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Design Diary end of February
OK it feels like there is progress.
Christmas and January were time consuming. CB, as she will always be
known for those that know me, is as usual amazingly understanding (CB was
originally a joke about the "Child Bride" amongst friends at a time, I hasten
to add, when she was neither). There are not many wives that will let you
disappear into the study to spend 3 hours on the computer on Boxing Day
to look at spreadsheets of cards. Especially when you have a two year old
tearing up the house.
Still it has to be done. The entire Player Design Team has evaluated
every card that they want from the Diamond base set, the pre-Diamond Diamond-legal
expansions and the post-Diamond-pre-Lotus bugged expansions (try saying
that lot after a beer or two!). What I need to do is try and look at what
each person is saying, which choices we have the greatest consensus on and
why some cards might need to go in or come out despite those choices. As
a companion I have a 35 page Lotus Design Guidelines document.
The other thing I have is the boundless energy of my colleagues. We spend
most of the holidays trying to put the finishing touches to Enemy of my
Enemy as well as drafting out Lotus. This gives us a jump-start, as technically
we are not supposed to start work until the New Year.
Peak week for this phase is in early January. First week of Lotus design
proper and last week before Enemy goes to print. Whew! I look at more L5R
cards in these two moths than I ever remember existing!
So what we do is rough out our draft outline of Lotus. We spreadsheet
the set and add in any old Open cards that we think might make the environment
better. Then, in turn, both Roger Giner-Sorolla and I attach a phase and
function to each card that is a possibility. We look at the gold cost for
all clan personalities and what archetypes they might support. We also look
at each fate-based card to see what phase of the game it affects and how
it affects that phase - is it a tempo card, a control-like effect or an
attritional effect? Every single card is analysed. Roger has a real talent
for getting to the heart of things.
So that gives us lots of options. At this point we make new decision
number one. Lotus base set will probably not be all reprints. There are
two reasons for this.
Number one is that looking at the player base now it is quite clear that
some of the reprints we are looking at are for the set are from a time when
many of our players were not involved in the game. A card from Anvil of
Despair will be as good as a new card for probably 80% of the player base.
That being the case there is not much difference for many players. This
of course puts extra work on us as this has now gone from a collation, wording
templating and playtesting job to a design exercise as well. Still nothing
like ambition, right? I mean ask Shoju. Hmm, maybe not.
Secondly, we feel that having the option to have cards do exactly what
we want, as opposed to nearly what we want will be a good thing. We also
think that the right number of exciting new cards will make the set more
interesting for players. But after talking with both Jeff Alexander and
Ray Lau we agree that no new cards will fill rare slots. This means that
we will not be creating chase rares for those players that have been with
us a while.
Of course the other thing that we want to look at are rules changes.
We have already spoken publicly about changing duelling. Our playtesters
have done a fantastic job of working through ideas with us and much credit
needs to go to them. But there are al sorts of other tweaks that we want
to go with.
Many evenings are spent on the phone talking across the Atlantic with
Jared Devlin-Scherer and Ryan Carter - my colleagues on the Player Design
Team. I have to say that two more creative and energetic people you would
struggle to find. There is a truly great rapport between the whole team
with each of us filling our own niche. It is working with all of these guys
on both Design and Playtest as well as the desire to do something good for
the players that gets me through a long hard-working January.
One of the main ideas that Ryan ad Jared have been working on is how
we can make Lotus a set that will be good for draft. Which means we also
have to sit down and work out exactly how draft will work. More long phone
calls. We are getting there. Having a draft format means that we have to
actually get the base composition of the set right not just for constructed
play. This is unexplored territory.
February brings a number of challenges. We are going to actually have
to design some cards - not just for Lotus but we have Code going at the
same time. I am also going to have to look at playtest applications. And
there are a lot. I mean A LOT. Around five hundred teams - that's over two
thousand players. I reconcile myself to the fact that the mathematics of
this means I am immediately going to make myself unpopular with about one
thousand nine hundred and forty people. Good start! I set aside an entire
weekend to reading the applications. I set another weekend aside for my
son's second birthday. CB is understanding, but not THAT understanding.
The other thing that I want to do is ask a wider fan-base what they want
from the game. We have a draft Lotus put together. But there are many, many
options. I decide that if I can post to each clan forum I can get a straw
poll of what different players like about their clans. This will give us
better ideas for the base set and give us better ideas for expansions that
follow. The response is immediate and (thank you very much all of you so
far) very well presented. And by the way don't stop the ideas coming. We
have three months of changes ahead of us. One of the good things is that
many of the choices that we thought were the right way to go are echoed
by many of the players. Of course there is also the issue that one person's
"most fun" seems to be the antithesis of another's. But we all knew that,
right? The other good thing is that I was able to see some options and wrinkles
that we had not thought of, amongst peoples' posts.
Perhaps even more encouraging were the posts where someone said, "What
I really want in Lotus is." and I was left thinking, I really want to reply
to this and say, "I am sorry we just cannot do that. Because we have already
got it in Enemy of My Enemy or Code of Bushido!". This was never more true
than when I read a comment form a guy on the Shadowlands forum who said
"I want big scary Onis! Damnit, Onis are not scary enough!" Just wait.
a. little. longer.
"Look it's a tiny little Crab!"
So February sees three good things happen. We have all the new cards
designed, we pick the playtest teams and have a short list for the Beta
testers who will join in April and we get the first pdf of cards produced.
So what can I tell you? Well obviously not too much. What I will say is
this. We listen very much to what people are saying. We try to balance what
is said with tournament results, our own experiences, the information from
our playtesters and what people are telling us through on-line forums and
other communication.
One of the issues that we feel as a team that has been a problem in the
way that the game has responded to concerns. People do not like Blitz/Free
Gold so it all but goes, people do not like Chi-Kill it goes, people do
not like Honour that sits there and gains from doing nothing, so it goes,
but then people do not like honour that proactively targets their cards
either. The history of the game is one of strong movement away from one
theme and into another. But every action has an equal and opposite reaction.
If speedier decks go then control gets easier. If control is easier then
fast honour often comes through. Nothing is exact, but there are always
consequences. The more you deny a strategy the more you make another one
easier.
Also people see things very much from their own perspective of fun. I
read a post a while ago complaining that Crane decks now come out and duel
all of your guys - that is not interactive. Yet I can remember almost no
time in this game when honour decks would have purchased personalities with
4 personal honour at reduced cost purely because they wanted to "do stuff"
with them.
I digress. I am supposed to be talking about Lotus. So, by the end of
February we have discussed and agreed that what we want to do in Lotus is
get away from the boom and bust approach to strategies. No Chi kill is a
bad thing. No Action phase control elements is a bad thing. No speedier
military is a bad thing. No slow roll military is a bad thing. What we are
going to try and do is have a pacey but exciting game where quick attacks
and control elements can be combined but where it is difficult to totally
overpower your opponent with any one single strategy. We need answers for
players to have to other strategies. So we ant Lotus to be offering a mixed
bag. Our philosophy is one of a "bit of everything you like is good for
you"
Oh, and one other thing. We are trying to make the base card set have
simple functions, we are trying in Code to do the same. We are aware that
the game is complex. Some players like complexity others do not. We want
to follow that philosophy of "something for everyone" not just in card function,
but also in card form.
We have both Enemy and Code to help with this.
Playtest has begun. Our first sets of guys are going through now. We
are trimming off some of the fairly rough edges, the first Lotus legal decks
are forming in people's minds. We have instructed them to break and bust
what we have put together. If they can, then we will alter the mix a little
more, till they can't.
So there you have it. My diary for the first two moths of Lotus. I want
to finish by thanking everyone who has helped so much even at this early
stage.
I want to especially mention my PDT colleagues - Jared, Roger and Ryan
are amazing to work with. Those guys deserve a lot of respect. They go way
beyond volunteers and I hope that more than anything else people can appreciate
that. So before this starts sounding like an Oscar acceptance speech and
I burst into tears, I will finish.
Like I say, it feels like there is progress.
Mark
PDT
Lotus Lead Designer

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