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	<title>Tales of a Scorched Earth &#187; collectible card games</title>
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	<description>love/hate video games.</description>
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		<title>chasing the shivan dragon</title>
		<link>http://toase.net/2009/06/24/chasing-the-shivan-dragon/</link>
		<comments>http://toase.net/2009/06/24/chasing-the-shivan-dragon/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 05:28:24 +0000</pubDate>
		<dc:creator>Andrew</dc:creator>
				<category><![CDATA[collectible card games]]></category>
		<category><![CDATA[console gaming]]></category>
		<category><![CDATA[game culture]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://toase.net/?p=816</guid>
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Magic: The Gathering is a property that formed the foundation of a tabletop gaming empire for a new generation of gamers, changing the face of a hobby that until then was buried in basements and isolated in musty smelling comic book shops. And yet its history in video games is pretty shameful in the numerous [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://toase.net/gfx/mtga-duels-01.jpg" width="455" height="177" border="0" alt="Serra Angel vs. Hypnotic Spectre. I only know this 'cause I looked it up." title="[Serra Angel vs. Hypnotic Spectre. I only know this 'cause I looked it up.]" style="position:relative; border:1px solid #333;"></center></p>
<p><i>Magic: The Gathering</i> is a property that formed the foundation of a tabletop gaming empire for a new generation of gamers, changing the face of a hobby that until then was buried in basements and isolated in musty smelling comic book shops. And yet its history in video games is pretty shameful in the numerous attempts to bring this brand even further into the mainstream. While most of the titles bore only a passing resemblance to their inspiration<sup class='footnote'><a href='#fn-816-1' id='fnref-816-1'>[1]</a></sup>, <i>Magic: The Gathering Online</i> (2002) was the closest thing you could get to actually playing the card game. </p>
<p>The recently released <i>Duels of the Planeswalkers</i> (2009), available on Xbox Live Arcade, is not <i>Magic: The Gathering Online</i>. It is the card game pared down to its most essential components.</p>
<p>As an ex-<i>Magic</i> player that dropped out shortly after the <i>Ice Age</i> expansion in the mid 1990s<sup class='footnote'><a href='#fn-816-2' id='fnref-816-2'>[2]</a></sup>, <i>Duels</i> has reawakened my respect for what Richard Garfield created in the game of <i>Magic: The Gathering</i>. Despite launching the completely ridiculous trend of collectible card games. </p>
<p>Much like my time with Games Workshop&#8217;s <i>Warhammer</i>, I found that the amount of one-upmanship that goes on in these hobbies borders on the unfair if you have unlimited resources (ie. Money) to sink into your collection. Players who don&#8217;t invest as much money in the hobby are immediately at a disadvantage when going up against the players who are well equipped and dialed right in to the latest cards and strategies for maximizing the return on their investment. The arms race continues until the only ones left standing are the demigods with ultra-powerful decks containing hundreds of dollars worth of cards. Of course, going into tournaments there are rules for this to balance the playing field, but I&#8217;m just generalizing here for the sake of my argument. </p>
<p><i>Duels of the Planeswalkers</i> is a pre-packaged <i>Magic: The Gathering</i> experience. It successfully captures the essence of the game, without bogging down the player with a ton of cards that all end up doing basically the same thing <i>when you really look into it</i>. And this seems to be the biggest complaint about the game: the lack of comprehensive deck building tools. </p>
<p><i>Duels</i> gives you a set number of decks to unlock through the single player campaign, while also unlocking individual cards for use in customizing these decks. &#8220;Customizing&#8221; is a very loose term in this context: you&#8217;re either using it in the deck, or you aren&#8217;t. There&#8217;s no way to get new cards after they have all been unlocked, and you can&#8217;t create a completely new deck. For some people this is too limiting, and makes this interpretation of <i>Magic</i> somehow less authentic.</p>
<p>I don&#8217;t think the Campaign mode is particularly interesting in the way that it creates &#8220;characters&#8221; for you to fight; I&#8217;d rather have seen an AI controlled player that randomly selects one of the pre-built decks and plays with it, which would provide the most replayability in single player mode. However, I don&#8217;t think this was the game&#8217;s main thrust. The Campaign mode was put in to get players familiar with the mechanics of play, to (re)learn the rules, and to get comfortable working in high pressure situations. At first, the inexperienced player will feel overwhelmed while they get acquainted with the cards and the rules of the game itself. And this is just the set-up. What Wizards and Stainless wanted to ultimately produce was a game that approximates the experience of playing the card game with <i>humans</i> in the online mode. </p>
<p>By limiting the number of cards and decks, the game is already pre-balanced. New players will never feel like they will be overpowered by some unknown card, and experienced players will be able to make the most out of their decks from the beginning. This effectively curtails the arms race. There is a ceiling that is predefined: once everything is unlocked <i>everyone</i> is going to be using the same cards. In the end, it simply comes down to luck (just like the real thing) and being skilled enough to use the cards at hand to overpower your opponent.</p>
<p>Putting in the Challenge mode was a terrific idea, as I found it to be an excellent training tool. It is a collection of &#8220;puzzles&#8221; that sets up one turn where you must win the game with the cards in play and in your hand. It encourages players to test their knowledge of the game; to solve a puzzle by taking advantage of its nuanced rules. This would then carry over into the Campaign or online versus mode, where you are working with the same cards and with enough luck and determination can put together a similar last-ditch counter-attack. However, there are only eight of these challenges and the advanced player will rip right through them. </p>
<p>Some might say that this game is simply a focus-grouped promotional tool for the upcoming release of the 11th Core Set that will get people out and buying into the physical card game. I would partially agree; It&#8217;s pretty clear from the beginning that Wizards and Stainless focus-grouped the <i>shit</i> out of this game, but it was to make it balanced for new and experienced players to enjoy the <i>essentials</i> of <i>Magic: the Gathering</i>. It&#8217;s no <i>Magic: Online</i>, but to me that was always for the players I mentioned earlier; they just don&#8217;t want to go out and physically buy the cards. Those players will never touch <i>Duels</i> because it is not <i>meant</i> for them. They should stop complaining.</p>
<p>I must admit I felt the pull of my old card collection, long since sold, after playing a few rounds of <i>Duels</i>. But it&#8217;s just another box of stuff that would end up collecting dust in a closet somewhere in my house. I&#8217;m glad I can pick up this game, play it, and put it away knowing that I have spent only $10 for an experience that will remain timeless. </p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-816-1'>Just take a look at the <a href="http://www.mobygames.com/game-group/magic-the-gathering-games">screenshots at MobyGames</a>. What the hell <i>were</i> those, anyway? <span class='footnotereverse'><a href='#fnref-816-1'>&#8617;</a></span></li>
<li id='fn-816-2'>I got the Scaled Wurm in my <i>Ice Age</i> starter deck. <span class='footnotereverse'><a href='#fnref-816-2'>&#8617;</a></span></li>
</ol>
</div>
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