You won't see the players
by
peterdaly
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· Score: 5, Funny
Half the entertaining value of a Magic "gathering" is seeing the people who show up...some are quite interesting based on my memories from high school a few years ago.
Re:You won't see the players
by
Dr.+Awktagon
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· Score: 4, Funny
The most interesting thing I saw in my Magic days was the adult that showed up at a tourney. A "real" adult, not a "gamer" adult: neatly-trimmed gray hair & beard, nice clothes, no body odor (let me repeat that: the guy had obviously bathed in the last 24 hours), and an awesome handmade wooden box that he kept his cards in. He lost pretty quickly but obviously this was a guy who occasionaly left his house for reasons other than playing Magic.
For a second I thought I had entered a parallel universe where Magic was a normal leisure activity like any other, where diverse people could get together and play a fun and challenging game.
My fantasy was quickly shattered by a piercing obnoxious nasal laugh from the 300-lb woman in an undersized "I Grock Spock" T-shirt....
Re:You won't see the players
by
Clue4All
·
· Score: 3, Funny
I dunno, I'd say this pretty clearly outlines the most important reason that Magic online will suck.
I was hooked big time, but the thing I liked the best was the interaction and watching your opponents face when you whipped out that killer combination on them.
I tried the software version and it left me cold. The AI stunk and there was no joy in owning rare cards (anyone wanna buy my REAL cards, PLEASE?!?).
The online version can only be better as far as gameplay, but given the number of enterprising hackers, they'll ruin any chance the online version has for success.
I think I'll pass...
--
Don't anthropomorphize computers, they don't like it.
Hi. My nick is Prior Restraint, and I'm a Magic addict. ("Hi, Prior!")
It's been four years since my last game, (applause) but I still have to take it one day at a time. ("Amen!")
I can still remember how it all started: I joined a gaming club in college because -- surprise! -- I'm not a very sociable person. At first, it was all RPGs, which was "okay". I mean, I had dabbled a little in high school, even ran a campaign once, and it didn't affect me, right?
Then, suddenly, I found myself going to cons. Talk about your unwashed masses! (cynical laughter) That's where I met The Pusher. He was doing free demos, trying to set up tourneys with the con coordinator, that kind of thing.
And I ignored it. I mean, it's a card game; it was beneath me, you know? But not everyone did, ("That's right!") and you know what? I started seeing it in my club's office.
Show of hands: How many here got their first deck for free? Quite a few, I see. That's how I got pulled in. My former S.O. had been into this... this "game" -- and don't think that word wasn't carefully chosen to make you think it's safer than it really is. ("Preach on!") My very own S.O. handed me a deck after I asked what all the fuss was about. Blue-green, as I recall. Even came with a Sol Ring and a Wall of Flesh.
I got in at the worst possible time: revised edition had only been out for a little while, and popularity was sky-rocketing. I began learning strategies, and we all know where that leads -- say it with me, now: "I just need one... specific... card".
Oh, but those... Pushers... at WotC know better than that. Oh, yes they do. Suddenly, revised is going out of print, and fourth ed. is on the way. Now what do you do, my friends? I'll tell you what I did: I found myself debating the merits of doing without a couple of textbooks in order buy a full set of dual lands! That is what Magic does to people, ladies and gentlemen. First, you give up certain luxuries, like eating on campus instead of ordering pizza. But it's a slippery slope, my friends, ("That's right!") and pretty soon, you're eating ramen noodles twice a day; drinking Pabst, or worse yet, Milwaukee's Best; and living in contested gang territory for the lower rent! ("Don't hold back!")
And the rule changes! Cumulative upkeep? Of course! Cooler cards need that sort of balancing. Buried vs. destroyed? Sure! I can probably muddle my way through it.
I stuck by my new master all through fourth edition. This time, it was green-black. I joined a group that played for ante. When I lost my Sorceress Queen to a rookie mistake (I failed to make good use of my Pestilence), I knew I had hit rock-bottom.
But, my friends, that was the turning point for me. For the first time, I was truly seeing my situation as it was. Now, I'd like to tell you I tossed out my cards and never looked back, but... we know that only happens in the movies. ("Tell it like it is, Prior!")
*sigh* And so, I kept playing. I stopped with the ante; I no longer considered going to tournaments, and that was good. But I kept playing, anyway. I couldn't shake it, because I kept telling myself I could control it. Despite everything, I still said to myself, "Self: you've got a decent deck. Nothing too fancy, but it can hold its own. You can play with it 'just for fun', and still avoid the treadmill that has you chasing after cards".
Does anyone know what lesson I failed to learn? Oh! I think I heard it in the back: I forgot about WotC's plans for me. I forgot about new editions, and new rules. So, all of a sudden, fifth edition comes out, and my deck can't stand up to the phasing and flanking bullshit cards people throw down at me. I'm right back at square one. It was the day I caught myself at the comic book store fondling the fifth ed. boosters that I knew I had to go cold-turkey, or not at all.
To this day, though, I find myself tempted. I have co-workers into their thirties who still play. Last week, I caught a glimpse of some seventh edition cards: everything's about the graveyard now. "How appropriate," I thought, and yet I was tempted. Right this minute, as I type, I know that in a box in the closet behind me are some cards I was too weak to throw out back then, and too weak to dig out right now. Perhaps someday, I'll have the strength to face them down. Until then, they are a constant reminder of the daily struggle to lead a normal life.
I read this when penny arcade posted a link to it. I, unfortunatly, would have to agree that the unpleasent population in many online communities is much too large. I haven't tried magic online but I do know a couple of things that can help clear some stuff up in the article. The article talks about duping making everyone's account get erased. They have a protection mechnisim in place that goes like this. Each card is "born" when a deck is opened, it has a unique identifier to that specific card on the server and using that they keep track of all transactions the card has been in. Thus, if a card was duped, they could follow all the transactions back to the original duper and >ONLY ban their account. I beleive that in the contract it does say that you do own your virtual cards, not them. This would probably protect you from some of the nastyness. Now, granted, there's a lot more that can go wrong, but I don't think it's as horrible as the article implies.
You could probably reverse engineer the card numbers. But, IMO you shouldn't ever get those numbers sent to the client. There's no reason for this. Hopefully they will keep the messages to the client simple, like sending the N cards of the account holder to the client, and telling the client what kinds of cards those are. Then, all information back to the server is in the form of "I used card K for this" or something along those lines, so the server always knows that it's one of the N cards, but it doesn't accept that it was an UberCard or anything like that. Hopefully...
Of course, if they let you have cards in your client and let you upload them from your own collection...then they deserve to get "diabloed."
They have a protection mechnisim in place that goes like this. Each card is "born" when a deck is opened, it has a unique identifier to that specific card on the server and using that they keep track of all transactions the card has been in. Thus, if a card was duped, they could follow all the transactions back to the original duper and >ONLY ban their account.
Ultima Online had unique ID numbers for items and they still had their fair share of dupe bugs, regardless. History has shown that this is not a trivial problem and that there isn't a silver bullet to fix it. You have a large programming project that's unavoidably filled with bugs, both known and unknown, and the ratio of bug-exploiters to bug-fixers is mammoth.
The best they can realistically do is take steps to limit potential damage as much as they can.
"Enough of software bugs"? Certainly. And when ppl stop praying for magic bullets to solve their problems, maybe it'll happen!
C's problem is that it will let you screw up - it gives you the power to decide "I want to do it a particular way, bcos I'm the coder and I say this is right". Rule-sets like those developed by MISRA allow you to specify that certain constructs will not be used bcos they commonly cause problems, and a reviewer (or a static checker program like Lint, for some rules) will flag up instances where they're used. It's then down to you to explain to the person reviewing your code exactly *why* this is the right way to do it, even if it's an "evil, hacked, bastardised" way (to quote id's code:-) and doesn't match the rule-set. The problem isn't using odd corners of the language, the problem is doing so accidentally or without giving proper thought to it.
The real issues are:-
1) Do you have requirements which can be individually traced from the highest level requirement right through to the lines of code, so every design decision can be justified and checked at review? and are the requirements straightforward enough that you can put a "yes/no" check in a box for meeting it?
2) Do you have code and design reviews, so no work product makes it out without every new draft and every change being reviewed against its requirements?
3) Do you test at every level that the code does what the requirement says?
People make mistakes. Shit happens. Under ANY system, using ANY methodology, with ANY design package, someone will do something wrong. The only solution is how to handle it. If you follow all three of the above, you're pretty much guaranteed to bee releasing bug-free code, and if there is a bug then you can at least have the satisfaction of knowing that even NASA probably wouldn't have found it!;-) If you're not following one or more of them, no new language or programming idiom will solve your problems. Your system is broken, and no magic bullet will help. Instead of wasting time on new fads, use existing best practise - there's a good reason it's "best" practise.
Desktop/games coders have a helluva lot to learn from the embedded industry. If you really want to learn how to develop bug-free, money-no-object, look at NASA. If you want to learn how to do it within a realistic time and to a tight budget, look at the auto industry. And if you want to learn what happens if you don't follow all the above, look at any first-release piece of desktop software (MS for preference, but they're all as bad as each other). If gamers and desktop users stopped buying products which are known to have more bugs than a plague ward, maybe the manufacturers would get the message. But some stupid bastards always want to be the first ones to play Doom3 or whatever. Ho hum.
My first thought was Bill Gates. But then, he and Voldemort are probably related.
Re:you-know-who?
by
Zaphod-AVA
·
· Score: 5, Informative
You-know-who that he is referring to is likely Jamie Wakefield, as further evidenced by his reference to punching 'Jankfield' later in the article.
Wakefield was a well known magic player and columnist who quit the game for Asheron's Call. Many magic players were fans of his articles, which were better thought out and written than this piece of tripe IMO.
If the author is consistant, he is likely to want to punch me in the skull. My email address is zaphod(at)charter.net, feel free to contact me for my physical address.
Real Life and Cyber Life. Are either real?
by
neo
·
· Score: 4, Interesting
The author goes on and on about how cheating will be rampant online and if you dup cards that we could end up with lots of dupped card being traded or worse yet that these cards could be traded in for actual magic cards.
On and on he goes about how dangerous this online version will be... but here's the catch:
If you can get physical cards for your online cards then you're playing Magic Online when you play at your local store. The meta game is now the same game. How can you tell if someone's "real life" deck isn't stacked with duped cards from his online deck?
Well you can't. And guess what, the game was hacked a long time ago, in real life. Richard Garfield never envisioned people buying crates of the cards to get four of the rare ones in their deck... the game was hacked with money.
So next time you lose at Magic the Gathering at your local hobby store, you can call the guy a cheater. I mean, can he prove he actually bought all those cards?
There is some hope ...
by
Titusdot+Groan
·
· Score: 4, Interesting
Sounds great, I think I'll get my nephew this for his birthday!
:-(
I have some hope that M:tG:OL might actually work -- unlike other online
games you have something serious to lose besides access -- the card collection
you have built up. The biggest problem with online games, as this article
points out, is the lack of repercussions to being an ass.
If you've invested a lot more that time into something (eg. bought lots
of boosters) then getting kicked off for breaking the terms of use might
be enough of a feedback loop to keep some modicum of control.
On most online games you just re-register under another name.
Of course then the issue is -- will they really kick off somebody who has bought
$10000 worth of cards...
Re:There is some hope ...
by
josh+crawley
·
· Score: 5, Insightful
---"Of course then the issue is -- will they really kick off somebody who has bought $10000 worth of cards..."
That's 10000$ bucks for free for them. Why not?
Re:There is some hope ...
by
Bastian
·
· Score: 5, Insightful
If you've invested a lot more that time into something (eg. bought lots of boosters) then getting kicked off for breaking the terms of use might be enough of a feedback loop to keep some modicum of control.
You've obviously never spent much time on AOL.
As a teenager speaking for all my peers across the planet, all I can really offer up in response is this: my peers are complete assholes, in both senses of the term. They have the common sense of your average toddler, and about the same amount of empathy for others, to boot. (DoNt FoRgEt, ThEsE aRe ThE pEoPlE wHo InVeNtEd TyPiNg LiKe ThIs.) Those two qualities, combined with the sense of invulnerability that the Internet provides, does not make for someone who feels they need to follow the TOS, even if failing to do so means a few bits on a distant server might be twiddled.
(I extend my deepest apologies to anyone reading this who is between the ages of 13 and 20 whose higher-order mental processes have survived puberty. You're a model to us all. really.)
Re:There is some hope ...
by
josh+crawley
·
· Score: 2
---"* there is a good chance he/she/it will spend more money with them. this income would be lost if the screwed it out of the $10000. * people will hear about this and they will loose business. * class action lawsuits. "
I see it a bit different way. He has hacked items. If you get a big profile case (say a hacker with 2000$ worth of stolen cards), that's when the FBI comes in, seises your comp and then you have criminal proceedings on stealing.
If they let you buy more "packs" from WoTC online, then then they're just fucking printing money. I mean how hard is it to create 20 records in an account and generate 20 random numbers?:P My hat goes off to them. They finally found a way to make money off the Internet. This should be listed as a form of gambling. Maybe the MMOGs will follow suit and let you buy "bags of mystery" that can contain crap eq but sometimes a piece of really good eq. Hmm....
It won't suck...
by
Tranvisor
·
· Score: 5, Insightful
They will just have to have a very anti-cheating policy.
That and if it is a least reasonably popular, it will make a whole lot of money, and they will be able to hire alot of coders to stay ahead of the cheaters.
Blizzard, Everquest, and games of that type are at a disadvantage because they only get like $10 a month from their subscribers, MtG subscribers will pay much more as they pay $3 dollars per pack of cards. Adding the fact that the cards can be redeemed for real cards will really draw the MtG fans as well.
As long as WotC pumps a good portion of the revenue into coders to fend off the cheaters, I don't think that they will have much problem. Bandwidth wise WotC is looking at a much more attractive position then the MMORPG's as the ping times won't have to be nearly so low to have a good game.
So lets add up the points shall we?
1. Less Bandwidth required (Less cost) 2. Higher Subscriber Revenues (More revenue) 3. Tangible product extremely cheap to produce
= a large amount of profit to pay coders
Sure their will be bugs, I wouldn't recommend trading with people in the first 2 weeks, for example. But I believe that it won't be nearly as much of a problem as this article's author seems to believe.
Re:It won't suck...
by
jayhawk88
·
· Score: 3, Insightful
Sorry, but you're wrong. Think of it as a software development problem. You can throw all the money/coders in the world at a project, and it still does not guarentee they will find every bug. And with a game like this, only a few bugs could send the game into total oblivion (the dupe issue seems like the biggest one).
There WILL be hacks, dupes, and other cheats discovered and exploited in this game. There's just no question about it: It will happen. It's just a matter of how the company will deal with it.
A deck, a brain, and a friend?
by
bryanp
·
· Score: 5, Funny
I remember a few years ago when the PC version of Magic was released. I thought it was funny. The original game's advertisement was "All you need is a deck, a brain and a friend." I guess that last requirement was a bit much for some of them.
-- "An unarmed man can only flee from evil, and evil is not overcome by fleeing from it." Col. Jeff Cooper
Now my victory dance will be substantially less embarrassing.
-- Welcome to the land of the free...pay toll ahead...no photography...please open your bag...
Not really a prediction...
by
tiltowait
·
· Score: 4, Interesting
... but an accurate description of the current status of Diablo II online. The supposedly secure realms have been hacked to pieces. Many people charge items to help other players, sell items on ebay, and focus on the repetitive play that the game rewards.
One of the latest hacks, for example, which I find particularly funny, can program mouse and keyboard actions so that you keep creating games and killing the same monster over and over again soley for the purpose of getting the items the monster drops. This bot works - the prices within the trading economy have already gone down about one half because of the flood of all the items from players running it.
A good online game should not be based on rewarding this kind of repetitive behavior that a bot can perform (quote stolen from LB talking about Tabula Rasa.
Online or Offline, it still sucks.
by
josh+crawley
·
· Score: 4, Insightful
I've played this game years ago, back when legends and the Dark were out. Well, after looking what they were doing, they were adding "new" rules and making half-assed cards basd on older, and more powerful, cards. Then you have the Tier1 and Tier 2 playing sets. To play on the upper set, you have to BUY NEW CARDS.
This continual upgrading scheme (for paper,. nonetheless) is what ran me away. I play for fun now, and spend half the time trying to figure out the stupid new variations on the original rules.
Then again, the rules change every other week. How can they update the game so that the new rules are correctly in effect? Still, Online or offline, the game still stinks these days.
Re:Online or Offline, it still sucks.
by
totallygeek
·
· Score: 2
Then you have the Tier1 and Tier 2 playing sets. To play on the upper set, you have to BUY NEW CARDS.
Actually, Type I is still the most popular format around the area where I live. Some of us are known as so "old-school", that I have not purchased cards to build decks with from the new sets. Old cards rule!
Re:Online or Offline, it still sucks.
by
josh+crawley
·
· Score: 2
Heh, where I live, "Old Cards" is mirage or so. These people have never seen much anything older than that. Well, that's when I played my Rat deck. Too bad they implemented the 4 card limit.
Don't forget...
by
NeoSkandranon
·
· Score: 4, Funny
The simple fact that many "hardcore" Magic players who have a real-world card collection worth hundreds or thousands and numbering in the many thousands of cards, will most likely not want to effectively start over building their cardbase online, esp. given the very valid points that the author of the article set forth.
I used to be into Magic, and still have my collection, but, if I'm going to pay for cards, I would much rather play with the whiny post-pokemon chits up the street at the card shop who throw a fit about me being cheap because my deck "isn't Type II"....Because next time when he comes up to me begging for a sweet trade for the foil whatever he got, i can smile and say "not interested." Can't do that online. at least, not with the same effect
-- If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
Ditto here. I'm not into the game anymore, and whenever I want to pull my deck out for a quick _fun_ game for old times sake, I get yelled at the moment I lay down my first turn Zuran Orb or Maze of Ith for not playing Type II and that I'm cheap. Mind you I said Zuran Orb and Maze of Ith... not Black Lotus or Mox.
Sheesh.
--
"You spoony bard!" -Tellah
Re:Real Life and Cyber Life. Are either real?
by
Elvises
·
· Score: 4, Insightful
Richard Garfield never envisioned people buying crates of the cards to get four of the rare ones in their deck...
Never envisioned it without also having visions of dancing dollar signs, you mean.
Seriously, the whole point of putting rare cards in any collectible card game is so that people will buy crates of cards to get them...
Not until the outdoors engine this RL(tm) uses implements credible FSAA, and seemless zoning without the use of 'doors' (which can be hard no muscles long since atrophied by use of only mouse and keyboard). And going outside on a sunny day just loses all its charm when you don't get a nice lens flare...
Real life magic players are people you respect?
by
sam_handelman
·
· Score: 2, Insightful
When you play Magic at your local card store, you're playing against people you know and respect.
I don't give a damn what Geordie Tait thinks about online magic, I want to know - Where does he go to play cards? Damn, his e-mail is Canadian.
Now, Shadowfist, there's a game. I want to see an online version of Shadowfist+Necromunda. Here's how it would work:
You have a squad, ala X-Com, that fights other people's squads. In addition, you have a virtual deck of Shadowfist cards. The deck of Shadowfist cards contains cards that are tied to the stats of the characters in your Squad; so if a character in your squad gains the Infiltrate skill, his corresponding card in your deck gains the Infiltrator ability from Shadowfist (attack backrow sites.)
That game would rock.
-- The good and new comes from no quarter where it is looked for, and is always something different from what is expected.
Don't play anonymous games
by
sfennell90
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· Score: 2, Informative
If you want to avoid cheaters, play online with your friends. Playing anonymously is for chumps.
another reason why it will fail..
by
DMaster0
·
· Score: 5, Interesting
Is because the Wizards have the intention to charge full retail price for virtual cards. That's right, the same money you could spend in a store, and get real physical cards and at least have something to look at (or take elsewhere) when you're done playing. For this idea alone, I don't see how it can work very well beyond a very dedicated core of people.
Unlike most MMORPG games, MTG: Online isn't going to charge a monthly fee. The draw for EverCrack, Ultima Online, etc is that you pay your 10 bucks same as everyone else, and it's what you do in the game that makes you better or worse than everyone else. MTGO, it's all about the size of your wallet and how much you can afford to spend on getting better. Sure, some of you can say "but you still have to know how to play the game or 10,000 dollars worth of cards don't help". Yeah, true. But during the beta, I estimated that it would cost well over $500 to become "competitive" at the game, with little or no way to change that. Things would be pretty even for about a month, and then the "Mr. Suitcase" players would overwhelmingly dominate the game, much like that one guy who figured out Magic just a little too early at your local comic/card store and whipped the crap out of almost everyone on a regular basis.
My major attraction though, was Tournaments. This is where MTGO really lacks IMO. A typical tourney with 128 players (or so) can and will take up to 8 hours to finish. 8 hours! And you can't leave and go anywhere else either, cause the round might finish early and you'd default by not showing up! I tried a few of these tournaments and they don't have the appeal of a physical tournament where you can go and mess around doing other things (like side tournaments) since you have to sit at the game for a solid 8 hours (or until you lose).
Yeah, it'll suck if hackers do their thing, and if people rip other people off.. but it has to get people to play first if that's going to happen, and I don't think it will.
Virtual Cards
by
alphaseven
·
· Score: 4, Interesting
The problem Wizards will be facing is that players probably won't value virtual cards to the same degree of real cards.
What they should do (this is just a thought of mine) is sell the regular cards in stores, but print a unique serial number on each one, then you can enter those serial number onto your online account. That way your virtual deck can be the same as your real deck.
People guessing serial numbers shouldn't be a problem if there is a delay in entering the number and it uses a large enough base with enough digits.
Because the targeted audience is teenagers (13-20) and regardless of the economy this particular segment of the population always has disposal income.
In fact, most of their income is disposable and is spent on games/movies/etc...
That's why most advertising for luxury items like these is targeted at younger kids. They have the money and we don't. That's always been true. It's just more applicable when the economy is down.
I haven't bought Magic Cards in months. Last time we did, it was just a couple boosters of whatever the newest set is - we don't even know what the name is at this point.
We've got complete sets from Unlimited through 6th, with a large number of alpha/beta including the "big" ones.
But we gave up when 6th came out. We just couldn't keep up any more. 40,000 cards in a box and when we do play, it's with a few cherished sets that we enjoy playing.
-- I don't have a solution, but I certainly admire the problem.
The author left out the one good point to onlin MtG: you can't smell the freaks you're playing against.
-- If someone is passing you on the right, you are an asshole for driving in the wrong lane.
Why it doesn't suck (IMO)
by
goober
·
· Score: 5, Interesting
Was just playing it this morning. The software and gameplay is very good. Most of people's complaints about it however, is the pricing. This may be a good thing. Online players are less likely to make a whopping huge investment in virtual cards. (Like I have in Real Life...ugh!) Thus you can actually have fun playing with crappy decks as you are not repeatedly pummelled by some luser with his $400 pile of rares.
Also, no teenager stench, which is always a bonus...
Penny Arcade said it best
by
jcsehak
·
· Score: 5, Funny
Magic Was Never Designed For This Business Model
by
blueskyred
·
· Score: 5, Insightful
As the designer and producer of the #1 online collectible card game, WWE With Authority!, and the producer of the longest-running online collectible card game Chron X (over 5 years!), I speak with some "authority" on this subject.
Magic: The Gathering is a brilliant game. I have played it since 1993. I have watched the development of the game from day one. Richard Garfield is a genius, and all people in the CCG industry need to tip their cap to him whenever they design any game. That said, it uses a horrible business model, one that was never intended to work on a real player level. This shows up on the tournament level and will show up in MTGO.
When the game was designed, the most powerful cards were the rarest. Black Lotus, a card that lets you get 3 mana for free (where you normally only get to produce one on the first turn and two on the second and so on), is one of the rarest of all tournament-legal Magic cards. This was done because Wizards naively believed that hardcore players couldn't collect all of the cards, so the harder it was to get something the more powerful it should be.
Unfortunately, the tournament players learned that to compete you HAD to have one copy of each of the "Power Nine," the most-abusable cards in the game. Cards quickly spiraled into the $20, $30 and even (gasp) $50 range! If those cards weren't restricted to one-per-deck (where most cards are four-per-deck), their prices would have been even higher on the secondary market.
Well, Wizards learned that those cards were too powerful and stopped printing them. Again, naively assuming that if you limit the supply that eventually things will become more fair. That wasn't what happened -- the cards became more and more expensive. Today, to get the "Power Nine," you're talking about $800 or more.
Wizards learned that having a group of "haves" and "have nots" was not good for the long-term success of the game. So they created a new tournament format that didn't use any really old cards. This was called Type II, and eventually called Standard. What the Standard tournament format did was to "ban" hundreds of cards without specifically choosing to do so. Invalidating the early players' purchases.
If Magic was an online game from day one, they could have tweaked the costs and gameplay effects of their most-broken (and most-useless) cards. But in Magic, you are stuck. Since MTG-Online must mirror MTG-card board, you get all of the drawbacks of being online but none of the benefits.
Further, when you are dealing with an online game the FIRST priority must be "how will the abusers play this game?", because if it isn't you are screwed. With MTG-card board you have tons of social gaming groups that don't have to deal with the tournament gaming scene. This is extremely unlikely to happen in MTG-Online. Again, since it is linked to a nine-year-old game with sloppy, very complex rules, problems arise.
And my biggest point: Magic is just too expensive. To play in a constructed Standard tournament with just one deck, you usually need to spend $100. Many of the most popular decks run north of $200. And these use cards that are IN PRINT! Then, when Standard has a set rotation (banning another 700 cards to make room for the new sets that have just been released) you need to buy more and more.
You can avoid this by entering Sealed Deck tournaments, but then you are paying around $20 to make a deck with a limited set of cards. I like them, but how many $20 tournaments can you enter a month? Even one every other week makes MTGO a $500/year online game.
For the record, to play any of the online CCGs that I have developed, players need to spend $10 to jump in, $35 to have a serious tournament deck and about $100 to have a full "play set" of any given expansion.
When Wizards gives up on MTG-Online, much like it has the Magic Interactive Encyclopedia and the original Magic PC game, the people who have spent their money will be left with exactly nothing. Our games allow peer-to-peer play (albiet awkwardly) such that if something ever happens to us, you can keep on playing.
Disclaimer time: I speak for Blue Sky Red Design and myself only, not for my employer, our parent company or World Wrestling Entertainment in any way.
Re:It's not clear what was meant.
by
Sancho
·
· Score: 2
Buy "having to buy new cards" I thought it was probably pretty obvious that he meant the Type II (Standard) tier.
For those not in the know, in Type II, only the two most recent expansions classes and the most recent Basic set are allowed to be used. An expansion class is generally one major expansion (Ice Age was one) and any of it's sub-expansions (Alliances was one of Ice Age's sub-expansions). This means that at any time, only 6 expansions are legal. The key is that when a new major expansion comes out, 3 total expansions leave the rotation (the major expansion and its two sub-expansions). Great moneymaker.
My knowledge on this is a bit thin, so bear with me. When you register a Windows product, doesn't it record your CPU's serial number? I was just thinking this would be a useful way to track abuse and permanently ban some of the @sses that play. Sure, you can register under a different name, but unless you swap out that core... Of course, then you'd be turning away business, even if they are idiots...
Re:Five color crack...
by
lrichardson
·
· Score: 3, Insightful
"I always called Magic the gathering as "Five Color Crack". Its about as addicting, and nearly as expensive."
Of course, if you were just interested in playing the game on a friendly basis, and didn't bother attending the tourneys, there were always the counterfeit cards.
Back in Toronto, there was at least one manufacturer who's product was indistinguishable from the real thing. A complete set - that's f$cking everything that was done to date - in triplicate, used to cost ~$80 cdn.
Which is kinda frightening when you consider how many people are well into the thousands 'invested'.
As for the online game, geez, I'm pretty sure the same thing will happen. Don't think I'm in the the minority here, when I say I really hate to lose because some moron with money has a better deck than me. I like the game (any game, in fact), to be a fair competition, not who has the most spare cash in the RW.
Makes me wonder....
by
Mulletproof
·
· Score: 3, Interesting
If this online Magic game were to sponcer a "get-together" like dating clubs, how many people would actually show up after the amount of smack delt online?
"Oh, so you're The Verminator... I'M GONNA RIP YOU STINKIN' HEAD OFF!!! NOBODY TALKS ABOUT MY MOTHER LIKE THAT!!!"
Re:Makes me wonder....
by
Selmo
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· Score: 3, Funny
Heh, I used to run an ISP/cybercafe and a few years back. We had a QuakeWorld Team Fortress server onsite on our T1 and the regulars were in one weekend playing. They started talking smack in-game and one of the dial-up customers came over on his bicycle and started a fight with them.
Re:Real Life and Cyber Life. Are either real?
by
neo
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· Score: 4, Informative
the whole point of putting rare cards in any collectible card game is so that people will buy crates of cards to get them...
Actually the creator thought that a most people would have two starter decks and 4 booster packs. The reason for rare cards was to help balance the powerful cards. No one at wizards thought that magic would be as popular as it became and there was no way to predict it. Richard Garfield thought you'd never actually see all the cards, and rare cards would make the game more interesting.
The dollar signs came later.
Re:Magic Was Never Designed For This Business Mode
by
zangdesign
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· Score: 3, Interesting
The expense is the reason I gave up on MtG. After dropping about $200 on cards, I realized that it was going to cost way too much to ever keep up. Mind you, I spent some of it about 1 tournament before some of my cards became unusable.
The tournament system was ridiculous in our area. It was the same people over and over, with no qualified judge, because WotC wanted way too much time and money to certify someone. Our nearest official judge in Lubbock, TX - which meant a three hour drive for him just to sit around and arbitrate. I don't think he ever really enjoyed it and in the end, I believe he quit working as a judge.
In the end, I watched the Magic community in our town switch over to other games. It stopped being fun and the requirements of running a real tournament were too high. I think the main discouragement for me was realizing that the point system in place meant that no one from our group was ever going to get outside the county (anyone from our group would have been OK).
I don't get it - competition can be fun without being as anally organized as WotC made it. They managed to take a game that looked great and played pretty well and turn it into some sort worldwide bizarre Darwinistic system. For what? Grins? I doubt it.
I think that maybe DnD and most paper-and-pencil RPG's are more fun because you can't make a tournament system work in that way. In the end, I went back to my book games and that's where I am now.
Never again.
-- To celebrate the occasion of my 1000th post, I will post no more forever on Slashdot. Goodbye.
Sounds like a system begging to be played
by
Chris+Canfield
·
· Score: 3, Interesting
I had a friend... Let's call him Mike. Mike became bored with magic when he realized that he was spending hundreds of dollars per deck to change his proxy cards (fake cards for testing purposes) into real cards. A well-designed proxy deck will basically win every time, btw. He was sick of it.
He sold off all of his cards, and gave me his land / commons (somewhere I have a grocery bag full of living lands, wyrms, forests, etc) and bought two special starter packs that contained a starter and two boosters each. He proceeded to trade with people... collecting unwanted cards and trading bits here and there for things that other people wanted. He would hook people up for cards that they were looking for in exchange for a small cut, and he was a good dealmaker. Within a week, his deck was competitive again (he knew the power of common green), and within six months he was trading legends / antiquities and his collection rivaled that of his old deck... And within the year he was bored again and gave me all of his cards.
The moral of the story... Lots of people are going to be spending lots of money on this online game. If you can spend 10 hours playing a game every day, can you really resist buying a booster every morning? I used to be one of those people. We didn't put any value into common or uncommon cards, or even crappy rares. It sounds like there will be a lot of room for friendly tag-a-longs who are willing to ingraciate themselves by not taking the game seriously... and who don't have to pay any money to play.
Sounds fun. Where can I sign up?
-- This Sig is a mnemonic device designed to allow you to recognize this author in the future.
People in online games do things that would get them beaten to death if they did them in real life. I am serious. They will cheat. They will lie. They will call you terrible names, not just in fun but the type of stuff that would get a man killed in what online gamers like to call "RL." To the hardcore online gamer, "RL" (or "real life") is a faraway place where standards of behaviour actually exist. Online, though, these standards are a paper tiger.
Sounds like a typical day at Slashdot!
Re:Magic Was Never Designed For This Business Mode
by
Anonymous Coward
·
· Score: 2, Interesting
I admit to playing only casually, and never in a tournament. I admit to not being a card game designer. But I respectfully disagree with everything you just said about price.
I stopped playing some years ago, so I don't know the new card sets and rules. Maybe things are different now. But when I was playing, I built my best decks by going to the card store and looking through the 5 and 10 cent card bins. These were the cards that 'serious players' were throwing away. They just weren't powerful enough to really cut it. No self respecting player at a tournament would play with them.
I remember one deck in particular. It was built for ~$2 plus a few common cards from my collection. There were no uncommon, rare, ultra-rare cards. And it won. My friends who were big on the tournament scene talked about 'lightweight' decks vs 'heavyweight' decks. By any standard, this should have been a lightweight deck. It creamed everything.
Was I that good? No, I was a fairly average player. Was my deck that good? Not by anyone else's standards. MtG has one of the most incredible buisiness I have ever seen. People think they can win by buying more cards - the Mr. Suitcase approach. But true to the original advertising and the original idea of what the game should be, you can win with a *cheap* deck.
I would be most interested to see a tourny in which players could buy their cards for the decks before the tourny from discount 5 and 10 cent bins. Put a price cap on it - no more than $10 for the whole deck. Maybe allow a few uncommons. No rares.
This sort of format would take some of the randomness out of sealed deck tourneys - it is entirely possible to get an unusuable deck in those sorts of situations. It would force an emphasis on deck building, creativity, and player skill rather than bank accounts. If you still want some randomness, everybody digs through the same bins. If it has to be 'fair,' give everybody a bin with the same cards in it.
And because you are deailing with mostly common cards, there does not need to be a cap on which sets are used. Opening the field up to all cards forces players to look for interesting combos that no one could ever use in the current style of tournament.
I bet the decks that came out of a tourney format like that would be some of the most fun to play. And I bet there would be be one or two every tourney that could whoop my 'unbeatable' deck.
Let's see an emphasis on creativity - as the game was intended to be played. You stop the Mr. Suitcase syndrome at the tourney level, and return to a game of strategy and a little luck. Who knows, maybe your favorite card will be lurking at the bottom of the bucket...
Re:Anyone know what's happening with Apprentice?
by
funkhauser
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· Score: 2
It's still available, and still as buggy as it was 1.5 to 2 years ago:)
self regulation
by
bilbobuggins
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· Score: 3, Funny
the solution is to have the players democratically regulate themselves...
if you've ever played tribes 2 you can vote to kick certain players out of the game. if someone's cheating it's usually obvious and they get booted pretty quick. if someone's just causing trouble by trying to boot honest players, people vote no about kicking the honest player and the troublemaker ends up getting booted next.
i'm not sure how this would work in a one on one card game, maybe some sort of point system where kick requests are reviewed by moderators but the solution is democratic self regulation by the players themselves.
it works because 90% of gamers are pretty honest people and just want to have a good time...
To answer some of the questions
by
Ethan+Butterfield
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· Score: 4, Informative
I played MTGO quite extensively during the free beta period. Stopped when they went live and started charging far too much.
1) Cards you buy for MTGO are not stored locally, but in a large database WOTC has back at their co-lo. It is conceivable that duping/illegal card hacks are possible, but the Leaping Lizard folks have been going out of their way to make sure that doesn't happen. Of course, that setup hasn't stopped all the duping hacks in Diablo II...
2) As was mentioned in another post, WOTC is charging real-life prices for MTGO cards. Same price per pack as if you went to your local store and got a physical set. This wouldn't be terrible if it didn't lead into...
3) You don't own your MTGO cards, nor is WOTC liable to replace them beyond $15. This language was inserted into the TOS about 2/3 of the way through the beta period and caused a huge shitstorm amongst the beta testers. So let's say you've spent $1000 on MTGO cards, and there's some sort of database corruption and your account is hosed. You're now out $985 with nothing to show for it.
See, the thing is that WOTC adamantly does NOT want MGTO to compete with standard MTG. They believe that if they charge less for MTGO (say, something like $0.50 US/booster) that all the MTG players will defect to MTGO. (Never mind the fact that physical MTG is on its last legs anyways.) They're right to a degree...I do think there would be some defecting, but not nearly as much as WOTC is panicking about. As it is, a significant portion of the beta testers pledged to quit as soon as the game went live, and from what I've seen most of them stuck to their guns.
A good online CCG community model...
by
Remillard
·
· Score: 2, Interesting
While I can understand the commentator's point about people online being complete choads, and could even be generalized, in specific instances, it's completely backwards. One case in point is Sanctum, an online collectable card game, probably the best one I've found looking around. The people are great to play with. The game is balanced. The replay options are enormous. Did I mention the people are great to play with? Instead of the 90% of people are choads (a la Penny Arcade) I'd have to say 99.98% of the Sanctum community is truly interested in helping new people play, giving pointers on how to play certain strategies, willing to trade and help new players get going with common cards and such.
I highly recommend it. I can't imagine playing M:TG Online.
I was playing chess on the net the other night.
by
Anonymous Coward
·
· Score: 5, Funny
It was a pretty cool game, the advance variation of the French defense. I got to make the classical bxh7+ sacrifice, he brought out his king to g6 (no choice), and I was pushing that poor fool right into a mating net. When BAM, there's a big flash on my screen and his king is back on its home square!
"What the fuck was that?" "Ha, ha! I got the recall king upgrade! My king can teleport home to its recall square three times per game!"
All right, two can play at this game. I went over to the secure server, gave them my credit card, and bought a couple of upgrades of my own. Then I went looking for the punk.
This time I played the king's gambit, 1. e4 e5 2. f4 exf4 3. nf3 g5. I let him have it with 4. bxf4xg5.
"How'd you take both of those pawns?" "Ha, ha, punk! I've got double dragon bishops!"
The punk's eyes widened as he realized there was no way to save the queen in his position.
Now that we're both wised up, the games are more even, so it's not as much fun any more. There's too much trivial complexity and it takes hours to play a serious game.
But we still like to beat up newbies. My favorite target is this one guy, GMKasparov. He would be an okay player except that he never spends any money for hypercastling or semi-transparent pawns or range-attack rooks. But he got me good last night with this weird "en passant" powerup. I think he must have a cheat client, because I couldn't even find "en passant" in the powerup catalog!
Magic online is nothing like that. It's a completely faithful reproduction of the game rules and does an excellent job of enforcing them. That said, there's no way in hell I would pay full price for virtual cards which I do not own unless I somehow manage to spend enough money within a set period of time in order to collect a full set, which I can then redeem for real cards at Wizards of the Coast's discretion. Screw that.
-- It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
Re:How's it different from RL Magic?
by
Danse
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· Score: 2
You have to be able to collect an entire set within a set amount of time in order to be elligible to trade them in for a real set. First of all, that's really hard to do. Second, it's really expensive. Third, it's even harder to do when you have a time limit in which to do it in. Finally, the trade-ins are still at Wizards' discretion, so they left themselves an out in case they decide they don't really want to give you real merchandise since they already have your money.
-- It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
No worse than the RL version
by
DunbarTheInept
·
· Score: 4, Funny
The way things panned out, the rules of Magic could be replaced by this simple game and have very similar results: Every player at the table takes out their wallet. A fire is built in the middle of the table. Whoever is willing to throw the largest amount of money into the fire wins the game, and then brags about how cool he is for winning. No freakin' thanks. One look at how that thing was set up and I refused to ever take part in a game. Even though it was starting to take over my local RPG group at the time (what starts as a roleplaying session degenreates into a magic game as people rudely whip out their decks and start ignoring the GM as soon as their character happens to not be involved, and then once they are supposed to be involved again, they don't want to leave the Magic: The Addiction game they started.
When I heard of the online version I was breifly hopeful. I thought maybe since it doesn't involve the sale of cards it might actually be a fair game and be worth getting in to it. But then I see that, nope, its the same thing, only now you pay money to get the privlege to pretend you have a rare card (think about it - increased price through scarcity will fail utterly in an electronic forum where scarcity is completely artificial.)
--
Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.
Re:No worse than the RL version
by
DunbarTheInept
·
· Score: 2
This has already been proven to be wrong. Try searching on ebay for rare equipment from MMORPGs, or other Diablo type games. One rare piece of equipment can sell for literally hundreds of dollars
Good point. I'd forgotten about that. I keep overestimating the intelligence of the average human being.
--
Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.
I played Sanctum 3-4 years ago, and it was absolutely fantastic. Cheating was never a problem, unless the occasional lossed connections in losing situations counts.
I have no idea how magic online works, but these games can be designed reliably.
Re:Magic Was Never Designed For This Business Mode
by
GodSpiral
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· Score: 2
I played Sanctum, and almost got into Chron X. I've never played MtG.
In addition to your points, I'd add that Sanctum was designed as computer only from day 1, so it had the ability to use much more sophisticated rules. It makes for a better game.
I agree that tweaking cards in order to balance the game, although can have some effect on the value of those cards, is far preferrable to banning them altogether (making them almost worthless), or leaving the game unbalanced.
I stopped playing sanctum only because the designers didn't understand how their game was played, and left it unbalanced.
the only way to win...
by
trybywrench
·
· Score: 2, Funny
is not to play
-- I came to the datacenter drunk with a fake ID, don't you want to be just like me?
You would pay money for this?
by
Kisai
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· Score: 2, Insightful
An interesting point has been made, would you seriously pay money to get virtual cards that can be redeemed for real cards, and potential play experience rivalling a high school fight?
I think only hardcore magic fans would want to play this, seriously. Anyone who doesn't play the game in real life has no incentive to play it online, since the hardcore players will be spending so much time trying to screw over the system and other players to get those uber-rare cards and redeem them so fast that nobody else has a chance at them.
Multiplayer Online games have fatal flaws 1. Any form of RL value ("ebay") - Fine rare item, sell it on ebay, play for 6 months sell your character on ebay, etc.
2. Any form of in-game currency or inventory/items that doesn't work on market-based principals. (IE, no license to duplicate items, each item in the world is unique and can only have one owner.) - No generation or re-spawn should be required to keep sufficient inventory in the game. All existing games as far as I know need to "replenish" stores, or the stores are unlimited, which let's people hoard certain items. 3. Inventory period. - Can a real person hold 300 dead rabbits? Didn't think so. The reason people can hoard anything in these games is because their inventory is so deep that it allows them to. One certain game I was playing during betatest would have 60 players surround this one shop keepers respawn point, then when the server rebooted they would quickly login and buy everything the shopkeeper had and turn around and sell the items for 100000X the price. If there was a realistic limit(like in weight/room-in-backpack) on inventory, one person should not be able to buy out 20,000 units of any item and be able to fit all that in their inventory. 4. Any form of client-side storage Diablo I/II has this problem, as the game stores data on the client side, it's easy to make whatever item you want, even make your character have any stats you want. This is also the same problem in peer-to-peer server-less games, where the client data can be "bot"-ed. The client should only recieve game state and send actions, not do any calcuation and not send what isn't requested. "Attack player X" and server does the calculation. FPS games present a further problem since to shoot, a aiming point has to be sent, and since the client also receives the location of everyone, it makes it easy to just auto-track.
In short, why would you pay money to be part of a fictional world where you get screwed over, and over and over? This is why many RPG games don't attract the right kind of people (usually the hack and slash FPS/Diablo crowd) since the people who are used to kill everything that moves ruin the game for everyone else. (Some games have a notoriety feature that makes it so pk'ers are highlighted when they are in the area.)
will Not Caring work?
by
noims
·
· Score: 2, Insightful
I play a fair bit of Diablo II online and I've developed a technique for dealing with cheats: I don't care. If someone were to steal a valuable item from me somehow, through my naivity or otherwise, I just wouldn't care. I've built up my character, and I can do it again. I'm playing the game to enjoy myself, not so I can be 133+.
I don't know much about MtGOL, but from what I've read here virtual cards will be redeemed for real ones (or at least their value). Because of this, people with good collections of genuine Magic cards can only lose. Their collections will be as valuable as the dupers' fake collection.
This is the equivalent of a government allowing virtual money in an insecure environment. If it is possible for someone to cheat the system and print their own money (or dupe their cards) with no legal recourse, it will happen, and the value of every holder of that currency will lose out.
To end this semi drunken rant, I will summarise by saying that anything's value is in the eye of the receiver. Be it cash, a Grandfather sword, or a Black Lotus card. If you can't trust the printer of the currency, don't invest in it.
Cheers, Noims.
PS. please excuse my spelling, grammar, and keyboard (my E doesn't work right)
--
This is not the greatest sig in the world. This is just a tribute.
So that's what it's all about
by
Animats
·
· Score: 2
I've seen those "Magic, the Gathering" books in bookstores for years, but I never before knew how the thing worked. You buy more cards to get more power in the game. That is so tacky.
Has anyone who's posted played a password protected version of Never Winter Nights?...as in, you provide the server for your friends and only your friends, then proceed to play a mutually respectful game with honest rewards and accountability.
Online Magic should provide the same capability. If it doesn't i suggest that you adamantly request such before paying money... online != anonymous.
That's it. The perfect solution for clubs, groups, and privateers.
'nuff said.
-- A fool throws a stone into a well and a thousand sages can not remove it.
Half the entertaining value of a Magic "gathering" is seeing the people who show up...some are quite interesting based on my memories from high school a few years ago.
Online version just won't have that for a draw.
-Pete
Soccer Goal Plans
Magic the Gathering?!? Oh, yeah... I remember...
cardboard crack.
I was hooked big time, but the thing I liked the best was the interaction and watching your opponents face when you whipped out that killer combination on them.
I tried the software version and it left me cold. The AI stunk and there was no joy in owning rare cards (anyone wanna buy my REAL cards, PLEASE?!?).
The online version can only be better as far as gameplay, but given the number of enterprising hackers, they'll ruin any chance the online version has for success.
I think I'll pass...
Don't anthropomorphize computers, they don't like it.
I read this when penny arcade posted a link to it. I, unfortunatly, would have to agree that the unpleasent population in many online communities is much too large. I haven't tried magic online but I do know a couple of things that can help clear some stuff up in the article. The article talks about duping making everyone's account get erased. They have a protection mechnisim in place that goes like this. Each card is "born" when a deck is opened, it has a unique identifier to that specific card on the server and using that they keep track of all transactions the card has been in. Thus, if a card was duped, they could follow all the transactions back to the original duper and >ONLY ban their account. I beleive that in the contract it does say that you do own your virtual cards, not them. This would probably protect you from some of the nastyness. Now, granted, there's a lot more that can go wrong, but I don't think it's as horrible as the article implies.
And yes, it's the game that "you-know-who" plays.
... Voldemort?
Yes, I did play with him. For a long time, actually - don't ask about it.
Who is "you-know-who"
"Can of worms? The can is open... the worms are everywhere."
The author goes on and on about how cheating will be rampant online and if you dup cards that we could end up with lots of dupped card being traded or worse yet that these cards could be traded in for actual magic cards.
On and on he goes about how dangerous this online version will be... but here's the catch:
If you can get physical cards for your online cards then you're playing Magic Online when you play at your local store. The meta game is now the same game. How can you tell if someone's "real life" deck isn't stacked with duped cards from his online deck?
Well you can't. And guess what, the game was hacked a long time ago, in real life. Richard Garfield never envisioned people buying crates of the cards to get four of the rare ones in their deck... the game was hacked with money.
So next time you lose at Magic the Gathering at your local hobby store, you can call the guy a cheater. I mean, can he prove he actually bought all those cards?
I have some hope that M:tG:OL might actually work -- unlike other online games you have something serious to lose besides access -- the card collection you have built up. The biggest problem with online games, as this article points out, is the lack of repercussions to being an ass.
If you've invested a lot more that time into something (eg. bought lots of boosters) then getting kicked off for breaking the terms of use might be enough of a feedback loop to keep some modicum of control.
On most online games you just re-register under another name.
Of course then the issue is -- will they really kick off somebody who has bought $10000 worth of cards ...
They will just have to have a very anti-cheating policy.
That and if it is a least reasonably popular, it will make a whole lot of money, and they will be able to hire alot of coders to stay ahead of the cheaters.
Blizzard, Everquest, and games of that type are at a disadvantage because they only get like $10 a month from their subscribers, MtG subscribers will pay much more as they pay $3 dollars per pack of cards. Adding the fact that the cards can be redeemed for real cards will really draw the MtG fans as well.
As long as WotC pumps a good portion of the revenue into coders to fend off the cheaters, I don't think that they will have much problem. Bandwidth wise WotC is looking at a much more attractive position then the MMORPG's as the ping times won't have to be nearly so low to have a good game.
So lets add up the points shall we?
1. Less Bandwidth required (Less cost)
2. Higher Subscriber Revenues (More revenue)
3. Tangible product extremely cheap to produce
= a large amount of profit to pay coders
Sure their will be bugs, I wouldn't recommend trading with people in the first 2 weeks, for example. But I believe that it won't be nearly as much of a problem as this article's author seems to believe.
I remember a few years ago when the PC version of Magic was released. I thought it was funny. The original game's advertisement was "All you need is a deck, a brain and a friend." I guess that last requirement was a bit much for some of them.
"An unarmed man can only flee from evil, and evil is not overcome by fleeing from it." Col. Jeff Cooper
Now my victory dance will be substantially less embarrassing.
Welcome to the land of the free...pay toll ahead...no photography...please open your bag...
... but an accurate description of the current status of Diablo II online. The supposedly secure realms have been hacked to pieces. Many people charge items to help other players, sell items on ebay, and focus on the repetitive play that the game rewards.
One of the latest hacks, for example, which I find particularly funny, can program mouse and keyboard actions so that you keep creating games and killing the same monster over and over again soley for the purpose of getting the items the monster drops. This bot works - the prices within the trading economy have already gone down about one half because of the flood of all the items from players running it.
A good online game should not be based on rewarding this kind of repetitive behavior that a bot can perform (quote stolen from LB talking about Tabula Rasa.
I've played this game years ago, back when legends and the Dark were out. Well, after looking what they were doing, they were adding "new" rules and making half-assed cards basd on older, and more powerful, cards. Then you have the Tier1 and Tier 2 playing sets. To play on the upper set, you have to BUY NEW CARDS.
This continual upgrading scheme (for paper,. nonetheless) is what ran me away. I play for fun now, and spend half the time trying to figure out the stupid new variations on the original rules.
Then again, the rules change every other week. How can they update the game so that the new rules are correctly in effect? Still, Online or offline, the game still stinks these days.
The simple fact that many "hardcore" Magic players who have a real-world card collection worth hundreds or thousands and numbering in the many thousands of cards, will most likely not want to effectively start over building their cardbase online, esp. given the very valid points that the author of the article set forth.
I used to be into Magic, and still have my collection, but, if I'm going to pay for cards, I would much rather play with the whiny post-pokemon chits up the street at the card shop who throw a fit about me being cheap because my deck "isn't Type II"....Because next time when he comes up to me begging for a sweet trade for the foil whatever he got, i can smile and say "not interested." Can't do that online. at least, not with the same effect
If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
Richard Garfield never envisioned people buying crates of the cards to get four of the rare ones in their deck...
Never envisioned it without also having visions of dancing dollar signs, you mean.
Seriously, the whole point of putting rare cards in any collectible card game is so that people will buy crates of cards to get them...
repeat...
When you play Magic at your local card store, you're playing against people you know and respect.
I don't give a damn what Geordie Tait thinks about online magic, I want to know - Where does he go to play cards? Damn, his e-mail is Canadian.
Now, Shadowfist, there's a game. I want to see an online version of Shadowfist+Necromunda. Here's how it would work:
You have a squad, ala X-Com, that fights other people's squads. In addition, you have a virtual deck of Shadowfist cards. The deck of Shadowfist cards contains cards that are tied to the stats of the characters in your Squad; so if a character in your squad gains the Infiltrate skill, his corresponding card in your deck gains the Infiltrator ability from Shadowfist (attack backrow sites.)
That game would rock.
The good and new comes from no quarter where it is looked for, and is always something different from what is expected.
If you want to avoid cheaters, play online with your friends. Playing anonymously is for chumps.
Is because the Wizards have the intention to charge full retail price for virtual cards. That's right, the same money you could spend in a store, and get real physical cards and at least have something to look at (or take elsewhere) when you're done playing. For this idea alone, I don't see how it can work very well beyond a very dedicated core of people.
Unlike most MMORPG games, MTG: Online isn't going to charge a monthly fee. The draw for EverCrack, Ultima Online, etc is that you pay your 10 bucks same as everyone else, and it's what you do in the game that makes you better or worse than everyone else. MTGO, it's all about the size of your wallet and how much you can afford to spend on getting better. Sure, some of you can say "but you still have to know how to play the game or 10,000 dollars worth of cards don't help". Yeah, true. But during the beta, I estimated that it would cost well over $500 to become "competitive" at the game, with little or no way to change that. Things would be pretty even for about a month, and then the "Mr. Suitcase" players would overwhelmingly dominate the game, much like that one guy who figured out Magic just a little too early at your local comic/card store and whipped the crap out of almost everyone on a regular basis.
My major attraction though, was Tournaments. This is where MTGO really lacks IMO. A typical tourney with 128 players (or so) can and will take up to 8 hours to finish. 8 hours! And you can't leave and go anywhere else either, cause the round might finish early and you'd default by not showing up! I tried a few of these tournaments and they don't have the appeal of a physical tournament where you can go and mess around doing other things (like side tournaments) since you have to sit at the game for a solid 8 hours (or until you lose).
Yeah, it'll suck if hackers do their thing, and if people rip other people off.. but it has to get people to play first if that's going to happen, and I don't think it will.
What they should do (this is just a thought of mine) is sell the regular cards in stores, but print a unique serial number on each one, then you can enter those serial number onto your online account. That way your virtual deck can be the same as your real deck.
People guessing serial numbers shouldn't be a problem if there is a delay in entering the number and it uses a large enough base with enough digits.
I mean, really, how dare they bring out M:tG online during an economic recession?
:)
From what I can see, the online cards run the same as the paper cards, which means every damn cent you can beg, borrow, or steal.
I wonder how many people won't be able to pay their ISP bill because they spent all their money on virtual cards.. Pity we won't get to hear
Never trust an atom. They make up everything.
Does this mean that someday, other card games will be online? Like soliatare and poker?
The author left out the one good point to onlin MtG: you can't smell the freaks you're playing against.
If someone is passing you on the right, you are an asshole for driving in the wrong lane.
Also, no teenager stench, which is always a bonus...
http://www.penny-arcade.com/view.php3?date=2002-1
c-hack.com |
Magic: The Gathering is a brilliant game. I have played it since 1993. I have watched the development of the game from day one. Richard Garfield is a genius, and all people in the CCG industry need to tip their cap to him whenever they design any game. That said, it uses a horrible business model, one that was never intended to work on a real player level. This shows up on the tournament level and will show up in MTGO.
When the game was designed, the most powerful cards were the rarest. Black Lotus, a card that lets you get 3 mana for free (where you normally only get to produce one on the first turn and two on the second and so on), is one of the rarest of all tournament-legal Magic cards. This was done because Wizards naively believed that hardcore players couldn't collect all of the cards, so the harder it was to get something the more powerful it should be.
Unfortunately, the tournament players learned that to compete you HAD to have one copy of each of the "Power Nine," the most-abusable cards in the game. Cards quickly spiraled into the $20, $30 and even (gasp) $50 range! If those cards weren't restricted to one-per-deck (where most cards are four-per-deck), their prices would have been even higher on the secondary market.
Well, Wizards learned that those cards were too powerful and stopped printing them. Again, naively assuming that if you limit the supply that eventually things will become more fair. That wasn't what happened -- the cards became more and more expensive. Today, to get the "Power Nine," you're talking about $800 or more.
Wizards learned that having a group of "haves" and "have nots" was not good for the long-term success of the game. So they created a new tournament format that didn't use any really old cards. This was called Type II, and eventually called Standard. What the Standard tournament format did was to "ban" hundreds of cards without specifically choosing to do so. Invalidating the early players' purchases.
If Magic was an online game from day one, they could have tweaked the costs and gameplay effects of their most-broken (and most-useless) cards. But in Magic, you are stuck. Since MTG-Online must mirror MTG-card board, you get all of the drawbacks of being online but none of the benefits.
Further, when you are dealing with an online game the FIRST priority must be "how will the abusers play this game?", because if it isn't you are screwed. With MTG-card board you have tons of social gaming groups that don't have to deal with the tournament gaming scene. This is extremely unlikely to happen in MTG-Online. Again, since it is linked to a nine-year-old game with sloppy, very complex rules, problems arise.
And my biggest point: Magic is just too expensive. To play in a constructed Standard tournament with just one deck, you usually need to spend $100. Many of the most popular decks run north of $200. And these use cards that are IN PRINT! Then, when Standard has a set rotation (banning another 700 cards to make room for the new sets that have just been released) you need to buy more and more.
You can avoid this by entering Sealed Deck tournaments, but then you are paying around $20 to make a deck with a limited set of cards. I like them, but how many $20 tournaments can you enter a month? Even one every other week makes MTGO a $500/year online game.
For the record, to play any of the online CCGs that I have developed, players need to spend $10 to jump in, $35 to have a serious tournament deck and about $100 to have a full "play set" of any given expansion.
When Wizards gives up on MTG-Online, much like it has the Magic Interactive Encyclopedia and the original Magic PC game, the people who have spent their money will be left with exactly nothing. Our games allow peer-to-peer play (albiet awkwardly) such that if something ever happens to us, you can keep on playing.
Disclaimer time: I speak for Blue Sky Red Design and myself only, not for my employer, our parent company or World Wrestling Entertainment in any way.
Online wrestling as a trading card game? WWF With Authority.
Buy "having to buy new cards" I thought it was probably pretty obvious that he meant the Type II (Standard) tier.
For those not in the know, in Type II, only the two most recent expansions classes and the most recent Basic set are allowed to be used. An expansion class is generally one major expansion (Ice Age was one) and any of it's sub-expansions (Alliances was one of Ice Age's sub-expansions). This means that at any time, only 6 expansions are legal. The key is that when a new major expansion comes out, 3 total expansions leave the rotation (the major expansion and its two sub-expansions). Great moneymaker.
My knowledge on this is a bit thin, so bear with me. When you register a Windows product, doesn't it record your CPU's serial number? I was just thinking this would be a useful way to track abuse and permanently ban some of the @sses that play. Sure, you can register under a different name, but unless you swap out that core... Of course, then you'd be turning away business, even if they are idiots...
You need a FREE iPod Nano
But can you cast Jebediah's 5th level Mystical Scortcher without untapping? I think not!!
You need a FREE iPod Nano
Of course, if you were just interested in playing the game on a friendly basis, and didn't bother attending the tourneys, there were always the counterfeit cards.
Back in Toronto, there was at least one manufacturer who's product was indistinguishable from the real thing. A complete set - that's f$cking everything that was done to date - in triplicate, used to cost ~$80 cdn.
Which is kinda frightening when you consider how many people are well into the thousands 'invested'.
As for the online game, geez, I'm pretty sure the same thing will happen. Don't think I'm in the the minority here, when I say I really hate to lose because some moron with money has a better deck than me. I like the game (any game, in fact), to be a fair competition, not who has the most spare cash in the RW.
If this online Magic game were to sponcer a "get-together" like dating clubs, how many people would actually show up after the amount of smack delt online?
"Oh, so you're The Verminator... I'M GONNA RIP YOU STINKIN' HEAD OFF!!! NOBODY TALKS ABOUT MY MOTHER LIKE THAT!!!"
Hell, I'd pay just to watch....
You need a FREE iPod Nano
the whole point of putting rare cards in any collectible card game is so that people will buy crates of cards to get them...
Actually the creator thought that a most people would have two starter decks and 4 booster packs. The reason for rare cards was to help balance the powerful cards. No one at wizards thought that magic would be as popular as it became and there was no way to predict it. Richard Garfield thought you'd never actually see all the cards, and rare cards would make the game more interesting.
The dollar signs came later.
The expense is the reason I gave up on MtG. After dropping about $200 on cards, I realized that it was going to cost way too much to ever keep up. Mind you, I spent some of it about 1 tournament before some of my cards became unusable.
The tournament system was ridiculous in our area. It was the same people over and over, with no qualified judge, because WotC wanted way too much time and money to certify someone. Our nearest official judge in Lubbock, TX - which meant a three hour drive for him just to sit around and arbitrate. I don't think he ever really enjoyed it and in the end, I believe he quit working as a judge.
In the end, I watched the Magic community in our town switch over to other games. It stopped being fun and the requirements of running a real tournament were too high. I think the main discouragement for me was realizing that the point system in place meant that no one from our group was ever going to get outside the county (anyone from our group would have been OK).
I don't get it - competition can be fun without being as anally organized as WotC made it. They managed to take a game that looked great and played pretty well and turn it into some sort worldwide bizarre Darwinistic system. For what? Grins? I doubt it.
I think that maybe DnD and most paper-and-pencil RPG's are more fun because you can't make a tournament system work in that way. In the end, I went back to my book games and that's where I am now.
Never again.
To celebrate the occasion of my 1000th post, I will post no more forever on Slashdot. Goodbye.
I had a friend... Let's call him Mike. Mike became bored with magic when he realized that he was spending hundreds of dollars per deck to change his proxy cards (fake cards for testing purposes) into real cards. A well-designed proxy deck will basically win every time, btw. He was sick of it.
He sold off all of his cards, and gave me his land / commons (somewhere I have a grocery bag full of living lands, wyrms, forests, etc) and bought two special starter packs that contained a starter and two boosters each. He proceeded to trade with people... collecting unwanted cards and trading bits here and there for things that other people wanted. He would hook people up for cards that they were looking for in exchange for a small cut, and he was a good dealmaker. Within a week, his deck was competitive again (he knew the power of common green), and within six months he was trading legends / antiquities and his collection rivaled that of his old deck... And within the year he was bored again and gave me all of his cards.
The moral of the story... Lots of people are going to be spending lots of money on this online game. If you can spend 10 hours playing a game every day, can you really resist buying a booster every morning? I used to be one of those people. We didn't put any value into common or uncommon cards, or even crappy rares. It sounds like there will be a lot of room for friendly tag-a-longs who are willing to ingraciate themselves by not taking the game seriously... and who don't have to pay any money to play.
Sounds fun. Where can I sign up?
This Sig is a mnemonic device designed to allow you to recognize this author in the future.
I admit to playing only casually, and never in a tournament. I admit to not being a card game designer. But I respectfully disagree with everything you just said about price.
I stopped playing some years ago, so I don't know the new card sets and rules. Maybe things are different now. But when I was playing, I built my best decks by going to the card store and looking through the 5 and 10 cent card bins. These were the cards that 'serious players' were throwing away. They just weren't powerful enough to really cut it. No self respecting player at a tournament would play with them.
I remember one deck in particular. It was built for ~$2 plus a few common cards from my collection. There were no uncommon, rare, ultra-rare cards. And it won. My friends who were big on the tournament scene talked about 'lightweight' decks vs 'heavyweight' decks. By any standard, this should have been a lightweight deck. It creamed everything.
Was I that good? No, I was a fairly average player. Was my deck that good? Not by anyone else's standards. MtG has one of the most incredible buisiness I have ever seen. People think they can win by buying more cards - the Mr. Suitcase approach. But true to the original advertising and the original idea of what the game should be, you can win with a *cheap* deck.
I would be most interested to see a tourny in which players could buy their cards for the decks before the tourny from discount 5 and 10 cent bins. Put a price cap on it - no more than $10 for the whole deck. Maybe allow a few uncommons. No rares.
This sort of format would take some of the randomness out of sealed deck tourneys - it is entirely possible to get an unusuable deck in those sorts of situations. It would force an emphasis on deck building, creativity, and player skill rather than bank accounts. If you still want some randomness, everybody digs through the same bins. If it has to be 'fair,' give everybody a bin with the same cards in it.
And because you are deailing with mostly common cards, there does not need to be a cap on which sets are used. Opening the field up to all cards forces players to look for interesting combos that no one could ever use in the current style of tournament.
I bet the decks that came out of a tourney format like that would be some of the most fun to play. And I bet there would be be one or two every tourney that could whoop my 'unbeatable' deck.
Let's see an emphasis on creativity - as the game was intended to be played. You stop the Mr. Suitcase syndrome at the tourney level, and return to a game of strategy and a little luck. Who knows, maybe your favorite card will be lurking at the bottom of the bucket...
It's still available, and still as buggy as it was 1.5 to 2 years ago :)
Learn to Play Go
if you've ever played tribes 2 you can vote to kick certain players out of the game. if someone's cheating it's usually obvious and they get booted pretty quick. if someone's just causing trouble by trying to boot honest players, people vote no about kicking the honest player and the troublemaker ends up getting booted next.
i'm not sure how this would work in a one on one card game, maybe some sort of point system where kick requests are reviewed by moderators but the solution is democratic self regulation by the players themselves.
it works because 90% of gamers are pretty honest people and just want to have a good time...
I played MTGO quite extensively during the free beta period. Stopped when they went live and started charging far too much.
1) Cards you buy for MTGO are not stored locally, but in a large database WOTC has back at their co-lo. It is conceivable that duping/illegal card hacks are possible, but the Leaping Lizard folks have been going out of their way to make sure that doesn't happen. Of course, that setup hasn't stopped all the duping hacks in Diablo II...
2) As was mentioned in another post, WOTC is charging real-life prices for MTGO cards. Same price per pack as if you went to your local store and got a physical set. This wouldn't be terrible if it didn't lead into...
3) You don't own your MTGO cards, nor is WOTC liable to replace them beyond $15. This language was inserted into the TOS about 2/3 of the way through the beta period and caused a huge shitstorm amongst the beta testers. So let's say you've spent $1000 on MTGO cards, and there's some sort of database corruption and your account is hosed. You're now out $985 with nothing to show for it.
See, the thing is that WOTC adamantly does NOT want MGTO to compete with standard MTG. They believe that if they charge less for MTGO (say, something like $0.50 US/booster) that all the MTG players will defect to MTGO. (Never mind the fact that physical MTG is on its last legs anyways.) They're right to a degree...I do think there would be some defecting, but not nearly as much as WOTC is panicking about. As it is, a significant portion of the beta testers pledged to quit as soon as the game went live, and from what I've seen most of them stuck to their guns.
While I can understand the commentator's point about people online being complete choads, and could even be generalized, in specific instances, it's completely backwards. One case in point is Sanctum, an online collectable card game, probably the best one I've found looking around. The people are great to play with. The game is balanced. The replay options are enormous. Did I mention the people are great to play with? Instead of the 90% of people are choads (a la Penny Arcade) I'd have to say 99.98% of the Sanctum community is truly interested in helping new people play, giving pointers on how to play certain strategies, willing to trade and help new players get going with common cards and such.
I highly recommend it. I can't imagine playing M:TG Online.
Sanctum can be found here.
Regards,
Mark Norton
It was a pretty cool game, the advance variation of the French defense. I got to make the classical bxh7+ sacrifice, he brought out his king to g6 (no choice), and I was pushing that poor fool right into a mating net. When BAM, there's a big flash on my screen and his king is back on its home square!
"What the fuck was that?"
"Ha, ha! I got the recall king upgrade! My king can teleport home to its recall square three times per game!"
All right, two can play at this game. I went over to the secure server, gave them my credit card, and bought a couple of upgrades of my own. Then I went looking for the punk.
This time I played the king's gambit, 1. e4 e5 2. f4 exf4 3. nf3 g5. I let him have it with 4. bxf4xg5.
"How'd you take both of those pawns?"
"Ha, ha, punk! I've got double dragon bishops!"
The punk's eyes widened as he realized there was no way to save the queen in his position.
Now that we're both wised up, the games are more even, so it's not as much fun any more. There's too much trivial complexity and it takes hours to play a serious game.
But we still like to beat up newbies. My favorite target is this one guy, GMKasparov. He would be an okay player except that he never spends any money for hypercastling or semi-transparent pawns or range-attack rooks. But he got me good last night with this weird "en passant" powerup. I think he must have a cheat client, because I couldn't even find "en passant" in the powerup catalog!
Magic online is nothing like that. It's a completely faithful reproduction of the game rules and does an excellent job of enforcing them. That said, there's no way in hell I would pay full price for virtual cards which I do not own unless I somehow manage to spend enough money within a set period of time in order to collect a full set, which I can then redeem for real cards at Wizards of the Coast's discretion. Screw that.
It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
You have to be able to collect an entire set within a set amount of time in order to be elligible to trade them in for a real set. First of all, that's really hard to do. Second, it's really expensive. Third, it's even harder to do when you have a time limit in which to do it in. Finally, the trade-ins are still at Wizards' discretion, so they left themselves an out in case they decide they don't really want to give you real merchandise since they already have your money.
It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
When I heard of the online version I was breifly hopeful. I thought maybe since it doesn't involve the sale of cards it might actually be a fair game and be worth getting in to it. But then I see that, nope, its the same thing, only now you pay money to get the privlege to pretend you have a rare card (think about it - increased price through scarcity will fail utterly in an electronic forum where scarcity is completely artificial.)
Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.
I played Sanctum 3-4 years ago, and it was absolutely fantastic. Cheating was never a problem, unless the occasional lossed connections in losing situations counts.
I have no idea how magic online works, but these games can be designed reliably.
I played Sanctum, and almost got into Chron X. I've never played MtG.
In addition to your points, I'd add that Sanctum was designed as computer only from day 1, so it had the ability to use much more sophisticated rules. It makes for a better game.
I agree that tweaking cards in order to balance the game, although can have some effect on the value of those cards, is far preferrable to banning them altogether (making them almost worthless), or leaving the game unbalanced.
I stopped playing sanctum only because the designers didn't understand how their game was played, and left it unbalanced.
is not to play
I came to the datacenter drunk with a fake ID, don't you want to be just like me?
An interesting point has been made, would you seriously pay money to get virtual cards that can be redeemed for real cards, and potential play experience rivalling a high school fight?
I think only hardcore magic fans would want to play this, seriously. Anyone who doesn't play the game in real life has no incentive to play it online, since the hardcore players will be spending so much time trying to screw over the system and other players to get those uber-rare cards and redeem them so fast that nobody else has a chance at them.
Multiplayer Online games have fatal flaws
1. Any form of RL value ("ebay")
- Fine rare item, sell it on ebay, play for 6 months sell your character on ebay, etc.
2. Any form of in-game currency or inventory/items that doesn't work on market-based principals. (IE, no license to duplicate items, each item in the world is unique and can only have one owner.)
- No generation or re-spawn should be required to keep sufficient inventory in the game. All existing games as far as I know need to "replenish" stores, or the stores are unlimited, which let's people hoard certain items.
3. Inventory period.
- Can a real person hold 300 dead rabbits? Didn't think so. The reason people can hoard anything in these games is because their inventory is so deep that it allows them to. One certain game I was playing during betatest would have 60 players surround this one shop keepers respawn point, then when the server rebooted they would quickly login and buy everything the shopkeeper had and turn around and sell the items for 100000X the price. If there was a realistic limit(like in weight/room-in-backpack) on inventory, one person should not be able to buy out 20,000 units of any item and be able to fit all that in their inventory.
4. Any form of client-side storage
Diablo I/II has this problem, as the game stores data on the client side, it's easy to make whatever item you want, even make your character have any stats you want. This is also the same problem in peer-to-peer server-less games, where the client data can be "bot"-ed. The client should only recieve game state and send actions, not do any calcuation and not send what isn't requested. "Attack player X" and server does the calculation. FPS games present a further problem since to shoot, a aiming point has to be sent, and since the client also receives the location of everyone, it makes it easy to just auto-track.
In short, why would you pay money to be part of a fictional world where you get screwed over, and over and over? This is why many RPG games don't attract the right kind of people (usually the hack and slash FPS/Diablo crowd) since the people who are used to kill everything that moves ruin the game for everyone else. (Some games have a notoriety feature that makes it so pk'ers are highlighted when they are in the area.)
I play a fair bit of Diablo II online and I've developed a technique for dealing with cheats: I don't care. If someone were to steal a valuable item from me somehow, through my naivity or otherwise, I just wouldn't care. I've built up my character, and I can do it again. I'm playing the game to enjoy myself, not so I can be 133+.
I don't know much about MtGOL, but from what I've read here virtual cards will be redeemed for real ones (or at least their value). Because of this, people with good collections of genuine Magic cards can only lose. Their collections will be as valuable as the dupers' fake collection.
This is the equivalent of a government allowing virtual money in an insecure environment. If it is possible for someone to cheat the system and print their own money (or dupe their cards) with no legal recourse, it will happen, and the value of every holder of that currency will lose out.
To end this semi drunken rant, I will summarise by saying that anything's value is in the eye of the receiver. Be it cash, a Grandfather sword, or a Black Lotus card. If you can't trust the printer of the currency, don't invest in it.
Cheers,
Noims.
PS. please excuse my spelling, grammar, and keyboard (my E doesn't work right)
This is not the greatest sig in the world. This is just a tribute.
I've seen those "Magic, the Gathering" books in bookstores for years, but I never before knew how the thing worked. You buy more cards to get more power in the game. That is so tacky.
Has anyone who's posted played a password protected version of Never Winter Nights? ...as in, you provide the server for your friends and only your friends, then proceed to play a mutually respectful game with honest rewards and accountability.
Online Magic should provide the same capability. If it doesn't i suggest that you adamantly request such before paying money... online != anonymous.
That's it. The perfect solution for clubs, groups, and privateers.
'nuff said.
A fool throws a stone into a well and a thousand sages can not remove it.