BCSWowbagger wrote: ↑Thu Aug 29, 2024 2:59 am
PantsOfTheTalShiar wrote: ↑Thu Aug 29, 2024 1:23 am
It's interesting to hear that SWCCG is growing, because their game has the same issues that people have been complaining about here for a long time:
Complicated rules/cards, steep learning curve, large card pool, large classes of cards are unplayable, a lot of jumpstarting and deck searching, games that can last over an hour while each player gets fewer than 10 turns, etc.
Makes you think...
Wait, you can't stop there! It makes you think what?
(It made me think "the most important thing for the long-term survival of the STCCG is the development of an STCCG GEMP and I should consider resigning all my positions to focus on building one." But I don't know what conclusions you drew, and I would like to.)
GEMP certainly is huge, but I think there's there's more to it than that. When I look at SWCCG, I see a community that accepts what their game is, accepts that it's not easy, and then creates resources (tutorials/primers/gameplay videos) to help players learn and get better at the game. And it makes those resources easily available.
When I look at the CC, I see a community that does NOT accept what their game is, and wants to redesign the game into something easier, simpler, slower-paced. Redesigning a game is much harder than putting information on a website, forum, or YouTube. It becomes especially difficult because of the constraints that the CC operates under: Can't get rid of any cards because people like the idea of having every card available. Can't significantly change cards because that would be like getting rid of the card. Can barely make new cards because new cards contribute to power creep, and the power level is already too high for the CC. Can't make more rules because the game already has too many. Can't get rid of most rules because cards depend on those rules, and the rules make the game feel Star Treky. So the CC is stuck trying to redesign the game without redesigning the game, and that's why people are still complaining about the same things they complained about 5-10 years ago.
If the CC wants to distill the game down to its core to make it more accessible (whether by transforming Modern Complete or by making a separate format), then there needs to be a clear vision of what that core is. (Though different formats can have different cores!) What is essential to the game; what is the game really about? What are the gameplay experiences that are going to hook the player and make them want to play more?
I don't see a clear vision of what the game is supposed to be from the CC, except that we're supposed to get excited about new Star Trek cards every few months. It's like the CC just assumes the game is fun, and then its job is to remove things that can be difficult or unfun. The problem is that usually those difficult or unfun things are actually the fun things to different players!
So what IS the game about?
Is it figuring out how to combine play and draw engines to maximize resources for mission attempts and/or interference? Not with the way
most engines are
designed these days. In fact, the CC would prefer you
NOT think too much about how to combine play and draw engines.
Is it creative deckbuilding? No.
Is it story-driven experiences? Sometimes, but a CCG has to be one of the worst possible game formats for something story-driven, so good luck with that.
Is it strategically choosing dilemmas and where to seed them? No.
Is it strategically choosing teams for mission attempts? No.
Is it interacting with your opponent? No; there's a reason people make solitaire jokes.
Is it getting to play with your old cards again? No, you should print off the updated version, where the update may be anything from
fixing a typo in lore to a
major redesign. Oh, and now it has a goofy purple face on it.
So I'm left to conclude that the core of the game is just "Yay Star Trek Cards!"
Obviously I am exaggerating a bit here. Lots of players (including me) find fun in lots of the elements I listed above. But when I look at the starter decks, later iterations of Block, and even a lot of the new cards released, I don't see much except Yay Star Trek Cards.