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Author Topic: Perpetual Magic  (Read 3613 times)
Dr. Sylvan
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« on: April 09, 2009, 02:38:19 pm »

Thread Premise: What courses of action would keep Magic exciting for at least a century? How about longer? How have the decisions made so far worked to impact that viability?

Magic has been a key part of my life for over a decade, and I've recently found myself wondering whether it will continue to be for the rest of my life, and possibly in future generations. Is it a curiosity? An extremely protracted flash-in-the-pan? Or does it have the momentum and institutional potential to endure permanently? Consider this thread a set of discussions around that issue and semi-related tangents.
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Dr. Sylvan
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« Reply #1 on: April 09, 2009, 02:39:49 pm »

Format Profusion

I've always been fairly contrarian in my enjoyment of Magic, sometimes taking long breaks (such as October 2007 to March 2009) from the game, but then coming back to it in an attempt to enjoy a new facet. Last time my interest was logged in detail within my "The Color Wheel" thread of article-esque posts, which eventually got kinda old, as topics go, since the material I was analyzing did not evolve much. I've lately been playing a little again, trying to latch onto exactly what would be a fun use of my epic-sized collection.

Type Four struck a chord with me the first time I played it, at GenCon 2004. I don't recall everyone who played, but I think it was Andy Probasco's (BrassMan) stack, and I know Steve Menendian was there, plus possibly Paul Mastriano and Mat Endress (IIRC). I still recall it as one of the most fun games of Magic I've ever played. I've recently spent time trying to understand what was fun about it, coming up with a few answers: the players, the swinginess, and, most importantly, how different it was from more conventional Magic. That's a concept driving my current renewal of interest, for instance when I read Steve M's Zero Variance Mental Magic article.

One of the purposes behind different Magic formats with rotations (besides the cynical "sell more cards") is to continuously evolve the game every few months. Variety is its own justification, in terms of generating maximum, renewable supplies of fun. See MaRo's explanation of the Crispy Hash Brown Effect:

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The Crispy Hash Brown Effect

I love hash browns. The best part for me is the crispy shell. After I've eaten through the scrumptious brown exterior, the rest is downhill. Yes, I like potatoes and I'll eat the inside of the hash brown, but once the crispy shell is eaten, I start to lose interest.

In my opinion, games are just like a crispy hash brown. The crispy shell is the discovery process of the game. The most fun part about learning a new game is figuring the game out. But at some point you crack it; you figure out the key things that are of importance. (You know, get the middle square in Tic Tac Toe; the corners are key in Othello, etc.) And from that point, the game shifts from a strategic one to a tactical one. You begin to memorize things. The early part of the game becomes more rote. In the worst cases, you learn enough to keep from being defeated.

It's not hard to see this process if you look back at games you've played. Think about games you once enjoyed that you abandoned. Why did you stop playing? Did they cease to be fun? It is my contention that most often a game becomes less fun because you've burnt through the discovery process. That said, some games handle this stage better than others. There are many classic games that have lasted a mighty long time, but staying with those games requires a fundamental shift in how you're getting your fun. It takes a lot more work to reach the same highs that you had when you started. You tend to rely more on matching up your skills against those of others. (Although to be fair, this also happens at Magic but at a much, much slower rate.) The game shifts from being visceral to being more cerebral.

This leads us to one of Magic's strongest attributes. In crispy hash brown terms, it regrows its shell. Because Magic keeps adding new cards, it keeps shifting what matters. The discovery process that takes days or weeks or months at another game takes an eternity in Magic. You never truly figure the game out because it keeps changing. You don't ever have to eat the inside of the hash brown. And if you do, you know that it's just a matter of time before you get your crispy shell back.

Why is Magic such a great game? Because it constantly evolves, always keeping the players on their toes.

Magic does indeed provide a constantly expanding variety of cards to explore. Wizards of the Coast supports a number of formats, and, particularly via Magic Online, they are increasing this number over time. There are huge benefits to this, such as finding uses for lots of cards that are useless by the standards of other formats and playing completely different styles---it makes Magic not just something different to everyone, but more than one game built on the same framework.

Personally, one of the things that attracted me to Type One in the first place was how unsolved it felt in 2003. Now that it has a more developed, mature metagame, there is less surprise and more tactical decision-making. New and updated decks can and do make a difference, but the virgin territory is of limited breadth, and commensurately limited interest to me.

So I asked myself: Why not just make up more formats to see what kind of fun you can have? Why not indeed. One source of future posts will be alternative format ideas as I flesh them out.

Do you guys have quirky house rules or formats you like to play?
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zeus-online
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« Reply #2 on: April 09, 2009, 03:38:00 pm »

I actually posted about a multiplayer format we sometimes play...nobody seemed interested though...Anyways, here goes:
http://www.themanadrain.com/index.php?topic=36993.0

It can be a lot of fun, just make sure the defensive cards are neither too strong or too weak....And X-spells are generally a bad idea.

/Zeus
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Matt
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« Reply #3 on: April 09, 2009, 06:07:36 pm »

Yes.
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« Reply #4 on: April 10, 2009, 02:48:11 am »

Magic needs some popular culture reference.  ET had D&D (I noticed). Dungeons and Dragons the movie wasn't entirely aweful (they DID produce hundreds of dragons by end of movie), but we need the populace at large to be aware of how awesolme Magic is (I prefer Vintage, but the more magic players there are, the more Vintage players there are).

Perhaps we need a scandal.

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zeus-online
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« Reply #5 on: April 10, 2009, 05:20:24 am »

I think you're right, both Pokemon and Yu-Gi-Oh has alot of material (television shows) Magic really needs something similar....And we also need people to "recruit" new players...unfortunetly i'm really bad at introducing new players.

/Zeus
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Dr. Sylvan
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« Reply #6 on: April 10, 2009, 09:34:10 am »

Apparently, I have been ignoring the Casual Forum, much to my own detriment. I like the Mana Storm format a lot, especially how much more friendly it is to two-player than Type 4. I'll have to think what cards make maximum fun from those rules and compile a stack of it. The strategic way to play it would be to draft (Solomon or Rochester), but what my friends and I commonly do with T4 is just deal out the cards to start playing as quickly as possible.

I'm not so sure about the pop culture aspect. I disagree with the "wasn't entirely awful" verdict of the D&D movie---it really was, as I recall. Magic has a storyline, but it's certainly not as magnetic as something like Harry Potter. It exists around the game, rather than preceding it. I would be ecstatic if they made a movie (I'd center on the Tolarian Academy fight with the Phyrexians in the time rift, filling in Brothers' War backstory as necessary), but I'm not sure whether it would be a mass market success. The TV for Pokemon and Yu-Gi-Oh is, as I understand it, targeted at a very young audience. It recruits and reinforces loyalty among that audience, but Magic players usually start in their teen years, which is harder to win over.
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