I'm definitely saving this article somewhere to find when I finally get done procrastinating and get back to actually making all those video games I keep planning to build.
I can only assume that you don't read Savor the Flavor, Guest. Or flavour text. Or even just spend a bit of time looking at the art, reflecting on the name and letting it all under your skin. Obviously, the only true measure of a horror set's success is if a customer actually craps their pants in a store. Because the best measure of how effective a Gothic horror set's flavour is, is when it excites a slasher movie reaction.Your point puts me in mind of someone who, knowing that they are about to watch a clown perform, has decided that clowns are not funny. No matter how good the clown's act is, that person wont laugh; irrespective of the evidence before them, they know that clowns aren't funny.Demanding that each individual rectangle of cardboard horrifies you as much as a 2-hour movie or a novel is a good way to ensure disappointment.
I may not know a ton of players, but I don't know a single one who cares more about flavor than playability. However, with this set, they focused on the former first.
I may not know a ton of players, but I don't know a single one who cares more about flavor than playability. However, with this set, they focused on the former first.Then you indeed not know even a single Vorthos =D I agree with you that horror doesn't translate well to a block theme because it is indeed more 'haunted house ride', but that doesn't mean it doesn't work as block theme. It just works as something else. It doesn't have to be perfect, it just has to excite players. It seems many players simply dig 'haunted ride block'.
Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision.
#6: Surprise[...]I've surprised people in tic-tac-toe (like...10-year-olds; people who aren't familiar with corner-first openings). And obviously the same can happen with other deterministic no-hidden-information games like Chess and Go (I still remember being young and losing to my father at Chess in three moves; I was shocked. I had only played kids--I didn't know you could lose that fast).[...]Unless the argument is that there should always be more surprises...in which case I'm not sure if I agree. Did Tetris get worse when it went from showing you zero next pieces to one next piece to five next pieces?
LOL at the second taboo word. Pretty cheeky for a 5th grader!
Thanks for the reminder of how awesome Innistrad's flavor is. It's yet another silent concession that the only market this company accommodates at all is the United States.
Second, how do you explain Kamigawa and Ravnica blocks?
I'm much more disappointed with the second kid's game: Britain vs the 15 1/2 Colonies.
Thanks for the close reading, Dave. It's clear you are quite skilled at hyperbole, so maybe you should apply for a position at Hasbro writing press releases.
I'm not an idiot; I'm not literally expecting kids to scream at their cards, but thanks for taking that drop of sarcasm and running with it; it really helps you make your point.
The problem is that the set has been billed as using horror tropes. Horror is meant to horrify, and the genre is dependant on cohesion and character buy in for it to be successful...Wizards has had success creating narratives around their planes, but only occasionally have they tried to tie the flavor so strictly into the card design. Ravnica and Time Spiral blocks are great examples of this... Both of these blocks felt the way the flavor promised during gameplay, regardless of whether the player read the novels associated with them. Innistrad just feels like a mish-mash of ideas that all fit within a genre, and the gameplay doesn't feel gothic, horrifying, or even flavorful in the least to me.ShowThe editing is for readability - I don't think I've trimmed and changed your meaning, and that's definitely not my intention
How do you make gameplay that 'feels' horrific? One way is to give players cards that represent horrifying things, and create a world in which those things remain horrifying. Innistrad does both of these things and in this sense is cohesive (aside from the top-down designs and creative skins, you have the loose tribal and graveyard mechanical identities). Where it falls down, and fails to transmit the horror to the player, is in not having a character that the player can associate with.
Thanks for the reminder of how awesome Innistrad's flavor is. It's yet another silent concession that the only market this company accommodates at all is the United States.I have no idea what the connection is between those two points.First of all, Innistrad's flavor is based on Gothic horror, which, if you don't know, originated in Europe. Second, how do you explain Kamigawa and Ravnica blocks?
Honestly, although I like Innistrad, I'll agree that the setting doesn't seem any more horrifying than other Magic settings. Given that we just got done having half organic machines taking over an entire plane, and before that we had otherworldly abominations breaking free from their prison and destroying the world I don't think a bunch of assorted horror creatures is terribly frightening. Admittedly, that's mainly because they lack context. A werewolf isn't frightening because it's a werewolf, it's frightening because of the context in which it's encountered. Usually in Magic that context is right in front of a Doom Blade.
139359831 wrote:Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.