыл бұрын
Complaining about Yugioh base rules became normal. People never mention the benefits of the system.
@goncaloferreira6429 Жыл бұрын
@@MrVovoda please, tell me about those benefits and yugioh card and game design.
@kagemushashien83946 ай бұрын
So, do I includ Hard Stops or not?
@Limit02 Жыл бұрын
Charge impute can be fun but I HATE Super charges, guile’s flash kick super is impossible
@darthnixilis304 Жыл бұрын
Other resource systems you might find interesting are WWE Raw Deal Lord of the Rings TCG, and the Star Wars CCG (Decipher)
@GinkgoPete Жыл бұрын
Good. All charge characters but Balrog and Guile were a mistake.
@liondovegm Жыл бұрын
Some guys at work have been playing digimon way more than actually working
@endtimestcg5146 Жыл бұрын
3:00 Thank you! How VS System, and Warhammer TCG handled it was cool, but a bit dull. The Screew and Flow from MTG ain't good - but it has it's great Flavour... Even Magic I would say: When you gather up those lands and Cast stuff. Just a Bit Jucier than Playing cards face down and getting free colorless mana. Something in between would be cool. I like the DIGIMON APPROACH.
@greatestgamer00 Жыл бұрын
i ask for two things in sf6 remy and charge partitoning
@SoDamnGangsta Жыл бұрын
What’s funny is that in sf2 the charge moves were supposed to be the easier ones for people who had trouble figuring out the motion inputs
@lordxrz6588 Жыл бұрын
Charge characters honestly add balance to fighting games. My only issue with theme is combing into a super.
@HaxDotCombo Жыл бұрын
Arcana Heart has a character with a charge in all four directions so any diagonal hold is two different moves.
@Gummyfresh Жыл бұрын
I like how all the characters you mentioned at least had some charge move the best example for this video would've been Charlie in Street Fighter 5 LOL
@SeraSmiles Жыл бұрын
Even just bringing up Duel Masters for a second reminds me how much I absolutely adored that game as a kid. They really took the most promising game & shot it behind the shed
@frido7939 Жыл бұрын
Love the video
@kateslate32282 жыл бұрын
I find it very interesting how people praise this game so much when pretty much everything BUT the resource system is a Duel Masters rip-off.
@reezmoguriz2742 Жыл бұрын
Does duel master have evolution mechanism and its inherit ability?
@kateslate3228 Жыл бұрын
@@reezmoguriz2742 Evolution yes. Inherit, no.
@revimfadli4666 Жыл бұрын
@@nmr7203 I'd take a Duel Masters rip-off over MtG ripoffs
@anab0lic Жыл бұрын
@@nmr7203 tbh I don't think there is hardly anything new in terms of mechanisms in game design anymore, its just interations of something that came before it.
@VazGabo2 жыл бұрын
Great video! I agree a lot with how digimon resource system tries to fix some very well known issues with other systems. A piece of feedback, though: please make sure your slides show up long enough for people to read text/cards. Some are shown for a split second of time, like the tts logo.
@Jammymate2 жыл бұрын
this video is fire
@saltrush34482 жыл бұрын
Great video man! Really enjoyed it
@Toadiferous2 жыл бұрын
main line mankeys currently have the same number of wins in season 2 at the mid point as they had by the end of season 1
@maxenglish51062 жыл бұрын
This was super fun. Definitely recommend trying the format out - BDSP is a great one to start with too, especially if you have newer players who are less familiar with competitive battling
@djredlantern2 жыл бұрын
Sick video mate! The queens Quagsires seem pretty good
@WalkingOverHere2 жыл бұрын
I loved all the team names and graphics so much
@SirMutton12 жыл бұрын
Great video! I haven't even played competitive Pokemon and I watched the whole 23 minute video in one sitting. It seems overwhelming. Did one of participants make the "Garchomp 1st Overall Pick" graphic or was that all you?
@PokemonTrainerOrange2 жыл бұрын
The editing here is stellar
@revimfadli46662 жыл бұрын
This game really reminds me of some European-style modern boardgames, particularly Patchwork with the memory resource system, and Wingspan with the effect stacking. Maybe the tight & elegant gameplay elements were inspired by those styles of games?
@anab0lic Жыл бұрын
Tbh a lot of game design is just pulling mechanics from other games, combining them, iterating upon them and conjuring up something new.
@revimfadli4666 Жыл бұрын
@@anab0licIndeed, though the Western/American TCG scene seems surprisingly unfamiliar with the world outside the big 3, to the point that the "clone MtG's land system or have no resource at all" mindset is apparently a prevalent one, and copying any Eurogame or Japanese TCG mechanism suddenly becomes super innovative
@cantrip77 ай бұрын
This game's memory gauge is lifted from Chrono Clash, a multi-franchise game from Bandai designed by Ryan Miller. So it feels like a nice mix between east and west from that, I'd wager.
@revimfadli46667 ай бұрын
@@cantrip7 I wonder if that was inspired by an even older game, and what that game was
@kagemushashien83946 ай бұрын
@@revimfadli4666 Know any games from there I can borrow from?
@j4532 жыл бұрын
The digimon game sounds fun...but I hate the art.
@yourboyrussell67382 жыл бұрын
Fun fact: charge moves in KOF only take 30 frames to charge. And it applies to EVERY charge character, as opposed to the examples you mentioned at 4:35 having variable charge times.
@Yinyanyeow2 жыл бұрын
One thing to keep in mind, the oldest digimon card game failed here with how the game play got edited.
@KrissyBlues3 жыл бұрын
I've honestly thought about this a lot bc I find charge chars charming Vatista is rly interesting bc a lot of her moves are designed around "hiding" the charge inputs (she has a move where she flies pretty freeform and fires bullets, giving you a safe way to do her funky charge forward thing, and her sweep has great range and makes it easy to set up her down charge), I think this is an intuitive way to set up charge characters that are meant to be aggressive and sidesteps a lot of that mental difficulty you mentioned. I don't really mind them "simplifying" Claw for this reason bc it just never felt intuitive, both in terms of gameplay and his character design just didn't feel like it made sense. I hope we can see more creativity with charge characters going forward, they're definitely hard to balance because they lean so heavily into a specific style of gameplay but that's why charge chars are so interesting, and they have just as much a right to be there and get new characters like them as say, zoners or grapplers. ...Maaaaaybe they're best left out of team games without a sufficient retooling though cause like, as you discussed it's just rough to charge there lol. Even as someone drawn to playing Nash and Bulleta there, the reward of managing to successfully play them as intended is just too outweighed by the risk of constantly losing charge and just doesn't feel as satisfying Overall, a very nice video summarizing the crisis these characters are in
@KrissyBlues3 жыл бұрын
Guilty Gear Strive doesn't have this problem unlike team games though tbh, the lack of partners there means even at fast speeds you can keep things going relatively simply. Potemkin, May, and Leo are all pretty good charge characters that feel smooth to play. Not very many in that series in general but I feel like the additions are worth noting
@notimeforcreativenamesjust3034 Жыл бұрын
@@KrissyBlues no guilty gear has this problem, charge characters like Leo and May have been eating good. Same with Skullgirls, the two charge characters there have almost no problems with absolutely destroying. You just have to be creative with your gameplay if you play a charge character in a faster fighting game.