I've mentioned before that I play Magic: The Gathering. Well, sort of. I mean, I sort of play. I used to really play, and if you want to read more about that, you can go here, but, these days, I only sort of play.
I just don't have the time or money to really compete, right now, but it is fun to go play a tournament every so often. However, in the short time I've been back into playing again, I've noticed a disturbing trend. Now, stay with me even those of you that have never heard of the game, because I have a point, so I will try to keep my technical talk as general as possible so that you can follow along.
Cards in Magic have a cost to put them into play. In general, that cost becomes higher the more powerful the card. So, for instance, a goblin,
which is weak, only costs 1 to put into play while a dragon,
which is quite a bit more powerful, costs 6. In the past, these costs were basically unaffected by the cards rarity. In the above example, the goblin is a common card (easy to get) while the dragon is a rare card (difficult to get). But this wolf
is a rare card and has the same casting cost of 1 as the goblin while this common wurm
has the same cost as the dragon.
What this did for Magic was allow people to play at whatever level they could afford. You didn't have to own tons of rare cards. The rare cards allowed slightly more flexibility and some advantage but not an overwhelming advantage. The same Terror card, a common and cheap to cast,
could kill a rare card as quickly as it could a common card. Basically, you could build a strong deck without having to have rares in it. In fact, I used to keep a deck built entirely of commons (with a few uncommons) around just to show people you didn't have to have the rares. People would bring their competition decks to test against my common deck (which always resulted in sales for the store I worked in when I would beat them).
This model of Magic was a good one. It allowed a broad base of players to play and to play on a fairly level playing field. You didn't have to own thousands of dollars worth of cards to be able to compete.
That model of Magic no longer exists.
Just within the last couple of years, Wizards of the Coast has switched to a model that lowers the cost to put rare cards into play. For example, this Loxodon Smiter
only costs 3 to put into play and he has some pretty fantastic special abilities. It's half the casting cost of the above dragon and wurm and nearly as powerful. This common card, not nearly as powerful as the Smiter,
costs 5 to put into play. To which you might say, "There's still the Terror card," but, no, they took that card out of the game, so there is no card that will destroy a creature that's that cheap to cast. What you have instead are things like
which costs 3 (as opposed to Terror's 2) and only works on flying creatures (but is, at least, common) or
which costs a whopping 6 and isn't even common; it's an uncommon. Perhaps the best example can be seen here. Lightning Bolt
was a common card that could deal damage to a creature at a cost of 1 but has been taken out like Terror has. The closest to it is
for double the cost, which may not seem like a big deal but, trust me, it is. And it's still not enough to take care of that Smiter from up above.
All of that to say that Wizards of the Coast has shifted the focus of the game from one that allows people of all financial means to play to one that favors the players with lots of money to spend gaining rare cards and the even harder to get, but even more powerful, mythic rare cards.
What this has caused is fewer players showing up to tournaments. I don't go more than once every couple of months, but even I have noticed it. And, after talking with some of the guys in the game shop that hosts the tournaments, player numbers are about half of what they were two years ago. What you end up with is fewer players spending money on packs and cards. Sure, those fewer are spending more money than they were before, and it may make up for the attrition rate of players for a while, but that can't last for forever. The end result is a strong but small player base where once you had a very large player base. In the end, it's bad for the game.
The cost of Magic, both in the game with the casting cost of the cards and outside the game on the wallets of the players, has become too high.
Of course, this kind of problem is not restricted to the guys at Wizards of the Coast.
When I was in high school, I was pretty big into the Xanth novels by Piers Anthony.
The series involved the use of puns. In the beginning, the puns were few, just added in as a bit of fun, but, by book four, Centaur Isle (get it?), the puns were becoming part of the story and, later, in such books as Isle of View (get that one?), the puns had eclipsed the story. The reason was a fan-based one. Fans of Xanth began sending in puns to Anthony, and he would work them into the story with acknowledgement to the sender at the end of the book. But he lost the story somewhere in doing this and lost readers like me that wanted that story thing to be involved. He was left with a loyal but small fan base and, although Xanth is still going on, there is no call for any other kind of writing work from Anthony because he has become just that one thing.
I think authors can easily be pulled into traps like this. Basically, they can focus in too much on writing just one kind of thing because that appears to be where the money is. They lock themselves into just writing fantasy or just writing romance or just writing... whatever because "that's what people want." Usually, by the time you've realized you've put yourself in a box, it's too late to get out. As Anthony says, publishers don't want anything else from him anymore.
David Eddings did the same thing after the success of his The Belgariad. Everything he wrote after that was just that same story over and over again for two decades because that's "what people wanted."
All of that to say (all of that because I wanted to talk about the whole Magic thing since it's something that I've noticed and am not happy with) that it's a dangerous thing to narrow your focus too much to only appeal to a particular audience. The more you narrow, the more people you will lose.
So, yeah, I like fantasy and stories with fantastic elements, but I don't want to be "just a fantasy author." I don't want to get locked in like that. I want to write good stories, all kinds of good stories, so I'll keep trying new things. Some of them may not work.
But some of them will.
About writing. And reading. And being published. Or not published. On working on being published. Tangents into the pop culture world to come. Especially about movies. And comic books. And movies from comic books.
Showing posts with label cards. Show all posts
Showing posts with label cards. Show all posts
Sunday, May 11, 2014
The High Cost of Magic
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Thursday, May 23, 2013
Last Friday Night (or Friday Night Magic)
If you've been following along this week, you're aware of how this past weekend went and ended, but I left out how it began, so let's go back to last Friday night. Okay, actually, let's go back to April...
Remember how I mentioned that during the midst of a-to-z that my washing machine had broken? Well, it did. Part of dealing with that was rearranging the garage, and part of rearranging the garage was finding things (like that first edition copy of A Game of Thrones). Well, it also meant finding a bunch of my old Magic cards.
As I've stated before, I love Magic: the Gathering. Best game ever made. I love Magic so much that I did a whole series of posts about it and how it relates to writing not all that long ago (you can find part one here). However, I haven't really played it in... a long time. Aside from games with my kids every great once in a while, but, considering that I used to play tournaments and stuff, that hardly counts. For me, anyway. I play it with them to enjoy an activity with them, not because it gives me the kind of game play I want.
At any rate, having unburied all of these cards, I thought it was probably time that I sort them out and sell off all the extra stuff I have. Because I have a lot of extra stuff. But, see, the sorting through them really made me want to play again. I mean play for real again. It is something that I miss doing. So I started checking into the local tournament scene...
There was a big problem with that, a problem I knew would exist, but I was just checking, so I was willing to ignore it for the moment. What problem? Well... see, here's where it gets complicated for those of you (I'm betting nearly all of you) that don't know anything about Magic, so I'll make it as simple as possible: My cards aren't current.
Yeah, I hear all of you non-Magic players out there: "What does that have to do with anything? Cards are cards." Which is true if I just wanted to goof around and play casual games, but it's totally not true for tournaments. To make it simple, due to the large number of expansions and the cost of the older cards, Wizards of the Coast has various formats for tournaments. The most common of these are modern and standard. Modern format tournaments allow cards printed after 2003; I stopped collecting in 2004. Standard format tournaments allow cards from the last couple of blocks of expansions, which means the last couple of years. Basically, I don't own any cards to build decks for these formats of play. That meant that "constructed style" tournaments were out (tournaments where you build a deck beforehand and bring it in to compete with).
Fortunately, in the time since I quit playing draft tournaments have become a big thing (a "draft" tournament is where everyone gets some booster packs of cards and chooses one out and passes it to the next player to choose and so forth until all of the cards are gone); they barely existed back when I dropped out of playing. I'm assuming the rise in popularity is because, theoretically, they put everyone on a somewhat equal footing. And you get to keep the cards you draft, so, even if you lose, you don't come away empty handed. This was exactly the kind of thing I needed. I could compete in a draft tournament.
Except for the one snag.
The draft tournaments are on Friday nights. Friday night is special family time night with a big special meal and all of that.
My wife was not going to be happy.
And she wasn't, but we worked it out. In the end, it was decided that I would take my oldest son, who had never played in a tournament, and go this past Friday night. Probably not the best choice of nights, but it was the only choice of Friday nights anytime around now. The prior Friday night, he was busy. Tonight, he is busy; actually, we all are, because we are going to see him in an improv show with his school drama group. Next Friday night, the whole family is busy, because my younger son will be performing in his school musical. I'm sure you get the picture with our Friday nights. Even with as busy as the weekend was going to be, it was the only Friday night available, so we went.
So, while I was busy working on formatting issues for Charter Shorts, Too and trying to get that finished, my son was looking up rules and stuff. And he kept trying to talk to me about the stuff he was reading, which I couldn't really do at the time. I answered his questions as best I could, but, whenever he would say something like, "hey, listen to this," I told him I couldn't. Now, that's important, so pay attention. In fact, in some ways, it's the point of all of this.
My son and I made it to the store where the tournament was being held at and got all signed up. We were asked multiple times by various employees "have you played in a tournament before?" and "have you played in a tournament here before?" I was very clear about our answers: 1. My son had never played in a tournament before. 2. It had been over 12 years since I had played in a tournament. 3. Seeing that that store had not existed a dozen years before, no, neither of us had never played in a tournament in that store. I kept waiting for some response to that question, or, at least, some kind of clarification as to why it was being asked, but the answer never seemed to get more than a nod, and at no time whatsoever did anyone bother to explain how anything worked.
I became that annoying kid in class that kept asking questions... except I really didn't know what questions I should be asking. And I didn't really get any answers, anyway.
At any rate, being totally unfamiliar with the cards, my son and I began drafting our decks, the slowest people at the table. Of course, once I had my colors worked out (blue and white), I sped up and even had to wait for stacks of cards from the people next to me. My son didn't get any faster and became the bottleneck at the table. But we got through it with only minor difficulties and miscommunications and got our decks built. 60 cards, right? Because that's been the minimum deck size limit since... well, since almost the beginning.
So I played my first match. It was against one of the top players in the store, and it was clear that he expected to win. And he did. Fairly easily, too. But, see, here's where it gets interesting. He took the time to put the cards he'd drafted into sleeves before playing [Sleeves are special flexible plastic covers for the cards so that you don't damage them while playing. I've never been a big fan of sleeves, but a lot of people use them.], so I didn't notice anything about his deck. But, once I had lost, I went over to watch my son in his game, and all I kept thinking was, "His deck looks really small." [Just don't even go there, okay.] So I got worried that he was playing a below minimum deck, but I didn't want to call him on it in the middle of the game. Afterward, though, I asked him, and he was playing with 40 cards.
Which had been one of the things he'd been trying to tell me earlier, that it was just a 40 card deck, because, at home, we always play with 60, because "them's the rules." Except for draft tournaments. Only I hadn't known that which is why that guy beat me so easily. It was definitely a "D'oh!" moment. The only issue I had about the whole situation was that none of the staff ever bothered to give any kind of run down of the rules despite making us repeat we'd never been in one of their tournaments before.
After dropping my deck down to 40 cards, which you can do in a draft tournament--mess with your deck as much as you want between matches (maybe even between games) as long as you are only using the drafted cards--I went on to win my other two matches and take home a prize. My son won his first match but lost his next two, so he didn't get a prize. But, now, he's totally hooked on tournament play. He really loved it and wants to go play again. Except, well, the next several Friday nights are booked.
Moral of the story? Take the time to know the rules and don't expect anyone to tell you what they are, even the people that ought to tell you. After seeing how my modified deck played and watching the guy that beat me play a couple of other games, I feel fairly confident that I would have won that match against him had I known about the 40 card thing. But that's what next time is for.
Remember how I mentioned that during the midst of a-to-z that my washing machine had broken? Well, it did. Part of dealing with that was rearranging the garage, and part of rearranging the garage was finding things (like that first edition copy of A Game of Thrones). Well, it also meant finding a bunch of my old Magic cards.
As I've stated before, I love Magic: the Gathering. Best game ever made. I love Magic so much that I did a whole series of posts about it and how it relates to writing not all that long ago (you can find part one here). However, I haven't really played it in... a long time. Aside from games with my kids every great once in a while, but, considering that I used to play tournaments and stuff, that hardly counts. For me, anyway. I play it with them to enjoy an activity with them, not because it gives me the kind of game play I want.
At any rate, having unburied all of these cards, I thought it was probably time that I sort them out and sell off all the extra stuff I have. Because I have a lot of extra stuff. But, see, the sorting through them really made me want to play again. I mean play for real again. It is something that I miss doing. So I started checking into the local tournament scene...
There was a big problem with that, a problem I knew would exist, but I was just checking, so I was willing to ignore it for the moment. What problem? Well... see, here's where it gets complicated for those of you (I'm betting nearly all of you) that don't know anything about Magic, so I'll make it as simple as possible: My cards aren't current.
Yeah, I hear all of you non-Magic players out there: "What does that have to do with anything? Cards are cards." Which is true if I just wanted to goof around and play casual games, but it's totally not true for tournaments. To make it simple, due to the large number of expansions and the cost of the older cards, Wizards of the Coast has various formats for tournaments. The most common of these are modern and standard. Modern format tournaments allow cards printed after 2003; I stopped collecting in 2004. Standard format tournaments allow cards from the last couple of blocks of expansions, which means the last couple of years. Basically, I don't own any cards to build decks for these formats of play. That meant that "constructed style" tournaments were out (tournaments where you build a deck beforehand and bring it in to compete with).
Fortunately, in the time since I quit playing draft tournaments have become a big thing (a "draft" tournament is where everyone gets some booster packs of cards and chooses one out and passes it to the next player to choose and so forth until all of the cards are gone); they barely existed back when I dropped out of playing. I'm assuming the rise in popularity is because, theoretically, they put everyone on a somewhat equal footing. And you get to keep the cards you draft, so, even if you lose, you don't come away empty handed. This was exactly the kind of thing I needed. I could compete in a draft tournament.
Except for the one snag.
The draft tournaments are on Friday nights. Friday night is special family time night with a big special meal and all of that.
My wife was not going to be happy.
And she wasn't, but we worked it out. In the end, it was decided that I would take my oldest son, who had never played in a tournament, and go this past Friday night. Probably not the best choice of nights, but it was the only choice of Friday nights anytime around now. The prior Friday night, he was busy. Tonight, he is busy; actually, we all are, because we are going to see him in an improv show with his school drama group. Next Friday night, the whole family is busy, because my younger son will be performing in his school musical. I'm sure you get the picture with our Friday nights. Even with as busy as the weekend was going to be, it was the only Friday night available, so we went.
So, while I was busy working on formatting issues for Charter Shorts, Too and trying to get that finished, my son was looking up rules and stuff. And he kept trying to talk to me about the stuff he was reading, which I couldn't really do at the time. I answered his questions as best I could, but, whenever he would say something like, "hey, listen to this," I told him I couldn't. Now, that's important, so pay attention. In fact, in some ways, it's the point of all of this.
My son and I made it to the store where the tournament was being held at and got all signed up. We were asked multiple times by various employees "have you played in a tournament before?" and "have you played in a tournament here before?" I was very clear about our answers: 1. My son had never played in a tournament before. 2. It had been over 12 years since I had played in a tournament. 3. Seeing that that store had not existed a dozen years before, no, neither of us had never played in a tournament in that store. I kept waiting for some response to that question, or, at least, some kind of clarification as to why it was being asked, but the answer never seemed to get more than a nod, and at no time whatsoever did anyone bother to explain how anything worked.
I became that annoying kid in class that kept asking questions... except I really didn't know what questions I should be asking. And I didn't really get any answers, anyway.
At any rate, being totally unfamiliar with the cards, my son and I began drafting our decks, the slowest people at the table. Of course, once I had my colors worked out (blue and white), I sped up and even had to wait for stacks of cards from the people next to me. My son didn't get any faster and became the bottleneck at the table. But we got through it with only minor difficulties and miscommunications and got our decks built. 60 cards, right? Because that's been the minimum deck size limit since... well, since almost the beginning.
So I played my first match. It was against one of the top players in the store, and it was clear that he expected to win. And he did. Fairly easily, too. But, see, here's where it gets interesting. He took the time to put the cards he'd drafted into sleeves before playing [Sleeves are special flexible plastic covers for the cards so that you don't damage them while playing. I've never been a big fan of sleeves, but a lot of people use them.], so I didn't notice anything about his deck. But, once I had lost, I went over to watch my son in his game, and all I kept thinking was, "His deck looks really small." [Just don't even go there, okay.] So I got worried that he was playing a below minimum deck, but I didn't want to call him on it in the middle of the game. Afterward, though, I asked him, and he was playing with 40 cards.
Which had been one of the things he'd been trying to tell me earlier, that it was just a 40 card deck, because, at home, we always play with 60, because "them's the rules." Except for draft tournaments. Only I hadn't known that which is why that guy beat me so easily. It was definitely a "D'oh!" moment. The only issue I had about the whole situation was that none of the staff ever bothered to give any kind of run down of the rules despite making us repeat we'd never been in one of their tournaments before.
After dropping my deck down to 40 cards, which you can do in a draft tournament--mess with your deck as much as you want between matches (maybe even between games) as long as you are only using the drafted cards--I went on to win my other two matches and take home a prize. My son won his first match but lost his next two, so he didn't get a prize. But, now, he's totally hooked on tournament play. He really loved it and wants to go play again. Except, well, the next several Friday nights are booked.
Moral of the story? Take the time to know the rules and don't expect anyone to tell you what they are, even the people that ought to tell you. After seeing how my modified deck played and watching the guy that beat me play a couple of other games, I feel fairly confident that I would have won that match against him had I known about the 40 card thing. But that's what next time is for.
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