Jesse Decker: Magic[: the meeting], the game that started the CCG genre, was a huge inspiration. It is a game that we have played and admired for decades. For all its greatness, however, Magic was not built from the ground up with a digital experience in mind. Many of the rules that work well when playing face-to-face become a rut for the digital game.
A good example is the Instant card type. In the paper game you can simply ask your opponent to hold for a second to give you the chance to play your spell. But in the digital game this translates into timers and prompts that must be executed after every action in the game, sometimes many timers back to back. It is just an uncomfortable experience.
Hearthstone is of course another huge influence, because it is the game that really proved that digital CCG ' s can be successful. Hearthstone and the CCG ' s that have since been released have much more streamlined rule sets that appeal to a very wide audience. We felt that fire plate, despite all its charm, it does not reach the depths Mt: G nor does it keep the early promise that a card can break or change a rule in the game. So there is a space there. In a genre that is defined by these two great games, there is room for quality and innovation.
JD: There are some great games in the genre, but also a lot of untapped potential. Magic and fire plate are the colossi, and both are great games in themselves. But there is a lot of room left for games to explore different designs and incorporate functions that those games do not offer. For instance, Mythgard offers a 2v2 mode and a completely different world and story, and those are just two quick examples of features that we have been able to build. The upcoming tournament mode also has a lot of promise: players can host and promote their own events Mythgard.
JD: We are proud of that Mythgard' s world and story, and often point out that way Mythgard differs from other CCG ' s. For a small team like ours, it's usually a matter of determination. It takes time and effort to write and even more for art. All these efforts must be taken from other things. Once you have made that decision, the work is almost what you expect: it starts with writing, and the team has put a lot of feedback into the writing, while the artists have worked out a concept for how we would approach art. From there it was iteration; we link the words and art, collect and give feedback about each section and then repeat. For example, it took three rewrites and two passages to get the opening order where we wanted it.
JD: We always wanted a puzzle mode. We have good memories of puzzles that were part of the CCG ' s start time, and it was just a matter of getting enough other functions in place before we could add a puzzle mode. One of the two founders just gave up a weekend to write the puzzle mode code, and from there a few of us added more puzzles. One thing that surprised us is how valuable the puzzles are as educational resources. The first few puzzles are really just spotlights about how a specific rule or game mechanism works.
JD: Most players will immediately think that progression equals collection growth, at least for a CCG. That is true to a certain extent, but there are parallel progress paths for the skills of the player and for the time invested in the game. To have a good player progress in a CCG, you must address all three. MythgardThe approach to this is to offer rewards for multiple activities on multiple cadences: you can grow your collection at a decent speed just by playing, and there is a nice set of PvE modes that you can go through before you jump to PvP, like that your choice.
JD: The engineers were not available for comment, but Stack Exchange and the Unity forums on their monitors are many. A lot of. One of them claimed that there is a system to dynamically scale the user interface based on an estimate of the physical device size instead of just using the resolution, but they are probably only Stack Exchange and Unity forum posts all the way down.
JD: We are a small, self-financed indie team, so a close relationship with our community is very important to us. We started using our public alpha long before social functions and feedback tools could come into play, and we needed a way to get feedback, share our progress, and build a community. We tried to reach the small early community with every tool we could, and Discord was the one who worked. It only offers an immediacy and a sense of community that gamers want. It is no surprise that we hear that other indie developers are successful with this same tool; it really helped us to build a community that we are proud of.
JD: You must start with a game that is fun to play. It sounds a bit odd to say something so obvious, but there are many games out there and gamers come to your game to be entertained. Once you have that foundation, you must retain it to keep your players interested: content and communication are the keys there.
However, there is another elephant in the room: the economy of the game. To make a great F2P title, make sure that those who choose to pay get a great value for the dollars they put into your product, but you also need to make sure that the players who play for free also have a good experience. In CCG ' s that often comes down to a question of how competitive a free player can be. We have tried to reach a balance point where free players can keep a few truly competitive decks and payers can have all the options with a reasonable amount of purchases. We have adjusted the economy several times based on feedback from the community and doing this well is an important part of our Alpha phase in the future.
If you want to give Mythgard a whirl, you can watch the game here.
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