Tuesday, March 27, 2012

Pseudo Newb and Point Counterpoint

Mark Rosewater has an article where he is describing his desire to add complexity to the default of the card drawing abilty - he will make his case and his R&D counterpart will make a case against it. It's not like debate since they don't get to see and respond to each other's columns, they make the standing cases for and against on their own

Interstingly he would like to make a draw card default to a "target player" instead of simple card advantage - knowning the epic saga of my quest to get a straight answer on why Illusions breaks all the other stack rules and it ended up being based on "targeting" as an action and the great difficulty of anyone teaching that rule as coherent and reproducible I of course had an opinion, but primarily my opinion is because I'm beginning to see how limited their expectation of learning types, styles and enviroments is. The all presuppose either supportive, information rich environments with expert guides or compeltely even playing fields that ignore their own design psychotypes as teachers - if an expert Spike is teaching a newb Vorthos Johnny you are not set up for "joy of discovery".

Also they undersestimate the learning retention caused by experiential functions and prioritize visual processing and analytic inputs for what they call "crystallization" but what is actually something more accurately labled "comprehension of the learning objective", but I guess the real life learning term isn't as sexy or mysterious.

The primary problem with Mark's design is that the learning objective for the "target" vocabulary and strategy offers no real game benefit to the learner and is a learning objective covered in many other areas of the game, but by not recognizing kinetic experiencial learning he is actively undermining a far more intrinsic value learning objective - "recognizing and applying card advantage" which is what draw cards do at a basic level.

So I responded - this is the response on the message boards - where I somewhat unadvisably use my real photo.

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While the concept of "crystallization" is an interesting one and apparent from a designer's standpoint in terms of relevatory gameplay, I disagree with the concept of it being a thing that is helpful or a learning tool.

Learning Environments aren't going to provide the positive experience of "target" first;

There are several assumptions about the learning environment for a new player involved in the idea. Many of them are presupposing a non existant learning environment.

What's being proposed is taking a basic card that actually encapuslates something simple and puts the learner on an equivalent field with a more expert player ( in this case providing card advantage) changing it to allow complexity to creep in at a point that offers little value for the learning player but lots of advantage to the expert player to exploit the card that formerly helped the learner while introducing an relevant complex concept at a kinectic learning level.

Changing the card into one where the card avantage experience simply becomes another opportunity to lose the advantage ( redirects and other exploits) will mean the learning player will not experience the card advantage and only learn the exploitation of things that can interfere with "target" the vocabulary word.

This destabilizes a real learning experience that DOES have positive value

Learning players have entirely too many points of learning that are "having your cards used against you" and not so many " hey this helps " during the very steep learning curve - simple card advantage is one of the very, very few cards that are advantageous to new players that don't get dissed by experience players at more advance stages of play later (life gain artifacts are specifically coming to mind here). So you are also changing a basic experience of a core play strategy that is highly valued at later points in expert play.

In order for it to be a "joy of discovery"moment it would have to be something the new player would discover and use - but the reality is that most players do not learn with other players at exactly their level - people are much more likely to learn from either playing people who are better than them and don't teach or don't know all of the permutations of interactions or they learn because they keep going to the local store. They will not learn the joys of targeting card draw by using it against an opponent, they will learn it by having an opponent steal their card advantage. No positive learner reinforcement for card advantage and a new negative reinforcement while learning to play.

There are very few scenarios where forcing an opponent to draw helps a new player. Actually I can't think of any that don't help the opponent first.


As someone who almost stopped playing in competition because of Target I'm getting a kick . . .

Target also specifically is FAR more complicated when interacting as the trigger for effects in Illusions. The difficulty of learning or understanding why the heck illusions disappeared even though cards didn't have to resolve if they affected the illusions almost convinced me that I was too dumb to ever play Magic competitively.

Because it works counterintuitively with the understanding of the stack ( target triggers float to the top of the stack and stay there to resolve first regardless of what else goes on the stack) there is no properly instructonally designed method to teach complex rules interactions anywhere in the world of Magic leaving a learning player to hunt all over the internet to try to understand. Opposing players and Judges below level 2 seem to really have difficulty explaining it at all. It wasn't until I read the FAQ for Ice Cage that I realized what was happening with Illusions and that the target trigger didn't behave the way other effects and triggers did.

I'm fairly sure my understanding while thorough and referenced is still incomplete. I keep a competitiors journal so I can specifically keep a record of explanations and my personal understanding of the rules - ironically it also keeps track of my learning curve and all of the various misinterpretations and hoops I have to jump through in order to get clear, easy to understand information to help me play. There are three seperate entries on target in relation to response and triggers -



The learning value of "Vanilla" Strategy vs yet another "vocabulary" experience:

Card advantage is something you can play and experience that allows you to devlop and understand the value of more complex cards later. Divination - "draw two cards" allows the new player to experience the positive value of card advantage before being able to intentionally exploit it strategically in deckbuilding - it creates a positive sense memory of being able to have more options when you had none or access cards with synergy earlier than you expected giving you a game advanatage - when you are better at the overall game this creates an additive learning experience when you can start seeing the advantage of Desperate Ravings of Faithless looting because trading "dead" cards for card advantage is the next most sophisticated application of card advantage.

In instructional design that would be additive skill building through kinetic learning. Not every learner is going to approach this the way Mark has described. In fact what he sees as a learning advantage I see as a specific learning demotivator for many just above basic but not yet good players. They will assume this is another "hidden rule" that you can't simply understand or read about when their card is yet another card that doesn't behave in a way that works for them.

Like vanilla creatures being a core idea to convey the game, some "vanilla" spells are needed not to demoralize a learning player that also create an experience of the positives of strategic play before the learning player fully understands them.

Card Advantage and Tempo are two deckbuilding basics but by creating complexity unecessarily and giving an opposing player the opportunity to interfere with anything other than a counter spell you are interrupting the more kinetic learning experience and making it suddenly unstable and moreover a negative experience that can't be built from.

One of the things that creates the majority of former-Magic-Players is the fact that when they are playing the people they are playing against are not just better than them with better decks, but they also get crushed regularly. You lose a lot in Magic when you are learning, and the people whom you play against at FNM are not looking out for your crystallization moment. You will just learn yet another opportunity for not being able to execute your strategy and be sideswiped by yet ANOTHER set of interactions that make you feel unknowing or incompetent. Cards like Divination and Think Twice are some of the cards that mitigate that experience in play - giving them a point of interruption creates value for "cool vocabulary learning " over "opportunity to actually play, succeed and learn from a positive experience".

Why it's unecessary to add complexity here:

Plenty of other cards exist for crystalization, as described in the article Bonds of Faith was my moment for that. There is also plenty of oppotuniy to learn "target" in magic without adding it here and in and of itself it's one of the easier concepts so it doesn't need to be added at this level. The idea of a targeted draw card is fine but not as a default. There really needs to be vanilla strategic spell cards or learning Magic simply becomes a gauntlet that only one type of homogenous learning style will be able to particpate in. I'm impressed with how much the designers think about people learning to play but they aren't really applying learning theory so the execution is really haphazard.

Changing the default would be a mistake and reduce real learning opportunity. Specialized uncommon in an expert expanision to feed multiplayer is fine.

Saturday, March 17, 2012

Pseudo-Newb Designing Visual Learning Aides




I was kind of surprised that no one had a flowchart for turns and phases readily available on the web when @natasha_lh asked for one for a new/learning player- I've posted it here because the one I put on Twitter is really tiny- but the actual piece is the same size as a magic card so that it can be sleeved up and kept to the side during a game.


I want to futz around with the typography for maximum readability but it was designed with the learning objective being turn flow and the functional objective of running down vertically so they didn't have to forget steps.

I like the color choices but I will most likely change the background color and experiment with increasing the breakout font size without disrupting the Instructional design of the step grouping - this is my competitive journal, I don't usually make it public but everyone can feel free to take this graphic if they'd like to.



Thursday, March 15, 2012

Pseudo-Newb and the Baltimore Grand Prix

I’m writing this about two weeks after the Grand Prix held in Baltimore which will be referred to as GPBalt after this. I went specifically to see what a large competition looked like these days ( remember I used to go to Origins) and to figure out if I wanted to play competitively on the longer term, it’s like going to play at an open at a Master’s golf course to see what the terrain is like and how you would have to train and improve your game to be able to compete regularly.

During the time that I went a number of hot button issues came up in the real world that were mirrored in the fairly insular Magic World involving women, misogyny and in many cases what people will say on the internet as opposed to what people will say to your face.

Here’s what I learned as a competitor:

My original plan was to play with my illusions Delver deck and drill it as much as possible since I was really finally beginning to play the tempo and synergy aspects of it intentionally as opposed to on discovery. I knew the cards, I had worked my way through the difficult rules questions – my version of it had always run a few spirits in it, a Geist, a Geist Honored monk and a main decked Oblivion Ring. Please make no mistake. I ran Oblivion Ring because I hate Planeswalkers and I was still too hesitant about casting instants to count on mana leaks for removal. It was the same reason that I didn’t have Snapcasters in my deck even though I now owned them, I wasn’t sure I played them well enough and I got plenty of advantage by bouncing ( a slang term meaning used a spell to put the card back into my hand) an aether adept to re-cast it onto the battlefield and knocking cards that had been pumped up back down to their original specs. It gave me card advantage, tempo and occasionally phantasmal image allowed me to create that ability to return things to my opponent which they weren’t planning around. Snapcasters are a better card, but almost all the spells I had were reusable on their own.

However after a month, I decided to start trying the Snapcasters, if for no other reason than to learn how to play them to understand their strengths and weaknesses – and I was enjoying the deck. When Lingering Souls came out I decided to rework the deck and I created something not unlike Finkle’s Delver Spirits ( now called Esper Spirits because Magic players at the high level aren’t very original) but I was running some very different cards. Still it was close enough for government work, it was running pretty well when I spent 8 hours play testing it against crazy combo homebrews and current standard decks in the cafeteria. Since I was running a lot of black for the flashback on the Lingering Souls I decided to put in the Evil Twin card because it gave me a lot of the advantages of Phantasmal Image but fewer weaknesses, what I found out though is that in tournment it created so many corner cases that I would have been calling over a judge every fifteen minutes. I didn’t want to get distracted by a card that I didn’t know inside out. I changed it to a second Havengul Lich.

I’ll write separately about the issues with running the GP and how shocked I was at both the expectations of the players and the amateurishness of the only “open” large tournament format supposedly directly sponsored by Wizards of the Coast. Suffice it to say I now understand a number of things that are limiting the appeal of competitive play to people who are not 20 something males. Back to the important competitive things.

I purchased a few cards from some lovely Canadians at Magic Stronghold, Thalia, a playset of Dungeon Geists, and bought a few Chandra’s Phoenixes with my eyes towards a red FNM deck. After a really abysmal single elimination draft side event I played a pick up game with a youngish father who had brought his 8 year old daughter to the tournament (her day 1 record was 4- 4 – 1, which made her record better than both her father’s and mine) he was testing UB control and I was playing my build which I was now officially calling “Not Finkle’s Delvers”. But I did totally change my mana base to match his, ( almost).

Playing the young dad we learned two things – UB control vs Spirit Delvers took a really long time. The only way either of us won was by the opponent being decked. We were both expecting a lot of UB control and Spirit Delvers so we both realized we were in for a long GP. I thought about moving more to UB Aggro or now that I had the pieces flipping over into Finkle’s actual build.

I went home (hotel) and added invisible stalkers and Runechanter’s pikes realizing that I missed the aggro from when I was running a straight Illusions build, and I realized something else. I missed casting the bears. Everytime I cast Phantasmal Bears there was just something incredibly happy making about saying “Bears!” when they entered the battlefield. Looking back I think I should have gone with the illusions delver build. In the first week of January I had to stop playing to help friends costume a show that was going up the week before GPBalt. That meant my hard won lesson about making sure to handle cards and play at least a game or two everyday got put aside, the close we got to the show, the less I could play and keep my skills sharp. The cafeteria folk were awesome and spent 8 hours the Thursday before GP running my deck against everything they had. The most important training was playing in a cafeteria for 8 hours – I’ll get into that more in a different post. The bottom line was that I wasn’t playing the best deck for me but I was OK with it, but then second guessing myself I went back to something else that had happened when playing with young dad.

After three games that never really ended, I offered to play him with my white deck so he could at least see how it ran against a different deck. I was way more comfortable playing the white deck and won 2-1. After tossing and turning a bunch I started wondering if I should just run the white deck. The I realized I hadn’t tuned the white deck or looked at it seriously as anything other than a goto FNM deck and hadn’t seriously played it since I added the Heroes of Bladehold ( fun card is fun!) It was midnight – I had registered for the Grand Prix but you don’t register your decklist until the next morning. So I had my cards and card options all spread out on the second hotel bed but went to sleep thinking about what a white deck would look like, especially since I had Thalia now.

I woke up a 7 convinced that I should be playing white and spendt an hour putting together a white build that I literally called “because I’m crazy” . If I had played it that would have been it’s name on the registration sheet too.

Main deck (60 cards)

2 Champion of the Parish

4 Doomed Traveler

2 Gideon's Lawkeeper

1 Mikaeus, the Lunarch

2 Accorder Paladin

1 Grand Abolisher

2 Leonin Relic-Warder

2 Thalia, Guardian of Thraben

1 Drogskol Captain

3 Fiend Hunter

2 Geist of Saint Traft

1 Mentor of the Meek

3 Mirran Crusader

4 Hero of Bladehold

2 Geist-Honored Monk

32 creatures

1 Bonds of Faith

3 Honor of the Pure

1 Midnight Haunting

3 Oblivion Ring

1 Curse of Exhaustion

9 spells

4 Glacial Fortress

2 Moorland Haunt

11 Plains

2 Seachrome Coast

19 lands

But the problem I was running into was I didn’t completely trust my build for the mana base and additionally I couldn’t figure out the best way to side board. I then veered crazily between trying to construct Finkle’s Delver or rebuild my original Illusions deck – finally I ended up with this build based on my extreme insecurity due to lack of playtesting:

Main deck (60 cards)

4 Delver of Secrets

2 Invisible Stalker

3 Phantasmal Image

2 Snapcaster Mage

3 Drogskol Captain

2 Geist of Saint Traft

2 Dungeon Geists

4 Gitaxian Probe

4 Ponder

3 Vapor Snag

1 Revoke Existence

2 Runechanter's Pike

2 Dissipate

4 Lingering Souls

4 Drowned Catacomb

2 Evolving Wilds

4 Glacial Fortress

6 Island

2 Moorland Haunt

1 Plains

2 Seachrome Coast

1 Swamp

Sideboard (15 cards)

2 Dungeon Geists

1 Phantasmal Image

1 Revoke Existence

2 Mana Leak

1 Demystify

1 Surgical Extraction

1 Nihil Spellbomb

1 Geist-Honored Monk

1 Tragic Slip

1 Divine Offering

1 Oblivion Ring

1 Curse of Exhaustion

1 Snapcaster Mage

When I went to double check my registered list against my actual deck ( on sight) it was two minutes before the printed deadline – I had built and taken apart three decks. When I checked my sideboard it was a card short- I had left the fourth phantasmal image with the remnants of an illusion deck. I threw in Timely Reinforcements instead.

Here are things I learned.

I love Surgical Extraction. A lot.

Changing your deck because of something that happened the night before instead of sticking to your original strategy is called and “audible” and apparently Magic the Gathering players took that term from football.

Audibling is stupid. I shouldn’t have done it.

No one running an artifact combo deck expects a delver build to have Curse of Exhaustion. That change was good.

I got much better at using a sideboard at the GP.

Don’t play a deck you don’t love because you are sick of looking at those cards by round 5.

I can’t read or keep track of the Scars Block in artifiact combo decks because the artwork blends together and all the cards look alike. That block is seriously over designed into homogeneity, they use almost all the same compositional arrangements and the stylebook apparently overemphasized the spiky curvy bits to the point of crushing artistic differentiation. I do not like the Scars Block, I will probably not be seriously competitive until it cycles out of Standard.

Elesh Norn Grand Cenobite is a killer card – stop it at all costs.

Buy more Surgical Extractions.