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Taking an iconic IP like Magic:The Gathering and giving it new life in another medium is no easy task, but it's one that Cryptic Studios is currently undertaking with their ARPG Magic: Legends. We sat down in a play session with the Magic: Legends team to check out the ARPG in action ahead of next week's beta test.
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Basically clicking away text windows ruins every MMO, try to have fun instead of rushing things. Without story and lore all there is left is a bunch of mechanics.
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Furthermore, the fact that they use a "deck" to do combat is just so incredibly lame. The cards have always just been a representation of the spells and creatures in magic. The creatures, planeswalkers, etc. never used cards themselves. It was just a way to represent actions as you play the game against an opponent.
This game looks cheesy AF.
Why do people want to play M:tG where their hand is randomly determined from the deck they have available?
It's just a different way of doing much the same thing, but adapted due to the differences in medium and a shift from turn-based to concurrent play.
Just as a M:tG player must adapt play to the cards in his hand, the player in Legends must to his currently available abilities.
I think that adaptation thematically suited and unique so far as I know for ARPGs, so I'm quite interested in seeing how it works in practice.
What I am NOT hopeful about and what pisses me off is that, allegedly, we will not be able to use more than two color combos! Ok, this could be "futureproofing" where they would want to monetize that addition via Alara or Tarkir expansion / dlc, but come on!
Is a man not entitled to the herp of his derp?
Remember, I live in a world where juggalos and yugioh players are real things.
This was exactly my point. And i will throw in one more aspect of it. Not knowing what the next "card" you will be getting seems crazy to me. So in the thick of battle, you need to basically take your eyes down to the skill bar and look at what skill you just got. Then identify it properly and use it correctly. If there is huge variance between what the skills do this could be problematic to juggle correctly. All in a genre that is built upon consistency and min-maxing certain aspects of a build to perform in progressively harder scenarios.
Card games give you plenty of time to weigh the choices of your actions. ARPGs rarely do.
This is an entirely different genre and the card system does not function similarly. Also, SotA had an abundance of issues totally unrelated to that system which are more likely to have impacted negatively on their success. As to p2w and what bother it would be it's hard to say exactly how bad it would be as their games vary in that regard. There will be plenty of spending opportunities no doubt, but how well one can do without is currently unknowable.
I was thinking of the physical M:tG card game, but there are non-physical versions as well, so fair enough. People don't play M:tG for active combat, just as those playing Magic Legends won't be playing for turn-based card play. The nature of ARPGs has been as you describe. Nothing states that they must be so forever.
People often complain of the lack of innovation, calling out for something new. Well, in terms of ARPGs this is something new. It may be rejected as you say, or it may not. But, we will never get anything at all different if we reject out of hand anything other than the same as what is.