Joes letter part 3:TOURNEY SCENE FRUSTRATION/DECK STAGNATION

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thorondor
Ex Council Chairman
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I have split up joes letter in order to get a better overview and make it easier to respond directly to specific topics. There is a lot substantial content in this document, so lets take this opporntunity, exchange our ideas and work for a better future of MECCG.
The original post can be found here: http://www.councilofelrond.org/forum/vi ... .php?t=907
This thread deals with
Frodo wrote: Problem area 1: Current Players
Why are we losing them? What’s making staying in the game a frustrating experience?

C) TOURNAMENT SCENE FRUSTRATION/ DECK STAGNATION

What creates frustration? Some easy reasons to begin with are simply the lack of tournaments, and the lack of prize support (especially interesting, aesthetically-appealing prize support). Even a rankings system would be welcome, since it feels like a kind of prize support to those who have even a light streak of healthy competition in themselves. Unfortunately, prize support, though generous in some areas, has become mostly about booster packs and cards; and for some reason, rankings systems have gone the way of region cards.

But there is a more complex reason for tournament frustration. At the Worlds level, and any other national or local tournament with a decent attendance, frustration with tournament scenes is happening (when they happen) because of a lack of new deck ideas. The same strong deck types are consistently doing well, even as (thank god) some brand-new deck types are popping up and taking the first-place spot now and again.

But these rare new deck types are not enough. I believe that most people play Middle-earth for the creativity of it. They may still be competitive players (or they may not be… it’s important to remember that many game players are not competitive in the tournament-level sense), however, if they see the presence of a few uber-types that constantly win, these players feel mired by creative stagnation, because they look at their own deck and think, “This deck is working, therefore it isn’t fun, and if I want to play a deck that does work, I have to choose between one of these silly solitaire decks…”

This isn’t just a question of whether it gets creamed in worlds play or vs. uber players, but also if it just gets beaten too many times on GGCCG because too many players regardless of individual skill are using these same tested, nearly perfect decks. So the counter-argument of, “There’s plenty of interesting hobbit-lore decks to make, so stop complaining and just play those, newbs” isn’t enough. Deck strength matters. With a limited player pool, decks that work become necessary for fun. Not losing massively, not losing all the time, defines “work.”

Additionally, those who play MECCG for the sheer thrill of competition are also saying, “Okay, I get it, these deck types have been proved already!” Many such competitive players, including the ones who designed these Death Stars to begin with, are (respectably) standing far away from these decks now, even informing other players on how to beat them.

But it’s not enough. Now, the Council of Elrond could keep applying laissez faire economics theory and say, “Well, just let the players decide when too much is too much. We’re not going to interfere: we will not issue new errata, new guidelines. When players don’t want to play these decks anymore, they won’t play them, plain and simple.”

The problem with this approach is that it’s too slow. It leaves out the fact that when players don’t want to play against these decks anymore, they will simply stop playing altogether. I’ve heard numerous stories about local/national playgroups that have disintegrated in this fashion. Such a laissez faire policy also does not address the problem of creative stagnation… unless you are an exceptionally talented or exceptionally obsessive player who swears by what I’m about to describe in my next paragraph:

I am sure that some players won’t see the point to democratizing our game so that it appeals to more or even weaker players. Why not keep the game going for those who still appreciate it, and screw everyone else who doesn’t, who just wants to complain? There will always be a certain group of players who love the player-versus-player purity of the game, so much so that even if they were playing a similar deck, even the same deck, versus their opponent, they would still get excited about the match. But eventually, we will end up with roughly 8 players in the entire world who are eager to alternate between the same 4 deck types, who pin all their strategic hopes to metagame tweakings of individual hazard strategies or a few resource cards, year after year. On some level, this kind of Platonic competition sounds interesting—even to me. But I bet that’s not a level the majority of players care about. Worse, there is already a name for the science fiction scenario I’ve described above. It’s called, “Worlds.”
thorondor
Ex Council Chairman
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joes suggestions:
Frodo wrote: Some Solutions for Problem Area 1
So to recap Problem Area 1: Current Players, we have the specific obstacles of:

*Recruitment (I will hold off on Recruitment suggestions until after my analysis of “Problem 2: New Players.”)
*Lack of Time/Community
*Tournament Scene Frustration/Deck Stagnation

I see the issue of lack and time and community, and the tournament scene/deck frustration, as being interwined, so I will throw out a bunch of ideas related to these problems.

Create More Casual Play:
I have already argued that there exists a large coterie of MECCG players who will forever remain casual. In fact casual does not necessarily mean non-competitive; I have some friends that will only show up to one MECCG tournament a year, then they will do their damnedest to beat everybody! In this case “casual” means that we must be able to appeal to player who will only be playing rarely and have a lack of time. In the other case we must appeal to the non-competitive player, though these players may be playing quite often on GCCCG and with nearby friends.

One solution to the desire for casual play, then, is to better develop alternate scenarios that appeal to casual players. We can build-up both strategic and fun non-general opponent-events, create variations of Sealed, etc. Rather than guessing in the dark, thought, let’s take a poll and do some research. Poll Question: Is sealed deck working? How satisfied are you with sealed deck events, or would you prefer some changes to spice it up? If the level of satisfaction is not high, let’s change it’s rules, such as creating altogether different fixed packs of cards that you get, allowing virtual cards in sealed, etc.

The Players Committee that runs the Star Wars game, for example, decided that Sealed Play had become static and dull. The Committee put their heads together and created a list of more than 400 fixed cards that would go into a box that they called “The Cube.” It was from this box that henceforth all sealed decks in tournaments would then be made. Since the list of cards was so finely chosen, it created a much more balanced and interesting play environment than regular sealed… and more players, thusly, began playing sealed format. In addition, as you’ve probably already figured out, this method does not use any existing sealed product, and that product is getting more difficult for even us MECCG players to come by.

The ARDA Shared-deck MECCG Game:
This format reminds me of what I tried to do with my created “ARDA shared deck” game, a game that I played many times in Belgium Worlds to popular success, and this game can also be used as a sealed-deck generator. Finally, I realized this format was so popular for a reason I had completely forgotten about: you don’t even have to make a deck! That’s right, you just draw from a shared pile of cards, and play with what you get. I never realized before just how many players would love to play a game of middle-earth, but don’t have the energy or even hate to make a new deck, and of course they’re sick of the ones they already have. So why not play from a fixed box of cards that promises a totally different game each time? I think this format is very promising for certain types of middle-earth players, and I recommend its use at major tournaments.

Worlds Tournament:
Okay, here’s the biggie. At Worlds in Belgium I spoke with countless people who had heard of many MECCG players that didn’t attend Worlds because of the Friday qualifier, because of the competition, because of the deck types. Some of these same players still went to LURE or other events, but Worlds was out. Now, it is the intention of the community to make Worlds more than just about the Worlds events, which is why there are so many side events offered. However, it was pointed out that the overarching feeling or aura associated with this event is one of uber high-level competition and uncreative atmosphere for playing games.

The Solution: A somewhat radical but still heavily favored solution was framed by several of the Worlds organizers and attendees, and now awaits discussion by you, the community. The solution is to dump the idea of the Worlds-centered event entirely, and replace it with a annual week-long MECCG gathering that is held in a different country every year, as per the rules for Worlds. This gathering would focus on countless tournament and side events, designated and pre-planned site-seeing trips, good food and cheer, and two Worlds rounds positioned at the end of the gathering, the semis and the finals (thus abandoning the Friday qualifier). Even the name of this gathering would change; it would now be called, “The Long Expected Party” (and kudos to Kris for this stupendous title), and Worlds itself would become one of the (hopefully still attended) side events.

The advantages of this format would be many. The only possible disadvantage I can think of is that some players may like the purist aspect of a Worlds-only occasion. Such players may not even be interested in mixing fun and sociality with the competition known as Worlds. But the problem with keeping this separation can be spelled out in one simple sentence: nobody is coming to Worlds. That’s right, the numbers have dwindled to very few. The average MECCG player is a social person (witness the success of LURE), and we need to give that player what is wanted. If we continue to keep holding separate Worlds events, who exactly are we holding them for? Our game can only survive by evolving to the needs of its players. Let’s give them what they want—and increase our numbers at the same time.

GCCG:
I hate to say it, but GCCG needs serious help. It’s amazing, but it’s also been years; why don’t we have people dedicated to updating the installation rules for all major platforms? I’ve had players tell me that they’ve tried to install, had problems, posted questions in the forms, and got limited or no responses.

Solutions: There are many. Why not design a “How to Play GCCG” Book, with color pictures and everything? Also, in the long run, a Gccg 2, or just a MECCG 2, would be a dream. Can’t we get developers? Wigy has expressed interested in working with developers who are willing to do projects. Just see the current version of the newsletter on what kinds of jobs GCCG needs. If we can’t find developers/programmers with time now, not to worry; they will come, as we advertise and bring in new players. That’s right, new players mean new resources.

Rules and Official Expansions:
If necessary, let’s seek to actively limit the power of cards, including issuing errata, if that’s what it takes to curb the power of certain deck types. Let’s seek to create official expansions to the game, like the Virtual Card effort, especially if these new cards are geared towards “tweaking” the game and raising the power of other decks’ (like other RWs besides Ankhorohil). A Virtual Set #1 has been released, although the cards’ texts are still subject to minor edits at this point; I have met few people who have not found playing with these cards to be highly satisfying, and they’ve observed that they help eliminate creative stagnation and opened up the use of so many previously “dead” cards. In fact, the main objections to the set have come from people who simply don’t want to have to read new cards. I was surprised to hear this, but evidently there are many MECCG players who seem to NOT want any new sets. In their own way, even if they attend tournaments, even if they win Worlds, they have become “casual” at heart. It remains to be measured how many of truly want new expansions and change to happen, and thusly whether new expansions should only form part of an “alternate” tournament format, or whether they should be made legal for all tournaments.

Other Rules Documents: Minion Rules Summary
Let’s make a summary of those complicated minion rules! This isn’t even just for newbies, it’s for veterans too. Make it a nice color glossy summar, standard letter-size document, double-sided, with pretty images throughout to make the rules bullets seem less imposing. Would help during minion sealed events. This goes along with those helpful guides and articles like “Timing Tutorials,” etc. except that I think this one would be even more widely used, and appreciated.
thorondor
Ex Council Chairman
Posts: 727
Joined: Tue Apr 18, 2006 6:53 pm
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tourney frustration because of lack of prize support:

i think the number of player that become frustrated because there is no appealing prize support is VERY small. even the most competitive players want to win a big tourney mainly because of the fame good feeling that goes along with it (of course getting this one ring is nice - nobody will deny).
anyway: prizes are always welcome nevertheless.
we have been thinking about this in other threads. the COE could set up a support system like this:
tourneys have to be COE approved in order to get prize support. for each particpant there is a fee of 1 euro (just an example!).
the COE has some fund and thus can provide some nice prizes (buttons, coins, shirts, whatever ...).
thorondor
Ex Council Chairman
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Joined: Tue Apr 18, 2006 6:53 pm
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Worlds:

i really think we should drive the whole event to a direction as mentioned by Joe. right now its a meeting of roughly the same group of players each year + a few locals.
i am one of this group, and for me the main reason to go for worlds is NOT the competitive play of the actual worlds tourney. and i think most of this group feel the same. its a merry meeting with some MECCG buddies. the social aspect is as important as playing MECCG.
and its a nice chance to visit foreign countries and cultures. you even get a local guide for free. and sometimes its possible to stay a local players home, which makes it a quite cheap venture.

of course those who are coming to play Worlds solely, can do that. tourney play (especially big worlds) will always be at the end of the week.

and lets skip qualifier!! we dont have the number of competitive players at worlds to justify this. up to 32 players to play semi is just fine. and if there are more, i should be happy to have this sort of "problem".

while the big worlds tourney will always be the major league, i wouldnt mind to have different types of world champions, such as dreamcard/virtual, a specific scenario, drinking (which already has its status).
and why not having an overall world champion, who did best in all relevant toruneys combined?
Bruce
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Worlds: I totally agree with skipping the qualifier. Just play the swiss round with all the signed players, the top 4 qualified advance to finals. That's all. No byes for semis. We save one day which can be dedicated to other tourneys and events.

The idea of the broad event with sightseeing and other community-related stuff would be really nice but unfortunately it's not viable IMO: it would put too much stress on the organizers and overburden them. After all, the Worlds weekend is already dense with gaming events, if somebody wants to dedicate one day to sightseeing and wandering down the city he can do it by himself. The organizers could be asked for some hints about the things to do or see, since they're the people who know the venue. That would be enough.

GCCG: As I already mentioned in another post, video (or PowerPoint) tutorials would be the most user-friendly tool to teach GCCG to newbies. They would also spare a lot of time to the experienced players. I've been teaching newbies and I can tell by experience that explaining all the GCCG commands and functions (sometimes together with MECCG rules :?) is a long and fatiguing job. Most of these newbies are quick to lose their interest and abandon GCCG (and MECCG), since they tried it just out of curiosity. The teacher's frustration is easy to imagine... :) :evil:
Shapeshifter878
Posts: 28
Joined: Fri Feb 05, 2010 11:52 pm

Anyone heard of "peasant -Magic" for Magic the Gathering? It is aimed towards casual players who don´t have so many cards. No Rares, a maximum of 5 Uncummons, and the rest Commons. Maybe it could be something for MECCG too?
Alter Tuk
Ex Council Member
Posts: 453
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Shapeshifter878 wrote:Anyone heard of "peasant -Magic" for Magic the Gathering? It is aimed towards casual players who don´t have so many cards. No Rares, a maximum of 5 Uncummons, and the rest Commons. Maybe it could be something for MECCG too?
Maybe a good idea but somehow I think we dont need that. There are the challenge decks. Best way to learn game mechanics.
[url=http://gccg.sourceforge.net/]Come to GCCG or die a lonely death.[/url]
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