dude your editing and scriptwriting is amazing i thought you were like a 200k channel or something, your production values are stellar, hope you get big
@MechanizedMinionMTG3 жыл бұрын
Growth is important, but can we get a video on the opposite? Power Creep in games, at least in my experience, causes a player base to dwindle. So how would one go about designing a game around the 3 pillars and allowing for growth without falling prey to simply putting out more powerful cards when compared to previous sets?
@regirayquaza3 жыл бұрын
MTG's power creep is so fascinating to me! I've never seen a game where the old stuff is the best stuff! You have the dual lands, mox, and lotus acting as ceilings to the game, where this is the best your resources can be, but then the creatures and planeswalkers consistently more or less getting better.
@Draw5Move53 жыл бұрын
While I don't know if I'd say power creep is the opposite of player growth, power creep is actually a subject I've been wanting to address for a while now. It's a bit of a daunting task, but it seems like something people would be excited for a video on, so I'll do my best! Based on what you're saying, you'd want it to address how to avoid power creep while still giving room for players to grow and learn new mechanics and choices - avoiding those other choices and the things higher up the scale just being objectively "better" than what they started with, right?
@sonsai103 жыл бұрын
I love how you frame level up systems as a reward for players, maybe if more games were made with this design in mind we wouldn't have as much grindfests. In my mind, the general lvl up system is just redundant, the player is already getting better outside of the game and there is no need to represent this in an arbitrary number
@snakemont3 жыл бұрын
Dank you for making the Video! I will write down the lessons from this tomorrow for my own TCG ENDTIMES. And I will check out your other recommendet Video!
@kangaroochief75113 жыл бұрын
Great video as always. One thing I think can be really hard to do is finding a balance when allowing different players to progress at different speeds. There's this general idea that we want to limit the options for new players to ensure that they aren't overwhelming but allow lots of choices for more experienced players. However, not all new players are the same and the same goes for experienced players. A good example is Pokémon (the videogame); there has been a lot of criticism from experienced players that the games are too easy. The options at the start of the game are very limited (only 3 starters to choose from and Pokémon each only knowing a couple of basic moves) and this can be frustrating for more experienced players. Pokémon forces everyone to progress at the same speed. However, if we allow players to 'skip ahead' then there is a risk that players overestimate themselves and get overwhelmed. An example of this comes from a lot of competitive online game such as League of Legends. A large number of new players are going to Google what the best characters and items are and play them right away without having the understanding to play them properly. This is especially true when the complex options are more appealing (cool ninjas and demons compared to generic guys with swords). I think this can end up putting people off of the game because they dive right into the most advanced stuff. Games need to find the balance between forcing all new players to go through the same, slow experience and allowing players to do whatever they want right away. I think that a big part of this is actually making the options for new players sufficiently interesting and powerful. For example, the starter decks for most TCGs do a pretty poor job of this. They are often very underpowered and don't have interesting enough gameplay. Ideally, these decks would be able to compete with real decks and have interesting themes and mechanics that aren't too complex. I think that, often, the tools given to new player are limited for financial reasons: companies actually want new players to have limited options that they quickly outgrow so that they go and buy more products to give themselves more options. I wish that more companies would, instead, try to create interesting new products that players want to buy, rather than deliberately underpowering new player products so that they will eventually have to move on.
@phoebeburnham37392 жыл бұрын
I think that responsibility and creative problem solving goes to the individual DM in dnd
@phoebeburnham37392 жыл бұрын
I love your dnd videos !!! can't wait to see your newest video and check out the live streams
@HarryHelsing3 жыл бұрын
Loving the content man!
@Draw5Move53 жыл бұрын
Thanks, glad you're enjoying it!
@redhood52643 жыл бұрын
Truly underrated
@JB-fp3fb10 ай бұрын
It's very tangential to the video, but watching this made me realise that D&D 5e is totally the WoW of D&Ds.