I can’t afford any of the ultra-rare “Series 5” cards which would cost 6k.) (To visualize this: after almost 2-months F2P play I have 5000 tokens, which can afford 5 “Series 3” cards at 1k each, or 1 “Series 4” card at 3k. There is also an “end-game” rotating card shop where you can spend “tokens”, an ultra-rare soft currency, to acquire a card that you’ve set your eyes on. The notable exception is the card bundled with every $10 season pass, and for the past 2 seasons the 2 cards (Silver Surfer and Zabu) have largely dominated the “meta”. The game ditches the card packs / loot boxes paid acquisition model, and card acquisition is primarily from randomized rewards chests earned through engagement.On the meta side of things, Marvel Snap also takes some calculated risks, with the results being more divisive in the community: It is addictive, with all the pros and cons associated with that word. The sum of these designs is a core game that is intuitive to learn, has deep replayability, and requires ridiculously low time commitment for a single game (thus very easy to impulsively tap “play” again right after a game – whether you won or lost). At first I wasn’t sure whether this was a gimmicky mechanic that was negligible to the game now I see it as a huge design bet with wide-reaching impact (both positive and negative) on the whole game – more on this later. The signature “snap” mechanic, which introduces a way for players to bet and double-down on the game’s outcome, and adds a Texas Hold’em-like mind-game layer.Card abilities fall into intuitive categories, while end-game complexity comes from cards with memorable unique effects that open up new archetypes.This RNG introduces a lot of variation which provides a unique puzzle to every game. Each lane has a unique effect per game, from a huge and actively growing list.3-lanes board, and limited card interactivity / simple win condition: you and your opponents’ cards aren’t dueling each other, there’s no attack/block or health, and very few cards can directly destroy opponents’ cards – it’s just who has more card power in 2 out of 3 lanes.Small deck (12) and hand (max 7) size – by default you draw 9 cards in a full 6-turn game, which is 75% of your deck.Simultaneous turns, and only 6 turns total.The game’s core game reaches the vaunted heights of “easy to learn, difficult(impossible) to master” through a set of design choices that are mutually reinforcing: From the outside, I feel the game has the following significant innovations: Core gameplay I look forward to the future design talks from Ben Brode and team that will shed light on their inside perspective. 1 At the same time, the game certainly has its live-service challenges, and I’m eager to follow how the team will address them in their roadmap. My quick verdict is it deserves all the praise it got, and has unexpectedly filled a “casual” competitive-PVP need that I was ready to give up. I was late to check it out, out of laziness and lack of personal interest in turn-based card games. I’ve played Marvel Snap for about two seasons (Dec / Jan).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |