So, updates have been more sparse over the past few months, and that's with good reason. Brad and I both have our noses down trying to get the finishing touches put on set 1 so that we can go live to the Kickstarter. I cannot tell you guys how extremely excited I am about opening Siege to the public market of opinion to see what everyone thinks of the project. Thusfar, we've got about 60% of the Kickstarter materials down - All we have left are the promotional videos, art, and some other small loose ends that are easily tidied.
Also, Summer is slow. I tend to work more and do more outdoors-y stuff during the summers, but Brad and I have actually been analyzing the Metagame a bit more, and we've figured out that we've just gotten costing *all* wrong. The bottom line is this - I've played Magic: the Gathering for the better part of twenty years. Costing things, keywords, the way I word abilities - It all comes out in Magic lingo. All of my keywords are Magic-based. Everything I know, everything I've created over the past twenty years has been so heavily Magic-influenced, that it's really hard to break out of that mold. And Brad is very much the same way, in terms of viewpoint.
When we costed Siege armies and structures, in our brain, the most logical place for us to start was with the cheapest army, costing one resource. And then the next step up from that costed 2 resources, and the one after that costed 3. And in my mind, a one-resource army should be a 1/1/1. And a two-resource army should be around 2/1/2 or 2/2/1. And a three-resource army should be around 2/2/2 or 3/2/2 or something like that. Maybe throw some abilities in there as well, and recost them accordingly. The problem came when we hit stuff like Equites and Legionnaires.
By the way, we have a card database up. It's almost functional. We'll get there.
Anyway, Legionnaires initially cost something like MM1. For a 3/2/3 that got +1 Attack while Morale was 7 or higher. So, when we went through about seven months ago and re-costed everything, we saw an issue there. Because you could potentially drop a Legionnaires on second turn. This was far too fast. And then you could also drop one every single turn thereafter. This was also a problem. So we upped the cost to MMMMM. Which seemed okay at the time, but we were still thinking in Magic terms. To us, that was "5 Resource," and therefore, 5th turn, and in turn, midgame. A midgame drop. Little did we realize that you could still technically drop that on second or third turn. So, we've made yet another pass, and we've made costing exponential, which it should be. Legionnaires now costs MMMMMMMM. This is a much more accurate depiction of their ability and their impact on the game.
When we think of costs in terms of turns, it throws the entire process of. Siege isn't a turn-based game; We don't print land-search cards for acceleration. And part of the reason why is because we've 'fixed' Mulliganing. In every single CCG, there's a chance to get 'resource-screwed', and I think we've just done away with that - With something called 'Replan.' And it's something that only works with the Siege engine. Something like this wouldn't work in a system like Magic, because we have Morale, and we have a much different set of win conditions and concepts working with Siege. You can't just lay a card down and win the game, you still have to fight and scratch. And I want to keep it that way. There's a certain amount of strategy involved in making the concept of cards necessarily less mobile and less versatile. Think of Chess. There's no spot removal in Chess. There's no combo in Chess. Each piece plays a role, and has a specific set of things that it can and cannot do. I liken Siege a bit to Chess, in this regard. There's a lot of restriction on what a piece can and cannot do in terms of gameplay. There's no army that can immediately and irreparably nuke another army on the field. That army has to get in the trenches and fight it out.
In either case, though, I think that Replan and Re-costing our cards has given a huge positive impact on the game, and will give us a lot more room for designing new cards and also help players have a more decent early game, a better mid-game, and a much higher-level late game. Prior to Replan and the Re-costing, small armies had no room to compete in the environment we were working in, and large armies were almost impossible to play due to a lack of resources. This meant that all of the mid-sized armies were the only ones that could compete, due to their efficiency vs. their cost. 2- and 3- armor armies with 2 or 3 wounds were kings of the hill, and those days are finally over. And with good reason, and for the betterment of the game as a whole.
Brad will be writing on the actual re-costing process here shortly, as well as on Replan; It was actually a really intense process in re-costing the entire set. And what it all comes down to is that we've got to step outside of the concept of costing things as one would cost Magic cards. It's been such a long road, and we've had a lot of fantastic steps in the process, but I think this is the greatest and last. Siege finally feels like its own game - to me, at least. It's one of those things that we've finally gotten into the mindset of Siege being its own entity, and that feels fantastic.
I will also be writing more frequently over the next couple weeks on this topic as well as others - and start to get into deckbuilding, development for the player, and Resource Identities. Until then, Siege on!