Yeah Dominion is an obvious comparison, but I don't think it's a very accurate one, because you don't need to spend your resources deckbuilding; you just add in any two per turn. So while I guess building your deck during the game ultimately comes from there, I don't think Codex really falls in the deck-builder genre that Dominion started. Hence why I've seen it compared to Mage Wars, but I guess it's not quite that either. (Anyway Sirlin already
did a Dominion take-off, it was called Puzzle Strike. :P )
> I take against Sirlin based on his writings and his emphasis on reading your opponent which isn't a mechanic I find fun
Huh, I'm surprised. There's a lot of dislike of Sirlin out there obviously but I haven't seen many say it's his writings they don't like. I think they're some of the best writing on game design I've seen! To the point that I'd basically count myself as a "Sirlin fan" even though I've only played two of his games of which one is pretty mediocre. :P (Namely, Flash Duel. Kongai, though, was great, back when people actually played it...) I don't think there's anything too advanced in most of what he writes -- a lot of emphasis on such notions as even playing field, cutting out extra steps that get in the way of playing the real game, the focus on contested skill rather than unconstested skill, that yes strong competitive balance is achievable -- but these are basics that all too often go neglected, IMO, so it's good to see someone explicitly talking about them. There seems to be this philosophy out there of "Well, we don't really need an even playfield..." or "C'mon, nobody can actually make a balanced competitive game with that many characters" and I'm glad to see somebody countering that. Whether he's good at it or not, Sirlin is, to my mind, somebody who gets what game design should be. Would you mind elaborating on what about his writing you don't like?