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Developer: Leaping
Lizard Software, Inc. Publisher: Wizards
of the Coast
Previewed by Irony
on 4/10/02
Article
Discussion Forum
The
Old Days:
As a dyed-in-the-wool gaming geek (not just computer games, but
tabletop role-playing and even the occasional miniature board
game), I went through a period in my life I like to call "The
Magic Years." Those were heady times when friends would gather
to trash talk each other and expound upon the virtues of their
favorite Magic: The Gathering cards. Eventually we grew apart,
and Magic no longer held the thrill it once did (pouring money
into the hobby no longer seemed as harmless as it once did, either).
I shelved my modest collection of cards and forgot about Magic
completely.
Then,
one of my roommates got a crazy idea: he would go to a Wizards
of the Coast-sponsored premiere event for the new Magic expansion,
Torment. After spending hours in a room with like-minded persons,
he returned bearing gifts: a CD-ROM beta for Magic Online.
We quickly installed the game (reserving judgment, since we'd
both played other attempts to bring Magic to the PC), and became
so utterly addicted that our sleep, work, and love lives suffered
(and Banshee had to scold me into finishing a review, because
I'd set aside all other games in favor of Magic Online).
The game
is now in the final stages of beta testing in preparation for
a Spring 2002 launch, and all indications are that the beta, at
least, has been a smashing success (more than 90,000 accounts
were created before the beta was closed). Representatives of Wizards
have been very forthcoming at every stage, and also very solicitous
of tester input, both on forums and in a special survey.
Users seem
to agree on two salient points: (1) the game, developed by Leaping
Lizard, is everything one could hope for in an online collectible
card game, and (2) they're not sure they'll continue playing once
the beta test is over. I'll talk about the first point first,
and the second point second, for continuity's sake.
Preparing
to Kick Butt:
If you've played Magic: The Gathering, Magic Online will
seem familiar to you. There are some new rules for new expansions,
such as "madness" for the Torment expansion, but everything works
essentially the same online as it does in your basement (I kid
because I love). For the beta test, all cards and event tickets
were free.
In
the game, players buy booster packs, tournament packs, and theme
decks from the online store just as they would at their local
gaming store. You virtually "open" these packs online, and check
out what you got (which cards are in each pack is randomly determined
as you open them).
All the cards
you get go into your online collection, which you can sort by
a great many criteria, trade, check out the art, and use to make
constructed decks. Deck construction, in fact, is one of the best
aspects of the game. Players can sort their collections in a spreadsheet
view, searching by keyword, displaying only those cards which
fit a chosen criterion like creature type or mana cost (mana is
what fuels the spells in the game).
Here's how
to do it: drag or double-click the cards you want to include in
a deck, then use the available "stats" button to view statistics
about your deck. Pie charts by color and card type let you know
instantly what percentage of mana-producing land your deck contains
(a vital piece of information), while a "mana curve" chart lets
you know the average cost of your deck. Other available details
include probabilities as to what kinds of cards you'll draw on
each successive turn, and a list of formats in which your deck
is legal to play (some expansion sets are not played competitively).
One of the
best features of deck building is that your decks are saved as
list files, not piles of cards like real-world cards, so you can
have ten different decks all using some of the same cards, and
you'll never have to search through your collection and pull cards
from one deck to use in another.
Actually
Kicking Some Butt:
Of
course, deck building is just an exercise. It's the duel that
concerns us, and Magic Online promises to shine here as
well. The game has no single-player option: it requires internet
connectivity and you have to play against an actual human
being; luckily, there's lots of them.
Also, there's
a format for everyone. There's a training room for beginners.
In rooms for casual play, you can watch games as they progress,
learning the ropes. Then, take your constructed deck to town in
Wizards-hosted premiere events, where tournaments can last hours
(this is no exaggeration; often, a tournament is won by whomever
has the stamina to stick it out) and many booster packs can be
your reward (plus, you have a rating for each format which goes
up and down according to your record).
You can play
against multiple opponents if the standard 1x1 duel becomes boring.
Try Two- or Three-headed Giant, or Emperor: games with up to 6
players are common. One of my favorite formats is the booster
draft where eight players choose one card at a time from newly-opened
boosters, or the Rochester draft, where the boosters are opened
and everyone can see which cards you take (politics play more
of a role than you'd think). Sealed deck tournaments, in which
you have a limited amount of time to make your deck up of brand
new cards, are also extremely popular. All tournament play is
timed as well, so practice in casual play before risking any hard-earned
cash.
The
Particulars of the Butt Kicking:
Leaping
Lizard has really outdone themselves with the duel interface.
The program knows all the rules, so you'll never have to fight
rules wars again (does anyone else remember that whole "Maze of
Ith"/"Serra Angel" controversy? No? I'm so old.), which will make
your friends happy. Players can customize the game play to pause
at specific points in each turn and require a click of the OK
button before continuing. Card effects appear with a sound effect
and colored arrows indicating exactly what each card is doing,
and to whom. Once you get the hang of the interface, the only
mistakes you make will be caused by your own inattention.
Each game
window has a list of the room's occupants and a chat area. You
can view user-contributed information on each player simply by
right-clicking their name, and you can add buddies to a buddy
list (making them easy to find in the game), or block annoying
individuals.
A nice attempt
was made to clean up the language by replacing any naughty words
typed into the chat interface with swear symbols (#&%!!). Of course,
people get around this by cleverly misspelling the words or replacing
the S with a $, but at least they made the effort (and monitors
can ban particularly rowdy individuals if they see them causing
a ruckus).
Will
Women Like It?
Most
women who have played card games online at places like Yahoo!
Games will recognize the "feel" of the Magic Online community.
While demographics on Magic aficionados are not readily available,
personal experience has taught me that the game is extremely popular
among young boys. One nice aspect of Magic Online is that
despite its popularity among young boys and its ready attempts
to attract that target audience, the game, to my knowledge, has
not stooped to any kind of offensive stereotyping in its advertising
or implied a gender difference at all.
There are
female avatars you can use during duels, and the cards themselves
feature artwork which stands head and shoulders above that of
any other collectible card game or table-top roleplaying product
available. There are some wonderful, vibrant, strong, and powerful
women reflected in the artwork on these cards. In the realm of
fantasy art, this is a refreshing treat, and is something that
should be noted and applauded by both consumers and the industry.
Concerns:
Magic Online is great. Everyone that's played it pretty
much agrees that it injects new life into the game, and makes
it a great deal of fun to play. With that said, there are some
concerns. Chief among them is pricing.
Wizards has
always been very honest about their intended pricing model, and
it promises to be quite a sticking point. Basically, everything
will sell for its suggested retail value, i.e., boosters will
sell for $3.49, etc. The problems here are many:
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1.
Will people be willing to pay for virtual product? If I
buy a booster at my local game shop, I'm holding the cards
in my fat little hands, touching what I'm buying. Having
a virtual collection almost takes the fun out of collecting.
2.
Will people be willing to shell out a considerable initial
cost to build up the card pool necessary for constructed
deck play? Rumors abound that Wizards will include some
cards with the purchase of an online account, but any Magic
player knows that the hobby can become a giant money suck
if you dedicate yourself to building a substantial card
collection.
3.
Why ask online users to pay SRP when serious tabletop Magic
players usually buy their cards by the box on online auction
sites for far less? I received a box of real-life Torment
boosters for my birthday that cost half what the same number
of virtual boosters is expected to cost. No one disputes
Wizards' need to recoup development funds and to make money
off the game, but the truth remains: virtual property is
not analogous to "real" cards.
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The answers
to these three questions would take pages and pages to fully debate:
I know, because pages and pages have already been filled discussing
them at the Magic Online forums, so I'm not going to rehash
every argument here. Suffice to say, it will be very interesting
to see what kind of response will come, and what changes Wizards
decides to make.
The second
major concern I hear voiced consistently is that of security.
Wizards and Leaping Lizard have assured all comers that their
security is the best, and that redundant and back-up systems are
in place to keep everything nice and safe. I believe them, but
I also believe that anyone shelling out hard-earned cash for a
virtual product which resides on a third-party server is going
to continually worry about security. My fingers will be perpetually
crossed as I hope that my collection is never harmed or pilfered;
I also hope I don't end up across a virtual table from someone
who duplicated every card in the set and who has a collection
the size of the Library of Congress.
With that
said, if you're interested in the game, check out the forums.
See what's being talked about, and dip your toe into the already-forming
community to see how welcoming you find it - and if you see me,
say hello.
Web
sites of interest:
SideBoard
Magazine Online
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