Showing posts with label The Casual Planeswalker. Show all posts
Showing posts with label The Casual Planeswalker. Show all posts

Wednesday, April 11, 2012

Pseudo-Newb and the Really Long Reply to Deebarizo

So Deebarizo left a comment and asked me some questions and I am congenitally unable to answer with short answers unless I take a week to design and refine the edit of it ( which my Media Survey Professor shall find out to his horror this week)

He asked me about what I thought about the Magic Academy series on the Wizards Website ( I'm pro MA but it's too old) and intermediate strategic instruction and support and has been working on instructional material of his own ( which I'm totally willing to be a guinea pig for ).

So I of course wrote out my entire theory of what would work for modeling an instructional module if I ran the world and everyone just did what I said, because life would be better that way : P

And Surprise! Too long for Blogger reply. However it is directly relevenat to the competive journal goal of recording "what I'm thinking right now" so I can go back and compare it to things I will be thinking in the future. That's important. One of the way you make sure you don't "forget" foundational process is by recoding things.

So here is my reply Deebarizo - thanks for taking the time to comment - sorry I'm trying to bury you in Wall of Text ( which should absolutely be an Un-set Card)

Thanks for your interest. I think Magic Academy was a really good idea and the fact that it's still linked to in the teaching materials that WotC provides is an indication that they knew they needed something like it. But that it hasn't been invested in in 6 years? Well that shows one of the major issues doesn't it?

There are a few problems with MA that seem endemic to anything that WoTC does with user interface though - poor information architecture, sketchy usability that lower its effectiveness as a teaching tool. It takes on average about three clicks to even begin to find the "new player" information and it organizes it in a way that doesn't "chunk" the learning objectives in a manner that helps even a new player. They should move the entire thing to a CBT styled, interactive, non-linear learning module.

The biggest problem with Magic Academy is that the game has undergone at least three serious rules revisions since it was written about and sorting out the online information and determining legitimate sources with real expertise vs. opinions is very difficult even on the Magic Site itself.

At the very minimum I'm hoping that they might consider adding a real instructional designer to the staff of WoTC, preferably one who DOES NOT play magic at a tournament level of competence. The high level players and developers are Subject Matter Experts (SMEs) who provide the background and an ID then breaks their information out by analyzing it against the needs of the learning objectives and target learners. The reason you don't want an expert creating the instructional design is because they will be naturally biased towards things that worked for them and they most likely are only one type of adult learner. Also expertise usually creates blind spots about basic knowledge that needs to be foundational.

As for the need for card based examples - one of the big problems with the instructional design of everything Magic related is the belief/desire to illustrate things with actual card examples - the reality is that the specific card examples actually undermine the learning experience and should be saved as "extras". There are over 15,000 cards. Each card has about 7 learning points of it's own plus extra visual input data that clouds the strategic learning objective by shifting the learner's focus to the card information instead of the strategic learning objective. It's good for players to learn how to synthesize cards data on site, but it's literally the fact that you're building that as a primary skill that interferes with teaching strategy. Your brain is conditioned to analyze cards first and everything else after. You need to isolate the strategy from the card before you introduce that stimulus.

The Casual Planeswalker does a great job of teaching synergy and interaction ( although too briefly) by using blank scroll like cards with no art and just the card abilities or effect to demonstrate the functionality. If it cant be abstracted then it isn't really an information point.

Ideally if I were designing strategy instruction it would go :

  • description text and audio
  • function flow chart
  • generic card example ( for instance the way they mock up cards in the design stage)
  • 2 or 3 specific examples with existing cards
  • 2 counter example of when the strategy doesn't work
  • with an interactive reinforcement exercise
  • and learner feedback at the end of the learning unit.
  • bonus video of strategy in play during a competitive match from real life tournament

If I were designing it as a CBT ( computer based training) I would make the example with the specific cards something called a "reusable learning object" (RLO) that could be updated or switched out in the database without having to disrupt any of the other parts of the program so it would be cheaper to update and could just be part of the regular Product Design Lifecycle for Magic and OP with a forum attached to the CBT to get learner input or identify issues and a scheduled design review as part of each release to make sure the CBT is still up to date/relevant/easily accessible.

I'd be really interested in your ideas about shortcutting the topdeck issue since besides my Don Quioxte like quest for instructional design in Magic, my other major point of advocacy is a mid-range form of OP for competitive players who can't just give up 40+ hours of their week to be good enough for the pro-tour.

That's really where chess, bridge and mah-jong models come in for me - the training materials I would model more on continuing medical education, there are way more variables than chess which while complex is finite in interactions and set pieces, Magic is fluid and requires different problem solving choices including variance, current events in geographic areas and changing regulatory environments, so the way we train doctors and pharma reps to keep them legal and current is more applicable for teaching, but the way bridge, chess and mah-jong encourage different levels of tiered organized competitive play so that there is more than just "casual" and "pro" is what I'd really like to see for Magic.

Your shortcutting thing seems like it would be perfect for that kind of environment and player. Especially if we can prove it is repeatable across the different tournament types!

Friday, December 16, 2011

Pseudo Newb and the Important thing about the "Legendary Rule"

I'm reading an e-book that's almost exactly what I was looking for by a group called "the Casual Planeswalker"

It's a basic deckbuilding and strategy guide - with actually usefull things including this lovely chart about mana based on deck archetype - which it breaks down in a better and more complete way than Chapins book

Land
aggro = 18-22
control = 24-28
combo = 14-19

And then it also does this radical thing and tells you why, and then it tells you when you might not want to follow that guideline and what the other cards are supposed to be doing.

I like this book but . . . .

Sigh. It was written in 2009. So they have a section on the legendary rule for Planeswalkers which is no longer true. The legendary rule gets tinkered with alot it seems.

In the Ultimate Guide to Strategic Deckbuilding it seems planeswalkers did not yet have the supertype/subtype rule that means when Jace the Invincible is out on the board and your opponent puts down Jace the Less Invincible both Jaces go into the graveyard because like all good time travellers you can't exist in two places at once without things going BOo0m.

But if you have Glissa the I'm on YOUR side legendary creature and Glissa the I Can't Believe You Fell For That legendary creature comes out on the opponents side they do actually need the full name to match so both Glissa's get to stay.

This is apparently called the Planeswalker Uniqueness Rule

  • 306.3. Planeswalker subtypes are always a single word and are listed after a long dash: "Planeswalker — Jace." Each word after the dash is a separate subtype. Planeswalker subtypes are also called planeswalker types. Planeswalkers may have multiple subtypes. See rule 205.3j for the complete list of planeswalker types.
  • 306.4. If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners' graveyards as a state-based action. This is called the "planeswalker uniqueness rule." See rule 704.


Yep, that's a real thing. The there's what it means to be legendary which invokes "the Legend Rule":

  • 205.4c Any permanent with the supertype “legendary” is subject to the state-based effect for legendary permanents, also called the "Legend rule" (see rule 420.5e).
  • 420.5e If two or more legendary permanents with the same name are in play, all are put into their owners’ graveyards. This is called the “legend rule.” If only one of those permanents is legendary, this rule doesn’t apply

So this is the kind of thing when I finally find some kind of useful text there is a possibility of being led astray. I understand why it discourages this kind of writing but the overall fact of it existing makes it worth it for me to double check specific texts.

I'd also like to say how nice it was that they decided not to use cards when giving the examples - they use scroll-like blocks with just the card text on them which actually makes it easier to understand the point being made instead of all the visual noise of the card itself. The strategies and tactics are clearer without the art as a learning tool. I love the art and all but not when I'm studying.

I just wish they had updated - the book is better than the free sample they provided. If they decide to update for 5.00 like Chapin just has I would pay it. I also like the way they continue to show what you would do differently if you were going to slant competitve.

Their website hasn't been updated since September but someone had a link in a response thread on something at Star City Games. http://casualplaneswalker.com/category/blog/ I hope that they're just having an overwhelming semester like I have and that they'll update soon, but they are exactly that kind of missing midstep I was looking for - not perfect, but very helpful. Perhaps after completing their book I'll appreciate aspects of Chapin's better.