Archive for the 'CCG' Category


Spectromancer: Ending

Spectromancer‘s single-player campaign consists of a series of maps with assorted enemies on them. At any given point, you have several available choices of who to fight next, under differing conditions and for differing rewards: some grant new spells, some extra hit points or additional starting mana, some give stranger advantages. You ultimately have to defeat everything on the map to finish it, but the ordering can make a difference to how easy this is. In other words, it’s basically the Mega Man formula, although not nearly as pronounced here as there.

The campaign is pretty short: as I’ve observed about other CCG-derived computer games, it’s probably best regarded as a tutorial for two-player dueling. It provides some nice twists on gameplay at the end, though, such as when the victory condition is to hoard mana, or when you face an opponent who can only cast fire spells but gets five fire mana per turn instead of only one, or when you suddenly have to play a couple of matches as a Spectromancer. Being a Spectromancer means you don’t have the normal fire/water/earth/air elemental spells at all, but instead get five specializations: death, holy, mechanical, illusion, and control.

Illusion had been my own character’s normal specialization, and seemed to be the only one I could choose on my first play-through (probably because I hadn’t yet found the place to enter my registration key and the game was playing in demo mode). The others in that list (as well as a sixth, Chaos) were things I had encountered in enemies — Control seemed a particularly fearful thing to me, because its focus is on depowering the opponent and preventing you from doing stuff. But these are not the only specializations in the game: apparently the Steam bundle that I bought included some DLC defining a few more that I hadn’t seen at all, such as Sorcery and Demonology. Now that I’ve completed the Campaign mode once, I can start over with any of them.

But you know something? I’m probably not going to spend much time with these new options, or with the various other game modes. I’m trying out the remaining specialties in tournament mode (challenging a series of computer-controlled opponents without a plot) to see what they add, but other than that, I’m feeling like I’m pretty much done with this game. I’ve seen what it has to say.

It does have some pretty good ideas. If the campaign took me longer to complete, I could keep writing about one interesting twist per session and not run out of material for some time. I particularly liked the mechanic of the Elementals, a common highest-level summon: their attack power is equal to your mana pool in the corresponding element. This means that their strength is potentially unbounded, but only if you don’t weaken them by spending the mana. So once you have elementals in play, they distort your decisions. Also, if you summon an elemental as soon as you have enough mana, you spend all the mana in the act of summoning it and leave it with no attack strength at all — but it’s usually worth it anyway, because elementals also increase the rate of mana gain for their element.

One more thing I’d like to comment on before closing this: the plot. The campaign mode’s story is mostly forgettable, just your basic dark lord destined to rise again and chosen one seeking out the scattered fragments of an artifact in order to battle the encroaching darkness. But at the end, it manages a twist on the idea that I don’t recall seeing before [SPOILERS]: it ultimately turns out that, in the previous age, after the Sauron wannabe lost his bid for world domination, he repented and started to seek redemption. The player character has forgotten that he is none other than the same dark lord, risen again for the purpose of stopping what he put in motion a thousand years previously. I think the last game that I saw do something this clever with a Chosen One plot was The Longest Journey, which went in a rather different direction. Why are we not seeing more variations like this? Would they grow tiresome if we did?

Spectromancer: Mechanics in Detail

Usually it's not this even at this point.Spectromancer gives you a random assortment of 20 spells in each match, in a grid of four levels and five elements. The levels just correspond to increasing power and mana costs, and in the single-player campaign mode, you don’t have access to the fourth level at first. The elements are fire, water, air, earth, and a specialty that varies with the character — possible specialties include Cleric, Illusionist, Mechanist, and a few others. Each element has its own mana, which builds up at a constant rate of 1 unit per turn, unless altered by magical effects: certain creatures aid you by accumulating mana faster, and at least one creature decreases it for the opponent. This is a mechanic that would probably be unwieldy in an actual card game, but it’s fine when a computer is keeping track of it.

Note that I describe continuing magical effects as properties of creatures. That’s because summoning spells are the only continuing effects in the game. Anything that isn’t a summon is an instant. This is one of the game’s the most severe bits of streamlining. The effect on the design is that things that would be enchantments in a more M:tG-like system are instead things with hit points, and have to be put on the board, where they can be attacked and destroyed.

The board consists of six columns and two rows, one row for each player. When you summon a creature, you choose a column, and for the most part, it doesn’t move from there. This placement takes the place of assigning blockers. When your creatures attack — which they do every turn, with no option of holding them back — they’re blocked by the opposing creature in the same column. I remember seeing a CCG prototype with a similar board mechanic a number of years ago. For all I know, it may be commonplace in the more advanced sort of CCG, but I thought at the time that adding a board to a CCG seemed overly elaborate, too rules-heavy. The difference is that in a tabletop game, you have to read and understand the rules (if not their implications) before you can even begin playing. In Spectromancer, you can just play and learn the rules by observation. The ordering of the columns is usually unimportant, but some creatures have effects on the adjacent columns, which is the closest this game gets to a targeted enchantment. Also, combat gets resolved from left to right, which, in rare cases, can be important: if you kill a creature with a global effect, the combat in the remainder of the columns is resolved without that effect.

Combat is done in a similar manner to M:tG, but with one important difference: creatures have hit points, which persist from round to round. The middling-hardy creatures are effectively impossible to kill in a single turn, and have to be killed by degrees, which means that their owner is guaranteed at least one turn of whatever effects they have.

Spectromancer

The other day, Play This Thing featured Spectromancer as their game du jour. Since I already had a copy from one of those holiday bundles on Steam, this seemed like as good a cue as any to finally give it a try.

A glance at a screenshot is enough to make it clear that this is a Magic: the Gathering imitation, but that’s a misleading thing to call it for a number of reasons. For one thing, it carries the connotation that the designer is riding on Richard Garfield’s coattails, trying to find an untapped vein of the gold mine he discovered. But Spectromancer was co-designed by Richard Garfield himself, apparently with an eye towards correcting the flaws in the original, or what he perceives to be the flaws. The result is something that shares certain mechanics with M:tG, but not the really important ones.

This isn’t really a CCG at all, you see. It’s more accurate to describe it as a CCG-themed board game. Controversially, there’s no deck-building (just like in Duels of the Planeswalkers — perhaps they’re aiming for the same casual used-to-play-Magic-a-little audience). There isn’t even a deck. I once described how Etherlords simplified the “deck” concept into something easier for computers to deal with. Spectromancer takes this a step or two further. The cards that are available to you are chosen at random at the beginning of each match, and every spell that’s chosen is always available to be cast. The only limitation is your mana.

The gameplay does have a very M:tG-ish feel, but it’s almost unbelievably simplified. In M:tG, turns can run pretty long: you untap your cards, perform any upkeep resulting from continuing enchantments, draw a new card, tap lands to get mana, cast spells, choose creatures to attack, resolve combat, cast more spells. Obviously some bits of this can be simplified by a computer interface, but there’s a tendency for certain cards to mess that up, forcing you to make decisions during the upkeep phase or whatever. Here’s what you do on a turn in Spectromancer: You cast a spell. That’s it. You usually have to choose a target (in the case of a summoning spell, a target location), but that’s the only complication. Turns are short and sweet.

There’s more to say, but I’ll say it tomorrow, after I’ve played a bit more. It’s engaging enough that I’ll probably stick with it until I finish it.

Duels of the Planeswalkers

So, I’m continuing to let that “Treasure Hunt” promotion on Steam dictate what I do with my spare time. The latest round featured two games that I already had. First up is Magic: The Gathering – Duels of the Planeswalkers, the newest and slickest adaptation of the card game. I purchased this a while back when it was on sale for about the price of a booster pack. And now that I’ve spent a little quality time with it, I’ve already completed its single-player campaign, as well as all of its “challenges”. I rather like the challenges. They’re essentially Magic: The Gathering problems, in the same sense as chess problems. You’re shown a situation from late in a game, and have one turn to win, which you can only do by exploiting some unintuitive combo. In other words, it’s the best part of the original game, isolated.

Yeah I'm not winning this one.DotPW is a pretty straightforward adaptation: it’s presented as a card game, and makes no pretense at being anything else, apart from some sound and graphical effects on casting spells or resolving combat. But it’s a card game played on an attractive table, with a nicely responsive UI. There are some interesting things going on with tooltips that expand to give more information if you hover over a card longer. Your hand is displayed as a row of overlapping cards, with mouse rollover bringing specific cards to the front and enlarging them slightly; move the mouse away, and the card reduces to its original size, but stays in front. Spells you can currently cast are highlighted with a sort of glowing aura around their edges. You can zoom into and out of a full-screen-height view of a card with a flick of the mouse scrollwheel, which feels a lot better than it sounds. Still, I have complaints. There are a couple of buttons at the bottom of the screen that overlap with your hand, and when you roll over them, you get the card rollover effect as well, which falsely implies that clicking there will activate the card. The menu at the top of the screen, which you use for things like changing options or quitting the game, always confuses me. The button labeled “menu” toggles it between showing the menu and showing a display of the current phase, with the phase display appearing as a beveled layer on top of the menu, which is painted directly on the surface of the window border. In other games and apps where you have to explicitly summon a menu bar, it appears as an overlay on top of the window, not as the thing remaining when an overlay goes away. So every time I summon the main menu, I’m briefly confused into thinking I’ve accidentally banished it instead, and sometimes click the button again to bring it back, which sends it away for real.

As someone who used to play M:tG but doesn’t follow it any more, it’s always interesting to see how the cards have developed since the last time I paid attention (which is to say, the last time a M:tG computer game game out). I’m noticing that some things that used to be special properties of specific cards are now attributes covered in the general rules, and represented by icons in the UI here. For example, giant spiders have always had the ability to block flying creatures despite not being flying creatures themselves, but nowadays, it seems, it’s because they have the “Reach” attribute, which I assume is shared by some other cards. At the same time, of course, a new set of exceptions move in to take their place. I noticed that there are multiple Flying creatures here that, unlike most fliers (but like all flying creatures in Magic: The Gathering – Battlegrounds), can’t block non-flying creatures. I suppose this means that this could become an Attribute in future editions — call it “terraphobic” or something. Or perhaps not: the main advantage of Attributes over Exceptions seems to be that they can be granted as effects from enchantments and the like, and binding an effect like that to any arbitrary creature might not make good gameplay.

The one really curious choice here is that the game doesn’t let you make your own deck. Instead, you unlock various pre-made decks, then unlock additional cards for use in those decks. This cuts out about three-quarters of the M:tG experience. Furthermore, I’m told by someone who’s a lot more into M:tG than I’ve ever been that the decks available here are substandard. Which, I suppose, is why they don’t let you mix them up: there’s a good chance you’d come up with something better. Me, I’m far enough out of the loop to be satisfied with what I’ve been given, to take the more Etherlords-like constraints as part of this game, as opposed to real M:tG. But that raises the interesting question of just who this game is for.

There are games that you play once and they’re over: adventure games and puzzle games are the firmest examples. Like books and movies, they can enter the cultural vocabularies of the people who have played them, but they’re things that their fans have played, not things that they play. When they’re not freeware, the business model behind games like this is to keep selling you new games. Then there are lifestyle games: things like World of Warcraft and Team Fortress 2, things where the fan community consists of people who play them routinely. One of the hallmarks of this sort of game is focus on multiplayer play, which keeps people invested with minimal effort on the developers’ part. The business model here varies — WoW has monthly fees, TF2 seems to have been basically a loss leader for Steam until they discovered the lucrative hat market, and then there are ad-supported and DLC-supported games. DotP clearly wants to be a lifestyle game supported by DLC. It pushes players toward multiplayer play with its very short single-player campaign, and it has multiple expansions containing new decks (not to mention frippery like the “foil unlocks”, which let you pay a dollar just to make your cards shinier.) But you’d think that the people who’d want to keep paying for extra content would be the die-hard M:tG enthusiasts, whereas this game is set up, at a foundational level, to cater to the newbies. The fixed decks put a limit on the extent to which knowledge and experience of the game can affect the outcome: no one can build a deck significantly better than yours, and luck of the draw plays an even larger role than in normal M:tG. It solves the basic problem with face-to-face M:tG, the problem of how the newcomer can hope to compete with the guy who spends hundreds of dollars getting just the cards he wants in his deck. On the other hand, it seems like this wouldn’t be considered a problem by the guy who spent the hundreds of dollars, or by the vendor he paid them to.

But who am I to talk? Apparently DotP has sold really well. Maybe Wizards of the Coast has the right idea here: the number of dedicated M:tG fans has surely dwindled over time, whereas people like me, who have a slight interest in the game but not enough to actually buy cards or find other players, are surely legion. DotP is a game designed for us, the tourists in the Magic world. It takes us by the hand and shows us the sights, and lets us indulge in a fantasy of playing a game, with all the complicated and unpleasant parts removed. We may not be all that dedicated to the game, but judging by the Steam Global Achievement list, a little over a third of us went as far as to buy the first expansion.

I probably won’t go that far myself. I think I’ve learned what I wanted to learn from this game. But I can imagine it happening after a while, particularly if I can get the online component working. M:tG is moreish: you always want to keep playing until that one ultra-powerful card or combo comes up, and once it does, the match is over before you can really savor it. So I might keep bringing this game out, and if I do, I can imagine getting bored with the decks it provides and wanting a fresh batch. If it happens, I’ll report it here.

Battlegrounds: Final Thoughts

The final chapter of Magic: the Gathering — Battlegrounds consists mainly of fighting all the bosses from the previous chapters a second time, making a mockery of that “Thank you for setting me free” business from earlier. (Poor communication between the scenario designers and the cutscene animators, perhaps?) After that, the game dutifully executes the standard videogame plot twist and the player squares off against the final foe, Mishra.

Mishra uses a five-color deck and doesn’t seem to have a limited mana supply. Fortunately, he’s kind of stupid, and doesn’t take advantage of this by just casting Scorching Missile over and over until you fall down. Instead, he’s fond of summoning big powerful flying creatures, and counterspelling your own attempts to do likewise. A note about counterspell: For it to work, you have to cast it before the opponent finishes casting the spell you want to counter. Since the amount of time it takes to cast a spell seems to be proportional to its mana cost, it’s easier to counter strong spells than weaker ones. This seems kind of backward, but it does generate an interesting point of strategy: when facing an enemy with Counterspell, it makes sense to come up with a strategy that mainly uses weak spells. This generally means summoning fragile creatures in quantity, so that they do a notable amount of damage in total before they die in quantity. The problem is, Mishra also casts Liability, an enchantment that does a point of damage to either caster whenever one of their creatures dies.

After some false starts battling Mishra with Blue (hoping to counterspell the worst of his summons), I wound up using a pure White deck, containing both cheap flying Suntail Hawks (capable of nibbling Mishra’s demons to death, or at least of getting in their way) and various healing effects to help me survive Liability. It strikes me that this may be what the designers were going for here — triumphing with the power of Good. Or maybe not; there could be other effective strategies.

In some sense, I haven’t really finished the game. There’s a single-player Arcade Mode, apparently also winnable, in which you can use whatever colors you’ve unlocked by completing chapters in Quest Mode. (More support for the Quest-Mode-as-tutorial idea.) I’ve tried the beginnings of this, and may even try to win it if it proves easy enough, but as far as I’m concerned, finishing Quest Mode is enough to get this game off the Stack.

And honestly, if I decide I want more single-player M:tG-like experiences, I’ll probably go back to Etherlords. I know I said I was through with that, but a day or two later, I found myself wanting to try the final battle with a black deck. I haven’t really been thinking about Battlegrounds when not playing it or blogging about it, but Etherlords got a firmer grip on my mind, possibly because the realtime aspect of Battlegrounds gives it a chaos-and-confusion aspect that makes it hard for the mind to grasp it in return.

Or maybe it’s just the music. Usually, when I’ve been playing a game for a while, I have the music going through my head throughout the day. After playing Battlegrounds for a few days, I still had the music from Etherlords in my head. Here’s an example of the music from Battlegrounds:
Battlegrounds, blue arena 1
Compare this, from Etherlords:
Etherlords, blue arena 2
Now, I’m not saying that I’d buy a soundtrack CD for either game. But the the music in Etherlords is at least coherent, providing discernable melodic and harmonic structures, while the music in Battlegrounds is a bunch of musical sounds thrown into a blender. This may have been intentional, of course. It’s ambient music, “furniture music” as Satie called it, written with the goal of setting a mood without distracting from the action. And there’s certainly a case to be made for not trying to overlay music with strong patterns of tension and resolution on a game that isn’t gong to fit them. (I remember being strongly struck by the way that the music in Quake II kept on screaming “ACTION SCENE!” while I just stood there in an empty room.) Nonetheless, the end result is that the music in Battlegrounds is so forgettable that you’ve probably already forgotten it in the time it took you to listen to the Etherlords sample and read the rest of this paragraph.

Next post: IF Comp ’08.

Battlegrounds: Game or Tutorial?

With the start of Chapter 6, Magic: the Gathering — Battlegrounds finally stops leading the player by the hand. There are no more hints, and you never get a suggested (but overridable) set of spells to bring with you into each fight. Nor does the system still force you to use a particular color of magic — in fact, it finally allows the player to create mixed decks. It all feels like this is the moment when the tutorial finally ends and the game proper begins.

It may seem odd that this moment comes in the last and shortest chapter of the game. (Shorter in terms of number of fights, that is; due to the need to do more experimentation to discover an effective deck for each foe, it may well take longer to finish than the other chapters.) I’m guessing that this is because the designers regarded the entire single-player campaign as a tutorial for the two-player game. If so, it seems like they put an unusual amount of design effort into it, defining all those special gameplay constraints and trick duels that I wouldn’t expect to appear in two-player mode at all.

It all reminds me of a hypothesis I’ve held about certain games with disproportionately tough end bosses, where a major proportion of the time spent playing the game to completion is spent at the very end. (Jedi Knight comes to mind.) The hypothesis is that the designers must be approaching it from the perverse perspective that the boss fight is the real point of the game, and that the rest of the game is just a lead-up to it, to be gotten out of the way as quickly as possible so the player can focus on what’s really important.

So, from that perspective, I’m positing that the role of the end boss in Battlegrounds is taken by other human players. At least, I hope it is. Obviously there’s a real end boss to come, and I don’t know how tough it’ll be. But I’ll know for sure by the weekend.

Battlegrounds: Nearing the End

Well, it’s that time of year again: the judging period of IFcomp 2008 is underway. But before I dive into that, I want to wrap up Magic: the Gathering — Battlegrounds, which, when I started it, I honestly expected to have finished by now. Currently, I’m up to the last fight in chapter 5.

Difficulty fluctuates wildly between levels in this game, so it’s hard to predict how long it’ll take to reach the end. The last level I finished wasn’t very hard, but the level before that was a real toughie, even after I had received all the in-game hints. The hints said to summon Carnophages 12/2, does 1 point of damage to caster every time it survives a fight to weaken the opponent’s Gorilla Chieftain 23/3, regenerating, and then cast Infest 3gives -2/-2 to every creature in play to finish it off and prevent it from regenerating. Which is fine as far as it goes, but that only takes you through the very beginning of the battle, and if you try to just repeat the same tactic against subsequent gorillas, you spend mana as fast as you get it, and wind up unprepared for the stronger creatures that follow.

The required spell for that fight — the one that you have to cast at least once for victory to actually count — was Hellfire, which destroys all non-black creatures, but has a large mana cost and damages the caster. By the time your mana pool is large enough to cast it, the opponent can cast Avatar of Might 48/8, trample, which more or less necessitates casting Hellfire immediately. So by that point you have to (a) have enough mana remaining to cast Hellfire, and (b) have enough health left that casting it doesn’t kill you. These requirements are in tension: conserving health means spending mana. The only way I could manage to cast Hellfire soon enough to avoid a devastating blow from the Avatar was to selectively allow the enemy’s creatures to hit me. Add in the blowback from Hellfire and I’m in a grave position from that point on.

The Avatar is the turning point of the duel. If you manage to kill it, you can last indefinitely by playing defensively, and maybe even switch to offense after a while. (But not too soon. That’s the mistake I made the first couple of times I survived past that point.) But you have to kill it right. One of the many big differences between this game and the card game that inspired it is that in Battlegrounds, slain creatures drop mana crystals, in quantities proportional to their casting cost. (Mana crystals partly replenish your mana reserve, but cannot increase it above its maximum.) In a level with lots of big strong creatures like this one, harvesting the dead like this is a more significant source of mana than just letting it regenerate over time. When the enemy summons a powerful creature and sends it toward you, he’s potentially giving you a gift. This mechanic makes the location where a creature dies significant, because the mana crystals go to whoever manages to pick them up first. If you cast Hellfire too soon, the Avatar will die in the opponent’s half of the arena, and he’ll just cast another while you’re depleted. But obviously you don’t want to wait too long and get killed either. But if you get it right, you can tilt the balance of mana toward yourself.

So, that was actually a pretty satisfying level. It actually required nontrivial strategizing, and when I failed, it was generally because I had made a poor decision, not because I had failed to perform my intentions. And, of course, it was satisfying to beat it after failing so many times — I was just about ready to give up and turn the difficulty down when I lived past the Avatar for the first time. I’ve only made a few sallies at the level I’m on, but it seems like it may be similar. This game may finally be hitting its stride. Shame it’s almost over.

References
1 2/2, does 1 point of damage to caster every time it survives a fight
2 3/3, regenerating
3 gives -2/-2 to every creature in play
4 8/8, trample

Battlegrounds: Genre

Magic: the Gathering — Battlegrounds is a difficult game to classify. It’s hardly just an adaptation of M:tG. It’s got too much of a strategic component to be easily labeled a fighting game, but requires too much of the player’s reflexes to be easily called a strategy game. Mobygames pegs it as “action” and leaves it at that.

It certainly looks like a fighting game. It’s got a side view of two opponents squaring off, attempting to drain each others’ life bars. And if they’re doing this through spells rather than martial-arts moves, well, surely that’s just a matter of emphasis. Fighting games as old as Street Fighter let the players throw balls of chi energy at each other, and in Battlegrounds you can actually hit an opponent with a hand-to-hand attack if they venture across the virtual net into your half of the arena. It may seem fairly superficial to base so much of the genre judgment on where the camera is placed, but, well, consider the well-established “first-person shooter” genre.

In fact, now that I’m thinking about it, I’d be fairly comfortable assigning this to the fighting-game genre, except for one thing: playing it feels a great deal like playing Battlemage, which was so much more clearly RTS-influenced!

Ultimately, it’s kind of foolish to insist that everything fit into a pigeonhole. Some things are sui-generis, and that’s all there is to it. Sometimes such a thing forms the seed of a new genre, although I think that’s unlikely here. But the concept of genre has one big effect on the player experience: it affects expectations. I purchased this game expecting an experience similar to playing Magic: the Gathering, and was disappointed. Suppose some fan of fighting games decided to give it a try on the basis of the screenshots on the package. Would such a person be as disappointed as me? In the same way?

Battlegrounds: Quest Mode

The single-player campaign of Magic: the Gathering — Battlegrounds is a series of duels, with no overland map or other in-game context. Some variety is provided by trick duels with goals other than simply killing your opponent — for example, killing your opponent within a time limit, or gaining a certain number of hit points before your opponent does. The premise, as communicated through cutscenes, is that the nameless player character, a young woman in a bikini, acquires a powerful talisman with five empty slots for gemstones. You can probably see where this is going: there’s a gemstone for each color of magic, and each is held by a master of that color. So there’s a chapter for each color, and apparently a sixth chapter after you complete the amulet, although I haven’t gotten that far yet.

However, the color theme of each chapter is not the color of its boss. Rather, the player has access to only one color of magic per chapter. In chapter 1, you have only red spells, and the boss is green. In each subsequent chapter, the player uses only the color of the last-defeated boss. Not all of a particular boss’s underlings will be the same color as the boss, but so far they’ve all been monochromatic, even though the docs say that you can use two colors at a time.

At the start of each chapter, you have access to only one spell. Each duel you win grants you one more. Consequently, the first few duels of each chapter are a bit more like tutorials than challenges. In fact, there’s an element of that in every match: “Here’s a new spell. Here’s an opponent whose tactics are best countered using that spell.” This is part of the reason for the trick duels: it lets them give you goals that exhibit your new spell’s strengths. (For example, given a spell that grants your creatures Haste, they put a time limit on the duel.) Except that in some cases they just force the issue by requiring that you cast the new spell in order to win the match, even if you have some other tactic that works. But once you have a large enough repertoire, the most effective tactic can be a combination, and the game takes on a puzzle-like aspect, as you try to discover a chord that works.

The thing is, you can have the right idea but fail on execution. Even with the controller that the game was designed for, I fumble sometimes. Sometimes the pace is too fast for me — there’s a level or two that relies on casting Counterspell, which is extremely time-critical, as you have to cast it before the opponent finishes casting something. Some enemies just have a spell or two that they cast over and over again in a cycle a couple of seconds in length, requiring you to react constantly, until you have enough mana to do something that breaks the cycle — and when you do, timing it wrong will probably get you hurt. If you lose a certain number of times in a row, the game starts giving you hints, and these hints are usually elementary enough that they can feel insulting if you’re in a frustrated mood.

At the end of each chapter, the protagonist gets one more gem for the talisman and a little additional clothing. Clothing is something that she and many of the other duelists (particularly the female ones) desperately need, but the articles chosen are pretty ridiculous: you get gauntlets while you still lack trousers. There’s also a FMV cutscene showing each boss’s defeat. They generally thank you for setting them free, which I suppose is supposed to morally justify beating up even the putative-good-guy white-magic specialist — the initial premise establishes your whole quest as being for the good of the land somehow, but I’ve forgotten the details, because they’re never referred to again. I assume that chapter 6 ends in defeating the mastermind who’s bent the bosses to his will and forced them to guard the gems.

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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