Battlegrounds: Comparison to the source

The Battlegrounds manual contains a list of things that are different from M:tG. Some key items, with comments in square brackets added:

  • You do not draw and discard cards — all of your spells are available at all times. [All those you brought with you, that is. You can bring at most ten spells into a duel.]
  • There are no artifacts.
  • You have a shield. [That is, you can press a button just before something hits you to reduce the damage it does.]
  • You have a duelist attack. [That is, you can press a different button just before something hits you to do 1 point of damage to it.]
  • Creatures fight until they are dead.
  • Damage is permanent.
  • Most creatures attack, but some block. Others run to the back and perform an ability. [That is, what a summoned creature does is not chosen by the player, but determined by the creature’s type. Despite the reduction in player agency this represents, I consider this to be an improvement over Battlemage, because it simplifies the UI and gameplay so much.]
  • Flying creatures do not interact with ground creatures. They attack only other flying creatures or directly to the enemy duelist. [So ground creatures can bypass air units just as easily as the other way round. This is a drastic change to the dynamic of flight.]

Given such radical changes, you might be wondering: What’s left?

Well, some of the creatures from the card game are kept — or at least, their names are. Those ubiquitous Llanowar Elves are around, but instead of increasing the amount of mana you have available to spend, they let you replenish it faster. Or consider the Raging Goblin. As in the card game, it’s a 1/1 red creature with haste, costing 1 red mana. From its stats alone, you’d think it’s identical to the original version. But “haste” means something completely different in the two contexts: in the card game it means that it comes into play untapped and can attack immediately after being summoned, while in Battlegrounds, which doesn’t have a summoning-sickness mechanic or anything like it, it just means that the goblins move more quickly than normal creatures. And a lot of the creatures are just made up from scratch, with no direct counterpart in the card game.

But such things happen when you translate a work from one medium to another. Have the designers at least succeeded in preserving the flavor of the original? I think I have already been clear that they have not, except in superficial matters of theme and setting.

So let us imagine throwing those superficialities to the winds. Suppose this game had been made without any obvious M:tG branding. Would I have at least been reminded of M:tG?

I suspect so, because I was reminded of M:tG by Puzzle Quest, which is at first blush even further removed from M:tG‘s gameplay. And yet… Puzzle Quest is at least turn-based, and that goes a long way towards recreating the M:tG feel. It also has a strong random element, like M:tG and unlike Battlegrounds. So I’m really not sure. At the very least, Battlegrounds has the five colors of magic — and, that being the single strongest vestige of its source material, they naturally make it the entire basis for the minimal plot of “Quest Mode”. More about that next time.

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